Re: [Flashcoders] flv on fb servers not loading in ie only

2010-09-21 Thread Juan Pablo Califano
Very weird.

As you have noticed, it seems facebook is not serving the file under some
circumstances (it returns a 404 http error code)

I could make it fail consistently if:

1) The referer is set and is in a "non facebook" domain

AND

2) The user agent is IE.

I got the request to work if I set the referer to
http://www.facebook.com/and leaving the user-agent as IE, for
instance.

It also worked, if I kept the original referer but used the same user-agent
as Chrome:

User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US)
AppleWebKit/534.3 (KHTML, like Gecko) Chrome/6.0.472.62 Safari/534.3

I'm not sure if there's any work around from Actionscript, I'm afraid, as
you have very limited control over the request headers sent to the server.
I'm pretty sure you just can't change the user-agent or the referer.

The only alternative I can think of is proxying your request through some
server you control. But that of course negates the benefits of using
facebook's CDN infrastructure and for your server traffic and load it would
be worse that just hosting the video yourself in the first place.

I'm sorry this isn't of much help, but I can think of any other work around.

Let us know if you find something else.

Cheers
Juan Pablo Califano

2010/9/21 jared stanley 

> thanks.
>
> I think the problem has been isolated,
>
> on the URLRequest, the response is as follows:
>
> http://pastebin.com/AmwCtAcD
>
> in there, the 'referer' param is causing the file to 404 - if we remove it
> then the video loads correctly.
>
> anyone have any idea on how to either set that param(not possible i think)
> or else modify it once it's loaded before it's processed?
>
> thanks!
>
>
>
>
>
>
> On Mon, Sep 20, 2010 at 6:49 PM, Juan Pablo Califano <
> califa010.flashcod...@gmail.com> wrote:
>
> > I've had experienced problems with Facebook Connect on IE only. In my
> case,
> > the user wouldn't even be able to log in, so I'm not sure this is the
> same
> > problem you're experiencing. But anyway, maybe it's worth checking this:
> >
> > http://wiki.github.com/facebook/connect-js/custom-channel-url
> >
> >  >Basically,
> > I
> > set explicitly the channelUrl on initialization, like in the example and
> > put
> > the channel.html file at the same level that the xd_receiver.html file
> that
> > is used for working around JS cross-domain issues. And it solved the
> > problem.
> >
> > If I recall correctly, this custom channel url workaround is necessary
> only
> > if your app isn't loaded within FB, as opposed to an external site that
> > just
> > uses Facebook Connect. (Or was it the other way around?)
> >
> > Hope this helps.
> >
> > Cheers
> > Juan Pablo Califano
> >
> >
> >
> >
> > 2010/9/20 jared stanley 
> >
> > > hey - experiencing a weird bug here:
> > >
> > > we have a video uploaded onto facebook's servers - we then load it into
> > > flash.
> > > it's working fine on all browsers except for ie.
> > > it works fine when the video is local or on any other server.
> > >
> > > anyone have any insights?
> > >
> > > Thanks!
> > > ___
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> > >
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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I'm sorry to gum up  this thread (I'm so happy to be back in 
flashcoders after months without!) - after reading this, I'm not certain 
my objects are GPU accelerated. Good info here (despite the whining).


I'll reply to this thread with more info when I get it.

Kevin N.


On 9/21/10 9:19 AM, Tom Gooding wrote:

I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0


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Re: [Flashcoders] flv on fb servers not loading in ie only

2010-09-21 Thread jared stanley
thanks.

I think the problem has been isolated,

on the URLRequest, the response is as follows:

http://pastebin.com/AmwCtAcD

in there, the 'referer' param is causing the file to 404 - if we remove it
then the video loads correctly.

anyone have any idea on how to either set that param(not possible i think)
or else modify it once it's loaded before it's processed?

thanks!






On Mon, Sep 20, 2010 at 6:49 PM, Juan Pablo Califano <
califa010.flashcod...@gmail.com> wrote:

> I've had experienced problems with Facebook Connect on IE only. In my case,
> the user wouldn't even be able to log in, so I'm not sure this is the same
> problem you're experiencing. But anyway, maybe it's worth checking this:
>
> http://wiki.github.com/facebook/connect-js/custom-channel-url
>
> Basically,
> I
> set explicitly the channelUrl on initialization, like in the example and
> put
> the channel.html file at the same level that the xd_receiver.html file that
> is used for working around JS cross-domain issues. And it solved the
> problem.
>
> If I recall correctly, this custom channel url workaround is necessary only
> if your app isn't loaded within FB, as opposed to an external site that
> just
> uses Facebook Connect. (Or was it the other way around?)
>
> Hope this helps.
>
> Cheers
> Juan Pablo Califano
>
>
>
>
> 2010/9/20 jared stanley 
>
> > hey - experiencing a weird bug here:
> >
> > we have a video uploaded onto facebook's servers - we then load it into
> > flash.
> > it's working fine on all browsers except for ie.
> > it works fine when the video is local or on any other server.
> >
> > anyone have any insights?
> >
> > Thanks!
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I have to be honest, the only reason I haven't jumped ship to Unity3D 
is because 1, it's a lot of new to learn, and I find time scarce, and 2, 
the free version doesn't have the ability to output iphone apps, and 
especially not from a PC - which is to say, I don't have the time or 
money to purchase and learn a bunch of new platforms (it's not for lack 
of interest).


If it's on the table, I can't see why not to switch to Unity3D - unless 
you are betting on the rumored (confirmed?) new Rendering Engine Adobe's 
got in the works - but idk, I hope they impress.


Kevin N.


On 9/21/10 9:19 AM, Tom Gooding wrote:

Can anyone point me in the direction of something that makes a genuine case for 
Flash on iPhone before we dump it in favour of Unity3D?!



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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I've been attempting to tackle the same issues, and would love a lot 
more info, if there is any available, on how to get the framerates to be 
stable.


I've actually had a bit of luck, and I'm currently operating on the 
theory that the problem lies with memory allocation/deallocation and the 
garbage collector. This seems to apply to any situation where the player 
might create objects that will have to be collected - including events 
(the event object - passed on dispatch), and maybe even functions in 
general (args array?) - and certain built in methods like hitTestObject, 
or txtFld.htmlText. Constructors are a killer.


I'm in the process of refactoring this: 
http://www.unfocus.com/unBrix.html to aggressively remove all reliance 
on black box APIs (like hitTestObject) and create 0 (zero) new objects 
per frame, except the two event objects (ENTER_FRAME and possibly 
RENDER) and touch/mouse events.


I should be done with that tonight, and then I'll have a better idea of 
what kind of impact that has if any on the performance, and most 
importantly on the lag spikes (for lack of a better term).


In general, I'll also note that Frash (the hacked Android player on iOS) 
works far better in terms of scripting than the iPhone compiler - I hope 
the recent changes in Apple's ToS means that Adobe can just ship AVM2 
and skip all this AOT compilation, since AVM2 from what I can tell, 
performs better anyway (it should help make the compile times bearable too).


From what I'm seeing, the scripting has a definite impact on 
performance, much more than the folks at Adobe are letting on (maybe 
they aren't aware?).


Kevin N.



On 9/21/10 9:19 AM, Tom Gooding wrote:

Hi Flashcoders (back to Apple again),

I'm wondering, having seen reports that developers are getting CS5 packager 
content approved on the app store, if anyone knows of a decent Flash game / app 
on iPhone?

I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0

Whilst there's some regrettable bickering to wade through - the overall 
impression I take from it, is that decent visual performance, say 30fps,  (even 
when optimising for gpu according to the guidelines) isn't possible.  I'm 
considering whether to dedicate some resources to our own benchmarking of it, 
but currently, I get the impression it's not worth it if you want stuff that 
runs well / is comparable to the native platform.

Can anyone point me in the direction of something that makes a genuine case for 
Flash on iPhone before we dump it in favour of Unity3D?!

Thanks!

Tom




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Re: [Flashcoders] multi audio channel mp4 video

2010-09-21 Thread Henrik Andersson

https://bugs.adobe.com/jira/browse/FP-3550
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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Tom Gooding
Hi Flashcoders (back to Apple again),

I'm wondering, having seen reports that developers are getting CS5 packager 
content approved on the app store, if anyone knows of a decent Flash game / app 
on iPhone?

I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0

Whilst there's some regrettable bickering to wade through - the overall 
impression I take from it, is that decent visual performance, say 30fps,  (even 
when optimising for gpu according to the guidelines) isn't possible.  I'm 
considering whether to dedicate some resources to our own benchmarking of it, 
but currently, I get the impression it's not worth it if you want stuff that 
runs well / is comparable to the native platform.

Can anyone point me in the direction of something that makes a genuine case for 
Flash on iPhone before we dump it in favour of Unity3D?! 

Thanks!

Tom


On 17 Sep 2010, at 03:39, Anthony Pace wrote:

I have to say that the restriction that says you cannot download code is 
ridiculous; for, the language in their public statement is just too ambiguous.

If interpreted differently it could mean:
-no more web services, as this is code you download and parse to get data
-no embedding a browser into your application, or web ads for that matter
-images/sound/assets of any type are just sequences of code interpreted to do 
something specific
-no connecting to the net at all

IMHO, Apple has actually messed up on this one again.

On 9/9/2010 9:46 AM, Henrik Andersson wrote:
> http://www.apple.com/pr/library/2010/09/09statement.html
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[Flashcoders] multi audio channel mp4 video

2010-09-21 Thread paul
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RE: [Flashcoders] RE: Resizing

2010-09-21 Thread Lehr, Theodore
Yikes - I figured it out - one of the xml nodes was passing: 24.06,

when it is expecting a number - so the , is throwing it off - and sending this 
particular mc way north as far as the y is concerned thus making the parent 
Sprite way bigger than it should be


THANKS!!!


From: flashcoders-boun...@chattyfig.figleaf.com 
[flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of David Hunter 
[davehunte...@hotmail.com]
Sent: Tuesday, September 21, 2010 9:07 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] RE: Resizing

are you reading the height of the sprite before the image has finished loading 
into it?

> From: ted_l...@federal.dell.com
> To: flashcoders@chattyfig.figleaf.com
> Date: Tue, 21 Sep 2010 08:44:16 -0400
> Subject: [Flashcoders] RE: Resizing
>
> OK - so I have discovered that it has something to do with the images I am 
> overlaying the map... So I have a sprite - that is holding a map I am 
> then overlaying dots on the map via some xml the height of the parent 
> Sprite is getting screwed up in this process
>
>
>
> 
> From: Lehr, Theodore
> Sent: Tuesday, September 21, 2010 8:20 AM
> To: Flash Coders List
> Subject: Resizing
>
> So I have a sprite that is holding a map and some mc's overlaying the map
>
> I am trying to resize the sprite (and thus everthing in it...)
>
> Something weird happens with the height
>
> The sprite is initially resized to, say, 500x500, and that works fine...
>
>
> Then I have a listener set on when it is clicked and I am, in the listener 
> function, initially doing:
>
> trace(e.currentTarget.width);
> trace(e.currentTarget.height);
>
> and I get
>
> 500
> -107374173
>
> So it is not reading the height correctly...
>
> and the if I try:
>
> e.currentTarget.width = e.currentTarget.width+10;
> e.currentTarget.height = e.currentTarget.height+10;
>
> and I trace it and get:
>
> 510
> 107374173
>
> What am I doing wrong?
>
>
>
>
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RE: [Flashcoders] RE: Resizing

2010-09-21 Thread David Hunter

are you reading the height of the sprite before the image has finished loading 
into it?

> From: ted_l...@federal.dell.com
> To: flashcoders@chattyfig.figleaf.com
> Date: Tue, 21 Sep 2010 08:44:16 -0400
> Subject: [Flashcoders] RE: Resizing
> 
> OK - so I have discovered that it has something to do with the images I am 
> overlaying the map... So I have a sprite - that is holding a map I am 
> then overlaying dots on the map via some xml the height of the parent 
> Sprite is getting screwed up in this process
> 
> 
> 
> 
> From: Lehr, Theodore
> Sent: Tuesday, September 21, 2010 8:20 AM
> To: Flash Coders List
> Subject: Resizing
> 
> So I have a sprite that is holding a map and some mc's overlaying the map
> 
> I am trying to resize the sprite (and thus everthing in it...)
> 
> Something weird happens with the height
> 
> The sprite is initially resized to, say, 500x500, and that works fine...
> 
> 
> Then I have a listener set on when it is clicked and I am, in the listener 
> function, initially doing:
> 
> trace(e.currentTarget.width);
> trace(e.currentTarget.height);
> 
> and I get
> 
> 500
> -107374173
> 
> So it is not reading the height correctly...
> 
> and the if I try:
> 
> e.currentTarget.width = e.currentTarget.width+10;
> e.currentTarget.height = e.currentTarget.height+10;
> 
> and I trace it and get:
> 
> 510
> 107374173
> 
> What am I doing wrong?
> 
> 
> 
> 
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[Flashcoders] multi audio channel mp4 video

2010-09-21 Thread paul
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[Flashcoders] RE: Resizing

2010-09-21 Thread Lehr, Theodore
OK - so I have discovered that it has something to do with the images I am 
overlaying the map... So I have a sprite - that is holding a map I am then 
overlaying dots on the map via some xml the height of the parent Sprite is 
getting screwed up in this process




From: Lehr, Theodore
Sent: Tuesday, September 21, 2010 8:20 AM
To: Flash Coders List
Subject: Resizing

So I have a sprite that is holding a map and some mc's overlaying the map

I am trying to resize the sprite (and thus everthing in it...)

Something weird happens with the height

The sprite is initially resized to, say, 500x500, and that works fine...


Then I have a listener set on when it is clicked and I am, in the listener 
function, initially doing:

trace(e.currentTarget.width);
trace(e.currentTarget.height);

and I get

500
-107374173

So it is not reading the height correctly...

and the if I try:

e.currentTarget.width = e.currentTarget.width+10;
e.currentTarget.height = e.currentTarget.height+10;

and I trace it and get:

510
107374173

What am I doing wrong?




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[Flashcoders] RE: Resizing

2010-09-21 Thread Lehr, Theodore
I have tried e.target.width.

and it seems to work - but it, obviously, is just affecting the map and not the 
object overlaying them... I need a affect the Sprite







From: Lehr, Theodore
Sent: Tuesday, September 21, 2010 8:20 AM
To: Flash Coders List
Subject: Resizing

So I have a sprite that is holding a map and some mc's overlaying the map

I am trying to resize the sprite (and thus everthing in it...)

Something weird happens with the height

The sprite is initially resized to, say, 500x500, and that works fine...


Then I have a listener set on when it is clicked and I am, in the listener 
function, initially doing:

trace(e.currentTarget.width);
trace(e.currentTarget.height);

and I get

500
-107374173

So it is not reading the height correctly...

and the if I try:

e.currentTarget.width = e.currentTarget.width+10;
e.currentTarget.height = e.currentTarget.height+10;

and I trace it and get:

510
107374173

What am I doing wrong?




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[Flashcoders] Resizing

2010-09-21 Thread Lehr, Theodore
So I have a sprite that is holding a map and some mc's overlaying the map

I am trying to resize the sprite (and thus everthing in it...)

Something weird happens with the height

The sprite is initially resized to, say, 500x500, and that works fine...


Then I have a listener set on when it is clicked and I am, in the listener 
function, initially doing:

trace(e.currentTarget.width);
trace(e.currentTarget.height);

and I get

500
-107374173

So it is not reading the height correctly...

and the if I try:

e.currentTarget.width = e.currentTarget.width+10;
e.currentTarget.height = e.currentTarget.height+10;

and I trace it and get:

510
107374173

What am I doing wrong?




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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Alexander Farber
Thank you Kenneth, this explains what probably happens beneath the hood

On Tue, Sep 21, 2010 at 1:16 PM, Kenneth Kawamoto
 wrote:
> If you "cancel" the TextFormat you should be able to apply textColor, i.e.
>
> _label.setStyle("textFormat", new TextFormat(null, null, null));
> _label.textField.textColor = 0xff;
>
> But then you may as well just do:
>
> _label.setStyle("textFormat", new TextFormat(null, null, 0xff));
>
> ;)
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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Karl DeSaulniers

Last stab..

// Import the required component classes.
import fl.controls.Label;

// Create a new instance of the Font1 symbol from the document's  
library.

var myFont:Font = new MyFont();

// Create a new TextFormat object, and set the font and size properties.
var myTextFormat:TextFormat = new TextFormat();
myTextFormat.font = myFont.fontName;   //This requires a font in your  
Flash document's library with a linkage class of "MyFont".

myTextFormat.size = 8;
myTextFormat.textColor = 0xFF;

/* Create a new Label component instance, set the  
textField.antiAliasType property,
   set the embedFonts and textFormat styles, and add the label to  
the display list. */

var myLabel:Label = new Label();
myLabel.text = "should be red";
myLabel.background = true;
myLabel.backgroundColor = 0x00FF00;
//myLabel.autoSize = TextFieldAutoSize.LEFT;
//myLabel.move(10, 10);
myLabel.textField.antiAliasType = AntiAliasType.ADVANCED;
myLabel.setStyle("embedFonts", true);
myLabel.setStyle("textFormat", myTextFormat);
addChild(myLabel);

HTH,
got it from here.

http://www.adobe.com/devnet/flash/quickstart/label_component_as3.html

Karl


On Sep 21, 2010, at 5:53 AM, Alexander Farber wrote:


Nope :-)

On Tue, Sep 21, 2010 at 11:57 AM, Karl DeSaulniers  
 wrote:

_label.label = 'should be red';

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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Kenneth Kawamoto

If you "cancel" the TextFormat you should be able to apply textColor, i.e.

_label.setStyle("textFormat", new TextFormat(null, null, null));
_label.textField.textColor = 0xff;

But then you may as well just do:

_label.setStyle("textFormat", new TextFormat(null, null, 0xff));

;)

Kenneth Kawamoto
http://www.materiaprima.co.uk/

On 21/09/2010 10:21, Alexander Farber wrote:

Hello,

does anybody please know, why I can only set the background color here?

 var _label:Label = new Label();
 _label.text = 'should be red';
 _label.textField.background = true;
 _label.textField.backgroundColor = 0x00FF00;
 _label.textField.textColor = 0xFF;
 addChild(_label);

Thank you
Alex


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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Alexander Farber
Nope :-)

On Tue, Sep 21, 2010 at 11:57 AM, Karl DeSaulniers  wrote:
> _label.label = 'should be red';
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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Karl DeSaulniers

Oops, sorry.
I meant.

_label.label = 'should be red';

Karl

On Sep 21, 2010, at 4:54 AM, Karl DeSaulniers wrote:


Try

_label.textField.label = 'should be red';

Best,

Karl


On Sep 21, 2010, at 4:47 AM, Alexander Farber wrote:


Thanks, but -

On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulniers  
 wrote:

Have you tried setting the text color before the background color?
I think you were assigning your text to _label not _label.textField.
Is this what you wanted?

Try

   var _label:Label = new Label();
   _label.textField.textColor = 0xFF;
   _label.textField.background = true;
   _label.textField.backgroundColor = 0x00FF00;
   _label.textField.text = 'should be red';
   addChild(_label);


this is not working either.

Yes, I've tried several things (changing order of setting text/color)
and I'm aware of the TextFormat workaround, but still would like  
to get

textColor working since I only need to change the color in my app.

Regards
Alex

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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Karl DeSaulniers

Try

_label.textField.label = 'should be red';

Best,

Karl


On Sep 21, 2010, at 4:47 AM, Alexander Farber wrote:


Thanks, but -

On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulniers  
 wrote:

Have you tried setting the text color before the background color?
I think you were assigning your text to _label not _label.textField.
Is this what you wanted?

Try

   var _label:Label = new Label();
   _label.textField.textColor = 0xFF;
   _label.textField.background = true;
   _label.textField.backgroundColor = 0x00FF00;
   _label.textField.text = 'should be red';
   addChild(_label);


this is not working either.

Yes, I've tried several things (changing order of setting text/color)
and I'm aware of the TextFormat workaround, but still would like to  
get

textColor working since I only need to change the color in my app.

Regards
Alex

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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Alexander Farber
Unfortunately there is no "html" property, and even this is not working:

var _label:Label = new Label();
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;

_label.textField.textColor = 0xFF;
_label.textField.text = "should be red";
_label.textField.htmlText = "should be red";
_label.text = "should be red";
_label.htmlText = "should be red";
_label.textField.textColor = 0xFF;

addChild(_label);

(Yes, I'm aware of TextFormat and ... workarounds,
but wonder why is textField.backgroundColor working and textColor is not)

Regards
Alex
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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Alexander Farber
Thanks, but -

On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulniers  wrote:
> Have you tried setting the text color before the background color?
> I think you were assigning your text to _label not _label.textField.
> Is this what you wanted?
>
> Try
>
>    var _label:Label = new Label();
>    _label.textField.textColor = 0xFF;
>    _label.textField.background = true;
>    _label.textField.backgroundColor = 0x00FF00;
>    _label.textField.text = 'should be red';
>    addChild(_label);

this is not working either.

Yes, I've tried several things (changing order of setting text/color)
and I'm aware of the TextFormat workaround, but still would like to get
textColor working since I only need to change the color in my app.

Regards
Alex

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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Karl DeSaulniers

Quite possibly could be that you need to set a html text field too.

_label.textField.html = true;
_label.textField.htmlText = "should be red";

JAT

Karl


On Sep 21, 2010, at 4:36 AM, Karl DeSaulniers wrote:


Have you tried setting the text color before the background color?
I think you were assigning your text to _label not _lavel.textField.
Is this what you wanted?

Try

var _label:Label = new Label();
_label.textField.textColor = 0xFF;
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.text = 'should be red';
addChild(_label);

Best,

Karl

On Sep 21, 2010, at 4:21 AM, Alexander Farber wrote:


Hello,

does anybody please know, why I can only set the background color  
here?


var _label:Label = new Label();
_label.text = 'should be red';
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.textColor = 0xFF;
addChild(_label);

Thank you
Alex
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Re: [Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Karl DeSaulniers

Have you tried setting the text color before the background color?
I think you were assigning your text to _label not _lavel.textField.
Is this what you wanted?

Try

var _label:Label = new Label();
_label.textField.textColor = 0xFF;
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.text = 'should be red';
addChild(_label);

Best,

Karl

On Sep 21, 2010, at 4:21 AM, Alexander Farber wrote:


Hello,

does anybody please know, why I can only set the background color  
here?


var _label:Label = new Label();
_label.text = 'should be red';
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.textColor = 0xFF;
addChild(_label);

Thank you
Alex
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[Flashcoders] fl.controls.Label.textField.textColor not working

2010-09-21 Thread Alexander Farber
Hello,

does anybody please know, why I can only set the background color here?

var _label:Label = new Label();
_label.text = 'should be red';
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.textColor = 0xFF;
addChild(_label);

Thank you
Alex
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