RE: [Flashcoders] Classes added

2008-01-15 Thread Matthew James Poole
Yep we got that ;) 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Sacks
Sent: 15 January 2008 00:55
To: Flash Coders List
Subject: Re: [Flashcoders] Classes added

And by that I mean that it's poorly written, hehe.

 14.11 New expressions

 A new expression results in the invocation of the intrinsic construct

 method of the value computed by the expression that follows the new 
 keyword. Arguments, if specified, are passed to the construct method.

 If no arguments are specified, the parentheses may be omitted.
   
 That paragraph really clears things up. LOL!

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RE: [Flashcoders] mdash in htmlText

2008-01-15 Thread Rob Emenecker
Hi Andrew,

I took a look at what we did and, unfortunately, our solution was a
pre-processing script before the HTML was deployed to our Flash project.
Since there are real differences between Flash HTML and standard HTML --
especially with regards to white space -- we provided our client a set of
guidelines so that they could use any WYSIWYG HTML editor. We then parsed
the files subbing out character entities for Flash Unicode notation
(\u), collapsing whitespace, etc.

Sorry I did not get back to you yesterday. 

...Rob

P.S. FWIW, using split/join, is probably the easiest way to do it.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
Sinning
Sent: Sunday, January 13, 2008 10:23 PM
To: Flash Coders List
Subject: Re: [Flashcoders] mdash in htmlText

Thanks Helmut.  With your lead I was able to come up with the following.
(There's probably a better way to do a replaceAll, but using slit.join is
least amount of code that I know of.)

function htmlAmpCharsToFlashHtmlAmpChars(str:String):String {

str = str.split(emsp;).join(#8195;);

str = str.split(thinsp;).join(#8201;);

str = str.split(ndash;).join(#8211;);

str = str.split(mdash;).join(#8212;);

str = str.split(mdash;).join(#8212;);

str = str.split(lsquo;).join(#8216;);

str = str.split(rsquo;).join(#8217;);

str = str.split(ldquo;).join(#8220;);

str = str.split(frasl;).join(#8260;);

str = str.split(euro;).join(#8364;);

str = str.split(trade;).join(#8482;);

str = str.split(larr;).join(#8592;);

str = str.split(rarr;).join(#8594;);

str = str.split(larr;).join(#8592;);

str = str.split(rarr;).join(#8594;);

str = str.split(harr;).join(#8596;);

str = str.split(lArr;).join(#8656;);

str = str.split(rArr;).join(#8658;);

return str;

}
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[Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Gregory N
Hi all,

I have an application made a while ago in as1 (flash 6).

Now I need to make new version of it in AS3.
Fortunately, there's no code in clips, only in frame 1 on _root :-).
But all graphics currently is in FLA.
And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

I've seen this article:
http://www.adobe.com/devnet/flash/articles/flex2_flash.html

But it mentions Flex Builder 2, not SDK.

Question:
Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

I can think of loading graphics-only swfs (as2) into final (AS3) swf...
But doubt that I'll be able to access their assets (not code, just mc's).


-- 
-- 
Best regards,
GregoryN

http://GOusable.com
Flash components development.
Usability services.
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Re: [Flashcoders] mdash in htmlText

2008-01-15 Thread Juan Pablo Califano
Perhaps this is not the most optimal (performance-wise), but if the
flash html renderer doesn't natively support most of the html entities, you
can make your own (I don't know of any class that already does it, but it
might already been written).

It shouldn't be hard.

You can find the a list with the standard entities here:
http://www.w3.org/TR/REC-html40/sgml/entities.html
( bullet 24.2.1)

You should map the entity name on the left of the table to correspondent
char. Something like:

var map:Object = {};
map['aacute'] = 'á';
map['eacute'] = 'é';

and so on.

You could also use the char codes, but then some chars might or might not
work depending on the encoding you're using, so using the literla char seems
more reliable.

The you should loop through the input string, look for anything between ''
and ';' and look up the map to find the correct replacement. If you're usign
AS 3.0, the RegExp could be handy and will save you from doing it manually.
Finally, return the modified string and you're done.

It's not hard, just tedious! (specially, writing the lookup table)

Cheers
Juan Pablo Califano

2008/1/13, Andrew Sinning [EMAIL PROTECTED]:

 I'm running CS3 with AS2.

 I'm loading in some html text into a TextField with html set to true.
 It looks like nbsp; is working correctly, but other chars such as
 mdash; are just being rendered literally, as mdash;.  This is even
 with the entire character set embedded.

 Do I have to scrub all this stuff out?  Is there a class to do this?

 Thanks.
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Re: [Flashcoders] Classes added

2008-01-15 Thread Helmut Granda

 nothing will actually be added;
 Sprite is an intrinsic class, importing it merely works as typing and as
 a definition for compilation (the class is already in the player so
 it's not added to the SWF).


So then it is safe to do

import flash.display.*;

and not to worry about bundling up the SWF eh?


  var mySprite:Sprite = new Sprite;
  and
  //notice the end ()
  var mySprite:Sprite = new Sprite();
  I tried to google it but didnt know exactly how to find it..

 The first one is slightly uncommon, but both do the same thing.


 Zeh



Thanks Zeh, that is what I thought but I wasn't sure. specially when I
instantiate my Classes there was no difference on the way I was using them,
of course unless I needed to pass some parameters.
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Re: [Flashcoders] Classes added

2008-01-15 Thread Helmut Granda
Very good point Glen... Although this seems kind of redundant if you import
your classes and then use the qualified name to instantiate a specific
class. But I fully understand what you mean.

On 1/14/08, Glen Pike [EMAIL PROTECTED] wrote:

 Hi,

 As a quick note:

 The reason for specifically listing all the classes you actually use,
 rather than having wildcards means that you won't get clashes between
 the same classnames that may appear in different packages, e.g.

 //Button class in here
 import mx.controls.*;
 //Button in here too
 import com.glenpike.*;


 //create a glenpike button.
 var btn:Button = new Button(); //won't work or will produce bizarre
 results, you may need to use...

 //...fully qualified classnames
 var btn:com.glenpike.Button = new com.glenpike.Button

 The wildcard could be problematic if you use lots of libraries or have a
 big project and someone pointed out it was best practice to fully list
 all your imported classes...

 HTH

 Glen

 Dwayne Neckles wrote:
  Does that means that only the Sprite class will be added or will all
 the
  classes under display will still be added?
 
 
  All classes under display will be added if you wrote
  import flash.display.Sprite;
 
  then only the Sprite class would be imported..
 
  Another basic question... could some one point me to a resource to
 
  understand the difference between
 
  var mySprite:Sprite = new Sprite;
 
  and
 
  //notice the end ()
  var mySprite:Sprite = new Sprite();
 
 
  Dude good question.. I dont think there is a diference.. cause both
 works...
  and never feel hesitant to ask newbie questions..
 
 
 
 
  Date: Mon, 14 Jan 2008 16:26:37 -0600
  From: [EMAIL PROTECTED]
  To: flashcoders@chattyfig.figleaf.com
  Subject: [Flashcoders] Classes added
 
  I remember reading in a book/article that you can import all the
 classes you
  need and only the ones used by the application will be actually
 added
  this thought has been bother me because my logic says... Import all
 classes
  since only the ones used will be added it doesnt matter what classes
 you
  import
 
  For example in the following:
 
  import flash.display.*;
 
  var mySprite:Sprite = new Sprite();
 
  Does that means that only the Sprite class will be added or will all
 the
  classes under display will still be added?
 
  //Another basic question... could some one point me to a resource to
  understand the difference between
 
  var mySprite:Sprite = new Sprite;
 
  and
 
  //notice the end ()
  var mySprite:Sprite = new Sprite();
 
  I tried to google it but didnt know exactly how to find it..
 
  Thanks for your input...
 
  --
  ...helmut
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Re: [Flashcoders] Classes added

2008-01-15 Thread Helmut Granda
Thanks for pointing out that document Francis... I see there is a lot more
information under the same domain to look at.

Full Address:

http://livedocs.adobe.com/specs/actionscript/3/wwhelp/wwhimpl/js/html/wwhelp.htm


On 1/14/08, Francis Cheng [EMAIL PROTECTED] wrote:

 You are correct. This is explicitly mentioned in the AS3 Language
 Specification:

 http://livedocs.adobe.com/specs/actionscript/3/as3_specification131.html

 See the money quote in the last line of the paragraph:

 14.11 New expressions

 A new expression results in the invocation of the intrinsic construct
 method of the value computed by the expression that follows the new
 keyword. Arguments, if specified, are passed to the construct method. If
 no arguments are specified, the parentheses may be omitted.

 Francis Cheng | Senior Technical Writer | Adobe Systems Incorporated

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Juan
 Pablo Califano
 Sent: Monday, January 14, 2008 3:11 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Classes added

 ...

 If I'm not mistaken, these are equivalent.

 var mySprite:Sprite = new Sprite();
 var mySprite:Sprite = new Sprite;

 However, if you don't use the parenthesis, you can't pass parameters to
 the
 constructor.

 Cheers.
 Juan Pablo Califano



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Re: [Flashcoders] Classes added

2008-01-15 Thread Andy Herrman
 So then it is safe to do

 import flash.display.*;

Only if you're not going to run into any naming conflicts.

I generally find it's better to only import the classes you're going
to use, for a couple reasons.

1) It reduces the chance of naming conflicts (like two packages having
Button classes in them).  The only time you'll have to deal with
naming conflicts here is if you actually need to use classes with the
same name from two different packages.  If you import the entire
packages there's a higher chance of conflict.

2) It makes it much easier to tell, at a glance, what a class depends
on.  This can be beneficial in many cases.

  -Andy

On Jan 15, 2008 11:52 AM, Helmut Granda [EMAIL PROTECTED] wrote:
 
  nothing will actually be added;
  Sprite is an intrinsic class, importing it merely works as typing and as
  a definition for compilation (the class is already in the player so
  it's not added to the SWF).


 So then it is safe to do

 import flash.display.*;

 and not to worry about bundling up the SWF eh?


   var mySprite:Sprite = new Sprite;
   and
   //notice the end ()
   var mySprite:Sprite = new Sprite();
   I tried to google it but didnt know exactly how to find it..
 
  The first one is slightly uncommon, but both do the same thing.
 
 
  Zeh



 Thanks Zeh, that is what I thought but I wasn't sure. specially when I
 instantiate my Classes there was no difference on the way I was using them,
 of course unless I needed to pass some parameters.

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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Leandro Ferreira
I don't get it: why don't you use flash CS3?


   Leandro Ferreira

On Jan 15, 2008 12:15 PM, Gregory N [EMAIL PROTECTED] wrote:

 Hi all,

 I have an application made a while ago in as1 (flash 6).

 Now I need to make new version of it in AS3.
 Fortunately, there's no code in clips, only in frame 1 on _root :-).
 But all graphics currently is in FLA.
 And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

 I've seen this article:
 http://www.adobe.com/devnet/flash/articles/flex2_flash.html

 But it mentions Flex Builder 2, not SDK.

 Question:
 Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

 I can think of loading graphics-only swfs (as2) into final (AS3) swf...
 But doubt that I'll be able to access their assets (not code, just mc's).


 --
 --
 Best regards,
 GregoryN
 
 http://GOusable.com
 Flash components development.
 Usability services.
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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Glen Pike
Possibly because CS3 is expensive  a memory hog and maybe unnecessary 
if you are heavily into coding - FL8 is just as handy  Flex has a 
different set of components :)


Leandro Ferreira wrote:

I don't get it: why don't you use flash CS3?


   Leandro Ferreira

On Jan 15, 2008 12:15 PM, Gregory N [EMAIL PROTECTED] wrote:

  

Hi all,

I have an application made a while ago in as1 (flash 6).

Now I need to make new version of it in AS3.
Fortunately, there's no code in clips, only in frame 1 on _root :-).
But all graphics currently is in FLA.
And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

I've seen this article:
http://www.adobe.com/devnet/flash/articles/flex2_flash.html

But it mentions Flex Builder 2, not SDK.

Question:
Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

I can think of loading graphics-only swfs (as2) into final (AS3) swf...
But doubt that I'll be able to access their assets (not code, just mc's).


--
--
Best regards,
GregoryN

http://GOusable.com
Flash components development.
Usability services.
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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Glen Pike

Hi,

   You can embed assets from Flash into Flex using the [Embed] meta 
directive.
  
   In Flash all the MovieClips in your library need to have a LinkageID 
- not sure if they need to be on the timeline, but probably a good idea.


   In Flex you can [Embed] individual MC's or an entire SWF at compile 
time (assets will expand the SWF file).


   You need to put the [Embed

   Keith Peters has a good example of the code needed here:

   http://www.bit-101.com/blog/?p=853

   Not 100% how this translates to MXML or if that is possible.

   Also not sure about runtime shared libraries, but try googling with 
flex too.
  
   HTH


   Glen

  


Gregory N wrote:

Hi all,

I have an application made a while ago in as1 (flash 6).

Now I need to make new version of it in AS3.
Fortunately, there's no code in clips, only in frame 1 on _root :-).
But all graphics currently is in FLA.
And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

I've seen this article:
http://www.adobe.com/devnet/flash/articles/flex2_flash.html

But it mentions Flex Builder 2, not SDK.

Question:
Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

I can think of loading graphics-only swfs (as2) into final (AS3) swf...
But doubt that I'll be able to access their assets (not code, just mc's).


  


--

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01736 759321
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RE: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Merrill, Jason
Yes, you can load Flash 8 made .swfs into Flex, you just can't directly
interact with any code inside of them except by using External Interface
or perhaps local connection.

Jason Merrill
Bank of America  
GTO LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community



 

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of Gregory N
Sent: Tuesday, January 15, 2008 9:15 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] using graphics from flash 8 with flex 2 sdk

Hi all,

I have an application made a while ago in as1 (flash 6).

Now I need to make new version of it in AS3.
Fortunately, there's no code in clips, only in frame 1 on _root :-).
But all graphics currently is in FLA.
And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

I've seen this article:
http://www.adobe.com/devnet/flash/articles/flex2_flash.html

But it mentions Flex Builder 2, not SDK.

Question:
Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

I can think of loading graphics-only swfs (as2) into final 
(AS3) swf...
But doubt that I'll be able to access their assets (not code, 
just mc's).


--
--
Best regards,
GregoryN

http://GOusable.com
Flash components development.
Usability services.
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RE: [Flashcoders] Classes added

2008-01-15 Thread Merrill, Jason
2) It makes it much easier to tell, at a glance, what a class 
depends on.  This can be beneficial in many cases.

That's the main reason I do it, I like to see all dependancies, for my
own benefit and for others who will come after me.   package.* always
seemed like a cop-out to me, even if it saves some typing. :) 

Jason Merrill
Bank of America  
GTO LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community



 
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[Flashcoders] Re: [SYD-ANN] Sydney Flex and AIR Pre-Release Tour With Danny Dura

2008-01-15 Thread Chris Velevitch
Should had mentioned that Danny Dura will in Sydney to do this presention.

On Jan 16, 2008 9:08 AM, Chris Velevitch [EMAIL PROTECTED] wrote:
 Thursday, 24th January.

 Flex 3 and AIR are getting close to launch and in preparation, Danny
 Dura from the Platform Evangelism Team will be specifically in Sydney
 to show off the great new features for this exciting launch.

 Check the listings below to hook up with the local user group in the
 city closest to you and join us for an evening of Flex and AIR.

 Don't miss out on the opportunity to see and hear about this highly
 anticipated release of Flex 3 and AIR during this special pre-release
 tour. Plus, in addition to giving away some one of a kind Flex/AIR
 branded schwag, each event will also be raffling off a copy of Flex
 Builder 3 Professional (pending availability) and a full commercial
 copy of CS3 Web Premium!

 Details and RSVP on http://sydneyflashdev2008prelaunchtour.eventbrite.com

 --
 Chris
 --
 Chris Velevitch
 Manager - Sydney Flash Platform Developers Group
 m: 0415 469 095
 www.flashdev.org.au




-- 
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[Flashcoders] array access operator not working

2008-01-15 Thread Dwayne Neckles
this doesnt work..
Unexpected '.' encountered

any idea why?

[clip+i].onRollOver = function() {
Tweener.addTween(this.person,{_alpha:100, delay:0, time:2});
Tweener.addTween(this.whiteborder,{_alpha:100, delay:0, time:2});
};

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Re: [Flashcoders] array access operator not working

2008-01-15 Thread Zeh Fernando

this doesnt work..
Unexpected '.' encountered
any idea why?
[clip+i].onRollOver = function() {


You can't use a reference like that from no object. Instead, use:

this[clip+i].onRollOver = function() { ...
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RE: [Flashcoders] array access operator not working

2008-01-15 Thread Dwayne Neckles
Thank you Zeh, I swear its the little things..



 Date: Wed, 16 Jan 2008 01:54:06 -0300
 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] array access operator not working
 
  this doesnt work..
  Unexpected '.' encountered
  any idea why?
  [clip+i].onRollOver = function() {
 
 You can't use a reference like that from no object. Instead, use:
 
 this[clip+i].onRollOver = function() { ...
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[Flashcoders] buttons lined up next to each other- rollout not work

2008-01-15 Thread Dwayne Neckles
This is probably a classic issue..

I have  5 buttons lined up next to each with no space between but they arent 
overlapping.

I have rollover and rollout events.. but the rollout event doesnt work when i 
roll over to the next button..

the onrollout event works only when i rollout on to negative space..which sucks
is there a workaround

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Re: [Flashcoders] buttons lined up next to each other- rollout not work

2008-01-15 Thread Marc Hoffman
No such problem here with either adjacent or overlapping buttons. 
Please post your code. Here's mine for four buttons named btn1, btn2, etc.:


for (i = 1; i  5; i++) {
this[btn + i].onRollOut = function() {
trace(this._name);
};
}

Marc

At 09:06 PM 1/15/2008, you wrote:


This is probably a classic issue..

I have  5 buttons lined up next to each with no space between but 
they arent overlapping.


I have rollover and rollout events.. but the rollout event doesnt 
work when i roll over to the next button..


the onrollout event works only when i rollout on to negative 
space..which sucks

is there a workaround


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RE: [Flashcoders] buttons lined up next to each other- rollout not work

2008-01-15 Thread Dwayne Neckles
OK 

on rollover the correponding text clip fades in on rollout it fades out..

during debuging.. all of the targets are text4 and it shouldnt  be..

clip0 should control text0 and etc..
but what happens is that clip0 to clip4 controls text4...
 
which is wrong, any suggestions?


Code below:

//this also sets the event handling in one shot
for (i=0; i5; i++) {
clipName = this[clip+i];
target= _root[text+i]
trace(target);


clipName.onRollOver = function() {
Tweener.addTween(this.person,{_alpha:100, delay:0, time:2});
Tweener.addTween(this.whiteborder,{_alpha:100, delay:0, time:2});
Tweener.addTween(target,{_alpha:100, delay:0, time:2});
trace(onrollover+target);


};

clipName.onRollOut = function() {
Tweener.addTween(this.person,{_alpha:30, delay:0, time:1});
Tweener.addTween(this.whiteborder,{_alpha:0, delay:0, time:1});
Tweener.addTween(target,{_alpha:0, delay:0, time:2});

};


}



 Date: Tue, 15 Jan 2008 21:32:41 -0800
 To: flashcoders@chattyfig.figleaf.com
 From: [EMAIL PROTECTED]
 Subject: Re: [Flashcoders] buttons lined up next to each other- rollout   
 not work
 
 No such problem here with either adjacent or overlapping buttons. 
 Please post your code. Here's mine for four buttons named btn1, btn2, 
 etc.:
 
 for (i = 1; i  5; i++) {
  this[btn + i].onRollOut = function() {
  trace(this._name);
  };
 }
 
 Marc
 
 At 09:06 PM 1/15/2008, you wrote:
 
 This is probably a classic issue..
 
 I have  5 buttons lined up next to each with no space between but 
 they arent overlapping.
 
 I have rollover and rollout events.. but the rollout event doesnt 
 work when i roll over to the next button..
 
 the onrollout event works only when i rollout on to negative 
 space..which sucks
 is there a workaround
 
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 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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