[Flashcoders] runtime instantiation

2008-10-28 Thread Jiri Heitlager
I know it is possible to instantiate a class at runtime, but one always 
needs to put in a concrete piece of code that forces the compiler to 
actually add the class to the swf. I am currently looking into using 
this technique to gain flexibility in an application, but the fact that 
I will always need to add concrete code to force the compiler seems to 
be counter productive.

Here is what I have.

interface aInterface

class abstractA impl aInterface

class injectedB extends abstractA
class injectedC extends abstractA

then I have a factory method that reads an xml file and instantitated a 
class based on the @reference node using getDefinitionByName()

class reference='injectedB' /

My idea is that I can in the future write  an new class injectedC and 
just add it to the xml list. But this won't work because I will always 
need to add something like this to var foo:injectedC = null to add the 
class to the compiler. Meaning I will always need to recompile.

Is there any way to get around this?

Jiri








artur wrote:

need to know a few things:

1 - can i render/export to QT an AS based animation that will be 40min 
long?
it will be incorporating an FLV ( soundtrack ) with Cuepoints..that will 
trigger different AS animations made from an XML file.
is there a chance that the animation and sound can become out of sync ( 
this has been known to happen with timeline based animations )


2 - the FLV will have over 10k cuepoints.
is there a way to Scrub through to the middle of the animation by 
giving an ID# to each CuePoint?

and then giving each XML node that same ID#?

then just create a simple textfield form and have the client enter that ID#
and the animation can Jump to that section of the animation ( for 
testing/previewing )


but then how can the client add/delete cuepoints in the FLV and have 
them be resorted numerically? so they can match the xml IDs?

im sure there is a clever  flexible solution out there..anyone?
thanks!

p.s. i need to do this in AS2..if possible.

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] runtime instantiation

2008-10-28 Thread Ashim D'Silva
If you want to add a class in the future, you will definitely have to
recompile, because flash doesn't compile at runtime as far as I know.
But I have also looked for a way to simply import classes without also
having a var defined. It's not too big a deal, but it's an interesting
topic.

2008/10/28 Jiri Heitlager [EMAIL PROTECTED]:
 I know it is possible to instantiate a class at runtime, but one always
 needs to put in a concrete piece of code that forces the compiler to
 actually add the class to the swf. I am currently looking into using this
 technique to gain flexibility in an application, but the fact that I will
 always need to add concrete code to force the compiler seems to be counter
 productive.
 Here is what I have.

 interface aInterface

 class abstractA impl aInterface

 class injectedB extends abstractA
 class injectedC extends abstractA

 then I have a factory method that reads an xml file and instantitated a
 class based on the @reference node using getDefinitionByName()
 class reference='injectedB' /

 My idea is that I can in the future write  an new class injectedC and just
 add it to the xml list. But this won't work because I will always need to
 add something like this to var foo:injectedC = null to add the class to the
 compiler. Meaning I will always need to recompile.
 Is there any way to get around this?

 Jiri








 artur wrote:

 need to know a few things:

 1 - can i render/export to QT an AS based animation that will be 40min
 long?
 it will be incorporating an FLV ( soundtrack ) with Cuepoints..that will
 trigger different AS animations made from an XML file.
 is there a chance that the animation and sound can become out of sync (
 this has been known to happen with timeline based animations )

 2 - the FLV will have over 10k cuepoints.
 is there a way to Scrub through to the middle of the animation by giving
 an ID# to each CuePoint?
 and then giving each XML node that same ID#?

 then just create a simple textfield form and have the client enter that
 ID#
 and the animation can Jump to that section of the animation ( for
 testing/previewing )

 but then how can the client add/delete cuepoints in the FLV and have them
 be resorted numerically? so they can match the xml IDs?
 im sure there is a clever  flexible solution out there..anyone?
 thanks!

 p.s. i need to do this in AS2..if possible.

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




-- 
The Random Lines
My online portfolio
www.therandomlines.com
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Ian Thomas
I'm afraid I don't think either Han's or Steven's solutions work in
AS3 - you'd still get a ReferenceError (unless currentSection is
dynamic).

I'd do it using flash.utils.describeType, like so:

import flash.utils.describeType;

:

var desc:XML=flash.utils.describeType(currentSection);

if (desct.method.(@name==refresh).length()0)
{
currentSection['refresh']();  /// Still need bracket access here, as
otherwise compilation will fail
}

Wrapping it up, here's a method-checking function:

function methodExists(obj:Object,name:String):Boolean
{
var desc:XML=flash.utils.describeType(obj);
return (desc.method.(@name==name).length()0);
}

(and here, for free, is one for properties:
function propertyExists(obj:Object,name:String):Boolean
{
var desc:XML=flash.utils.describeType(obj);
return (desc.accessor.(@name==name).length()0);
}
)

It's heavyweight, though. If anyone can find a better solution...

Ian

On Tue, Oct 28, 2008 at 2:09 AM, Steven Sacks [EMAIL PROTECTED] wrote:
 if (currentSection.refresh)
 {
currentSection.refresh();
 }

 Karim Beyrouti wrote:

 Hello Group -
 This should be really easy. I am trying to find out how to check if a
 function exists or not in AS3 - I tried this:
 code
If ( currentSection.refresh != null ) {
currentSection.refresh();
}


 /code

 But I get ReferenceError: Error #1069: Property refresh not found when
 the
 function does not exist.

 Any clues?


 Kind Regards



 Karim

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Ian Thomas
Or, thinking about it, you could catch the reference error in a
try/catch block. It's more of a kludge, but might give you much higher
performance!

Ian

On Tue, Oct 28, 2008 at 8:33 AM, Ian Thomas [EMAIL PROTECTED] wrote:
 I'm afraid I don't think either Han's or Steven's solutions work in
 AS3 - you'd still get a ReferenceError (unless currentSection is
 dynamic).

 I'd do it using flash.utils.describeType, like so:

 import flash.utils.describeType;

 :

 var desc:XML=flash.utils.describeType(currentSection);

 if (desct.method.(@name==refresh).length()0)
 {
currentSection['refresh']();  /// Still need bracket access here, as
 otherwise compilation will fail
 }

 Wrapping it up, here's a method-checking function:

 function methodExists(obj:Object,name:String):Boolean
 {
var desc:XML=flash.utils.describeType(obj);
return (desc.method.(@name==name).length()0);
 }

 (and here, for free, is one for properties:
 function propertyExists(obj:Object,name:String):Boolean
 {
var desc:XML=flash.utils.describeType(obj);
return (desc.accessor.(@name==name).length()0);
 }
 )

 It's heavyweight, though. If anyone can find a better solution...

 Ian

 On Tue, Oct 28, 2008 at 2:09 AM, Steven Sacks [EMAIL PROTECTED] wrote:
 if (currentSection.refresh)
 {
currentSection.refresh();
 }

 Karim Beyrouti wrote:

 Hello Group -
 This should be really easy. I am trying to find out how to check if a
 function exists or not in AS3 - I tried this:
 code
If ( currentSection.refresh != null ) {
currentSection.refresh();
}


 /code

 But I get ReferenceError: Error #1069: Property refresh not found when
 the
 function does not exist.

 Any clues?


 Kind Regards



 Karim

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Ian Thomas
Method:

public static function refExists(obj:Object,name:String):Boolean
{
try
{
if (obj[name]!=null)
return true;
}
catch (e:ReferenceError) {}
return false;
}

HTH,
   Ian

On Tue, Oct 28, 2008 at 8:36 AM, Ian Thomas [EMAIL PROTECTED] wrote:
 Or, thinking about it, you could catch the reference error in a
 try/catch block. It's more of a kludge, but might give you much higher
 performance!

 Ian

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


[Flashcoders] Flash 9 Mac Debugger Default Display

2008-10-28 Thread David Benman
Is there any way to save the layout, pane size, column sizes in  
panes, etc., of the debugger display in Flash 9 on the Mac?


When my debugger opens it opens at a small, unusable window size with  
the code view pane only a few pixels wide and the overall window size  
really small. I have to stretch the window to make it usuable and I  
have to adjust the variable view pane columns to make them display a  
variable name and value.


I have had times were it would open at the previous size and layout,  
but don't know how I got there.






___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] h264 video looks blurry/crappy in flash

2008-10-28 Thread Latcho

Check:
Is your video pixel aspect ratio square pixels 1:1 ? or for ex.  1:1.07 
or 1:1.333.



Søren Christensen wrote:


The video i am using has the same size as the stage area so no scaling 
is taking place.
smoothing = true  normally activates antialiasing if the video is 
scaled up/down.


However weird things hapens with h264 -

with smoothing 'on' the image gets too soft and to some degree 
degrades the picture.
With smoothing 'off' it leaves the video very rough and aliased as if 
the video had been scaled up from 1/4th the resolution.


I have been testing on osx 10.4 safari/ff  and 9.0.115 fp

Cheers,
B) Søren

  MOTION  INTERACTIVITY
  dslnc studio -  www.desilence.net
  +34 93 268 0953  /  +34 61 555 9963 (mobile)




On Oct 24, 2008, at 5:37 PM, Cedric Muller wrote:


do you, by any chance, use the video.smoothing = true ?
by looking at the video, it seems this option is set to true


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders



___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


RE: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Karim Beyrouti
This is great - thank you

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
Sent: 28 October 2008 08:46
To: Flash Coders List
Subject: Re: [Flashcoders] AS3 - Checking if a Function Exists

Method:

public static function refExists(obj:Object,name:String):Boolean
{
try
{
if (obj[name]!=null)
return true;
}
catch (e:ReferenceError) {}
return false;
}

HTH,
   Ian

On Tue, Oct 28, 2008 at 8:36 AM, Ian Thomas [EMAIL PROTECTED] wrote:
 Or, thinking about it, you could catch the reference error in a
 try/catch block. It's more of a kludge, but might give you much higher
 performance!

 Ian

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


[Flashcoders] Defenition of a Motion Designer...

2008-10-28 Thread Sander Schuurman
Just to check other people's definition of a Motion Designer.

What do you think a motion designer should be doing?

Thnx in advance...
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] runtime instantiation

2008-10-28 Thread Steve Mathews
One way to do this is to compile the class into a swf that you load.
Essentially you are creating modules or dlls. You just have to handle
loading them yourself. I have been using the technique for a while on a
project and it works great.
Steve

On Tue, Oct 28, 2008 at 12:13 AM, Jiri Heitlager 
[EMAIL PROTECTED] wrote:

 I know it is possible to instantiate a class at runtime, but one always
 needs to put in a concrete piece of code that forces the compiler to
 actually add the class to the swf. I am currently looking into using this
 technique to gain flexibility in an application, but the fact that I will
 always need to add concrete code to force the compiler seems to be counter
 productive.
 Here is what I have.

 interface aInterface

 class abstractA impl aInterface

 class injectedB extends abstractA
 class injectedC extends abstractA

 then I have a factory method that reads an xml file and instantitated a
 class based on the @reference node using getDefinitionByName()
 class reference='injectedB' /

 My idea is that I can in the future write  an new class injectedC and just
 add it to the xml list. But this won't work because I will always need to
 add something like this to var foo:injectedC = null to add the class to the
 compiler. Meaning I will always need to recompile.
 Is there any way to get around this?

 Jiri








 artur wrote:

 need to know a few things:

 1 - can i render/export to QT an AS based animation that will be 40min
 long?
 it will be incorporating an FLV ( soundtrack ) with Cuepoints..that will
 trigger different AS animations made from an XML file.
 is there a chance that the animation and sound can become out of sync (
 this has been known to happen with timeline based animations )

 2 - the FLV will have over 10k cuepoints.
 is there a way to Scrub through to the middle of the animation by giving
 an ID# to each CuePoint?
 and then giving each XML node that same ID#?

 then just create a simple textfield form and have the client enter that
 ID#
 and the animation can Jump to that section of the animation ( for
 testing/previewing )

 but then how can the client add/delete cuepoints in the FLV and have them
 be resorted numerically? so they can match the xml IDs?
 im sure there is a clever  flexible solution out there..anyone?
 thanks!

 p.s. i need to do this in AS2..if possible.

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] runtime instantiation

2008-10-28 Thread Ian Thomas
There is a way to do it - rather than update your code with a
reference, you can force the compiler to include it by using the
compiler option:

-includes Class [Class]

e.g. mxmlc Main.as -output Main.swf -includes com.pack.MyClass
com.pack.MyOtherClass

Obviously you still need to recompile - but you don't need to update
any .as or MXML files.

HTH,
   Ian

On Tue, Oct 28, 2008 at 7:13 AM, Jiri Heitlager
[EMAIL PROTECTED] wrote:
 I know it is possible to instantiate a class at runtime, but one always
 needs to put in a concrete piece of code that forces the compiler to
 actually add the class to the swf. I am currently looking into using this
 technique to gain flexibility in an application, but the fact that I will
 always need to add concrete code to force the compiler seems to be counter
 productive.
 Here is what I have.

 interface aInterface

 class abstractA impl aInterface

 class injectedB extends abstractA
 class injectedC extends abstractA

 then I have a factory method that reads an xml file and instantitated a
 class based on the @reference node using getDefinitionByName()
 class reference='injectedB' /

 My idea is that I can in the future write  an new class injectedC and just
 add it to the xml list. But this won't work because I will always need to
 add something like this to var foo:injectedC = null to add the class to the
 compiler. Meaning I will always need to recompile.
 Is there any way to get around this?

 Jiri








 artur wrote:

 need to know a few things:

 1 - can i render/export to QT an AS based animation that will be 40min
 long?
 it will be incorporating an FLV ( soundtrack ) with Cuepoints..that will
 trigger different AS animations made from an XML file.
 is there a chance that the animation and sound can become out of sync (
 this has been known to happen with timeline based animations )

 2 - the FLV will have over 10k cuepoints.
 is there a way to Scrub through to the middle of the animation by giving
 an ID# to each CuePoint?
 and then giving each XML node that same ID#?

 then just create a simple textfield form and have the client enter that
 ID#
 and the animation can Jump to that section of the animation ( for
 testing/previewing )

 but then how can the client add/delete cuepoints in the FLV and have them
 be resorted numerically? so they can match the xml IDs?
 im sure there is a clever  flexible solution out there..anyone?
 thanks!

 p.s. i need to do this in AS2..if possible.

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Printing filters from the Flash Player

2008-10-28 Thread Gert-Jan van der Wel
Hi Glen,
This is quite similar to what we did. We first created a BitmapData of the
scene and then printed that. Even posted about it :-)
http://techblog.floorplanner.com/2008/10/22/printing-and-big-bitmaps/ But it
feels like there should be an easier way...

Gert-Jan

2008/10/25 Glen Pike [EMAIL PROTECTED]

 Hi,

   Here is some AS2 code that I wrote to do this - the _toPrint is a
 MovieClip containing lots of stuff with filters on.  There is scaling too -
 depending on whether the user has chosen portrait or landscape - for later
 AS3 code, I worked out the orientation and rotated the printed image - not
 bitmapped though...
 The whole lot is rendered to a Bitmap, then printed.

   Hope this helps.  I may even get round to blogging it one day :)

   Glen

   private function _print():Void {
   //start a print job with the _toPrint...
 // create PrintJob object
   var my_pj:PrintJob = new PrintJob();

   // display print dialog box, but only initiate the print job
   // if start returns successfully.
   if (my_pj.start()) {
// use a variable to track successful calls to addPage
   var pagesToPrint:Number = 0;
 //we need to scale the object too!
 var h:Number = my_pj.pageHeight;
   var w:Number = my_pj.pageWidth;
 var xs = w / _toPrint._width;
   var ys = h / _toPrint._height;
   trace(page dimensions  + w + ,  + h +  scale  + xs + ,  +
 ys +  to print  + _toPrint._xscale + ,  + _toPrint._yscale );
 var _printWidth:Number;
   var _printHeight:Number;
   var scale:Number = (xs  ys) ? xs : ys;
   if (xs  ys) {
   _printWidth = Math.floor(xs * _toPrint._width);
   _printHeight = Math.floor(xs * _toPrint._height);
   } else {
   _printWidth = Math.floor(ys * _toPrint._width);
   _printHeight = Math.floor(ys * _toPrint._height);
   }
   trace(to print  + _toPrint._xscale + ,  + _toPrint._yscale +
  =  + _toPrint._width + ,  + _toPrint._height);
 // add specified area to print job
   //now do our bitmap thingy..
   var printedImg:MovieClip =
 this.createEmptyMovieClip(printedImg, this.getNextHighestDepth());
   printedImg.beginFill(0xff, 1);
   printedImg.moveTo(0, 0);
   printedImg.lineTo(my_pj.pageWidth, 0);
   printedImg.lineTo(my_pj.pageWidth, my_pj.pageHeight);
   printedImg.lineTo(0, my_pj.pageHeight);
   printedImg.lineTo(0, 0);
   printedImg.endFill();
   var printBmp:BitmapData = new BitmapData(my_pj.pageWidth,
 my_pj.pageHeight, false, 0xff);
   printedImg.attachBitmap(printBmp, 1);
   var mtx:Matrix =  new Matrix();
   mtx.scale(scale, scale);
   printBmp.draw(_toPrint, mtx);
 // repeat once for each page to be printed
   if (my_pj.addPage(printedImg, null, {printAsBitmap:true})) {
   pagesToPrint++;
   }
   _toPrint._xscale = _toPrint._yscale = 100;
 if (pagesToPrint  0) {
   my_pj.send();  // print page(s)
   }
   printBmp.dispose();
   delete printBmp;
   printedImg.unloadMovie();

 }

   }

 Gert-Jan van der Wel wrote:

 Hi Jim,

 Yeah we tried the printAsBitmap option, but it didn't make much of a
 difference. We're now looking at creating a BitmapData and printing that.
 Maybe that works.

 Gert-Jan


 Op 24 okt 2008, om 15:17 heeft Jim McIntyre het volgende geschreven:

  Gert-Jan van der Wel wrote:

 Hi there,
 We use filters (shadows and glows) to make the scene look better. At
 some point a user can print what they've created, but the print shows no
 filters. Is there an easy way to get the filters on the print?


 Have you tried printAsBitmap? I found that was the only way to get some
 stuff to print the same way it was displayed, even when filters weren't
 involved (like some hand-drawn shadows using transparent fills).

 My project was written in AS2; I don't know whether the implications are
 different for code running in AVM2.

 (code simplified from my app, untested)

 --

 private function printPoster():Void {
  var posterPrintJob:PrintJob = new PrintJob();
  if (posterPrintJob.start()) {
   var pgsQueued:Number = 0;
   this.printPg._visible = true; //printPg is the MovieClip to print
   var printArea:Object = {xMin:0, xMax:printPg._width, yMin:0,
 yMax:printPg._height};
   var printOptions:Object = {printAsBitmap:true};
   if (posterPrintJob.addPage('printPg', printArea, printOptions)) {
 pgsQueued++;
   }
   if (pgsQueued) {
 posterPrintJob.send();
   }
  }
 }

 --
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


 

Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Ian Thomas
*sigh* How stupid am I - someone has just pointed out that the
built-in Object.hasOwnProperty() does this perfectly well. :-)

So try:

if (currentSection.hasOwnProperty('refresh'))
{
   currentSection['refresh']();
}

That'll teach me not to read every line of the docs. ;-)

Ian

On Tue, Oct 28, 2008 at 2:13 PM, Karim Beyrouti [EMAIL PROTECTED] wrote:
 This is great - thank you

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
 Sent: 28 October 2008 08:46
 To: Flash Coders List
 Subject: Re: [Flashcoders] AS3 - Checking if a Function Exists

 Method:

public static function refExists(obj:Object,name:String):Boolean
{
try
{
if (obj[name]!=null)
return true;
}
catch (e:ReferenceError) {}
return false;
}

 HTH,
   Ian

 On Tue, Oct 28, 2008 at 8:36 AM, Ian Thomas [EMAIL PROTECTED] wrote:
 Or, thinking about it, you could catch the reference error in a
 try/catch block. It's more of a kludge, but might give you much higher
 performance!

 Ian

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 associativ array length=0

2008-10-28 Thread Kevin Newman
It's normal behavior for AS3. In fact, there is no Associative Array 
in AS3 (that's a PHP term and convention).


You'd want to look into using a Dictionary object or iterating over a 
dynamic object:



var foo:Object ={item1: val, item2: val};
var count:int = 0;
for (var bar:* in foo) {
   trace(bar);
   count++;
}
trace(count);


Kevin N.



laurent wrote:

Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders





___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Defenition of a Motion Designer...

2008-10-28 Thread Bob Wohl
designing motion.
http://en.wikipedia.org/wiki/Motion_graphic_designhttp://en.wikipedia.org/wiki/Motion_graphic_design


hth!

:)

On Tue, Oct 28, 2008 at 7:36 AM, Sander Schuurman 
[EMAIL PROTECTED] wrote:

 Just to check other people's definition of a Motion Designer.

 What do you think a motion designer should be doing?

 Thnx in advance...
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Defenition of a Motion Designer...

2008-10-28 Thread Latcho

My personal idea:
Bring motion, life and foremost emotion to static assets trough 
animation or scripting.

With or without interaction and on different electronic media.



Sander Schuurman wrote:

Just to check other people's definition of a Motion Designer.

What do you think a motion designer should be doing?

Thnx in advance...
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

  


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


[Flashcoders] FP Version - cached??

2008-10-28 Thread Glen Pike

Hi,

   This may be a wierd one, but I have just upgraded my player to 
version 10, then ran into problems with Wordpress' file upload breaking.


   So, using my trusty Flash Player Switcher, I swapped versions to 9 
and tried again - still encountering the same problem.  Just to make 
sure it had swapped, I checked the version on another site - reported 
9.0.124.0


   WTF??

   It was not until I cleared my cache (FF2) and tried again with the 
file upload page on WP that it worked.


   So, can someone tell me.  Is there some weird cache issue where the 
Flash Player version is tied into cached SWF's, or am I being really 
dumb / paranoid / working too many hours.  Or is this some wierd issue 
with using Flash Player Switcher?


   Anyone seen this before?

   Ta

   Glen 
  
--


Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Steven Sacks

Do not call return in a try catch.


Ian Thomas wrote:

Method:

public static function refExists(obj:Object,name:String):Boolean
{
try
{
if (obj[name]!=null)
return true;
}
catch (e:ReferenceError) {}
return false;
}

HTH,
   Ian

On Tue, Oct 28, 2008 at 8:36 AM, Ian Thomas [EMAIL PROTECTED] wrote:

Or, thinking about it, you could catch the reference error in a
try/catch block. It's more of a kludge, but might give you much higher
performance!

Ian


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] AS3 - Checking if a Function Exists

2008-10-28 Thread Paul Andrews
- Original Message - 
From: Steven Sacks [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 29, 2008 2:20 AM
Subject: Re: [Flashcoders] AS3 - Checking if a Function Exists



Do not call return in a try catch.


Are you suggesting that as bad practice, or because you know the compiler 
isn't clever enough to sort it out properly?



Ian Thomas wrote:

Method:

public static function refExists(obj:Object,name:String):Boolean
{
try
{
if (obj[name]!=null)
return true;
}
catch (e:ReferenceError) {}
return false;
}

HTH,
   Ian

On Tue, Oct 28, 2008 at 8:36 AM, Ian Thomas [EMAIL PROTECTED] wrote:

Or, thinking about it, you could catch the reference error in a
try/catch block. It's more of a kludge, but might give you much higher
performance!

Ian


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders 


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders