Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Karl DeSaulniers

Thanks Kerry.

Best,
Karl


On Sep 22, 2010, at 9:27 PM, Kerry Thompson wrote:


Juan Pablo Califano wrote:


I hear you. The way flash handles fonts is a royal mess.


It must be. I went back to an earlier version that hadn't worked, and
now it's working.

Go figure. I rebooted Windows. Maybe that's all it needed.

But IT'S DONE! Yay!

Thanks for all the help, guys. If you're interested, here's what I
ended up with that works:

package
{
import flash.display.Sprite;
import flash.text.AntiAliasType;
import flash.text.Font;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFieldType;
import flash.text.TextFormat;
import flash.utils.getQualifiedClassName;

public class FontEmbedding extends Sprite
{
public function FontEmbedding()
{
registerFonts();
showText();
}

/**
 * Embeds the plain Garamond 3 font - letters, numbers and 
selected
unicode characters and punctuation.
 */ 
[Embed(
source='../fonts/GaramThrSC.ttf',
unicodeRange='U+0020-U+007E,U+00D7,U+00F7,U+03B1,U+0096,U+0096,U 
+2212',

fontName='GaramondTheeEmbedded',
mimeType='application/x-font',
advancedAntiAliasing='true',
embedAsCFF='false'
)]

private static var GaramondTheeEmbedded: Class;



private function showText():void
{
var textFormat:TextFormat;
var textField:TextField;

textFormat = new TextFormat();
textFormat.color = 0x00;
textFormat.font = "GaramondTheeEmbedded";

textField = new TextField();
textField.defaultTextFormat = textFormat;
textField.border = (true);
textField.embedFonts = true;
textField.text = "Hello Client!";   
  
textField.width = 100;
textField.height = 30;

addChild(textField);
textField.x = 100;
textField.y = 60;
}

/**
 * If you are loading a font from another .swf,this method 
needs to
be called once
 * after the class library has been loaded into memory.
 * It registers the embedded fonts and makes them available for
styling text in the application.
 *
 */ 
public static function registerFonts(): void
{
Font.registerFont(GaramondTheeEmbedded);
}
}
}
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
Juan Pablo Califano wrote:

> I hear you. The way flash handles fonts is a royal mess.

It must be. I went back to an earlier version that hadn't worked, and
now it's working.

Go figure. I rebooted Windows. Maybe that's all it needed.

But IT'S DONE! Yay!

Thanks for all the help, guys. If you're interested, here's what I
ended up with that works:

package
{
import flash.display.Sprite;
import flash.text.AntiAliasType;
import flash.text.Font;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFieldType;
import flash.text.TextFormat;
import flash.utils.getQualifiedClassName;

public class FontEmbedding extends Sprite
{
public function FontEmbedding()
{
registerFonts();
showText();
}

/**
 * Embeds the plain Garamond 3 font - letters, numbers and 
selected
unicode characters and punctuation.
 */ 
[Embed(
source='../fonts/GaramThrSC.ttf',

unicodeRange='U+0020-U+007E,U+00D7,U+00F7,U+03B1,U+0096,U+0096,U+2212',
fontName='GaramondTheeEmbedded',
mimeType='application/x-font',
advancedAntiAliasing='true',
embedAsCFF='false'
)]

private static var GaramondTheeEmbedded: Class;



private function showText():void
{
var textFormat:TextFormat;
var textField:TextField;

textFormat = new TextFormat();
textFormat.color = 0x00;
textFormat.font = "GaramondTheeEmbedded";

textField = new TextField();
textField.defaultTextFormat = textFormat;
textField.border = (true);
textField.embedFonts = true;
textField.text = "Hello Client!";   

textField.width = 100;
textField.height = 30;

addChild(textField);
textField.x = 100;
textField.y = 60;
}

/**
 * If you are loading a font from another .swf,this method 
needs to
be called once
 * after the class library has been loaded into memory.
 * It registers the embedded fonts and makes them available for
styling text in the application.
 *
 */ 
public static function registerFonts(): void
{
Font.registerFont(GaramondTheeEmbedded);
}
}
}
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Juan Pablo Califano
PS:

If nothing else works and you're in a hurry, maybe this is worth a try.

Make a new fla. Place a textfield on the stage and embed the fonts manually
in the Flash IDE. Put this text field inside a MovieClip and export it.
Publish this fla as a swc, add it to your FB project and somewhere do this
to force the compiler to include this mc in your FB swf.

var dummy:MyMovieClip;

This should force the compiler to include the mc and indirectly the glyphs
you have embbeded in your on stage text field.

This is rather gross and unelegant and I'm not sure if it'll play nice with
text fields created with code, but I generally work with fla's that have
text fields with embedded fonts in the Flase IDE and having a dummy
textfield is sometimes the easier way to make sure font are embbeded for the
whole swf and that all text fields display the fonts correctly.


2010/9/22 Juan Pablo Califano 

> I hear you. The way flash handles fonts is a royal mess.
>
> Have you tried this method?
>
>
> http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/text/Font.html#enumerateFonts()
>
> It should give you a list of the fonts that are being embbeded in the SWF
> and their names. It'll not fix the problem per se, but maybe it shows you
> the name of the font as it's registered.
>
>
> Cheers
> Juan Pablo Califano
>
> 2010/9/22 Kerry Thompson 
>
>> Juan Pablo Califano wrote:
>>
>>
>> > var font:Font = new Garamond3Embedded() as Font;
>> > textFormat.font = font.fontName;
>>
>> Well, I tried that too, and still no luck. Just in case it was a path
>> problem, I moved the font into the same folder as my .as file,
>> adjusted the source accordingly, and still no luck.
>>
>> Dang, this shouldn't be this hard. I've used embedded fonts in the
>> past, and they've worked. I've just never tried to do it all in one
>> demo file.
>>
>> Cordially,
>>
>> Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Juan Pablo Califano
I hear you. The way flash handles fonts is a royal mess.

Have you tried this method?

http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/text/Font.html#enumerateFonts()

It should give you a list of the fonts that are being embbeded in the SWF
and their names. It'll not fix the problem per se, but maybe it shows you
the name of the font as it's registered.


Cheers
Juan Pablo Califano

2010/9/22 Kerry Thompson 

> Juan Pablo Califano wrote:
>
> > var font:Font = new Garamond3Embedded() as Font;
> > textFormat.font = font.fontName;
>
> Well, I tried that too, and still no luck. Just in case it was a path
> problem, I moved the font into the same folder as my .as file,
> adjusted the source accordingly, and still no luck.
>
> Dang, this shouldn't be this hard. I've used embedded fonts in the
> past, and they've worked. I've just never tried to do it all in one
> demo file.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
Juan Pablo Califano wrote:

> var font:Font = new Garamond3Embedded() as Font;
> textFormat.font = font.fontName;

Well, I tried that too, and still no luck. Just in case it was a path
problem, I moved the font into the same folder as my .as file,
adjusted the source accordingly, and still no luck.

Dang, this shouldn't be this hard. I've used embedded fonts in the
past, and they've worked. I've just never tried to do it all in one
demo file.

Cordially,

Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
Karl DeSaulniers wrote:

> I think Chris's suggestion may be the trick.
> I know I had that headache too and placing the format on after the text
> loaded did the trick.

That looked promising, but I'm getting the same result--I can see the
text field outline on screen, but no text.

> But I know with embedding the font, mine wouldnt work unless everything was
> "Arial" with a cap A cause my font name was Arial.ttf.

I'm pretty certain that's not it. Mark Jonkman showed me how to embed
a font, and I'm looking at his code (which I know works), and he named
a font something like 'SegoeBlackEmbedded', while the file name is
just SegoeBlk.ttf. That font shows up in Windows Font Viewer as Segoe
Black.

> go fig. only other thing I would say is are you declaring the var for the
> font name in your class appropriately?
>
> Best,
> Karl
>

I think that's what Juan Pablo was suggesting. I'll try it and see if
it makes a difference.

Cordially,

Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Karl DeSaulniers

I think Chris's suggestion may be the trick.
I know I had that headache too and placing the format on after the  
text loaded did the trick.
But I know with embedding the font, mine wouldnt work unless  
everything was "Arial" with a cap A cause my font name was Arial.ttf.
go fig. only other thing I would say is are you declaring the var for  
the font name in your class appropriately?


Best,
Karl

On Sep 22, 2010, at 8:31 PM, Kerry Thompson wrote:


Karl DeSaulniers wrote:

Correct me if I am wrong, but don't font embed references have to  
match the

names exactly?
case sensitive as well? What is on the stage, the font name and  
library item

name?


No, I think you're right. I've tried it with the exact same name, with
the same results.

[Embed(
source='../fonts/GaramThrSC.ttf',
fontName='Garamond3Embedded'
)]
Cordially,

Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
Juan Pablo Califano wrote:

> Have you tried not setting the font name in the text format object? I think
> it defaults to Times or something like that.

I haven't tried exactly that, but if I comment out the line

textField.embedFonts = true;

the text shows up. I believe you're right--Times New Roman or something.

> Then, if the text shows up, maybe the problem is in the font identifier.

It seems to be registering ok. When I look at it in the debugger, it's
a valid object.

> You could then / also try this, which should give you the right name for the
> font.

Ok, I'll give that a try. Thanks.

Cordially,

Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
Karl DeSaulniers wrote:

> Correct me if I am wrong, but don't font embed references have to match the
> names exactly?
> case sensitive as well? What is on the stage, the font name and library item
> name?

No, I think you're right. I've tried it with the exact same name, with
the same results.

[Embed(
source='../fonts/GaramThrSC.ttf',
fontName='Garamond3Embedded'
)]
Cordially,

Kerry Thompson
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Juan Pablo Califano
PS:

I meant this:

var font:Font = new Garamond3Embedded() as Font;
textFormat.font = font.fontName;

2010/9/22 Juan Pablo Califano 

> Have you tried not setting the font name in the text format object? I think
> it defaults to Times or something like that.
>
> Then, if the text shows up, maybe the problem is in the font identifier.
>
> You could then / also try this, which should give you the right name for
> the font.
>
> var font:Garamond3Embedded = new Garamond3Embedded();
> textFormat.font = font.fontName;
>
> Cheers
> Juan Pablo Califano
>
> 2010/9/22 Kerry Thompson 
>
> I've been banging my head up against this for 4 hours, and the client
>> has to ship tonight.
>>
>> FlashBuilder 4, Windows 7.
>>
>> I am just trying to make a little demo of how to embed a font, but
>> when I pull together code that has worked before into one simple
>> class, it doesn't show the text. It draws the outline of the text
>> field, but there is no text. When I comment out one line,
>> textField.embedFonts = true, it works, but not with the embedded font.
>>
>> I've tried different fonts, and can't get any of them to work. Can
>> somebody spot what I'm doing wrong?
>>
>> Cordially,
>> Kerry Thompson
>>
>>public class FontEmbedding extends Sprite
>>{
>>public function FontEmbedding()
>>{
>>showText();
>>}
>>
>>/**
>> * Embeds the  Garamond 3 font
>> */
>>[Embed(
>>source='../fonts/GaramThrSC.ttf',
>>fontName='Garamond3'
>>)]
>>
>>private static var Garamond3Embedded: Class;
>>
>>private function showText():void
>>{
>>var textFormat:TextFormat;
>>var textField:TextField;
>>registerFonts();
>>
>>textFormat = new TextFormat();
>>textFormat.color = 0x00;
>>textFormat.font = "Garamond3Embedded";
>>textFormat.align = "left";
>>
>>textField = new TextField();
>>textField.defaultTextFormat = textFormat;
>>textField.border = (true);
>>
>>textField.embedFonts = true;
>>
>>textField.text = "Hello Autovod!";
>>textField.width = 100;
>>textField.height = 30;
>>
>>addChild(textField);
>>textField.x = 100;
>>textField.y = 60;
>>}
>>
>>public static function registerFonts(): void
>>{
>>Font.registerFont(Garamond3Embedded);
>>}
>>}
>> }
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Juan Pablo Califano
Have you tried not setting the font name in the text format object? I think
it defaults to Times or something like that.

Then, if the text shows up, maybe the problem is in the font identifier.

You could then / also try this, which should give you the right name for the
font.

var font:Garamond3Embedded = new Garamond3Embedded();
textFormat.font = font.fontName;

Cheers
Juan Pablo Califano

2010/9/22 Kerry Thompson 

> I've been banging my head up against this for 4 hours, and the client
> has to ship tonight.
>
> FlashBuilder 4, Windows 7.
>
> I am just trying to make a little demo of how to embed a font, but
> when I pull together code that has worked before into one simple
> class, it doesn't show the text. It draws the outline of the text
> field, but there is no text. When I comment out one line,
> textField.embedFonts = true, it works, but not with the embedded font.
>
> I've tried different fonts, and can't get any of them to work. Can
> somebody spot what I'm doing wrong?
>
> Cordially,
> Kerry Thompson
>
>public class FontEmbedding extends Sprite
>{
>public function FontEmbedding()
>{
>showText();
>}
>
>/**
> * Embeds the  Garamond 3 font
> */
>[Embed(
>source='../fonts/GaramThrSC.ttf',
>fontName='Garamond3'
>)]
>
>private static var Garamond3Embedded: Class;
>
>private function showText():void
>{
>var textFormat:TextFormat;
>var textField:TextField;
>registerFonts();
>
>textFormat = new TextFormat();
>textFormat.color = 0x00;
>textFormat.font = "Garamond3Embedded";
>textFormat.align = "left";
>
>textField = new TextField();
>textField.defaultTextFormat = textFormat;
>textField.border = (true);
>
>textField.embedFonts = true;
>
>textField.text = "Hello Autovod!";
>textField.width = 100;
>textField.height = 30;
>
>addChild(textField);
>textField.x = 100;
>textField.y = 60;
>}
>
>public static function registerFonts(): void
>{
>Font.registerFont(Garamond3Embedded);
>}
>}
> }
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Re: [Flashcoders] Using an embedded font

2010-09-22 Thread Karl DeSaulniers
Correct me if I am wrong, but don't font embed references have to  
match the names exactly?
case sensitive as well? What is on the stage, the font name and  
library item name?


Karl


On Sep 22, 2010, at 8:05 PM, Kerry Thompson wrote:


I've been banging my head up against this for 4 hours, and the client
has to ship tonight.

FlashBuilder 4, Windows 7.

I am just trying to make a little demo of how to embed a font, but
when I pull together code that has worked before into one simple
class, it doesn't show the text. It draws the outline of the text
field, but there is no text. When I comment out one line,
textField.embedFonts = true, it works, but not with the embedded font.

I've tried different fonts, and can't get any of them to work. Can
somebody spot what I'm doing wrong?

Cordially,
Kerry Thompson

public class FontEmbedding extends Sprite
{
public function FontEmbedding()
{
showText();
}

/**
 * Embeds the  Garamond 3 font
 */ 
[Embed(
source='../fonts/GaramThrSC.ttf',
fontName='Garamond3'
)]

private static var Garamond3Embedded: Class;

private function showText():void
{
var textFormat:TextFormat;
var textField:TextField;
registerFonts();

textFormat = new TextFormat();
textFormat.color = 0x00;
textFormat.font = "Garamond3Embedded";
textFormat.align = "left";

textField = new TextField();
textField.defaultTextFormat = textFormat;
textField.border = (true);

textField.embedFonts = true;

textField.text = "Hello Autovod!";  
  
textField.width = 100;
textField.height = 30;

addChild(textField);
textField.x = 100;
textField.y = 60;
}

public static function registerFonts(): void
{
Font.registerFont(Garamond3Embedded);
}
}
}
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RE: [Flashcoders] Using an embedded font

2010-09-22 Thread Chris Foster
Hi Kerry,

I think this is one that gave me headaches a while ago...

My solution was to apply the textFormat AFTER the text has been applied
to the textField.

C:

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kerry
Thompson
Sent: Thursday, 23 September 2010 11:05 AM
To: Flash Coders List
Subject: [Flashcoders] Using an embedded font

I've been banging my head up against this for 4 hours, and the client
has to ship tonight.

FlashBuilder 4, Windows 7.

I am just trying to make a little demo of how to embed a font, but
when I pull together code that has worked before into one simple
class, it doesn't show the text. It draws the outline of the text
field, but there is no text. When I comment out one line,
textField.embedFonts = true, it works, but not with the embedded font.

I've tried different fonts, and can't get any of them to work. Can
somebody spot what I'm doing wrong?

Cordially,
Kerry Thompson

public class FontEmbedding extends Sprite
{
public function FontEmbedding()
{
showText();
}

/**
 * Embeds the  Garamond 3 font
 */ 
[Embed(
source='../fonts/GaramThrSC.ttf',
fontName='Garamond3'
)]

private static var Garamond3Embedded: Class;

private function showText():void
{
var textFormat:TextFormat;
var textField:TextField;
registerFonts();

textFormat = new TextFormat();
textFormat.color = 0x00;
textFormat.font = "Garamond3Embedded";
textFormat.align = "left";

textField = new TextField();
textField.defaultTextFormat = textFormat;
textField.border = (true);

textField.embedFonts = true;

textField.text = "Hello Autovod!";

textField.width = 100;
textField.height = 30;

addChild(textField);
textField.x = 100;
textField.y = 60;
}

public static function registerFonts(): void
{
Font.registerFont(Garamond3Embedded);
}
}
}
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[Flashcoders] Using an embedded font

2010-09-22 Thread Kerry Thompson
I've been banging my head up against this for 4 hours, and the client
has to ship tonight.

FlashBuilder 4, Windows 7.

I am just trying to make a little demo of how to embed a font, but
when I pull together code that has worked before into one simple
class, it doesn't show the text. It draws the outline of the text
field, but there is no text. When I comment out one line,
textField.embedFonts = true, it works, but not with the embedded font.

I've tried different fonts, and can't get any of them to work. Can
somebody spot what I'm doing wrong?

Cordially,
Kerry Thompson

public class FontEmbedding extends Sprite
{
public function FontEmbedding()
{
showText();
}

/**
 * Embeds the  Garamond 3 font
 */ 
[Embed(
source='../fonts/GaramThrSC.ttf',
fontName='Garamond3'
)]

private static var Garamond3Embedded: Class;

private function showText():void
{
var textFormat:TextFormat;
var textField:TextField;
registerFonts();

textFormat = new TextFormat();
textFormat.color = 0x00;
textFormat.font = "Garamond3Embedded";
textFormat.align = "left";

textField = new TextField();
textField.defaultTextFormat = textFormat;
textField.border = (true);

textField.embedFonts = true;

textField.text = "Hello Autovod!";  

textField.width = 100;
textField.height = 30;

addChild(textField);
textField.x = 100;
textField.y = 60;
}

public static function registerFonts(): void
{
Font.registerFont(Garamond3Embedded);
}
}
}
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Re: [Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Paul Andrews

 On 22/09/2010 19:18, Cédric Muller wrote:

And, by any chance, are any fonts not embedded ? (another halfy dumb question)


No, they are embedded. It's not that the text is not accepted it's just 
that typing more text doesn't cause the text to move left when the field 
is filled. It's not a case  of typing characters that aren't embedded.


It really is odd.



22/09/2010 19:28, Paul Andrews wrote :


On 22/09/2010 17:26, Cédric Muller wrote:

Out in the wild (read: dumb question):
Do you have some player version detection in your tests ? (it could be that the 
third computer has not FP9 installed?)

Fair question. Machine in question is running FP10! (as are the other two)


hth,
Cedric


I've been working on an AS3 project with some input text - using CS5 targetting 
FP 9.

It works nicely but I have a few text input fields, but one of them has a problem on some 
computers. I have tried it on three computers and only one shows the problem and the 
other input fields do not show the problem. Even cutting and pasting "working" 
or new textInput fields don't cure it.

The problem is that when the user types too much text, the text should shift 
left so that what the user has just typed is always in view. In two out of 
three machines I have access to it does. On another it does not and the user 
can't see what they are typing.

There's no obvious correlation between machines that have the correct behaviour 
for the field and those that do not. One tester had the bad behaviour on all 
browsers except IE8. Works fine on every browser I have installed.

Any ideas?

Paul

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Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread Kevin Newman
 I haven't published a swf for the mobile player yet (will do tonight). 
I don't actually have an Android device to test that on either - I test 
primarily in Frash (Android plugin on iOS). Oddly enough, swfs perform 
better in that, than on Android. O.o


The other thing is GPU acceleration with the mobile player is different 
than it would be in iPhone apps, or AIR - because there is no 
cacheAsBitmapMatrix, which is important when you want to alpha 
transition a DisplayObject or scale/rotate it (I'm doing alpha transitions).


Like I said though, I'll publish a swf based version of the demo and put 
it up so you can all test it. I bet it come close enough to 60FPS even 
in the plugin. ;-)


I have no problem putting up an ipa as well, but you'll need to 
jailbreak your iOS device to test that.


Kevin N.


On 9/22/10 1:07 PM, jared stanley wrote:

wow 60 fps sounds impressive! i have not been impressed with the
flash>iphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.



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Re: [Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Cédric Muller
And, by any chance, are any fonts not embedded ? (another halfy dumb question)

22/09/2010 19:28, Paul Andrews wrote :

> On 22/09/2010 17:26, Cédric Muller wrote:
>> Out in the wild (read: dumb question):
>> Do you have some player version detection in your tests ? (it could be that 
>> the third computer has not FP9 installed?)
> Fair question. Machine in question is running FP10! (as are the other two)
> 
>> hth,
>> Cedric
>> 
>>> I've been working on an AS3 project with some input text - using CS5 
>>> targetting FP 9.
>>> 
>>> It works nicely but I have a few text input fields, but one of them has a 
>>> problem on some computers. I have tried it on three computers and only one 
>>> shows the problem and the other input fields do not show the problem. Even 
>>> cutting and pasting "working" or new textInput fields don't cure it.
>>> 
>>> The problem is that when the user types too much text, the text should 
>>> shift left so that what the user has just typed is always in view. In two 
>>> out of three machines I have access to it does. On another it does not and 
>>> the user can't see what they are typing.
>>> 
>>> There's no obvious correlation between machines that have the correct 
>>> behaviour for the field and those that do not. One tester had the bad 
>>> behaviour on all browsers except IE8. Works fine on every browser I have 
>>> installed.
>>> 
>>> Any ideas?
>>> 
>>> Paul
>> 
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Re: [Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Paul Andrews

 On 22/09/2010 17:26, Cédric Muller wrote:

Out in the wild (read: dumb question):
Do you have some player version detection in your tests ? (it could be that the 
third computer has not FP9 installed?)

Fair question. Machine in question is running FP10! (as are the other two)


hth,
Cedric


I've been working on an AS3 project with some input text - using CS5 targetting 
FP 9.

It works nicely but I have a few text input fields, but one of them has a problem on some 
computers. I have tried it on three computers and only one shows the problem and the 
other input fields do not show the problem. Even cutting and pasting "working" 
or new textInput fields don't cure it.

The problem is that when the user types too much text, the text should shift 
left so that what the user has just typed is always in view. In two out of 
three machines I have access to it does. On another it does not and the user 
can't see what they are typing.

There's no obvious correlation between machines that have the correct behaviour 
for the field and those that do not. One tester had the bad behaviour on all 
browsers except IE8. Works fine on every browser I have installed.

Any ideas?

Paul


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Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread Tom Gooding
Yes, I'd love to see this too, thanks for keeping us updated Kevin, nice one 
Tom


On 22 Sep 2010, at 18:07, jared stanley wrote:

wow 60 fps sounds impressive! i have not been impressed with the
flash>iphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.







On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newman  wrote:

> This all worked great. I now have the unBrix demo running at 60FPS -
> smooth as silk (almost, there are a very few small hiccups, nothing like in
> the previous demo - I have one last optimization left that I think will
> clean that up).
> 
> The things I did were to make sure GPU acceleration is working (the bricks
> were red previously) - and preallocating (instantiating and storing) any and
> all objects I might need, and removing reliance on build in black box
> methods like hitTextObject. Actually, I separated the entire game engine
> into simpler shape objects (x, y, width, height - all int - final classes,
> no getter/setter, no inheritance) and did all the hit testing movement
> calculation manually on those, then apply that to scene in the render phase
> of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields
> any improvement too (which'll be hard to spot!).
> 
> Doing all that preallocation jives with what is mentioned in the packager
> for iphone dev guide PDF:
> 
> http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf
> 
> In particular: "Allocating fresh blocks of memory is costly. It can slow
> down your application or cause performance to lag during animation or
> interaction as the garbage collection gets triggered."
> 
> and: "As memory fills up, iPhone OS notifies other running, native iPhone
> applications to free up memory. As these applications process this
> notification and work to free memory, they may compete with your application
> for CPU cycles. This can momentarily degrade the performance of your
> application."
> 
> For me, memory allocation has been the biggest cause for stuttering and
> visual "lag" in Flash on iPhone.
> 
> I haven't posted the results yet, because I only finished this work at 3am.
> ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in
> the Player swf builds (to run on Android or Frash) so I'm not certain a
> posted swf would truly represent these improvements (I'll try it anyway
> though). Hopefully I can finish and polish something within a few weeks or
> months and get it into the app store! :-D
> 
> Kevin N.
> 
> 
> 
> 
> On 9/21/10 5:07 PM, Kevin Newman wrote:
> 
>> 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, sa

Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread jared stanley
wow 60 fps sounds impressive! i have not been impressed with the
flash>iphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.







On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newman  wrote:

>  This all worked great. I now have the unBrix demo running at 60FPS -
> smooth as silk (almost, there are a very few small hiccups, nothing like in
> the previous demo - I have one last optimization left that I think will
> clean that up).
>
> The things I did were to make sure GPU acceleration is working (the bricks
> were red previously) - and preallocating (instantiating and storing) any and
> all objects I might need, and removing reliance on build in black box
> methods like hitTextObject. Actually, I separated the entire game engine
> into simpler shape objects (x, y, width, height - all int - final classes,
> no getter/setter, no inheritance) and did all the hit testing movement
> calculation manually on those, then apply that to scene in the render phase
> of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields
> any improvement too (which'll be hard to spot!).
>
> Doing all that preallocation jives with what is mentioned in the packager
> for iphone dev guide PDF:
>
> http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf
>
> In particular: "Allocating fresh blocks of memory is costly. It can slow
> down your application or cause performance to lag during animation or
> interaction as the garbage collection gets triggered."
>
> and: "As memory fills up, iPhone OS notifies other running, native iPhone
> applications to free up memory. As these applications process this
> notification and work to free memory, they may compete with your application
> for CPU cycles. This can momentarily degrade the performance of your
> application."
>
> For me, memory allocation has been the biggest cause for stuttering and
> visual "lag" in Flash on iPhone.
>
> I haven't posted the results yet, because I only finished this work at 3am.
> ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in
> the Player swf builds (to run on Android or Frash) so I'm not certain a
> posted swf would truly represent these improvements (I'll try it anyway
> though). Hopefully I can finish and polish something within a few weeks or
> months and get it into the app store! :-D
>
> Kevin N.
>
>
>
>
> On 9/21/10 5:07 PM, Kevin Newman wrote:
>
>>  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 b

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

2010-09-22 Thread jared stanley
thanks for your help Juan.

so yeah the conclusion is this:

FB doesn't want their video content served to non-facebook
places(obviously).
They check that via the referer prop in the header that is sent.
In most browsers the referer is turned off by default, so it actually works.
In IE the referer is turned on by default. When you call a fb vid directly
with the non-fb referer it returns a 404.

Doesn't look like there's a workaround(other than serving different vids to
ie users!) - so close!

Anyway, adding this in here for archival purposes and to say 'thanks' again
for your help juan!





On Tue, Sep 21, 2010 at 7:24 PM, Juan Pablo Califano <
califa010.flashcod...@gmail.com> wrote:

> 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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Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread Kevin Newman
 This all worked great. I now have the unBrix demo running at 60FPS - 
smooth as silk (almost, there are a very few small hiccups, nothing like 
in the previous demo - I have one last optimization left that I think 
will clean that up).


The things I did were to make sure GPU acceleration is working (the 
bricks were red previously) - and preallocating (instantiating and 
storing) any and all objects I might need, and removing reliance on 
build in black box methods like hitTextObject. Actually, I separated the 
entire game engine into simpler shape objects (x, y, width, height - all 
int - final classes, no getter/setter, no inheritance) and did all the 
hit testing movement calculation manually on those, then apply that to 
scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER 
event and see if that yields any improvement too (which'll be hard to 
spot!).


Doing all that preallocation jives with what is mentioned in the 
packager for iphone dev guide PDF:

http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

In particular: "Allocating fresh blocks of memory is costly. It can slow 
down your application or cause performance to lag during animation or 
interaction as the garbage collection gets triggered."


and: "As memory fills up, iPhone OS notifies other running, native 
iPhone applications to free up memory. As these applications process 
this notification and work to free memory, they may compete with your 
application for CPU cycles. This can momentarily degrade the performance 
of your application."


For me, memory allocation has been the biggest cause for stuttering and 
visual "lag" in Flash on iPhone.


I haven't posted the results yet, because I only finished this work at 
3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't 
available in the Player swf builds (to run on Android or Frash) so I'm 
not certain a posted swf would truly represent these improvements (I'll 
try it anyway though). Hopefully I can finish and polish something 
within a few weeks or months and get it into the app store! :-D


Kevin N.



On 9/21/10 5:07 PM, Kevin Newman wrote:
 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] Left shifting input text as user types is unreliable

2010-09-22 Thread Cédric Muller
Out in the wild (read: dumb question):
Do you have some player version detection in your tests ? (it could be that the 
third computer has not FP9 installed?)

hth,
Cedric

> I've been working on an AS3 project with some input text - using CS5 
> targetting FP 9.
> 
> It works nicely but I have a few text input fields, but one of them has a 
> problem on some computers. I have tried it on three computers and only one 
> shows the problem and the other input fields do not show the problem. Even 
> cutting and pasting "working" or new textInput fields don't cure it.
> 
> The problem is that when the user types too much text, the text should shift 
> left so that what the user has just typed is always in view. In two out of 
> three machines I have access to it does. On another it does not and the user 
> can't see what they are typing.
> 
> There's no obvious correlation between machines that have the correct 
> behaviour for the field and those that do not. One tester had the bad 
> behaviour on all browsers except IE8. Works fine on every browser I have 
> installed.
> 
> Any ideas?
> 
> Paul


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[Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Paul Andrews
 I've been working on an AS3 project with some input text - using CS5 
targetting FP 9.


It works nicely but I have a few text input fields, but one of them has 
a problem on some computers. I have tried it on three computers and only 
one shows the problem and the other input fields do not show the 
problem. Even cutting and pasting "working" or new textInput fields 
don't cure it.


The problem is that when the user types too much text, the text should 
shift left so that what the user has just typed is always in view. In 
two out of three machines I have access to it does. On another it does 
not and the user can't see what they are typing.


There's no obvious correlation between machines that have the correct 
behaviour for the field and those that do not. One tester had the bad 
behaviour on all browsers except IE8. Works fine on every browser I have 
installed.


Any ideas?

Paul
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