Re: [Flashcoders] Isometric Graphics Libraries

2010-09-09 Thread Tom Gooding
Thanks Chris and Michael,
I was looking for artwork assets - not code, had a search on exchange and only 
1 library listed in there - seems there's not much about - less than I expected 
anyhow.
Will post back if I hit upon anything - any isometric designers out there - 
take note, might be a freelance contract for this one in a few weeks!

Cheers

Tom



On 8 Sep 2010, at 23:56, Chris Foster wrote:

Assuming that you're after AS3 libraries, go here:
http://fluxdb.fluxusproject.org/

and type 'Isometric' into the 'Search' box in the top-right corner. 

C:

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Tom
Gooding
Sent: Thursday, 9 September 2010 12:43 AM
To: Flash Coders List
Subject: [Flashcoders] Isometric Graphics Libraries

Hi - is anyone aware of any pre-existing free or commercial isometric
graphic libraries - for characters and props?






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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
i was always under the impression that the best way of doing that (for games
sprite animations for instance) is bitmap 'blitting' where you use a
tilesheet and then use bitmap draw to pull the current frame you want to
show into your actual sprite

a quick search turned this up which looks pretty comprehensive:
http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/

http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/
best
a

On 8 September 2010 20:21, Zeh Fernando z...@zehfernando.com wrote:

 Just have them all on stage and set visible on and off. No crazy setup
 needed.


 Zeh

 On Wed, Sep 8, 2010 at 2:50 PM, Kevin Newman capta...@unfocus.com wrote:

   What is the fastest way to animate a series of bitmaps (say 20 frames).
 
  Here's a couple of ideas:
 
  A single big image behind a frame sized mask, move it one frame
  onEnterFrame.
 
  A series of memory cached Bitmap objs, swap them using
 addChild/removeChild
  (or set visible?) onEnterFrame.
 
  A series of memory cached BitmapData objs swap them by resetting
  bmp.bitmapData onEnterFrame.
 
  Anything faster is nice too - particularly on mobile.
 
  Thanks!
 
  Kevin N.
 
 
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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-09 Thread Henrik Andersson

allandt bik-elliott (thefieldcomic.com) skriver:

i was always under the impression that the best way of doing that (for games
sprite animations for instance) is bitmap 'blitting' where you use a
tilesheet and then use bitmap draw to pull the current frame you want to
show into your actual sprite


I think that's not the fastest way. It's still copying the pixels. I am 
fairly sure that not copying the pixels is infinitely faster.


My money is on the one Bitmap/multiple BitmapData solution. It should be 
using the least amount of memory and have no data copying at all.


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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-09 Thread Cédric Muller
but for frame by frame animation (ie: one bitmap per frame), the method Zeh 
said is the fastest... all bitmaps on stage, visible=true or visible=false 

var currentFrame:int = 0;
var bitmaps:Array = [ ... push the bitmap instances into this array ... ];

function enterFrameLoop (e:Event):void {
animateBitmaps();
currentFrame++;
if (currentFrame = 20) {
//  loop play
currentFrame = 0;
}
}

function animateBitmaps ():void {
var i:int = 0;
var iLen:int = 20;
for (i; iiLen; i++) {
bitmaps[i].visible = false;
}
bitmaps[currentFrame].visible = true;
}

addEventListener(Event.ENTER_FRAME, enterFrameLoop);




cedric


 allandt bik-elliott (thefieldcomic.com) skriver:
 i was always under the impression that the best way of doing that (for games
 sprite animations for instance) is bitmap 'blitting' where you use a
 tilesheet and then use bitmap draw to pull the current frame you want to
 show into your actual sprite
 
 I think that's not the fastest way. It's still copying the pixels. I am 
 fairly sure that not copying the pixels is infinitely faster.
 
 My money is on the one Bitmap/multiple BitmapData solution. It should be 
 using the least amount of memory and have no data copying at all.
 
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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-09 Thread Tom Gooding
We use the single Bitmap  many BitmapData method on expensive animations 
(having pre-cached various timelines as arrays of BitmapData) outputting them 
on the frame rate by reassignment of the Bitmap.bitmapData property. It's been 
a while since I wrote the engine we use for it but I optimised/benchmarked it a 
lot and I think it was the best way - especially if you've multiple instances. 
Many, many times faster than playing a movieclip that's for sure - and faster 
than doing copyPixels from a master sheet. Of course - it can have a hefty 
memory footprint for longer animations so management / cleanup is important. 


On 9 Sep 2010, at 11:29, Henrik Andersson wrote:

allandt bik-elliott (thefieldcomic.com) skriver:
 i was always under the impression that the best way of doing that (for games
 sprite animations for instance) is bitmap 'blitting' where you use a
 tilesheet and then use bitmap draw to pull the current frame you want to
 show into your actual sprite

I think that's not the fastest way. It's still copying the pixels. I am fairly 
sure that not copying the pixels is infinitely faster.

My money is on the one Bitmap/multiple BitmapData solution. It should be using 
the least amount of memory and have no data copying at all.

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RE: [Flashcoders] Impossible?

2010-09-09 Thread George Jones

 From: k...@designdrumm.com
 Subject: Re: [Flashcoders] Impossible?
 Date: Wed, 8 Sep 2010 16:18:36 -0500
 To: flashcoders@chattyfig.figleaf.com
 
 
 On Sep 8, 2010, at 1:15 PM, George Jones wrote:
 
if (gp  1050112)
  {
  _redArray.push(0);
  _alphaArray.push(255);
  _greenArray.push(0);
  _blueArray.push(255);
 
 
 
 Shouldn't this be
   _blueArray.push(0);
 
 and only alphaArray should be set to 255?
 That may be why your getting a blue background.

First up, I fixed the flame coming back. As I supposed, that was easy. The 
problem remains with making the background disappear. I've reworked the code 
some:

gp = _fireColor.getPixel(i, 0);
if (_bitmapFlag == true  gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else if (_bitmapFlag == false  gp  1050112) {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
}

I've changed the if statement. Values of gp less than 1050112 are that which 
are not the flame, therefore are the background which should be set to alpha=0. 
When _bitmapFlag == true, then it's the mask that's being painted; otherwise, 
the sprite being masked (the else if statement). The final else statement is 
for the flame itself. Interestingly, changing the value of either the blue, 
green or alpha of that final else statement to 255 gives a blue flame with 
white border and very attractive, though not what I want. I wonder why changing 
the alpha especially would have that effect.

I guess what I'm not clear about is the values I'm pushing. If I push 
255 for the red, green and blue arrays, does that result in white? If I 
push 0 for alpha, is that the same as alpha=0 or alpha=1?



Here again is the code for building the sprites:

private function _onLoadedAll(e:Event):void
{
_onLoadedContent(e, _bitmapFlag = false);
_onLoadedContent(e, _bitmapFlag = true);
}

private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void {
_fireColor = Bitmap(LoaderInfo(e.target).loader.content).bitmapData;
...
if (_bitmapFlag == false)
{
_fire = new BitmapData(865, 92, _bitmapFlag, 0xff);
addChild(new Bitmap(_fire));
_fireSprite.addChild(new Bitmap(_fireMask));
addChild(_fireSprite);
_fireSprite.mask = _fireMaskSprite;
_fireSprite.cacheAsBitmap = true;
} else {
_fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff);
_fireMaskSprite.addChild(new Bitmap(_fireMask));
addChild(_fireMaskSprite);
_fireMaskSprite.cacheAsBitmap = true;
}

I'm wondering now if this is possible, to mask the flame only and let the 
background show.


The following combinations give me a blue background and flame:

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

This gives me a black background:

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(0);

TIA,
George
  
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Re: [Flashcoders] Impossible?

2010-09-09 Thread Karl DeSaulniers

I believe this will get you transparent black pixels?

_redArray.push(0);
 _alphaArray.push(255);
 _greenArray.push(0);
 _blueArray.push(0);





Best,
Karl


On Sep 9, 2010, at 7:28 AM, George Jones wrote:




From: k...@designdrumm.com
Subject: Re: [Flashcoders] Impossible?
Date: Wed, 8 Sep 2010 16:18:36 -0500
To: flashcoders@chattyfig.figleaf.com


On Sep 8, 2010, at 1:15 PM, George Jones wrote:


  if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);




Shouldn't this be
  _blueArray.push(0);

and only alphaArray should be set to 255?
That may be why your getting a blue background.


First up, I fixed the flame coming back. As I supposed, that was  
easy. The problem remains with making the background disappear.  
I've reworked the code some:


gp = _fireColor.getPixel(i, 0);
if (_bitmapFlag == true  gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else if (_bitmapFlag == false  gp  1050112) {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
}

I've changed the if statement. Values of gp less than 1050112 are  
that which are not the flame, therefore are the background which  
should be set to alpha=0. When _bitmapFlag == true, then it's the  
mask that's being painted; otherwise, the sprite being masked (the  
else if statement). The final else statement is for the flame  
itself. Interestingly, changing the value of either the blue, green  
or alpha of that final else statement to 255 gives a blue flame  
with white border and very attractive, though not what I want. I  
wonder why changing the alpha especially would have that effect.


I guess what I'm not clear about is the values I'm pushing. If I push
255 for the red, green and blue arrays, does that result in white?  
If I

push 0 for alpha, is that the same as alpha=0 or alpha=1?



Here again is the code for building the sprites:

private function _onLoadedAll(e:Event):void
{
_onLoadedContent(e, _bitmapFlag = false);
_onLoadedContent(e, _bitmapFlag = true);
}

private function _onLoadedContent(e:Event,  
_bitmapFlag:Boolean):void {
_fireColor = Bitmap(LoaderInfo 
(e.target).loader.content).bitmapData;

...
if (_bitmapFlag == false)
{
_fire = new BitmapData(865, 92, _bitmapFlag,  
0xff);

addChild(new Bitmap(_fire));
_fireSprite.addChild(new Bitmap(_fireMask));
addChild(_fireSprite);
_fireSprite.mask = _fireMaskSprite;
_fireSprite.cacheAsBitmap = true;
} else {
_fireMask = new BitmapData(865, 92, _bitmapFlag,  
0xff);

_fireMaskSprite.addChild(new Bitmap(_fireMask));
addChild(_fireMaskSprite);
_fireMaskSprite.cacheAsBitmap = true;
}

I'm wondering now if this is possible, to mask the flame only and  
let the background show.



The following combinations give me a blue background and flame:

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

This gives me a black background:

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(0);

TIA,
George
  
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Re: [Flashcoders] Impossible?

2010-09-09 Thread Karl DeSaulniers

Sorry, didn't see your comment at the bottom.

Karl


On Sep 9, 2010, at 7:28 AM, George Jones wrote:




From: k...@designdrumm.com
Subject: Re: [Flashcoders] Impossible?
Date: Wed, 8 Sep 2010 16:18:36 -0500
To: flashcoders@chattyfig.figleaf.com


On Sep 8, 2010, at 1:15 PM, George Jones wrote:


  if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);




Shouldn't this be
  _blueArray.push(0);

and only alphaArray should be set to 255?
That may be why your getting a blue background.


First up, I fixed the flame coming back. As I supposed, that was  
easy. The problem remains with making the background disappear.  
I've reworked the code some:


gp = _fireColor.getPixel(i, 0);
if (_bitmapFlag == true  gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else if (_bitmapFlag == false  gp  1050112) {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
}

I've changed the if statement. Values of gp less than 1050112 are  
that which are not the flame, therefore are the background which  
should be set to alpha=0. When _bitmapFlag == true, then it's the  
mask that's being painted; otherwise, the sprite being masked (the  
else if statement). The final else statement is for the flame  
itself. Interestingly, changing the value of either the blue, green  
or alpha of that final else statement to 255 gives a blue flame  
with white border and very attractive, though not what I want. I  
wonder why changing the alpha especially would have that effect.


I guess what I'm not clear about is the values I'm pushing. If I push
255 for the red, green and blue arrays, does that result in white?  
If I

push 0 for alpha, is that the same as alpha=0 or alpha=1?



Here again is the code for building the sprites:

private function _onLoadedAll(e:Event):void
{
_onLoadedContent(e, _bitmapFlag = false);
_onLoadedContent(e, _bitmapFlag = true);
}

private function _onLoadedContent(e:Event,  
_bitmapFlag:Boolean):void {
_fireColor = Bitmap(LoaderInfo 
(e.target).loader.content).bitmapData;

...
if (_bitmapFlag == false)
{
_fire = new BitmapData(865, 92, _bitmapFlag,  
0xff);

addChild(new Bitmap(_fire));
_fireSprite.addChild(new Bitmap(_fireMask));
addChild(_fireSprite);
_fireSprite.mask = _fireMaskSprite;
_fireSprite.cacheAsBitmap = true;
} else {
_fireMask = new BitmapData(865, 92, _bitmapFlag,  
0xff);

_fireMaskSprite.addChild(new Bitmap(_fireMask));
addChild(_fireMaskSprite);
_fireMaskSprite.cacheAsBitmap = true;
}

I'm wondering now if this is possible, to mask the flame only and  
let the background show.



The following combinations give me a blue background and flame:

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

if (gp  1050112)
{
_redArray.push(255);
_alphaArray.push(255);
_greenArray.push(255);
_blueArray.push(255);

This gives me a black background:

if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(0);

TIA,
George
  
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Karl DeSaulniers
Design Drumm
http://designdrumm.com

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RE: [Flashcoders] Impossible?

2010-09-09 Thread George Jones

 From: k...@designdrumm.com
 Subject: Re: [Flashcoders] Impossible?
 Date: Thu, 9 Sep 2010 07:39:51 -0500
 To: flashcoders@chattyfig.figleaf.com
 
 Sorry, didn't see your comment at the bottom.

Yeah. I'm about ready to throw in the towel on this one. I don't think it's 
possible.
George

 
 Karl
 
 
 On Sep 9, 2010, at 7:28 AM, George Jones wrote:
 
 
  From: k...@designdrumm.com
  Subject: Re: [Flashcoders] Impossible?
  Date: Wed, 8 Sep 2010 16:18:36 -0500
  To: flashcoders@chattyfig.figleaf.com
 
 
  On Sep 8, 2010, at 1:15 PM, George Jones wrote:
 
if (gp  1050112)
  {
  _redArray.push(0);
  _alphaArray.push(255);
  _greenArray.push(0);
  _blueArray.push(255);
 
 
 
  Shouldn't this be
_blueArray.push(0);
 
  and only alphaArray should be set to 255?
  That may be why your getting a blue background.
 
  First up, I fixed the flame coming back. As I supposed, that was  
  easy. The problem remains with making the background disappear.  
  I've reworked the code some:
 
  gp = _fireColor.getPixel(i, 0);
  if (_bitmapFlag == true  gp  1050112)
  {
  _redArray.push(255);
  _alphaArray.push(0);
  _greenArray.push(255);
  _blueArray.push(255);
  } else if (_bitmapFlag == false  gp  1050112) {
  _redArray.push(gp);
  _alphaArray.push(0);
  _greenArray.push(255);
  _blueArray.push(255);
  } else {
  _redArray.push(gp);
  _alphaArray.push(0);
  _greenArray.push(0);
  _blueArray.push(0);
  }
 
  I've changed the if statement. Values of gp less than 1050112 are  
  that which are not the flame, therefore are the background which  
  should be set to alpha=0. When _bitmapFlag == true, then it's the  
  mask that's being painted; otherwise, the sprite being masked (the  
  else if statement). The final else statement is for the flame  
  itself. Interestingly, changing the value of either the blue, green  
  or alpha of that final else statement to 255 gives a blue flame  
  with white border and very attractive, though not what I want. I  
  wonder why changing the alpha especially would have that effect.
 
  I guess what I'm not clear about is the values I'm pushing. If I push
  255 for the red, green and blue arrays, does that result in white?  
  If I
  push 0 for alpha, is that the same as alpha=0 or alpha=1?
 
 
 
  Here again is the code for building the sprites:
 
  private function _onLoadedAll(e:Event):void
  {
  _onLoadedContent(e, _bitmapFlag = false);
  _onLoadedContent(e, _bitmapFlag = true);
  }
 
  private function _onLoadedContent(e:Event,  
  _bitmapFlag:Boolean):void {
  _fireColor = Bitmap(LoaderInfo 
  (e.target).loader.content).bitmapData;
  ...
  if (_bitmapFlag == false)
  {
  _fire = new BitmapData(865, 92, _bitmapFlag,  
  0xff);
  addChild(new Bitmap(_fire));
  _fireSprite.addChild(new Bitmap(_fireMask));
  addChild(_fireSprite);
  _fireSprite.mask = _fireMaskSprite;
  _fireSprite.cacheAsBitmap = true;
  } else {
  _fireMask = new BitmapData(865, 92, _bitmapFlag,  
  0xff);
  _fireMaskSprite.addChild(new Bitmap(_fireMask));
  addChild(_fireMaskSprite);
  _fireMaskSprite.cacheAsBitmap = true;
  }
 
  I'm wondering now if this is possible, to mask the flame only and  
  let the background show.
 
 
  The following combinations give me a blue background and flame:
 
  if (gp  1050112)
  {
  _redArray.push(255);
  _alphaArray.push(0);
  _greenArray.push(255);
  _blueArray.push(255);
 
  if (gp  1050112)
  {
  _redArray.push(0);
  _alphaArray.push(255);
  _greenArray.push(0);
  _blueArray.push(255);
 
  if (gp  1050112)
  {
  _redArray.push(0);
  _alphaArray.push(255);
  _greenArray.push(255);
  _blueArray.push(255);
 
  if (gp  1050112)
  {
  _redArray.push(255);
  _alphaArray.push(255);
  _greenArray.push(255);
  _blueArray.push(255);
 
  This gives me a black background:
 
  if (gp  1050112)
  {

[Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

http://www.apple.com/pr/library/2010/09/09statement.html
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread David Hunter

wow! wasn't expecting that.

 Date: Thu, 9 Sep 2010 15:46:00 +0200
 From: he...@henke37.cjb.net
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Apple changes their guidelines
 
 http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
how does cs5 generate files for iphone? Does it create a swf and then use a
cocoa framework to make it work or does it transcode the file directly into
objective c?

suddenly looks very interesting again

a

On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote:

 http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Eric E. Dolecki
Some magic voodoo turns it all into an executable for the iPhone. No SWF.


  Google Voice: (508) 656-0622
  Twitter: eric_dolecki  XBoxLive: edolecki  PSN: eric_dolecki
  http://blog.ericd.net



On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 how does cs5 generate files for iphone? Does it create a swf and then use a
 cocoa framework to make it work or does it transcode the file directly into
 objective c?

 suddenly looks very interesting again

 a

 On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote:

  http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
shit.  I don't want to read their damn agreement.  What the hell does this
mean?



On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 how does cs5 generate files for iphone? Does it create a swf and then use a
 cocoa framework to make it work or does it transcode the file directly into
 objective c?

 suddenly looks very interesting again

 a

 On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote:

  http://www.apple.com/pr/library/2010/09/09statement.html
  ___
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[Flashcoders] Apple backing off. Why?

2010-09-09 Thread Bill S.
I would like to understand the real reason why Apple is backing off -- as from 
what I have seen in the past, I can't believe it is for the love of developers..

 . Corporate pressure? (which has been hinted at). 
 . Possibility of Federal trade restriction lawsuits?
 . possibly a lack of new *significant* apps, as developers began to consider 
other platforms?


Personally, I am not interested in the iPad/iPhone as a target, until Steve 
Jobs apologizes.
(which means, never again ;-)

Lovin' Android,
~Bill 

--

Date: Thu, 09 Sep 2010 15:46:00 +0200
From: Henrik Andersson he...@henke37.cjb.net
Subject: [Flashcoders] Apple changes their guidelines
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Message-ID: 4c88e518.9090...@henke37.cjb.net
Content-Type: text/plain; charset=UTF-8; format=flowed

http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Zeh Fernando
It supposedly compiles the AS code into native iOS binary code, with an
internal framework that duplicates Flash's capabilities. So there's no
middle SWF (AVM) or objective C code being generated.

Zeh

On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 how does cs5 generate files for iphone? Does it create a swf and then use a
 cocoa framework to make it work or does it transcode the file directly into
 objective c?

 suddenly looks very interesting again

 a

 On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote:

  http://www.apple.com/pr/library/2010/09/09statement.html
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[Flashcoders] Bounce Backs

2010-09-09 Thread Bill S.

Does anyone else get these every time that they post to the list (as I do)?

If so, would it make any sense to remove them?

The eBay one feels odd anyway.

~Bill


#1
Reporting-MTA: dns; hmc.hanyang.ac.kr
Final-Recipient: rfc822;woo...@hmc.hanyang.ac.kr
Diagnostic-Code: smtp; 501 error - Zettamail -  woo...@hmc.hanyang.ac.kr User 
Unknown(10.0.0.14)
Action: failed
Status: 5.0.0


#2
From: securitydisclosure securitydisclos...@autoreply.corp.ebay.com
Date: Thu, 09 Sep 2010 07:33:34 -0700
Message-ID: react-205695...@csa001.corp.ebay.com
X-Autogenerated: Reply
MIME-Version: 1.0
Content-Type: text/plain;charset=windows-1252
Subject: Re: [Flashcoders] Apple backing off. Why?
In-Reply-To: a724ea070cb0418fb0b30ba037450...@foa
X-CFilter: Scanned
X-SmarterMail-Spam: SPF_None, ORDB
X-Antivirus: avast! (VPS 100909-0, 09/09/2010), Inbound message
X-Antivirus-Status: Clean

Thank you for contacting Security Disclosure at eBay.  If you have submitted an 
eBay - specific security vulnerability, a member of our team will respond to 
you as soon as possible.

If you have submitted your issue to Security Disclosure in error and require 
assistance on a security-related customer service issue, please visit the HELP 
page at the link below to get help with your issue.

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RE: [Flashcoders] Apple backing off. Why?

2010-09-09 Thread Gregory Boudreaux
Probably a little of everything.

Also, there's going to be about 50 tablets released in the next year...
most of which will probably play Flash.

gregb

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Bill S.
Sent: Thursday, September 09, 2010 9:28 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Apple backing off. Why?

I would like to understand the real reason why Apple is backing off --
as from what I have seen in the past, I can't believe it is for the love
of developers..

 . Corporate pressure? (which has been hinted at). 
 . Possibility of Federal trade restriction lawsuits?
 . possibly a lack of new *significant* apps, as developers began to
consider other platforms?


Personally, I am not interested in the iPad/iPhone as a target, until
Steve Jobs apologizes.
(which means, never again ;-)

Lovin' Android,
~Bill 

--

Date: Thu, 09 Sep 2010 15:46:00 +0200
From: Henrik Andersson he...@henke37.cjb.net
Subject: [Flashcoders] Apple changes their guidelines
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Message-ID: 4c88e518.9090...@henke37.cjb.net
Content-Type: text/plain; charset=UTF-8; format=flowed

http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
That link is not even a page long...

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote:

 shit.  I don't want to read their damn agreement.  What the hell does this
 mean?



 On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) 
 alla...@gmail.com wrote:

  how does cs5 generate files for iphone? Does it create a swf and then use
 a
  cocoa framework to make it work or does it transcode the file directly
 into
  objective c?
 
  suddenly looks very interesting again
 
  a
 
  On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
 wrote:
 
   http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

Nathan Mynarcik skriver:

That link is not even a page long...


True, but it's not the actual agreement either.

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
apple doesn't like to make a big show of bowing to pressure - i'm surprised
it didn't turn up in the middle of a eula for iTunes

a

On 9 September 2010 15:53, Nathan Mynarcik nat...@mynarcik.com wrote:

 That link is not even a page long...

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com
 wrote:

  shit.  I don't want to read their damn agreement.  What the hell does
 this
  mean?
 
 
 
  On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com)
 
  alla...@gmail.com wrote:
 
   how does cs5 generate files for iphone? Does it create a swf and then
 use
  a
   cocoa framework to make it work or does it transcode the file directly
  into
   objective c?
  
   suddenly looks very interesting again
  
   a
  
   On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
  wrote:
  
http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
thanks guys - it came up in a conversation in the office

a

On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote:

 It supposedly compiles the AS code into native iOS binary code, with an
 internal framework that duplicates Flash's capabilities. So there's no
 middle SWF (AVM) or objective C code being generated.

 Zeh

 On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) 
 alla...@gmail.com wrote:

  how does cs5 generate files for iphone? Does it create a swf and then use
 a
  cocoa framework to make it work or does it transcode the file directly
 into
  objective c?
 
  suddenly looks very interesting again
 
  a
 
  On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
 wrote:
 
   http://www.apple.com/pr/library/2010/09/09statement.html
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Merrill, Jason
Flash CS5 still ships with the iOS export option right?  Sweet.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt
bik-elliott (thefieldcomic.com)
Sent: Thursday, September 09, 2010 11:09 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Apple changes their guidelines

thanks guys - it came up in a conversation in the office

a

On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote:

 It supposedly compiles the AS code into native iOS binary code, with 
 an internal framework that duplicates Flash's capabilities. So there's

 no middle SWF (AVM) or objective C code being generated.

 Zeh

 On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott 
 (thefieldcomic.com)  alla...@gmail.com wrote:

  how does cs5 generate files for iphone? Does it create a swf and 
  then use
 a
  cocoa framework to make it work or does it transcode the file 
  directly
 into
  objective c?
 
  suddenly looks very interesting again
 
  a
 
  On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
 wrote:
 
   http://www.apple.com/pr/library/2010/09/09statement.html
   ___
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Re: [Flashcoders] Bounce Backs

2010-09-09 Thread Nathan Mynarcik
I have them automatically filtered as Spam and deleted before they hit my
inbox.

To answer your question, yes, I used to get them every time I posted.

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote:


 Does anyone else get these every time that they post to the list (as I do)?

 If so, would it make any sense to remove them?

 The eBay one feels odd anyway.

 ~Bill


 #1
 Reporting-MTA: dns; hmc.hanyang.ac.kr
 Final-Recipient: 
 rfc822;woo...@hmc.hanyang.ac.krrfc822%3bwoo...@hmc.hanyang.ac.kr
 Diagnostic-Code: smtp; 501 error - Zettamail -  woo...@hmc.hanyang.ac.kr
 User Unknown(10.0.0.14)
 Action: failed
 Status: 5.0.0


 #2
 From: securitydisclosure securitydisclos...@autoreply.corp.ebay.com
 Date: Thu, 09 Sep 2010 07:33:34 -0700
 Message-ID: react-205695...@csa001.corp.ebay.com
 X-Autogenerated: Reply
 MIME-Version: 1.0
 Content-Type: text/plain;charset=windows-1252
 Subject: Re: [Flashcoders] Apple backing off. Why?
 In-Reply-To: a724ea070cb0418fb0b30ba037450...@foa
 X-CFilter: Scanned
 X-SmarterMail-Spam: SPF_None, ORDB
 X-Antivirus: avast! (VPS 100909-0, 09/09/2010), Inbound message
 X-Antivirus-Status: Clean

 Thank you for contacting Security Disclosure at eBay.  If you have
 submitted an eBay - specific security vulnerability, a member of our team
 will respond to you as soon as possible.

 If you have submitted your issue to Security Disclosure in error and
 require assistance on a security-related customer service issue, please
 visit the HELP page at the link below to get help with your issue.

 http://pages.ebay.com/securitycenter/

 Thank you,
 Security Disclosure

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Re: [Flashcoders] Bounce Backs

2010-09-09 Thread Bill S.
Thanks Nathan:

I can filter them too of course; but it may make sense to remove them once, 
rather than making all users (including new ones), go through the steps to 
filter bad addresses.

And again, the eBay one looks odd.

Fair?

Thanks
~Bill

  - Original Message - 
  From: Nathan Mynarcik 
  To: Bill S. ; Flash Coders List 
  Sent: Thursday, September 09, 2010 11:12 AM
  Subject: Re: [Flashcoders] Bounce Backs


  I have them automatically filtered as Spam and deleted before they hit my 
inbox.


  To answer your question, yes, I used to get them every time I posted.

  Nathan Mynarcik
  nat...@mynarcik.com
  254.749.2525
  www.mynarcik.com



  On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote:


Does anyone else get these every time that they post to the list (as I do)?

If so, would it make any sense to remove them?

The eBay one feels odd anyway.

~Bill


#1
Reporting-MTA: dns; hmc.hanyang.ac.kr
Final-Recipient: rfc822;woo...@hmc.hanyang.ac.kr
Diagnostic-Code: smtp; 501 error - Zettamail -  woo...@hmc.hanyang.ac.kr 
User Unknown(10.0.0.14)
Action: failed
Status: 5.0.0

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Re: [Flashcoders] Bounce Backs

2010-09-09 Thread Nathan Mynarcik
I agree.  I think it has been brought up in the past.  Not exactly sure what
made of it last time it was discussed.

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 11:20 AM, Bill S. lists...@fo.com wrote:

  Thanks Nathan:

 I can filter them too of course; but it may make sense to remove them
 once,
 rather than making all users (including new ones), go through the steps to
 filter bad addresses.

 And again, the eBay one looks odd.

 Fair?

 Thanks
 ~Bill


 - Original Message -
 *From:* Nathan Mynarcik nat...@mynarcik.com
 *To:* Bill S. lists...@fo.com ; Flash Coders 
 Listflashcoders@chattyfig.figleaf.com
 *Sent:* Thursday, September 09, 2010 11:12 AM
 *Subject:* Re: [Flashcoders] Bounce Backs

 I have them automatically filtered as Spam and deleted before they hit my
 inbox.

 To answer your question, yes, I used to get them every time I posted.

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote:


 Does anyone else get these every time that they post to the list (as I
 do)?

 If so, would it make any sense to remove them?

 The eBay one feels odd anyway.

 ~Bill


 #1
 Reporting-MTA: dns; hmc.hanyang.ac.kr
 Final-Recipient: 
 rfc822;woo...@hmc.hanyang.ac.krrfc822%3bwoo...@hmc.hanyang.ac.kr
 Diagnostic-Code: smtp; 501 error - Zettamail -  woo...@hmc.hanyang.ac.kr
 User Unknown(10.0.0.14)
 Action: failed
 Status: 5.0.0


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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
I think (and hope) so.  Looks like my new business expense actually calls
for the upgrade to CS5 now.

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 11:10 AM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 Flash CS5 still ships with the iOS export option right?  Sweet.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt
 bik-elliott (thefieldcomic.com)
 Sent: Thursday, September 09, 2010 11:09 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Apple changes their guidelines

 thanks guys - it came up in a conversation in the office

 a

 On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote:

  It supposedly compiles the AS code into native iOS binary code, with
  an internal framework that duplicates Flash's capabilities. So there's

  no middle SWF (AVM) or objective C code being generated.
 
  Zeh
 
  On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott
  (thefieldcomic.com)  alla...@gmail.com wrote:
 
   how does cs5 generate files for iphone? Does it create a swf and
   then use
  a
   cocoa framework to make it work or does it transcode the file
   directly
  into
   objective c?
  
   suddenly looks very interesting again
  
   a
  
   On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
  wrote:
  
http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
Hi Nathan,

It's the agreement they are referring to where the legalese is that sucks to
read. The article is fine.

At this point I've read enough to feel confident that they will accept CS5
as a development tool, but what I'm curious about is the statement as long
as code isn't downloaded.  What does that mean?





On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote:

 That link is not even a page long...

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com
 wrote:

  shit.  I don't want to read their damn agreement.  What the hell does
 this
  mean?
 
 
 
  On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com)
 
  alla...@gmail.com wrote:
 
   how does cs5 generate files for iphone? Does it create a swf and then
 use
  a
   cocoa framework to make it work or does it transcode the file directly
  into
   objective c?
  
   suddenly looks very interesting again
  
   a
  
   On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
  wrote:
  
http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Tom Gooding
It means no external application logic can be loaded and executed; you can load 
visual assets but no runtime code libraries. This is how it was originally 
envisaged before they canned flash altogether.
Guess the race is on to write a Flash CS5 / iPhone app that doesn't run like a 
dog.



On 9 Sep 2010, at 16:37, Kurt Dommermuth wrote:

Hi Nathan,

It's the agreement they are referring to where the legalese is that sucks to
read. The article is fine.

At this point I've read enough to feel confident that they will accept CS5
as a development tool, but what I'm curious about is the statement as long
as code isn't downloaded.  What does that mean?





On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote:

 That link is not even a page long...
 
 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com
 
 
 On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com
 wrote:
 
 shit.  I don't want to read their damn agreement.  What the hell does
 this
 mean?
 
 
 
 On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com)
 
 alla...@gmail.com wrote:
 
 how does cs5 generate files for iphone? Does it create a swf and then
 use
 a
 cocoa framework to make it work or does it transcode the file directly
 into
 objective c?
 
 suddenly looks very interesting again
 
 a
 
 On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
 wrote:
 
 http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

Kurt Dommermuth skriver:

...  but what I'm curious about is the statement as long
as code isn't downloaded.  What does that mean?




You are not to make any application that can run code that is not 
distributed with the application.


Or as it applies to flash applications: no loading of swf files at runtime.
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Glen Pike
 I am guessing you App cannot be a shell for other code that is not 
downloaded from the AppStore - so your Flash iPhone app has to be 
totally self-contained, not like you can download the Flex Framework, 
etc. as external resources.  You might be allowed to download graphics.


Depending on the legalese, you could argue that reading websites that 
display source is downloading other code, but then I am guessing the 
agreement is better worded than that.


e.g. you can't write your own App store, web-browser that runs js, etc.


Glen

On 09/09/2010 16:37, Kurt Dommermuth wrote:

Hi Nathan,

It's the agreement they are referring to where the legalese is that sucks to
read. The article is fine.

At this point I've read enough to feel confident that they will accept CS5
as a development tool, but what I'm curious about is the statement as long
as code isn't downloaded.  What does that mean?





On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarciknat...@mynarcik.comwrote:


That link is not even a page long...

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuthk...@kurtdommermuth.com

wrote:
shit.  I don't want to read their damn agreement.  What the hell does

this

mean?



On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com)



alla...@gmail.com  wrote:


how does cs5 generate files for iphone? Does it create a swf and then

use

a

cocoa framework to make it work or does it transcode the file directly

into

objective c?

suddenly looks very interesting again

a

On 9 September 2010 14:46, Henrik Anderssonhe...@henke37.cjb.net

wrote:

http://www.apple.com/pr/library/2010/09/09statement.html
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
Exactly.   It appears that all of the sudden we are all iApp developers.

On Thu, Sep 9, 2010 at 11:37 AM, Nathan Mynarcik nat...@mynarcik.comwrote:

 I think (and hope) so.  Looks like my new business expense actually calls
 for the upgrade to CS5 now.

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
I understand.

I have slight concerns about that statement too.  And the fact that it's to
Apple's discretion on what they really mean...

For example: Can we not access XML data stored on the web from our Apps?

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote:

 Hi Nathan,

 It's the agreement they are referring to where the legalese is that sucks
 to
 read. The article is fine.

 At this point I've read enough to feel confident that they will accept CS5
 as a development tool, but what I'm curious about is the statement as long
 as code isn't downloaded.  What does that mean?





 On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com
 wrote:

  That link is not even a page long...
 
  Nathan Mynarcik
  nat...@mynarcik.com
  254.749.2525
  www.mynarcik.com
 
 
  On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth 
 k...@kurtdommermuth.com
  wrote:
 
   shit.  I don't want to read their damn agreement.  What the hell does
  this
   mean?
  
  
  
   On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com
 )
  
   alla...@gmail.com wrote:
  
how does cs5 generate files for iphone? Does it create a swf and then
  use
   a
cocoa framework to make it work or does it transcode the file
 directly
   into
objective c?
   
suddenly looks very interesting again
   
a
   
On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net
   wrote:
   
 http://www.apple.com/pr/library/2010/09/09statement.html
 ___
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[Flashcoders] access a mc in stage from a class

2010-09-09 Thread Rodrigo Augusto Guerra
hi, 

i'm trying to migrate from as2... and I need to access a mc named mc1 that is 
on stage. no class associated with this mc, only 1 class for the entire movie.

I have the following class:

package 
{

 import flash.display.*;
 import flash.events.*;
 
 
 public class foo 
 {
  
  
//constructor
  public function foo():void 
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
}


how can I inform the class that I have a mc (mc1) in the stage in order to 
access i´'s properties and methods? tried with addChild too but had no luck.

thanks,
rodrigo.
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RE: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Cor
Did you set this one Class as Document Class in the properties panel?

Groeten,
Cor van Dooren

--
 There are only 10 types of people in the world:
   Those who understand binary and those who don’t.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
Augusto Guerra
Sent: donderdag 9 september 2010 18:18
To: Flash Coders List
Subject: [Flashcoders] access a mc in stage from a class

hi, 

i'm trying to migrate from as2... and I need to access a mc named mc1 that
is on stage. no class associated with this mc, only 1 class for the entire
movie.

I have the following class:

package 
{

 import flash.display.*;
 import flash.events.*;
 
 
 public class foo 
 {
  
  
//constructor
  public function foo():void 
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
}


how can I inform the class that I have a mc (mc1) in the stage in order to
access i´'s properties and methods? tried with addChild too but had no luck.

thanks,
rodrigo.
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Merrill, Jason
I don't think Apple would consider XML as code - it would be data.  If
that were the case, that would restricts thousands and thousands of
existing apps that do the same thing.  I think for security reasons they
mean runtime code that executes and is external to the app itself.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
Mynarcik
Sent: Thursday, September 09, 2010 12:04 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Apple changes their guidelines

I understand.

I have slight concerns about that statement too.  And the fact that it's
to Apple's discretion on what they really mean...

For example: Can we not access XML data stored on the web from our Apps?

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth
k...@kurtdommermuth.comwrote:

 Hi Nathan,

 It's the agreement they are referring to where the legalese is that 
 sucks to read. The article is fine.

 At this point I've read enough to feel confident that they will accept

 CS5 as a development tool, but what I'm curious about is the statement

 as long as code isn't downloaded.  What does that mean?





 On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com
 wrote:

  That link is not even a page long...
 
  Nathan Mynarcik
  nat...@mynarcik.com
  254.749.2525
  www.mynarcik.com
 
 
  On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth 
 k...@kurtdommermuth.com
  wrote:
 
   shit.  I don't want to read their damn agreement.  What the hell 
   does
  this
   mean?
  
  
  
   On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott 
   (thefieldcomic.com
 )
  
   alla...@gmail.com wrote:
  
how does cs5 generate files for iphone? Does it create a swf and

then
  use
   a
cocoa framework to make it work or does it transcode the file
 directly
   into
objective c?
   
suddenly looks very interesting again
   
a
   
On 9 September 2010 14:46, Henrik Andersson 
he...@henke37.cjb.net
   wrote:
   
 http://www.apple.com/pr/library/2010/09/09statement.html
 ___
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RE: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Merrill, Jason
Is foo the Document class in your .fla?  If so, you can just call the 
instance name from that class.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our Instructional 
Technology Design Blog
(Note: these resources are only available for Bank of America associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto 
Guerra
Sent: Thursday, September 09, 2010 12:18 PM
To: Flash Coders List
Subject: [Flashcoders] access a mc in stage from a class

hi, 

i'm trying to migrate from as2... and I need to access a mc named mc1 that is 
on stage. no class associated with this mc, only 1 class for the entire movie.

I have the following class:

package 
{

 import flash.display.*;
 import flash.events.*;
 
 
 public class foo 
 {
  
  
//constructor
  public function foo():void 
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
}


how can I inform the class that I have a mc (mc1) in the stage in order to 
access i´'s properties and methods? tried with addChild too but had no luck.

thanks,
rodrigo.
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
Exactly.  I don't think XML would be considered code, but they could justify
anything they want.

All in all, I'm pretty damn excited.  Personally I was crushed when Apple
blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade.  Now
I can.  I'm sure I'm not alone.  I bet Adobe's sales will be up quite a bit
in the coming weeks.

Now that Apple seems to be making rational business decisions it makes me
think that flash players will be on their mobile devices soon too.  Maybe
within a year.



On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.comwrote:

 I understand.

 I have slight concerns about that statement too.  And the fact that it's to
 Apple's discretion on what they really mean...

 For example: Can we not access XML data stored on the web from our Apps?

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
the downloaded code thing prevents oracle from creating a jvm and adobe from
creating flash plugin although why they need it as it's already in their
eula

a

On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com wrote:

 Exactly.  I don't think XML would be considered code, but they could
 justify
 anything they want.

 All in all, I'm pretty damn excited.  Personally I was crushed when Apple
 blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade.  Now
 I can.  I'm sure I'm not alone.  I bet Adobe's sales will be up quite a bit
 in the coming weeks.

 Now that Apple seems to be making rational business decisions it makes me
 think that flash players will be on their mobile devices soon too.  Maybe
 within a year.



 On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com
 wrote:

  I understand.
 
  I have slight concerns about that statement too.  And the fact that it's
 to
  Apple's discretion on what they really mean...
 
  For example: Can we not access XML data stored on the web from our Apps?
 
  Nathan Mynarcik
  nat...@mynarcik.com
  254.749.2525
  www.mynarcik.com
 
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Ktu
It seems like everyone is concerned about the details of getting Flash on
iDrones.
Does this statement by Apple make anyone more upset with them?

On Thu, Sep 9, 2010 at 12:47 PM, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 the downloaded code thing prevents oracle from creating a jvm and adobe
 from
 creating flash plugin although why they need it as it's already in their
 eula

 a

 On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com
 wrote:

  Exactly.  I don't think XML would be considered code, but they could
  justify
  anything they want.
 
  All in all, I'm pretty damn excited.  Personally I was crushed when Apple
  blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade.
  Now
  I can.  I'm sure I'm not alone.  I bet Adobe's sales will be up quite a
 bit
  in the coming weeks.
 
  Now that Apple seems to be making rational business decisions it makes me
  think that flash players will be on their mobile devices soon too.  Maybe
  within a year.
 
 
 
  On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com
  wrote:
 
   I understand.
  
   I have slight concerns about that statement too.  And the fact that
 it's
  to
   Apple's discretion on what they really mean...
  
   For example: Can we not access XML data stored on the web from our
 Apps?
  
   Nathan Mynarcik
   nat...@mynarcik.com
   254.749.2525
   www.mynarcik.com
  
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-- 
Ktu;

The information contained in this message may be privileged and/or
confidential. If you are NOT the intended recipient, please notify the
sender immediately and destroy this message.
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[Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, allTo an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community
http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
visit our Instructional Technology Design Blog
http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx 
(Note: these resources are only available for Bank of America
associates)






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RE: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Merrill, Jason
Not to the constructor of a document class, but you should think about what 
you're trying to accomplish.  I would recommend if you're moving to AS3 
classes, you break this project into varying classes that are instantiated from 
the document class.   You can of course send arguments to the constructors of 
other classes.  I wouldn't recommend mixing timeline code and external classes.

Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our Instructional 
Technology Design Blog
(Note: these resources are only available for Bank of America associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto 
Guerra
Sent: Thursday, September 09, 2010 2:43 PM
To: 'Flash Coders List'
Subject: Re: [Flashcoders] access a mc in stage from a class

cor, jason.

that did the trick  thanks and led to a new problem.
declaring as a class document makes the contructor rum automatically when the 
movie loads correct?
can I pass some parameters to the document class constructor?



- Original Message - 
From: Cor c...@chello.nl
To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders 
List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 09, 2010 1:25 PM
Subject: RE: [Flashcoders] access a mc in stage from a class


Did you set this one Class as Document Class in the properties panel?

Groeten,
Cor van Dooren

--
 There are only 10 types of people in the world:
   Those who understand binary and those who don't.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
Augusto Guerra
Sent: donderdag 9 september 2010 18:18
To: Flash Coders List
Subject: [Flashcoders] access a mc in stage from a class

hi,

i'm trying to migrate from as2... and I need to access a mc named mc1 that
is on stage. no class associated with this mc, only 1 class for the entire
movie.

I have the following class:

package
{

 import flash.display.*;
 import flash.events.*;


 public class foo
 {


//constructor
  public function foo():void
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
}


how can I inform the class that I have a mc (mc1) in the stage in order to
access i´'s properties and methods? tried with addChild too but had no luck.

thanks,
rodrigo.
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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
Nevermind, looks like you can only do that with the DynamicProps plug in
you have to buy with a Club Greensock membership.  I'll roll my own with
the Timer class I guess unless someone knows of an easier way.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
Jason
Sent: Thursday, September 09, 2010 2:43 PM
To: Flash Coders List
Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, allTo an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community
http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
visit our Instructional Technology Design Blog
http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
(Note: these resources are only available for Bank of America
associates)






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RE: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Cor
Of course I agree with Jason.
Another option in this case is not using the Document class (which is the
best practice), but in your first frame at the top of your actionscript,
something like this:

var myFoo:Foo = new Foo();


Groeten,
Cor van Dooren


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
Jason
Sent: donderdag 9 september 2010 20:50
To: Flash Coders List
Subject: RE: [Flashcoders] access a mc in stage from a class

Not to the constructor of a document class, but you should think about what
you're trying to accomplish.  I would recommend if you're moving to AS3
classes, you break this project into varying classes that are instantiated
from the document class.   You can of course send arguments to the
constructors of other classes.  I wouldn't recommend mixing timeline code
and external classes.

Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
Augusto Guerra
Sent: Thursday, September 09, 2010 2:43 PM
To: 'Flash Coders List'
Subject: Re: [Flashcoders] access a mc in stage from a class

cor, jason.

that did the trick  thanks and led to a new problem.
declaring as a class document makes the contructor rum automatically when
the movie loads correct?
can I pass some parameters to the document class constructor?



- Original Message - 
From: Cor c...@chello.nl
To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders 
List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 09, 2010 1:25 PM
Subject: RE: [Flashcoders] access a mc in stage from a class


Did you set this one Class as Document Class in the properties panel?

Groeten,
Cor van Dooren

--
 There are only 10 types of people in the world:
   Those who understand binary and those who don't.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
Augusto Guerra
Sent: donderdag 9 september 2010 18:18
To: Flash Coders List
Subject: [Flashcoders] access a mc in stage from a class

hi,

i'm trying to migrate from as2... and I need to access a mc named mc1 that
is on stage. no class associated with this mc, only 1 class for the entire
movie.

I have the following class:

package
{

 import flash.display.*;
 import flash.events.*;


 public class foo
 {


//constructor
  public function foo():void
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
}


how can I inform the class that I have a mc (mc1) in the stage in order to
access i´'s properties and methods? tried with addChild too but had no luck.

thanks,
rodrigo.
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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
What if you did it like this:

function getRandY():Number{

var randY:Number = Math.random()*stage.stageHeight;
return randY;

}

TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2);

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
 of multiple sprites at once, via giving a method like, allTo an array
 of objects (in this example, _blockViews):

 TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

 However, this assumes you want all the tweens to tween to the same
 property value.  What if I wanted all the objects to end up at various Y
 locations instead of 150?  As it is in the code above, they all tween to
 y=150.  Is there a way to provide an array of y locations that each
 object moves to and have then staggered (as you can with the allTo()
 method)?

 I can of course accomplish this by writing some Timer event code to
 tween each object individually and accomplish what I want - ending up at
 varying Y locations, but I'd rather not have to write all that code -
 shouldn't there be a way to do this with TweenMax's sequencing
 capabilities? Would this be a case where you would use TimelineMax and
 append several tweens?  If so, how would you also stagger them?



 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
 visit our Instructional Technology Design Blog
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 (Note: these resources are only available for Bank of America
 associates)






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[Flashcoders] map componment

2010-09-09 Thread Lehr, Theodore
anyone know of a FREE map component?
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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
You could also do an onComplete call to a function that will add to a
counter variable that you can then access as nameOfArray[counter] for the Y
parameter.

Of course, I have not used the allTo function.  But this has worked for
the regular to and from methods.

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 3:02 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 Nevermind, looks like you can only do that with the DynamicProps plug in
 you have to buy with a Club Greensock membership.  I'll roll my own with
 the Timer class I guess unless someone knows of an easier way.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
 Jason
 Sent: Thursday, September 09, 2010 2:43 PM
 To: Flash Coders List
 Subject: [Flashcoders] TweenMax.allTo()

 So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
 of multiple sprites at once, via giving a method like, allTo an array
 of objects (in this example, _blockViews):

 TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

 However, this assumes you want all the tweens to tween to the same
 property value.  What if I wanted all the objects to end up at various Y
 locations instead of 150?  As it is in the code above, they all tween to
 y=150.  Is there a way to provide an array of y locations that each
 object moves to and have then staggered (as you can with the allTo()
 method)?

 I can of course accomplish this by writing some Timer event code to
 tween each object individually and accomplish what I want - ending up at
 varying Y locations, but I'd rather not have to write all that code -
 shouldn't there be a way to do this with TweenMax's sequencing
 capabilities? Would this be a case where you would use TimelineMax and
 append several tweens?  If so, how would you also stagger them?



 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx   and
 visit our Instructional Technology Design Blog
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 (Note: these resources are only available for Bank of America
 associates)






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 Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Henrik Andersson

Rodrigo Augusto Guerra skriver:

can I pass some parameters to the document class constructor?


Well, who is instantiating the class? The one instantiating it has to 
know what arguments to pass. That one is the player and the player has 
no idea what to pass.

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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
Because the number needs to not be random, but correspond with the item
being tweened - I guess I could keep a counter and create an array of Y
locations and return those, but I went ahead and just used a Timer with
TweenMax.to() and a counter I incremented... works fine, I was just
hoping it could be done easily with allTo() and not having to write a
bunch of extra code - ;  

So yeah, good suggestions though, thanks!  I didn't realize the property
could be a function as well - great idea.  I might try and use that if I
get sick of the Timer class way.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
Mynarcik
Sent: Thursday, September 09, 2010 3:21 PM
To: Flash Coders List
Subject: Re: [Flashcoders] TweenMax.allTo()

What if you did it like this:

function getRandY():Number{

var randY:Number = Math.random()*stage.stageHeight; return randY;

}

TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2);

Nathan Mynarcik
nat...@mynarcik.com
254.749.2525
www.mynarcik.com


On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 So in Greensock's TweenMax, you can tween and stagger (delay) the 
 tweens of multiple sprites at once, via giving a method like, allTo 
 an array of objects (in this example, _blockViews):

 TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

 However, this assumes you want all the tweens to tween to the same 
 property value.  What if I wanted all the objects to end up at various

 Y locations instead of 150?  As it is in the code above, they all 
 tween to y=150.  Is there a way to provide an array of y locations 
 that each object moves to and have then staggered (as you can with the

 allTo() method)?

 I can of course accomplish this by writing some Timer event code to 
 tween each object individually and accomplish what I want - ending up 
 at varying Y locations, but I'd rather not have to write all that code

 - shouldn't there be a way to do this with TweenMax's sequencing 
 capabilities? Would this be a case where you would use TimelineMax and

 append several tweens?  If so, how would you also stagger them?



 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community
 http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx
and
 visit our Instructional Technology Design Blog 
 http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
 
 (Note: these resources are only available for Bank of America
 associates)






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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread tom rhodes
look at TimelineMax for sequencing, or do a loop through all your objects
and assign them different tweens.


On 9 September 2010 21:38, Merrill, Jason
jason.merr...@bankofamerica.comwrote:

 Because the number needs to not be random, but correspond with the item
 being tweened - I guess I could keep a counter and create an array of Y
 locations and return those, but I went ahead and just used a Timer with
 TweenMax.to() and a counter I incremented... works fine, I was just
 hoping it could be done easily with allTo() and not having to write a
 bunch of extra code - ;

 So yeah, good suggestions though, thanks!  I didn't realize the property
 could be a function as well - great idea.  I might try and use that if I
 get sick of the Timer class way.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
 Mynarcik
 Sent: Thursday, September 09, 2010 3:21 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] TweenMax.allTo()

 What if you did it like this:

 function getRandY():Number{

 var randY:Number = Math.random()*stage.stageHeight; return randY;

 }

 TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2);

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
 jason.merr...@bankofamerica.com wrote:

  So in Greensock's TweenMax, you can tween and stagger (delay) the
  tweens of multiple sprites at once, via giving a method like, allTo
  an array of objects (in this example, _blockViews):
 
  TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);
 
  However, this assumes you want all the tweens to tween to the same
  property value.  What if I wanted all the objects to end up at various

  Y locations instead of 150?  As it is in the code above, they all
  tween to y=150.  Is there a way to provide an array of y locations
  that each object moves to and have then staggered (as you can with the

  allTo() method)?
 
  I can of course accomplish this by writing some Timer event code to
  tween each object individually and accomplish what I want - ending up
  at varying Y locations, but I'd rather not have to write all that code

  - shouldn't there be a way to do this with TweenMax's sequencing
  capabilities? Would this be a case where you would use TimelineMax and

  append several tweens?  If so, how would you also stagger them?
 
 
 
  Jason Merrill
 
  Instructional Technology Architect
  Bank of America   Global Learning
 
  Join the Bank of America Flash Platform Community
  http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx
 and
  visit our Instructional Technology Design Blog
  http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
  
  (Note: these resources are only available for Bank of America
  associates)
 
 
 
 
 
 
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[Flashcoders] Licence servers

2010-09-09 Thread Nigel Williams
I would like my Flash program (most likely implemented as a desktop 
application) to have commercial license (unique serial numbers?) 
protection. It seems that the most effective modern method is to use 
a commercial service providing online license validation. Does 
anybody have any experience with implementing such a system with a 
Flash program, and can they recommend any particular methods?

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[Flashcoders] RE: map componment

2010-09-09 Thread Mattheis, Erik (MIN-WSW)
Yahoo! Maps AS3 Component: http://developer.yahoo.com/flash/maps/

_ _ _
Erik Mattheis
Senior Web Developer
Minneapolis
T  952 346 6610
C 612 377 2272

Weber Shandwick
Advocacy starts here.

PRWeek Global Agency Report Card 2009 - Gold Medal Winner
The Holmes Report Global Agency of the Year
PR News Agency of the Year

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore
Sent: Thursday, September 09, 2010 2:23 PM
To: Flash Coders List
Subject: [Flashcoders] map componment

anyone know of a FREE map component?
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Re: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Rodrigo Augusto Guerra
the first version I tried to do was like you mentioned. but had the first 
problem (access the mc on stage) and swiched to the document class..


the project is a recorder, so I did 3 classes, connection, mic and recorder.

in the main timeline I import all the 3 classes then I create a instance of 
each (timeline code not document class).
the problem start here because i want a mic and recorder instance ONLY if 
the connection class could connect. that is different from :


//this will ceatae them all at once without care about connection ok or no..
mymic:CustomMic = new CustomMic()
myconn:CustomConn = new CustomConn()
myRecorder:CustomRec = new CustomRec()

how can I have something like listening for the connection class event 
NetConnection.Connect.Success and then this something would create the 
mic and the recorder instances.


I can not tie any creation of new instances of the recorder and mic class to 
the NetConnection.Connect.Success because this conn class will be used in 
other projects and it's not always that i would need them.


thanks,
rodrigo.

- Original Message - 
From: Merrill, Jason jason.merr...@bankofamerica.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 09, 2010 3:49 PM
Subject: RE: [Flashcoders] access a mc in stage from a class


Not to the constructor of a document class, but you should think about 
what you're trying to accomplish.  I would recommend if you're moving to 
AS3 classes, you break this project into varying classes that are 
instantiated from the document class.   You can of course send arguments 
to the constructors of other classes.  I wouldn't recommend mixing 
timeline code and external classes.


Jason Merrill

Instructional Technology Architect
Bank of America   Global Learning

Join the Bank of America Flash Platform Community  and visit our 
Instructional Technology Design Blog

(Note: these resources are only available for Bank of America associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo 
Augusto Guerra

Sent: Thursday, September 09, 2010 2:43 PM
To: 'Flash Coders List'
Subject: Re: [Flashcoders] access a mc in stage from a class

cor, jason.

that did the trick  thanks and led to a new problem.
declaring as a class document makes the contructor rum automatically when 
the movie loads correct?

can I pass some parameters to the document class constructor?



- Original Message - 
From: Cor c...@chello.nl

To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders
List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 09, 2010 1:25 PM
Subject: RE: [Flashcoders] access a mc in stage from a class


Did you set this one Class as Document Class in the properties panel?

Groeten,
Cor van Dooren

--
There are only 10 types of people in the world:
  Those who understand binary and those who don't.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
Augusto Guerra
Sent: donderdag 9 september 2010 18:18
To: Flash Coders List
Subject: [Flashcoders] access a mc in stage from a class

hi,

i'm trying to migrate from as2... and I need to access a mc named mc1 that
is on stage. no class associated with this mc, only 1 class for the entire
movie.

I have the following class:

package
{

import flash.display.*;
import flash.events.*;


public class foo
{


//constructor
 public function foo():void
 {
   trace(hi)
  mc1.x+=30;   - don't work.
 }
}


how can I inform the class that I have a mc (mc1) in the stage in order to
access i´'s properties and methods? tried with addChild too but had no 
luck.


thanks,
rodrigo.
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Gecontroleerd door AVG - www.avg.com
Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 
09/08/10

19:41:00



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Re: [Flashcoders] Impossible?

2010-09-09 Thread Karl DeSaulniers

Oh but your so close. :)
Do you have a link to the results your getting?
All you want is red fire on a transparent background right?
I know that in PHP image creation, you have to set how the pixels  
blend as well after you get the color matrix.

EG: overlay, subtract, add, etc.
Is there maybe something missing here?
Blendmode?

also, if the pixels that are  gp are the ones you want transparent,  
would


if (_bitmapFlag == true  gp  1050112)
{
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
} else if (_bitmapFlag == false  gp  1050112) {
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(gp);
_blueArray.push(gp);
} else {
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
}

work?

Karl


On Sep 9, 2010, at 7:47 AM, George Jones wrote:




From: k...@designdrumm.com
Subject: Re: [Flashcoders] Impossible?
Date: Thu, 9 Sep 2010 07:39:51 -0500
To: flashcoders@chattyfig.figleaf.com

Sorry, didn't see your comment at the bottom.


Yeah. I'm about ready to throw in the towel on this one. I don't  
think it's possible.

George



Karl


On Sep 9, 2010, at 7:28 AM, George Jones wrote:




From: k...@designdrumm.com
Subject: Re: [Flashcoders] Impossible?
Date: Wed, 8 Sep 2010 16:18:36 -0500
To: flashcoders@chattyfig.figleaf.com


On Sep 8, 2010, at 1:15 PM, George Jones wrote:


  if (gp  1050112)
{
_redArray.push(0);
_alphaArray.push(255);
_greenArray.push(0);
_blueArray.push(255);




Shouldn't this be
  _blueArray.push(0);

and only alphaArray should be set to 255?
That may be why your getting a blue background.


First up, I fixed the flame coming back. As I supposed, that was
easy. The problem remains with making the background disappear.
I've reworked the code some:

gp = _fireColor.getPixel(i, 0);
if (_bitmapFlag == true  gp  1050112)
{
_redArray.push(255);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else if (_bitmapFlag == false  gp  1050112) {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(255);
_blueArray.push(255);
} else {
_redArray.push(gp);
_alphaArray.push(0);
_greenArray.push(0);
_blueArray.push(0);
}

I've changed the if statement. Values of gp less than 1050112 are
that which are not the flame, therefore are the background which
should be set to alpha=0. When _bitmapFlag == true, then it's the
mask that's being painted; otherwise, the sprite being masked (the
else if statement). The final else statement is for the flame
itself. Interestingly, changing the value of either the blue, green
or alpha of that final else statement to 255 gives a blue flame
with white border and very attractive, though not what I want. I
wonder why changing the alpha especially would have that effect.

I guess what I'm not clear about is the values I'm pushing. If I  
push

255 for the red, green and blue arrays, does that result in white?
If I
push 0 for alpha, is that the same as alpha=0 or alpha=1?



Here again is the code for building the sprites:

private function _onLoadedAll(e:Event):void
{
_onLoadedContent(e, _bitmapFlag = false);
_onLoadedContent(e, _bitmapFlag = true);
}

private function _onLoadedContent(e:Event,
_bitmapFlag:Boolean):void {
_fireColor = Bitmap(LoaderInfo
(e.target).loader.content).bitmapData;
...
if (_bitmapFlag == false)
{
_fire = new BitmapData(865, 92, _bitmapFlag,
0xff);
addChild(new Bitmap(_fire));
_fireSprite.addChild(new Bitmap(_fireMask));
addChild(_fireSprite);
_fireSprite.mask = _fireMaskSprite;
_fireSprite.cacheAsBitmap = true;
} else {
_fireMask = new BitmapData(865, 92, _bitmapFlag,
0xff);
_fireMaskSprite.addChild(new Bitmap(_fireMask));
addChild(_fireMaskSprite);
_fireMaskSprite.cacheAsBitmap = true;
}

I'm wondering now if this is possible, to mask the flame only and
let the background show.


The following combinations give me a blue background and flame:

if (gp  1050112)
{
_redArray.push(255);

RE: [Flashcoders] access a mc in stage from a class

2010-09-09 Thread Merrill, Jason
Forget the timeline.  Associate each of your movieclips in your library with a 
corresponding class that extends Sprite or MovieClip.  Then instantiate and add 
each as children to your document class.  I won't go into design patterns like 
MVC and how you would do that, but this would be a basic setup and allow you 
total control over all instances.


Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our Instructional 
Technology Design Blog
(Note: these resources are only available for Bank of America associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto 
Guerra
Sent: Thursday, September 09, 2010 6:44 PM
To: Flash Coders List
Subject: Re: [Flashcoders] access a mc in stage from a class

the first version I tried to do was like you mentioned. but had the first 
problem (access the mc on stage) and swiched to the document class..

the project is a recorder, so I did 3 classes, connection, mic and recorder.

in the main timeline I import all the 3 classes then I create a instance of 
each (timeline code not document class).
the problem start here because i want a mic and recorder instance ONLY if the 
connection class could connect. that is different from :

//this will ceatae them all at once without care about connection ok or no..
mymic:CustomMic = new CustomMic()
myconn:CustomConn = new CustomConn()
myRecorder:CustomRec = new CustomRec()

how can I have something like listening for the connection class event 
NetConnection.Connect.Success and then this something would create the mic 
and the recorder instances.

I can not tie any creation of new instances of the recorder and mic class to 
the NetConnection.Connect.Success because this conn class will be used in 
other projects and it's not always that i would need them.

thanks,
rodrigo.

- Original Message -
From: Merrill, Jason jason.merr...@bankofamerica.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, September 09, 2010 3:49 PM
Subject: RE: [Flashcoders] access a mc in stage from a class


 Not to the constructor of a document class, but you should think about 
 what you're trying to accomplish.  I would recommend if you're moving to 
 AS3 classes, you break this project into varying classes that are 
 instantiated from the document class.   You can of course send arguments 
 to the constructors of other classes.  I wouldn't recommend mixing 
 timeline code and external classes.

 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our 
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com 
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo 
 Augusto Guerra
 Sent: Thursday, September 09, 2010 2:43 PM
 To: 'Flash Coders List'
 Subject: Re: [Flashcoders] access a mc in stage from a class

 cor, jason.

 that did the trick  thanks and led to a new problem.
 declaring as a class document makes the contructor rum automatically when 
 the movie loads correct?
 can I pass some parameters to the document class constructor?



 - Original Message - 
 From: Cor c...@chello.nl
 To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders
 List' flashcoders@chattyfig.figleaf.com
 Sent: Thursday, September 09, 2010 1:25 PM
 Subject: RE: [Flashcoders] access a mc in stage from a class


 Did you set this one Class as Document Class in the properties panel?

 Groeten,
 Cor van Dooren

 --
 There are only 10 types of people in the world:
   Those who understand binary and those who don't.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo
 Augusto Guerra
 Sent: donderdag 9 september 2010 18:18
 To: Flash Coders List
 Subject: [Flashcoders] access a mc in stage from a class

 hi,

 i'm trying to migrate from as2... and I need to access a mc named mc1 that
 is on stage. no class associated with this mc, only 1 class for the entire
 movie.

 I have the following class:

 package
 {

 import flash.display.*;
 import flash.events.*;


 public class foo
 {


 //constructor
  public function foo():void
  {
trace(hi)
   mc1.x+=30;   - don't work.
  }
 }


 how can I inform the class that I have a mc (mc1) in the stage in order to
 access i´'s properties and methods? tried with addChild too but had no 
 luck.

 thanks,
 rodrigo.
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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Jack Doyle
No need to use a Timer. Wouldn't it be as simple as this?:

var targets:Array = [mc1, mc2, mc3];
var positions:Array = [0, 100, 200];
var stagger:Number = 0.2;
for (var i:int = 0; i  targets.length; i++) {
TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger});
}

If you need to control the entire sequence as a whole (pause(), resume(),
reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a
TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max,
check out the brief video at http://www.greensock.com/timeline-basics/. But
again, a simple loop along with the delay special property should be all you
need for most situations. 

Jack


-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] 
Sent: Thursday, September 09, 2010 1:43 PM
To: Flash Coders List
Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, allTo an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 
 


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[Flashcoders] Licence servers

2010-09-09 Thread Bill S.
Hi Nigel:

We have a license server that can be used with or without hardware dongles, 
that might be of interest.
http://www.fo.com/getpage.asp?strfile=pda/folicense.htm

Email me if interested.

Thanks
~Bill


Message: 20
Date: Thu, 9 Sep 2010 22:29:04 +0100
From: Nigel Williams nigelwilli...@orlogikstudio.com
Subject: [Flashcoders] Licence servers
To: flashcoders@chattyfig.figleaf.com
Message-ID: f06240803c8af00f05...@[192.168.1.253]
Content-Type: text/plain; charset=us-ascii ; format=flowed

I would like my Flash program (most likely implemented as a desktop 
application) to have commercial license (unique serial numbers?) 
protection. It seems that the most effective modern method is to use 
a commercial service providing online license validation. Does 
anybody have any experience with implementing such a system with a 
Flash program, and can they recommend any particular methods?
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Re: RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Nathan Mynarcik
Said from the man himself. Great suggestion!

On Sep 9, 2010 6:58 PM, Jack Doyle j...@greensock.com wrote:

No need to use a Timer. Wouldn't it be as simple as this?:

var targets:Array = [mc1, mc2, mc3];
var positions:Array = [0, 100, 200];
var stagger:Number = 0.2;
for (var i:int = 0; i  targets.length; i++) {
   TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger});
}

If you need to control the entire sequence as a whole (pause(), resume(),
reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a
TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max,
check out the brief video at http://www.greensock.com/timeline-basics/. But
again, a simple loop along with the delay special property should be all you
need for most situations.

Jack



-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com]
Sent: Th...

Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (dela...

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Re: [Flashcoders] Bounce Backs

2010-09-09 Thread Dave Watts
 Does anyone else get these every time that they post to the list (as I do)?

 If so, would it make any sense to remove them?

I've unsubscribed them.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
http://training.figleaf.com/

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.
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RE: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread Merrill, Jason
Ah, thanks Jack. I didn't realize there was a delay property... I could
have found that with code hinting if I had dug a little deeper.

Jason Merrill 

Instructional Technology Architect
Bank of America   Global Learning 

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(Note: these resources are only available for Bank of America
associates)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jack
Doyle
Sent: Thursday, September 09, 2010 6:59 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] TweenMax.allTo()

No need to use a Timer. Wouldn't it be as simple as this?:

var targets:Array = [mc1, mc2, mc3];
var positions:Array = [0, 100, 200];
var stagger:Number = 0.2;
for (var i:int = 0; i  targets.length; i++) {
TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger});
}

If you need to control the entire sequence as a whole (pause(),
resume(), reverse(), restart(), gotoAndPlay(), etc.), definitely
insert() them into a TimelineLite or TimelineMax. If you aren't familiar
with TimelineLite/Max, check out the brief video at
http://www.greensock.com/timeline-basics/. But again, a simple loop
along with the delay special property should be all you need for most
situations. 

Jack


-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com]
Sent: Thursday, September 09, 2010 1:43 PM
To: Flash Coders List
Subject: [Flashcoders] TweenMax.allTo()

So in Greensock's TweenMax, you can tween and stagger (delay) the tweens
of multiple sprites at once, via giving a method like, allTo an array
of objects (in this example, _blockViews):

TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);

However, this assumes you want all the tweens to tween to the same
property value.  What if I wanted all the objects to end up at various Y
locations instead of 150?  As it is in the code above, they all tween to
y=150.  Is there a way to provide an array of y locations that each
object moves to and have then staggered (as you can with the allTo()
method)?

I can of course accomplish this by writing some Timer event code to
tween each object individually and accomplish what I want - ending up at
varying Y locations, but I'd rather not have to write all that code -
shouldn't there be a way to do this with TweenMax's sequencing
capabilities? Would this be a case where you would use TimelineMax and
append several tweens?  If so, how would you also stagger them?



Jason Merrill 
 


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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread co...@moock.org

adobe's current official response:

http://blogs.adobe.com/conversations/2010/09/great-news-for-developers.html

Apple’s announcement today that it has lifted restrictions on its 
third-party developer guidelines has direct implications for Adobe’s 
Packager for iPhone, a feature in the Flash Professional CS5 authoring 
tool. This feature was created to enable Flash developers to quickly and 
easily deliver applications for iOS devices. The feature is available 
for developers to use today in Flash Professional CS5, and we will now 
resume development work on this feature for future releases.


This is great news for developers and we’re hearing from our developer 
community that Packager apps are already being approved for the App 
Store. We do want to point out that Apple’s restriction on Flash content 
running in the browser on iOS devices remains in place.


Adobe will continue to work to bring full web browsing with Flash Player 
10.1 as well as standalone applications on AIR to a broad range of 
devices, working with key industry partners including Google, HTC, 
Microsoft, Motorola, Nokia, Palm/HP, RIM, Samsung and others.


colin

On 09/09/10 09:46, Henrik Andersson wrote:

http://www.apple.com/pr/library/2010/09/09statement.html
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