[Flashcoders] AS3 fl.controls.List instance change events not bubbling

2009-10-01 Thread Stephen Downs
Change events sent by instances of fl.controls.List in my Flash AS3  
project have lost their effervescence. The AS3 Language and Components  
Reference states that change events sent by List bubble by default,  
but when I check the event being sent it has the bubbles property set  
to false.


This is highly annoying as I have a master component parent containing  
many Lists and I just need to listen to the component parent with a  
single listener for the event.


Does anyone know how to force bubbling into a List instance change  
event (besides re-wrapping the event in another dispatcher)?

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Re: [Flashcoders] central up to date data

2007-10-20 Thread Stephen Downs
You're probably running into this because you're attempting to use  
instance variables like static variables.


If you're just storing one variable, you can use a single static  
variable in your ancestor class.


If you wanted to access this variable akin to a local property of  
specific extended child class instances, you could wrap it in an  
accessor. I'm thinking of something like the following.


// 
// In Utils.as:
private static var _colorValues:Array;

public function get colorValues():Array {
return Utils._colorValues;
}

public function set colorValues(newVal:Array):void {
Utils._colorValues = newVal;
}

// 
// In Application.as, which extends Utils.as:

// Inside some function, let's get _colorValues:
trace(this.colorValues);
// 

This is totally untested, just off the top of my head.

Steve



On 2007-10-19, at 2:40 AM, Tom Huynen wrote:


Hi List!

I'm using a class named utils.as to store data like color values in my
project.
This class is then extended by let's say the application.as and the  
menu.as.


Next in the application class I change the value of a var in the utils
class.
When retrieving this value from the third (menu) class I still get  
the old

value instead of the new one.

What is the best thing to do when I want to keep my data central,  
up to date

and accesible for all classes in my project?

Kind regards,

Tom
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Re: [Flashcoders] amf-php

2007-10-20 Thread Stephen Downs
You may want to upgrade to AMFPHP 1.9 beta2 if you haven't already  
done so:
https://sourceforge.net/project/showfiles.php? 
group_id=72483package_id=72363



If you continue to struggle with it, you may want to try posting your  
specific problem to the amfphp-general mailing list:

https://lists.sourceforge.net/lists/listinfo/amfphp-general


I've successfully migrated some of my AMFPHP code to v1.9 and am  
using both in Flash AS2 and Flex AS3 projects.


Steve




On 2007-10-19, at 2:32 AM, Kerem İşeri wrote:

hello guys,, im happy to hear from flashcoders again, and here is  
new my new question on virgin server, i havent tried using amf-php  
on any project after i started using flash cs3,  now im having  
problems because of the remoting components are not working. how  
can i run my old remoting components on flash cs3?


thanx

kerem.

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[Flashcoders] Non-latin glyphs for custom fonts not embedded in textFields

2007-10-20 Thread Stephen Downs
I'm having a struggle getting non-latin glyphs in my TextField  
instances to display properly.


Environment: Flash 9, Mac OS X 10.4.10
Publish target: Flash Player 8, ActionScript 2 (yuck, but that's the  
corporate client)



I have an external xml file with text in html tags. The non-Latin  
character data contained in these tags is reading in an propagating  
properly, as a simple trace indicates so. The problem comes down to  
displaying this text in a TextField.


The text field in question is set to Dynamic Text, and uses a custom,  
embedded font. The font is linked to export in first frame, before  
the text field appears. The text field has All (54665 glyphs)  
selected as the Embed option. Inserting additional needed character  
glyphs in the Include these characters: field to force it to work  
doesn't help.


Here are two implementation scenarios:

Scenario A (doesn't work):

) The text field contains a Latin string by default: watermelon
) Try to fill the text field with a mixed character glyph phrase:
tf.htmlText = Bang Приставки;


Scenario B (does work):

	) The text field contains a string beginning with a non-Latin  
character contained in the dynamic text string fed it: группы  
poopie

) Try to fill the text field with a mixed character glyph phrase:
tf.htmlText = Bang Приставки;


Scenario C (does work):

) Change the font of text field to a non-embedded screen font: _sans.
) The text field contains a Latin string by default: watermelon
) Try to fill the text field with a mixed character glyph phrase:
tf.htmlText = Bang Приставки;


I need scenario A to work, as I can't predict what non-Latin  
character will dynamically be fed into these localized text fields at  
runtime, and I need to use the corporate font for the proper suit-and- 
tie look. Trying to use special charCodes for the input text is also  
an unacceptable solution (and I doubt it would help as the encoded  
text is being read in properly, just not displayed properly). Setting  
System.useCodepage = true did not work either.


So why aren't all embedded character glyphs recognized?
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Re: [Flashcoders] full-screen mode and FLVPlayback component conflict

2007-08-06 Thread Stephen Downs

A follow-up and workaround for this issue, for those who care.

The issue of FLV blacking out the screen when a projector runs in  
full-screen mode seems to affect the Video class itself. I stand by  
my original guess that this occurs because of a security issue. The  
documentation for these security issues mention that they do not  
affect Flash projectors, but apparently they do.


It's less than ideal to rework the FLVPlayback instances in my Flash  
document into purely ActionScript invoked instances, the artist-types  
on the team won't like that. So for now I use a brute force global  
event listener to set the fullScreenTakeOver to false on any  
FLVPlayback instances, something like this:


// In main class constructor:
	primaryDisplayObject.stage.addEventListener(Event.ADDED,  
displayObjectAdded, true);	


// A little later in the main class:
// Listener when any display object is added to stage.
private static function displayObjectAdded(evt:Event):void {
if (evt.target is FLVPlayback) {
evt.target.fullScreenTakeOver = false;
}
}   


To summarize, I see two major flaws with this version (2.0.0.37) of  
the FLVPlayback component:


Flaw #1) In full-screen mode Flash projectors FLVPlayback instances  
completely black out the stage.


Flaw #2) The FLVPlayback component inspector should include a  
fullScreenTakeOver parameter.



SD



On 2007-08-02, at 7:28 AM, Stephen Downs wrote:

Problem: I am creating a Flash stand alone projector that relies on  
several FLVPlayback component instances to play some local file  
system flv video. When I am in full-screen mode and try to display  
a video (instructing a movie clip container to go to a particular  
frame where the video resides), the screen turns black. Pressing  
ESC exits full-screen mode, but displays no video. I then have to  
go to a frame where the movie clip container does not exist, then  
return, and video then appears. The problem is exhibited on both  
Mac OS X and Windows.


Expected behavior: I want to run a full-screen mode projector that  
displays flv assets non full-screen, in an appropriate aspect  
ratio, with controls like the ones FLVPlayback offers. Help!


I achieve full-screen mode like this:
// _target_mc is the main timeline movieclip:
_target_mc.stage.displayState = StageDisplayState.FULL_SCREEN;

I attempt to turn off full-screen playback for FLVPlayback  
instances using:

// vid is the FLVPlayback instance:
vid.fullScreenTakeOver = false;

I wouldn't be surprised if I am running up against a silly security  
limitation. The documentation mentions that FLVPlayback will fail  
silently if there is a security conflict, so I'm not sure I can  
listen for any security events. Any suggestions exploring this are  
appreciated.


I may end up dynamically creating and displaying FLVPlayback  
instances instead of relying on the easier stage layout method.  
Setting the fullScreenTakeOver property might have to be performed  
before the instance is added to the display list.


Details:
Flash 9, AS 3 fla published as Projector
flash.system.Security.sandboxType is localTrusted
FLVPlayback.VERSION is 2.0.0.37


thanks for your input,
Steve
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[Flashcoders] full-screen mode and FLVPlayback component conflict

2007-08-03 Thread Stephen Downs
Problem: I am creating a Flash stand alone projector that relies on  
several FLVPlayback component instances to play some local file  
system flv video. When I am in full-screen mode and try to display a  
video (instructing a movie clip container to go to a particular frame  
where the video resides), the screen turns black. Pressing ESC exits  
full-screen mode, but displays no video. I then have to go to a frame  
where the movie clip container does not exist, then return, and video  
then appears. The problem is exhibited on both Mac OS X and Windows.


Expected behavior: I want to run a full-screen mode projector that  
displays flv assets non full-screen, in an appropriate aspect ratio,  
with controls like the ones FLVPlayback offers. Help!


I achieve full-screen mode like this:
// _target_mc is the main timeline movieclip:
_target_mc.stage.displayState = StageDisplayState.FULL_SCREEN;

I attempt to turn off full-screen playback for FLVPlayback instances  
using:

// vid is the FLVPlayback instance:
vid.fullScreenTakeOver = false;

I wouldn't be surprised if I am running up against a silly security  
limitation. The documentation mentions that FLVPlayback will fail  
silently if there is a security conflict, so I'm not sure I can  
listen for any security events. Any suggestions exploring this are  
appreciated.


I may end up dynamically creating and displaying FLVPlayback  
instances instead of relying on the easier stage layout method.  
Setting the fullScreenTakeOver property might have to be performed  
before the instance is added to the display list.


Details:
Flash 9, AS 3 fla published as Projector
flash.system.Security.sandboxType is localTrusted
FLVPlayback.VERSION is 2.0.0.37


thanks for your input,
Steve
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Re: [Flashcoders] DHTML over flash, Mac issue

2007-06-28 Thread Stephen Downs

Jeff's approach sounds proper.

You should also check this issue on the latest Safari, version 3.0.2  
(522.12) as of this message, which has addressed many issues with  
DHTML layers.


Steve


On 2007-06-28, at 1:39 PM, Phil Chung wrote:


If you're completely hiding the Flash layer, then i'd agree Jeff's
suggestion is the way to go as it works consistently across all modern
browsers.

Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeff
Harrington
Sent: Thursday, June 28, 2007 2:30 PM
To: flashcoders@chattyfig.figleaf.com
Subject: SPAM-LOW: Re: [Flashcoders] DHTML over flash, Mac issue


Why not just re-write the div? We hide Flash all the time, by  
basically

destroying the innerHTML and then later re-loading when you set the
Flash div CSS to 'visible'. It'll be in the cache anyways...

Jeff Harrington
http://jeffharrington.org


Gosselin, Robert wrote:
That is exactly what is happening, it flickers. In firefox,  
safari, it
dosen't work at all. I also read everywhere that there is no way  
to fix

that. Is that right?

Le 28/06/07 16:01, « Phil Chung » [EMAIL PROTECTED] a écrit :



Can you describe exactly how it breaks?

I know there is an issue with Safari on Mac where the dhtml element

flickers
when placed on top of flash (for an example, go to www.adobe.com,  
open

one

of the dropdown menus at the top and roll over the items that are

overlaying
the Flash element).  That's a Safari bug so there isn't much that  
can be

done (though i believe its supposed to be fixed in Safari 3).

There are also issues on FireFox and Safari on Mac where if you  
hover

over

dhtml elements overlaying Flash elements, the swf will still receive

mouse
events.  Depending on the situation, you may be able to work  
around this,

but its ugly at best.

Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of  
Gosselin,

Robert
Sent: Thursday, June 28, 2007 1:52 PM
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] DHTML over flash, Mac issue


Hi everyone,

I’m wondering if anyone ever created a web site using animated  
dhtml to

hide

a flash movie?

We did a prototype that is working pretty well under PC. But when  
it come

to

MAC it break.

Any idea how to fix it?

Thks
 
-

---


ROBERT GOSSELIN   DÉVELOPPEUR FLASH SENIOR
SID LEE514.282.2200 # 619
CRÉATIVITÉ COMMERCIALE™ SIDLEE.COM

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6/28/2007

10:56 AM


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- 
-

--


ROBERT GOSSELIN   DÉVELOPPEUR FLASH SENIOR
SID LEE514.282.2200 # 619
CRÉATIVITÉ COMMERCIALE™ SIDLEE.COM

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To change your 

[Flashcoders] System level idle detection

2007-06-03 Thread Stephen Downs
I am looking for a means to detect user input idle on a system level  
in ActionScript 2 (I suppose I could accept an AS3 solution if it  
truly works). This needs to work in Mac OS X too. Can Flash or any  
other third party application wrapper or daemon process do this?


I am developing a Flash utility application that runs in the  
background and must be able to reliably detect user idle.  
Unfortunately, registering listeners to Mouse and Keyboard only  
generates events when the Flash Player has focus.


thanks,
SD
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Re: [Flashcoders] ASO files, file times, and classes, oh my

2007-05-07 Thread Stephen Downs
I've seen this before, but can't clearly understand the root cause.  
Most likely it is the cross-referencing bytecode compile bug that  
plagues Flash 8. Deleting ASO files does not work in many cases.


I solve it by using my devilishly simple Compile class, as pointed  
out in the recent Flash 8 OSX - Classpath woes thread. Here again  
is the class, with usage help in the comments:



// -

/**
* Compiler class
*
* This is a simple class to aid in compiling other self-referential  
classes that stubbornly refuse to compile. This frequently occurs  
when a class (A) refers to another class (B) which then refers back  
to the first class (A), giving the following compile error: The name  
of this class, 'x', conflicts with the name of another class that was  
loaded, 'x'. To address this issue, just change the import reference  
in this class to refer to the problem class, and check syntax on this  
class.

*
* The logic behind this fix is explained here: http:// 
ericlin2.tripod.com/as2/conflict.html

*
* @author Stephen Downs [EMAIL PROTECTED]
* @version 1.0
* @langversion ActionScript 2.0
* @playerversion Flash 8
*/
// Change this reference to target the stubborn class.
import com.plasticbrain.dir.MyStubbornClass;
//
class com.plasticbrain.tools.Compiler  { }

// -




On 2007-05-07, at 10:57 AM, Matt Samet wrote:


Hi,



I have a project I'm working on that contains multiple class files.
Every now and then someone is working on these files who is located  
in a

different time zone.  They check in their changes, I get them, and all
hell breaks loose with Flash.



It's always the same error:



**Error** C:\Users\Matt\AppData\Local\Macromedia\Flash
8\en\Configuration\Classes\FP8\System\capabilities.as: Line 7: The  
name
of this class, 'System.capabilities', conflicts with the name of  
another

class that was loaded, 'System'.



... where the actual class name in the error depends on what's being
compiled at the time.



Also, I don't even have to touch anything - go to the main .fla file,
select Delete ASO files, and I get that particular error again (the  
one

about System.capabilities).  I haven't even modified the
System.capabilities class!   (but I use system.capabilities in the  
code

in various places)

This happens when I try to publish the SWF.



Try to publish it again, and it magically works!  WTF!



I've tried to work around this issue by changing my system date to  
a few
days in the future.  This seems to temporarily work, but then  
sometimes

it gets all weird again.



For a few classes that are being worked on, it's gotten to the point
where I can't even modify the class and see the changes when I reload
the browser without deleting the class's ASO file (at which point,  
I get

the conflicts with the name of another class that was loaded error -
2nd publish attempt works fine).



Anyone know what's going on?  Macrodobe, please fix this in CS3 if  
it's

not already!!!



Thanks,

-=matt

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Re: [Flashcoders] local connection, online swf - local stand alone projector.

2007-05-03 Thread Stephen Downs
It's unclear what is different between execute the exe and just  
click twice in the swf form versus execute the exe and access the  
online swf form. Perhaps if you break down precisely what files are  
involved, including html wrappers and locations, and precise  
execution order, it would help.


The documentation for LocalConnection.send states the syntax for the  
third argument is an Object, and you've put in a string literal. This  
probably doesn't make a difference as Flash seems to do a lot of  
behind the scenes casting, but it wouldn't hurt to change your code  
to conform.



On 2007-05-03, at 11:35 AM, Rodrigo Augusto Guerra wrote:


Hi all,

I'm having some problems with local connection.

I have a stand alone EXE file created in Flash that runs in the  
client machine. This exe requires a password. The user has to  
access a site and get his password in a swf form that is online. I  
want that this online swf send the password to the local EXE file,  
exactly in the password text box.


if I execute the exe and just click twice in the swf form, it  
works, and the text box is filled with the string.


if I execute the exe and run the html in the browser (not using  
localhost just clicking in the html and opening from it's  
location), it works too.


but if I execute the exe and access the online swf form it won't  
pass the values to the exe password box.


I'm using the following code:

exe:

receiving_lc = new LocalConnection();
receiving_lc.action = function(param1) {
pass_txt.text = param1
};

receiving_lc.allowDomain = function (sendingDomain){
//just to see if works.
return (true);
}
receiving_lc.allowInsecureDomain = function (sendingDomain){// 
just to see if works.

return (true);
}receiving_lc.connect(tunnel);
online swf form frame 1:
sending_lc = new LocalConnection();
sending_lc.send(tunnel, action , password text);
thanks in advice,
rodrigo.
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[Flashcoders] LocalConnection via localhost failure

2007-05-03 Thread Stephen Downs
I'm having a tough time getting a simple LocalConnection connection  
working.


Scenario: Flash 8, AS 2, two separate Flash projectors.

Procedure:
1) Projector A starts LocalConnection.connect.
2) Projector A opens Projector B via fscommand.
3) Project B initializes, then starts LocalConnection.send using  
connectionName from step A. No arguments are sent.
4) Nothing happens, no onStatus calls are triggered either on the  
LocalConnection instance or at the System level. The method does not  
get called. Both connect and send calls return true.


This is all occurring on the localhost sandbox, so I'm pretty sure I  
don't have to deal with security shenanigans. The code is all  
contained in static singleton classes, so the LocalConnection objects  
are class properties.


I'm probably overlooking something, but my brain is frazzled from  
fiddling with this for the last five hours. Thanks in advance for any  
insights or suggestions.


Code snippets follow.


// * From projector A main class:

// Use alerts as a debug aid.
import mx.controls.Alert;
// ...
public var _reportReceiver_lc:LocalConnection;

// This gets called from a button -- the initial trigger to open up  
Projector B.

public function showReport():Void {
			var theTimer:com.plasticbrain.timer.Timer =  
com.plasticbrain.timer.Timer.getInstance();

// Establish listener for report open event
_reportReceiver_lc = new LocalConnection();
// This function doesn't get triggered.
_reportReceiver_lc.allowDomain = function():Boolean {
Alert.show(allowDomain, Alert);
return true;
}
// This function doesn't get triggered either.
_reportReceiver_lc.allowInsecureDomain = 
function():Boolean {
Alert.show(allowInsecureDomain, Alert);
return true;
}
			// *** This is what I want to call from Projector B connection,  
but it fails!

_reportReceiver_lc.initReport = function():Void {
Alert.show(***initReport, Alert);
}
var connectionName:String = lc_reportSending;
var sendRes:Boolean = 
_reportReceiver_lc.connect(connectionName);
Alert.show(showReport: listen=+sendRes+, 
con=+connectionName);
// Last, open Projector B
fscommand(exec, Report.app);
}



// * From projector B main class:

import mx.controls.Alert;
// ...
public var _reportSender_lc:LocalConnection;

// This gets called during initialization of Projector B.
public function initReport():Void {
// Create object to pass status to main Timer client.
_reportSender_lc = new LocalConnection();
// This function doesn't get triggered.
_reportSender_lc.onStatus = function(infoObject:Object) {
Alert.show(onStatus, Alert);
switch (infoObject.level) {
case 'status' :
Alert.show(connected!, Alert);
break;
case 'error' :
Alert.show(connection error!, Alert);
break;
}
};
var connectionName:String = lc_reportSending;
		var sendRes:Boolean = _reportSender_lc.send(connectionName,  
initReport);
		Alert.show(initReport: send=+sendRes 
+,domain=+_reportReceiver_lc.domain()+, con=+connectionName);

}
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Re: [Flashcoders] LocalConnection via localhost failure

2007-05-03 Thread Stephen Downs

That does not fix it :(

I've tried querying the domain property of the connection from both  
ends, and it is indeed returned as localhost so I know the movies  
are playing in the same sandbox.



On 2007-05-03, at 1:50 PM, John Grden wrote:


try naming your connection string by leading it with an underscore:

_lc_reportSending

On 5/3/07, Stephen Downs [EMAIL PROTECTED] wrote:


I'm having a tough time getting a simple LocalConnection connection
working.

Scenario: Flash 8, AS 2, two separate Flash projectors.

Procedure:
1) Projector A starts LocalConnection.connect.
2) Projector A opens Projector B via fscommand.
3) Project B initializes, then starts LocalConnection.send using
connectionName from step A. No arguments are sent.
4) Nothing happens, no onStatus calls are triggered either on the
LocalConnection instance or at the System level. The method does not
get called. Both connect and send calls return true.

This is all occurring on the localhost sandbox, so I'm pretty sure I
don't have to deal with security shenanigans. The code is all
contained in static singleton classes, so the LocalConnection objects
are class properties.

I'm probably overlooking something, but my brain is frazzled from
fiddling with this for the last five hours. Thanks in advance for any
insights or suggestions.

Code snippets follow.


// * From projector A main class:

// Use alerts as a debug aid.
import mx.controls.Alert;
// ...
public var _reportReceiver_lc:LocalConnection;

// This gets called from a button -- the initial trigger to open up
Projector B.
public function showReport():Void {
var theTimer:com.plasticbrain.timer.Timer =
com.plasticbrain.timer.Timer.getInstance();
// Establish listener for report open event
_reportReceiver_lc = new LocalConnection();
// This function doesn't get triggered.
_reportReceiver_lc.allowDomain =
function():Boolean {
Alert.show(allowDomain, Alert);
return true;
}
// This function doesn't get triggered  
either.

_reportReceiver_lc.allowInsecureDomain =
function():Boolean {
Alert.show(allowInsecureDomain,
Alert);
return true;
}
// *** This is what I want to call from  
Projector

B connection,
but it fails!
_reportReceiver_lc.initReport = function 
():Void {

Alert.show(***initReport, Alert);
}
var connectionName:String =  
lc_reportSending;

var sendRes:Boolean =
_reportReceiver_lc.connect(connectionName);
Alert.show(showReport: listen=+sendRes+,
con=+connectionName);
// Last, open Projector B
fscommand(exec, Report.app);
}



// * From projector B main class:

import mx.controls.Alert;
// ...
public var _reportSender_lc:LocalConnection;

// This gets called during initialization of Projector B.
public function initReport():Void {
// Create object to pass status to main Timer client.
_reportSender_lc = new LocalConnection();
// This function doesn't get triggered.
_reportSender_lc.onStatus = function 
(infoObject:Object) {

Alert.show(onStatus, Alert);
switch (infoObject.level) {
case 'status' :
Alert.show(connected!, Alert);
break;
case 'error' :
Alert.show(connection error!,  
Alert);

break;
}
};
var connectionName:String = lc_reportSending;
var sendRes:Boolean =
_reportSender_lc.send(connectionName,
initReport);
Alert.show(initReport: send=+sendRes
+,domain=+_reportReceiver_lc.domain()+, con=+connectionName);
}
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Re: [Flashcoders] accessing a remote database - possible?

2007-05-03 Thread Stephen Downs
It is very possible, but the methods are myriad. It depends upon what  
kind of server or webservice you need to connect to, and the version  
of Flash you are using.


If your needs are simple and you're using Flash v6 - 8, you can use  
the LoadVars class to get and send string data.


If your needs are complex you may want to investigate using Flash 9   
ActionScript 3 or Flex 2, which offers sophisticated data UI  
components and handling. I personally recommend looking into AMFPHP  
( http://amfphp.sourceforge.net/ ), which is free and provides a  
great mechanism for interfacing Flash with PHP  MySQL.


regards,
Steve


On 2007-05-03, at 1:55 PM, BOYD SPEER wrote:

I have a Flash frontend for a client's website. Is it possible  
using PHP to retrieve data from and save data on a database that is  
on a remote server?

Thanks for any insights...

-Boyd
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Re: class name conflicts bug [Was: [Flashcoders] (no subject)]

2006-10-04 Thread Stephen Downs
I know this is an old message and an old enemy, but I though I'd  
share a workaround that seems to do the trick.


When I get these errors (and I know my code is clean), I just delete  
my classpath settings (Preferences  ActionScript  ActionScript 2.0  
Settings) and click OK. Then I reset the settings back the way they  
were, click OK, check syntax again and the problem is gone. You might  
have to throw in a Delete ASO Files command as well.


I'm working with properly packaged reverse domain name as files (com/ 
myco/category/file.as), so that probably makes a difference as well.


Steve



On 2006-07-06, at 2:27 AM, Adrian Park wrote:

I encountered this strange quirk recently as well. I found the most  
reliable
solution is to duplicate your project folder, open and recompile  
from that
folder, close and continue working from your original folder and  
everything

is fine (for a while)!

No amount of deleting ASO cache solves it (in fact, some say it  
compounds

the problem).

Here is an extensive outline of the problem which a) doesn't seem  
to provide

a solution (other than saying you can safely ignore the error) and b)
doesn't suggest how to prevent the problem arising.

http://ericlin2.tripod.com/as2/conflict.html

If anyone can shed any more light on how to prevent this quirk, I'd be
grateful.

HTH
A.

On 7/6/06, grimmwerks  [EMAIL PROTECTED] wrote:


Curious - can't figure out where there's a second example of the  
classes

floating around -- any suggestions?

**Error** C:\Documents and Settings\grimmwerks\Local Settings 
\Application

Data\Macromedia\Flash
8\en\Configuration\Classes\com\grimmwerks\bakery 
\NumericStepperCell.as:

Line
13: The name of this class,  
'com.grimmwerks.bakery.NumericStepperCell',

conflicts with the name of another class that was loaded, '
com.grimmwerks.bakery.NumericStepperCell'.
 class com.grimmwerks.bakery.NumericStepperCell extends  
UIComponent {

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Re: [Flashcoders] Mute Flash Application, mac.

2006-09-23 Thread Stephen Downs
Two utilities that come to mind for audio routing on Mac OS X are  
Soundflower ( http://www.cycling74.com/downloads/soundflower ) and  
Audio Hijack ( http://www.rogueamoeba.com/audiohijack/ ). It's been a  
while since I've played about with either. It appears from the  
screenshot of Audio Hijack that it can mute audio.




On 2006-09-22, at 11:48 AM, aaron smith wrote:

flash sounds get annoying after so long, so i just want to be able  
to shut

off the browser sounds, without having to disable my entire audio.

On 9/22/06, aaron smith [EMAIL PROTECTED] wrote:


no, like how can I mute just the sound that is in the browser. Say  
i want

music playing but no sounds out of the browser.. keep in mind i'm not
creating the flash site, so I can't jsut add this in to the site,  
it would

be for muting the browser sound in general..






On 9/22/06, John Dowdell [EMAIL PROTECTED] wrote:

 aaron smith wrote:
  Does anyone know of an application that can mute flash or  
browsers for

 a
  mac?

 I generally push the sound mute button on the keyboard.

 Maybe you meant How can my content programmatically control each
 audience member's sound system?, for which I don't have an answer,
 other than not using sound in your SWF, or offering an on-screen  
button

 for volume control, etc.

 jd




 --
 John Dowdell . Adobe Developer Support . San Francisco CA USA
 Weblog: http://weblogs.macromedia.com/jd
 Aggregator: http://weblogs.macromedia.com/mxna
 Technotes: http://www.macromedia.com/support/
 Spam killed my private email -- public record is best, thanks.
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[Flashcoders] Alert window layering issue

2006-04-03 Thread Stephen Downs
I'm having a problem creating an Alert window instance which renders  
in a layer depth above all other stage elements.


The Alert window consistently renders behind some other  
programatically instantiated movieClip elements. When creating the  
Alert, I've tried setting the parent parameter (using Alert.show())  
to an element which is a subclass of the UIComponent class which is  
attached to a movieClip on a layer way on top of all other layers in  
the movie, but the problem persists. The Alert window is centered  
within this element fine, but it appears beneath it and other elements.


Perhaps at the root of my problem is a misunderstanding of the parent  
parameter of the Alert.show() method. The documentation refers to  
this as the parent window which must be a subclass of the  
UIComponent class or the _root timeline. Is the Alert window depth  
truly inherited from the parent?


Is there some method in the UIObject class to change the object  
instance depth?


I'm using Flash 8, ActionScript 2.0.

Here's what my Alert instantiation looks like :

// test using simple button instance as parent
Alert.show(Start?, Alert, Alert.YES | Alert.NO,  
_root.alertParent_mc.my_button, _global.myController.myAlertClick);

// same depth layering as:
Alert.show(Start?, Alert, Alert.YES | Alert.NO, undefined,  
_global.myController.myAlertClick);

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Re: [Flashcoders] Alert window layering issue

2006-04-03 Thread Stephen Downs

Problem solved, thanks to you!

Alert.show() does return an instance (part 1 of the puzzle), which  
can then be forced to the top via the DepthManager (part 2 of the  
puzzle), a class I didn't know existed.


Thanks again JesterXL.


On Apr 3, 2006, at 6:05 PM, JesterXL wrote:

It may be too late, but typically Alert's are created on _root.   
This is

also how ComboBox's and other popups in the PopUpManager are created.

If you put 1 movieclip on _root, and put you're entire app in it,  
you should
have no problems.  If you creating your own custom movieclips on  
_root,
don't.  If you still have to, investigate using PopUpManager  
instead and

using some of DepthManager's constants.

Alert.show does return an instance, so if you're brave, you can  
force it up.


- Original Message -
From: Stephen Downs [EMAIL PROTECTED]
To: Flashcoders@chattyfig.figleaf.com
Sent: Monday, April 03, 2006 8:49 PM
Subject: [Flashcoders] Alert window layering issue


I'm having a problem creating an Alert window instance which renders
in a layer depth above all other stage elements.

The Alert window consistently renders behind some other
programatically instantiated movieClip elements. When creating the
Alert, I've tried setting the parent parameter (using Alert.show())
to an element which is a subclass of the UIComponent class which is
attached to a movieClip on a layer way on top of all other layers in
the movie, but the problem persists. The Alert window is centered
within this element fine, but it appears beneath it and other  
elements.


Perhaps at the root of my problem is a misunderstanding of the parent
parameter of the Alert.show() method. The documentation refers to
this as the parent window which must be a subclass of the
UIComponent class or the _root timeline. Is the Alert window depth
truly inherited from the parent?

Is there some method in the UIObject class to change the object
instance depth?

I'm using Flash 8, ActionScript 2.0.

Here's what my Alert instantiation looks like :

// test using simple button instance as parent
Alert.show(Start?, Alert, Alert.YES | Alert.NO,
_root.alertParent_mc.my_button, _global.myController.myAlertClick);
// same depth layering as:
Alert.show(Start?, Alert, Alert.YES | Alert.NO, undefined,
_global.myController.myAlertClick);
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