Re: [Flashcoders] weird issue with flash only 1st frame exporting / playing in cs6

2012-12-17 Thread Sebastian
Thanks Erik,

Very weird local issue then… sigh. Any ideas as to why it might not want to 
preview/play when I hit cmd+enter on small sized flash files?  

--  
Sebastian
Sent with Sparrow (http://www.sparrowmailapp.com/?sig)


On Friday, December 14, 2012 at 1:29 PM, erik mattheis wrote:

 It exported fine at 60x72 and 32x32 in CS 6 when I tried to duplicate
 your issue, trying a few SWF versions.
  
 On Fri, Dec 14, 2012 at 9:51 AM, sebastian infora...@gmail.com 
 (mailto:infora...@gmail.com) wrote:
  Even if you can confirm that for you it plays / exports fine at that size,
  that would be useful information as then I would know at least that this is
  a local-machine issue and not some application bug, or missing parameter
  in my preferences.
   
  
  
  
  
 --  
 Erik Mattheis
 https://vimeo.com/user8058580
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[Flashcoders] weird issue with flash only 1st frame exporting / playing in cs6

2012-12-14 Thread sebastian

Hi there,

So I'm getting a weird issue and I'm wondering if it is a setting that 
is off, or if it is expected behavior or some kind of bug.


I have a flash file, this is cs6, if the movie is 60 by 72 pixels and I 
hit cmd+enter it only plays the first frame. If I export, it also only 
exports the first frame as a png or jpg instead of all of them.


BUT if I make the stage bigger, or if when I hit CMD+enter and I make 
the little view-window larger (by about double the size) THEN it starts 
playing and also exports fine..?


This seems terribly weird to me.

There is zero code in the flash file, it is just timeline animations.

Is this a known issue? Is there a minimum movie size allowed?

I need to use flash to export sprites for a game I am working on, and 
thus I do need the final product to be in 60x72 pixels dimension...


Thanks for any help or insight you may have.

Even if you can confirm that for you it plays / exports fine at that 
size, that would be useful information as then I would know at least 
that this is a local-machine issue and not some application bug, or 
missing parameter in my preferences.


Thanks!!

Sebastian.
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Re: [Flashcoders] reading a css from www?

2010-04-17 Thread sebastian

sweet thanks Benny, this replacement method worked! yaay!

btw, as far as i can tell, the flash file tries to load the files 
relative to the path of the current URL, and not the path relative to 
the SWF itself...


so if if the HTML file is in:

http://mysite.com/somefoloder/index.html

and you load: ('file.css');

then it will look in:

http://mysite.com/somefoloder/file.css

even if the swf is being loaded from:

http://mysite.com/flash/flashfile.swf

If I am wrong, and the path is relative to the swf, then I am completely 
confused as to why i have to use full URL paths and I cant just type 
file.css and get it to load when the swf and the css file are actually 
stored on the server from the same location...


Best,

Seb.


Benny wrote:

You could use the url from which your swf is loaded, replace the filename of
the swf by that of the css.

In your main movie (from top of my haead, i.e. not tested ;-) use something
like:

var cssFullURL:String = this.loaderInfo.url.replace(/thecallingfile\.swf
/,cssFile.css);
trace(cssFullURL);

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[Flashcoders] reading a css from www?

2010-04-16 Thread sebastian

Hello coders,

Simple question I think...

I have a SWF file, but its location on my server is not fixed, so I am 
having to call and load files using full URL paths.


I'm having an issue with loading the CSS file based on whether the 
domain being loaded is typed with, or without the www in front of it.


How can I make it so that the CSS file is loaded from either domain name?

Cuase right now if I write in my FLA to load the CSS from 
http://www.mysite.com/cssfile.css


then it won't load it if the swf is currently playing from:

http://mysite.com/someunknownpath/thecallingfile.swf

Thanks!!

Seb.
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Re: [Flashcoders] problem with paths

2010-01-25 Thread sebastian
Hi everyone, thanks for all the advice and suggestions. I'm going to try 
John's replacement suggestion, as this seems very promising!


Thanks!

Sebastian.

John McCormack wrote:

Sorry,

In my application the scores file would have the same name as the SWF 
program, and so progam.swf becomes progamscores.txt


temp=this.loaderInfo.url;// Use the SWF path as 
a source

temp=temp.replace(.swf,scores.txt); // for the scores text file

John

John McCormack wrote:

If I understand this correctly:

html is in directory1
SWF in directory2/flash
SWF is trying to load the XML from directory2/flash/xml/

A SWF knows the directory it was loaded from and so can find the xml 
directory. For example I use this...


var temp:String;

temp=this.loaderInfo.url;// Use the SWF path 
as a source

temp=temp.replace(.swf,scores.txt); // for the scores text file

Also, you could email back to yourself the directories that you find.

If they were prepared to run it, they could help by running Charles' 
web proxy from www.xk72.com/charles

That would help them identify failed loading of files.

John

sebastian wrote:

Thanks Nathan and Dave,

The leading slash was just a typo in my email, but the code doesn't 
start with a leading slash, so that can't be the problem.


It's on an intranet, so an internal website that people like me, who 
are external, can't see or access [and they won't grant me access 
either]. We can't just tell them sorry because they are some huge 
multinational company, and we are a small local agency...


They sent me the path names of where they put the file, and where it 
is being loaded from, so I tried hardcoding the exact path into my AS 
file for the XML file, but it still wont load it.


I know that if I make them test my HTML file that I used, which sits 
in the same folder as the resources, it works for them JUST FINE...


So it is when they try and load it from a different directory on the 
same server that it doesn't.


Something like:

http://theirsite.com/flash

Is being read from:

http://theirsite.com/someotherplace/somesubfolder

Is there something else I need to set, it loads the SWF from:


http://theirsite.com/flash

just fine, but it won't load the XML from:


http://theirsite.com/flash/xml/data.xml

Any other ideas?

Thanks!

Seb.

Nathan Mynarcik wrote:
Is it published on the web? Or is the intranet on a shared drive on 
an internal network? If it is the ladder, your path has to be longer 
than it would be for a webserver.
Best bet would be to trace your butt off until you find the exact 
string you need for the path. Go back and forth about 20 to 30 times 
with them on file versions until they get fed up. Having you do it 
without being able to test is like having you code blindfolded with 
yours hands tied.


--Original Message--
From: sebastian
Sender: flashcoders-boun...@chattyfig.figleaf.com
To: Flash Coders List
ReplyTo: Flash Coders List
Subject: [Flashcoders] problem with paths
Sent: Jan 22, 2010 2:16 PM

Hello flash coders,

Simple question I believe, but I'm having problems with a delivery 
of a flash file.


My flash file loads an external XML and then from the external XML 
it loads images, videos text etc.


It works fine locally and on our test server, however at the 
client's server, which is on an intranet so I can't test or see what 
they see, it doesn't load the XML...


I tried hard coding the paths that they tell me the XML resides in, 
and they promise me that they have kept the file structure intact, 
and they have also informed me that there is no cross domain going 
on... meaning that the flash is being loaded from the same domain 
where the data is being kept.


My question is: how could this not be working? My only guess is that 
the file is being embeded in an HTML file that is NOT in the path of 
where the files are being kept, but then my hardcoded full-paths 
should (?) have resolved this...?


Am I right that I can replace: the load /xml/data.xml with 
http://domainname.com/flash/xml/data.xml; and then load the SWF 
from a directory like: 
http://domainname.com/somsubdirectory/index.html; and get it all to 
load correctly?


Thanks for any insight or thoughts you can offer!

Best,

Seb.
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[Flashcoders] problem with paths

2010-01-22 Thread sebastian

Hello flash coders,

Simple question I believe, but I'm having problems with a delivery of a 
flash file.


My flash file loads an external XML and then from the external XML it 
loads images, videos text etc.


It works fine locally and on our test server, however at the client's 
server, which is on an intranet so I can't test or see what they see, it 
doesn't load the XML...


I tried hard coding the paths that they tell me the XML resides in, and 
they promise me that they have kept the file structure intact, and they 
have also informed me that there is no cross domain going on... meaning 
that the flash is being loaded from the same domain where the data is 
being kept.


My question is: how could this not be working? My only guess is that the 
file is being embeded in an HTML file that is NOT in the path of where 
the files are being kept, but then my hardcoded full-paths should (?) 
have resolved this...?


Am I right that I can replace: the load /xml/data.xml with 
http://domainname.com/flash/xml/data.xml; and then load the SWF from a 
directory like: http://domainname.com/somsubdirectory/index.html; and 
get it all to load correctly?


Thanks for any insight or thoughts you can offer!

Best,

Seb.
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Re: [Flashcoders] problem with paths

2010-01-22 Thread sebastian

Thanks Nathan and Dave,

The leading slash was just a typo in my email, but the code doesn't 
start with a leading slash, so that can't be the problem.


It's on an intranet, so an internal website that people like me, who are 
external, can't see or access [and they won't grant me access either]. 
We can't just tell them sorry because they are some huge multinational 
company, and we are a small local agency...


They sent me the path names of where they put the file, and where it is 
being loaded from, so I tried hardcoding the exact path into my AS file 
for the XML file, but it still wont load it.


I know that if I make them test my HTML file that I used, which sits in 
the same folder as the resources, it works for them JUST FINE...


So it is when they try and load it from a different directory on the 
same server that it doesn't.


Something like:

http://theirsite.com/flash

Is being read from:

http://theirsite.com/someotherplace/somesubfolder

Is there something else I need to set, it loads the SWF from:


http://theirsite.com/flash

just fine, but it won't load the XML from:


http://theirsite.com/flash/xml/data.xml

Any other ideas?

Thanks!

Seb.

Nathan Mynarcik wrote:
Is it published on the web? Or is the intranet on a shared drive on an internal network? If it is the ladder, your path has to be longer than it would be for a webserver. 

Best bet would be to trace your butt off until you find the exact string you need for the path. Go back and forth about 20 to 30 times with them on file versions until they get fed up. Having you do it without being able to test is like having you code blindfolded with yours hands tied. 



--Original Message--
From: sebastian
Sender: flashcoders-boun...@chattyfig.figleaf.com
To: Flash Coders List
ReplyTo: Flash Coders List
Subject: [Flashcoders] problem with paths
Sent: Jan 22, 2010 2:16 PM

Hello flash coders,

Simple question I believe, but I'm having problems with a delivery of a 
flash file.


My flash file loads an external XML and then from the external XML it 
loads images, videos text etc.


It works fine locally and on our test server, however at the client's 
server, which is on an intranet so I can't test or see what they see, it 
doesn't load the XML...


I tried hard coding the paths that they tell me the XML resides in, and 
they promise me that they have kept the file structure intact, and they 
have also informed me that there is no cross domain going on... meaning 
that the flash is being loaded from the same domain where the data is 
being kept.


My question is: how could this not be working? My only guess is that the 
file is being embeded in an HTML file that is NOT in the path of where 
the files are being kept, but then my hardcoded full-paths should (?) 
have resolved this...?


Am I right that I can replace: the load /xml/data.xml with 
http://domainname.com/flash/xml/data.xml; and then load the SWF from a 
directory like: http://domainname.com/somsubdirectory/index.html; and 
get it all to load correctly?


Thanks for any insight or thoughts you can offer!

Best,

Seb.
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Re: [Flashcoders] problem with paths

2010-01-22 Thread sebastian

Hi again, and thank you everyone.

And yes, they are using PHP to drive content all together, and since it 
is an intranet blog... who knows where all the assets are being placed...


Curious about this solution below, when you say specify a fully 
qualified url in the flash vars do you mean that the URL should specify 
the CURRENT FULL URL* of the page loaded?


Which I would in-turn use as the prefix for all my assets that are being 
loaded?


This is my assumption, but just want to make sure I get it right before 
I go down this path which I can't test as I develop...


Thanks!

Sebastian.
*ex: http://blabla.com/foldername/subfolder/actual_file.php

p.s. As for the carpenter analogy... I know, we keep asking them for 
access... I think if I can't solve it today, they may permit me to come 
to their office and login from there to access the files [but they wont 
give me remote xs... pfff]


Nathan Mynarcik wrote:

I would recommend that you rewrite your Flash app so that you can
specify a fully-qualified URL as an argument in flashvars, then have
them specify the fully-qualified URL to the XML file.

Now that is a really good idea...


--Original Message--
From: Dave Watts
Sender: flashcoders-boun...@chattyfig.figleaf.com
To: Flash Coders List
ReplyTo: Flash Coders List
Subject: Re: [Flashcoders] problem with paths
Sent: Jan 22, 2010 3:27 PM


The leading slash was just a typo in my email, but the code doesn't start
with a leading slash, so that can't be the problem.


Well, in that case, it's doing something completely different. It's
expecting to find the XML file in a subdirectory within the directory
containing the current page URL.


It's on an intranet, so an internal website that people like me, who are
external, can't see or access [and they won't grant me access either]. We
can't just tell them sorry because they are some huge multinational
company, and we are a small local agency...

They sent me the path names of where they put the file, and where it is
being loaded from, so I tried hardcoding the exact path into my AS file for
the XML file, but it still wont load it.

I know that if I make them test my HTML file that I used, which sits in the
same folder as the resources, it works for them JUST FINE...

So it is when they try and load it from a different directory on the same
server that it doesn't.

Something like:

http://theirsite.com/flash

Is being read from:

http://theirsite.com/someotherplace/somesubfolder

Is there something else I need to set, it loads the SWF from:

http://theirsite.com/flash

just fine, but it won't load the XML from:


http://theirsite.com/flash/xml/data.xml

Any other ideas?


I would recommend that you rewrite your Flash app so that you can
specify a fully-qualified URL as an argument in flashvars, then have
them specify the fully-qualified URL to the XML file.

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

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

2009-12-16 Thread sebastian

Hello folks, hoping to get a quick reply, if you know.
:)

Is there anyway to embed a FLVPlayer skin into the library so that it 
loads it all from the SAME swf and therefore there is no external second 
SWF that needs to be loaded?


Thanks for any help you can offer!

Seb.
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Re: [Flashcoders] what is the current 3D best-practice?

2009-08-10 Thread sebastian

Hello flashcoders,

I was wondering if anyone had any feedback to my 3d inquiry? Because I  
have not received any input from the group.


Thanks!

Sebastian.

On Aug 7, 2009, at 12:01 PM, sebastian wrote:


Hello everyone,

Long time no speak! I've been out of the flash loop for about 9  
months, and I'm about to work on a new flash project which requires  
some 3D animation.


I need to make 3D polygons that spin and can morph from one shape to  
another. I also need to be able to skin each side of the polygon  
with a different image [loaded via XML form outside files]


With my know-how form 9 months ago, I would either work this out in  
pure 3D code I would write from scratch or from a library, or I  
would try and look into something like papervision3D which I think  
does something like this already.


I'm still on CS3

My question is:

Is there a new, better and more elegant / pre-made way for working  
in 3D?

Is there now a better package than papervision?
Does flash CS4 make this in anyway easier?

Thanks for any guidance and general direction answers you can provide.

Kindly,

Sebastian.

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Re: [Flashcoders] what is the current 3D best-practice?

2009-08-10 Thread sebastian

Hello everyone, thank-you for your replies, very insightful.

I have looked at some websites to get a feeling for what Away3D is  
compared to PV3D. Am I correct that Away3D is an off-shoot that will  
become merged into PV? If so, it would seem more sensible to stick  
with PV3D... right?


This article in particular swayed me:
http://blog.papervision3d.org/2007/05/16/papervision3d-to-merge-away3d-features/

I am hoping that I can find a way to have shapes merge between  
different polygon configurations in PV; as the client wants geometric  
shapes with 8 sides [diamond], 20 sided [big die], 12 sided etc.  
[think multi-sided Dice sets] they need to spin, have images on each  
side, and when you click on a side, opens the relative page in a light- 
box.


The user will be able to switch dice shape [ploy-sides] with a click  
and I need to have it morph. If there is really no way to have this  
done dynamically; I suppose I can pre-render all possible variations  
[12 to 4, 12 to 8, 12 to 20 etc] -- but then I have the issue of how  
it looks different if in flash vs. how it would look from a 3d  
program... [and the only 3d program I know well enough to crank out  
stuff fast is: Lightwave]


Thanks for any further comment or insight,

best regards,

Sebastian.

On Aug 10, 2009, at 12:03 PM, Matt Gitchell wrote:

PV3D's pretty good, tho there's a little bit of a curve to learning  
it. I
haven't done any Away3D stuff but I've heard good reports about that  
too.You
probably don't want to go down the custom road as once you start to  
deal
with z-sorting and all that in earnest it balloons in complexity  
quickly.
CS4's native 3D stuff is generally only good for planes, there's no  
native

poly handling. I think the latest PV3D has been tweaked to take some
advantage of the native FP10 3D stuff on the render side, but I  
didn't have

that as an option on my last PV3D project and hence didn't explore it.
As far as morphing shapes goes, you're probably going to have to do  
that in
a dedicated 3D suite then export that animation to a Collada file.  
You can
spin and move stuff (in PV3D), but actual manipulations of the  
shapes/polys
in an object are going to be best handled in a more or less canned  
fashion,

depending on the complexity you're looking for or if you want to write
something that creates the polys dynamically, which is again easier  
in PV3D

than Pure AS3.

On Mon, Aug 10, 2009 at 11:34 AM, Kerry Thompson al...@cyberiantiger.biz 
wrote:



Sebastian wrote:

I was wondering if anyone had any feedback to my 3d inquiry?  
Because I

have not received any input from the group.


My guess is that not many of us work in 3D. I've had a look at  
Papervision,
and, while it looks pretty good, I haven't explored it deeply  
enough to

help.

Does it have to be Flash? The dominant player in the online 3D  
world is
still Director/Shockwave, and what you are describing could be done  
easily

in Shockwave. If you're not familiar with Lingo, Director has an
implementation of JavaScript that is a lot closer to ActionScript.  
I don't
know how much of its 3D capabilities are available through  
JavaScript, but

it's worth a look. You can download a 30-day free trial.

Another up-and-coming 3D program is Unity--they're making some  
serious
waves, and, from the reports I've heard, Unity is easier to work  
with than
Director. Its main drawback is that it doesn't have the plugin  
penetration

Shockwave has.

HTH.

Cordially,

Kerry Thompson

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[Flashcoders] what is the current 3D best-practice?

2009-08-07 Thread sebastian

Hello everyone,

Long time no speak! I've been out of the flash loop for about 9  
months, and I'm about to work on a new flash project which requires  
some 3D animation.


I need to make 3D polygons that spin and can morph from one shape to  
another. I also need to be able to skin each side of the polygon  
with a different image [loaded via XML form outside files]


With my know-how form 9 months ago, I would either work this out in  
pure 3D code I would write from scratch or from a library, or I would  
try and look into something like papervision3D which I think does  
something like this already.


I'm still on CS3

My question is:

Is there a new, better and more elegant / pre-made way for working in  
3D?

Is there now a better package than papervision?
Does flash CS4 make this in anyway easier?

Thanks for any guidance and general direction answers you can provide.

Kindly,

Sebastian.

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Re: [Flashcoders] Flex vs. Flash

2008-11-21 Thread sebastian

???
This is totally not a valid comment, either I don't understand the term 
liquid, or other's don't know how to implement it.


Cedric Muller wrote:

and that's when you don't do liquid layout in Flash ;)



Yep - but to be honest the .fla still contains all the links to the
external assets.


Erm, Ian, all you need to reference in the FLA is ONE Class file; and 
that class file can then contain ALL the references to all the 
subclasses; so you never need to edit the FLA after day1 unless the 
stage size changes... or you need to change the publishing path.

:)


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Re: [Flashcoders] Text Stroke?

2008-11-21 Thread sebastian

haha, nice one.

Well, honestly the glow can be 'massaged' to look acceptable.
:P

Elia Morling wrote:

LOL

- Original Message - From: Hans Wichman 
[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Friday, November 21, 2008 9:40 AM
Subject: Re: [Flashcoders] Text Stroke?



I think that's only possible using mxml...

just kidding, sorry could't resist :)

On Fri, Nov 21, 2008 at 8:45 AM, Elia Morling [EMAIL PROTECTED] 
wrote:
Has the ugly Glow-Filter trick been replaced with anything better in 
CS4?


Thanks,
Elia
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Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Notoriously, version control systems are bad at handling
differences/resolving differences between binary files, and the .fla
format is binary.


With all due respect, and without getting in the middle of the 'war' 
that is taking place here:


I code in AS3 very heavily and nearly 0% of my code is in the FLA file, 
it's all in separate class files, which are text files - so this benefit 
of flex/cvs only applies to projects that are using time-line animations 
or the vector graphic assets.


Presumably in flex you would _also_ be using fla components to do custom 
vector assets and time-line animations [the hybrid approach], so the 
advantage of flex over flash for CVS is totally moot, IMHO. Flex uses 
flash fla's when needed; just like AS3 uses flash fla's when needed too.


With regards to the MXML vs. AS3. MXML is great, but it's not impossible 
to do it all via AS3 and have a great interface doing it. I've written 
re-usable classes that take care of much of the UI advantages of MXML; 
making MXML less of a vital addition to my pallet than if I was fresh to 
Flash/Flex. If I want a liquid design, I just initialize my custom 
liquid AS3 class; if I want a left nav, I just instantiate a leftNav 
class [and pass it the UI element/object as part of the constructor]. 
And unlike components that need to be skinned, I can set up my AS3 files 
to simply accept ANY asset/object I want; the only pre-requisit is that 
the asset follows some standard convention. So for me to make a custom 
pre-loader couldn't be more simple.


I would agree that all languages can become spaghetti. AS3 is no 
exception as I can personally testify to major de-noodling in my painful 
but well paid debugging career...

;)

The pros and cons listed between the two by others are valid. Let me 
also add that Flex is really great if you were a developer/programmer 
coming to Flash; whereas AS3/Flash is more approachable if you are a 
designer/animator coming to Programming.


Since Flex there has been a flood gate of programmers from other 
languages moving to flash because the Flex environment is familiar to 
them; hence easily absorbed - this is a goodness for Flash because Flash 
has been evolving. But I've been playing with flash now ever since Flash 
3; and I can assure you that back then there was mainly designers and 
animators who were 'advanced' if they also knew HTML, let alone 
Javascript or Java or C. Those original flash people have either become 
hybrid designer/animator/programmers; left the boat, or focussed on 
time-line/animation/UI design at the exclusion of the programming evolution.


Seb.
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Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Yep - but to be honest the .fla still contains all the links to the
external assets.


Erm, Ian, all you need to reference in the FLA is ONE Class file; and 
that class file can then contain ALL the references to all the 
subclasses; so you never need to edit the FLA after day1 unless the 
stage size changes... or you need to change the publishing path.

:)
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Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Well said.

Paul Andrews wrote:
Having come from a background of bespoke database-driven development 
where bare functionality is the primary consideration above gloss, I can 
say that Flex is a breath of fresh air.


For many companies flash is dismissed as a serious contender for 
serious work because as those companies know, flash is just for silly 
animations and froth. There's always been a barrier to using flash for 
serious development in large companies because it's not regarded as a 
'serious' development platform and those companies will go with 
Microsoft technologies or use Java. Flex is the development system that 
can appeal to those companies because the development teams that work in 
those companies can understand it's paradigm and they understand the 
toolset and language.


This isn't some anti-flash statement it's just the way things are. 
Traditional developers don't understand the timeline, don't want to 
understand it and want a development system that works like the 
'serious' languages they are used to. Flex gives them that and as a 
bonus it gives them the sophisticated effects and UI they didn't have 
access to before. It allows them to work with the server-side 
technologies they are used to and they don't get the ribbing they would 
be prone to if they suggested using flash for a front-end.


This is a Flash forum and everything seems to be being discussed as 
though Flex is some kind of Flash killer or replacement. It isn't and 
Flex goes where flash has not trod.


Flex is really complimentary to flash, not a replacement. There are 
always going to be superb flash sites with timeline animation and all 
kinds of bells and whistles. Flex doesn't compete with that. If a Flex 
developer want's things that are better done in flash they'll use flash 
and integrate that component with flex.


You can write badly in Flex. You can write badly in Flash. You can just 
write badly even without either Flex or Flash.


Flex and Flash fit different niches with a broad crossover between them. 
It's not Flex vs. Flash - it's Flex, Flex and Flash or just Flash, 
depending on what you want to achieve.


Paul

- Original Message - From: Merrill, Jason 
[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, November 20, 2008 4:14 PM
Subject: RE: [Flashcoders] Flex vs. Flash


Sure - I mean again, it just comes down to what KIND of sites you are 
comparing - a cool site RIA could be equally cool as a cool 3D Flash 
site like EcoDaZoo (which was done with Papervision3d by the way, and 
could have been done in Flex - if there was a need for the Flex 
framework) - but comparing one site with another for coolness is 
really subjective, it's like comparing apples and oranges.  If a site 
dynamically allows product selection interactions with effects was 
seen as cool - and a site like EcoDaZoo was done with Flash + 
Papervision and is thought of as cool, well, which one is cooler?  
You can't do the comparision because they are completely different 
types of sites.


Yes, for sites that have a lot of UI zing - animations and effects, 
and really wild transitions and layouts, well, Flex would not be the 
best choice.  That's why you have to decide which tool is best for 
what kind of project you have.



Jason Merrill
Bank of America Instructional Technology  Media   ·   GCIB  
Staff Support LLD


Interested in Flash Platform technologies? Join the Bank of America 
Flash Platform Developer Community
Interested in innovative ideas in Learning? Check out the Innovative 
Learning Blog and subscribe.


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Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Hi Ian,

While it is true that to write this code [below] in AS3 it would take 
more lines of code; this is not true once you have done it 'once' and 
you can then re-use your code.


For example: I made a class called 'AdvButton' which extends 'Button' a 
long time ago and I re-use it in all my projects. I then extended the 
AdvButton with another class called 'WrapButton' which accepts a GUI 
element and automatically sizes the invisible button to match, events 
are defaulted to my cross-project standard, and position is matched to 
passed object... Making it so trivial now to add interactive visual 
elements..


So if I want to array an interface I just call a loop, pass a visual 
element and viola, I am done. Better still, once I write a class that 
does a loop-placement, I can then re-call that same class from any new 
projects...


So yes: its more work once, but only the first time. Once the AS is 
written, It's very fast and the liens of code to write are 
super-minimal; just like in Flex.


example:

Flash file [with visual assets]
 ^
 |
Core [extends MovieClip]
 ^
 |
Navigation [extends extends Sprite]
 ^
 |
WrapButton [extends AdvButton]
 ^
 |
AdvButton [extends Button]
 ^
 |
Button

In my Core all I need to write that is project-specific is:

public function Core ()
{
new ProcessXML (xml/nav.xml,this,returnFunction);   
}

public function returnFunction (__xmldata:XML):void
{
 leftNavHolder = new Sprite (); 

 var margin = 10; //pixels between each nav element
 var vertical = true; //whether the nav is vertical or horizontal
 leftNav = new Navigation 
(__xmldata,NavItem,leftNavHolder,margin,vertical);


//Where 'NavItem' is a movieclip Class asset in the *.fla that follows
//established UI standards the Navigation is expecting.

 leftNavHolder.x = 20; //screen position X
 leftNavHolder.y = 20; //screen position Y

 this.addChild (leftNavHolder);
}

Where I feel your comparison falls short is that you are assuming that 
the AS2/3 person would code every UI logic from scratch, which is just 
not true!!


I could do the same you implied by making a class that handles all the 
placement, event association and adding children to the timeline and 
then encapsulate that into a programmer-friendly instantiation process:


var myButton:AdvButton = new AdvButton (UserEvent.CANCEL,true);
vBox.addChild (myButton);

And if you wanted, you could also include the 'label' as part of it too; 
((would depend though on context if that would be useful to abstract or 
not.))


Long story short: Once I have this above interaction established, I can 
now create any navigation you want, left aligned, right aligned and with 
any margin I want between what ever visual element I want in just 5 
lines of code; which can be even less, if you don't mind density...


-=-=-

So in my opinion the real advantages of Flex over Flash for 
UI/data-binding is:


1. A standard that is commonly shared in the industry, making it easier 
for teams to develop collaboratively. [I pray my system makes sense to 
anyone, but it's still a custom-made system and thus by definition, less 
interchangeable]


2. A boon for people who are new to Flash and don't have dozens/hundreds 
of pre-made AS classes already made from other projects that they can 
re-use.


Sincerely,

Sebastian.

Ian Thomas wrote:

On Thu, Nov 20, 2008 at 8:30 AM, Elia Morling [EMAIL PROTECTED] wrote:


The language itself lends itself to spaghetti coding, because MXML can
easily turn into nesting hell. , unless the coders know what they are doing.
The benefits of Flex databinding and UI are bogus, if you are an OOP
programmer reusability exists with any OOP language.


Bogus?

Not at all. The benefits are in speed of development and clarity.

It is perfectly possible to replicate databinding in AS3 (after all,
the underlying implementation _is_ AS3).

But to do so will require considerably more code, and is harder to read.

Similarly for the UI - yes, you can replicate everything in MXML's
layout in AS3, but it also requires more code and is harder to read.

Consider this simple layout example in MXML:

mx:VBox width=100% horizontalAlign=center
   mx:Label text=Testing/
   mx:Button label=Cancel click=dispatchEvent(new
UserEvent(UserEvent.CANCEL,true))/
/mx:VBox

And in AS3:

var vbox:VBox=new VBox();
vbox.percentWidth=100;
vbox.setStyle(horizontalAlign,center);

var label:Label=new Label();
label.text=Testing;
vbox.addChild(label);

var button:Button=new Button();
button.label=Cancel;
button.addEventListener(MouseEvent.CLICK,onCancelClicked,false,0,true);
vbox.addChild(button);

addChild(vbox);

private function onCancelClicked(ev:MouseEvent):void
{
  dispatchEvent(new UserEvent(UserEvent.CANCEL,true));
}

In what way is the AS3 clearer? In what way is it easier to maintain?
In what way is it easier to see how the objects are laid out on the
screen just by looking at the code? In what way is it _faster to
develop_?

In what way is the MXML

Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Hi Ian,

Not trying to say MXML isn't good, or that it isn't the best choice; 
like I hope I stated clearly earlier, I agree with all the arguments for 
why Flex is the better choice for the reasons given.


What I was trying to do, is to clarify that I felt your comparison of 
code isn't really true in a real-world situation because one is likely 
to use a lot more abstractions and a lot less manual UI programming in 
AS3 than you were implying. This simplification might mislead someone 
into thinking you can't also achieve the same UI abstraction in AS3 as 
you can in MXML. But the truth is, you can -- just not out of the box.



Then - surely - for every project you need to stitch together your
components. Because in no two projects are the same components
arranged in the same way.


Well, 99% of all the UI that is ever made can be viewed as a 'component' 
-if thats what you want to call it.


Yes and no, it's not all that many when you think about it, and 99% of 
all interfaces are the same. There is a 'button' it has different roll 
over states, there is some associated animation. Sometimes you have 
arrays of similar buttons etc... the permutations are not all that 
complex or extensive...


For organic interfaces that don't follow a standard you will need to 
write custom code, but surely this is the same in Flex. I've had great 
success writing AS3 core classes [aka components].



What I (and others) have been saying is that MXML is a pretty good
solution for that phase - the layout.


Agreed.


I'm not saying MXML is the be-all and end-all. It absolutely isn't. I
really like - and use - AS3. But MXML is _useful_ as part of the
view/layout definition; it's an easy, readable, concise shorthand for
connecting things together. There's no reason you can't use AS3. But
that's no reason to argue _against_ MXML, particularly.


Sure, and as I stated at the end of my last post; especially when you 
don't already have a lot of AS3 classes hanging around in your com 
folder. Which I do, so Flex is less useful for my solo flash projects.



What you seem to be saying is 'but I can achieve the same in AS3 with
a bit of work first'. Fine. What you haven't said is 'and I think
using MXML is a bad idea because...'


That's true, because I don't think MXML is bad!
:D

[I'm not black and white]


I'm not even really sure why this is an argument, and exactly what you
are arguing.


Just trying to clarify that we AS3 programmers don't code UI from 
scratch either! We also use UI classes just like you do in MXML; only 
ours are not 'out-of-the-box'.



But I'm describing Flex/AS3/MXML straight out of the box. Why write a
bunch of code up front that you don't actually need to? Why fix what
isn't broken?


Well skinning is a b*tch, and custom classes give me more flexibility - 
granted it's not always worth the effort. But somehow it is for me.



If you love writing your own libraries - great, go
ahead. If you feel the Flex components don't suit your needs - again,
go ahead. My argument was AS3 is more verbose and less readable for
layout than MXML. That's true however you spin it.


Flex is great for applications; and especially for team-based 
application development. I'm using Flex to work on application 
development with others, and it's good -- faster is some regards, 
convoluted in others. Granted I am still a little sappling in Flex 
compared to Flash.


Like I already stated, I think Flex is great and ultimately; better for 
UI because not all coders have, or would want to, code their own UI classes.



At the root of it, MXML is just AS3. It just goes through a
translation stage first. I'm not clear why it seems to offend you so
much.


It doesn't! that was another person...
:P


What I was answering was Elia's post stating that 'it's crap'. I find
that a poor value-judgement. As I've said in other mails - we use it.
It's a useful tool. There are others. If you choose not to use it,
then that's fine.


Yeah, I don't think it's crap. It has a really great value, and like 
AS3; you can code it like crap, or you can code it well.



I'm pretty sure the original original question was asking about the
situations in which you'd use Flash over Flex, and vice versa, and
what might be the technical reasons for doing so. I think we've
drifted. MXML isn't Flex. AS3 isn't Flash.


Oh we've totally drifted! But that it was interesting to read all the 
emotions...

;)

Always love your contributions Ian,

All the best,

Sebastian.


(I think I've had enough of this, now - I just seem to be repeating myself...)


Yeah, me too!
;)
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Re: [Flashcoders] Flex vs. Flash

2008-11-20 Thread sebastian

Hi Merrill,


This discussion has barely touched on databinding (just one or two mentions of 
it being an advantage of the native Flash framework over Flex), so I'm starting 
to wonder, have you done any databinding in Flex?  Databinding doesn't exist in 
Flash CS3 or Flash CS4 frameworks, it's simply not a feature like it is in the 
Flex 2/3 framework.  Have you done much work with Flex before?


Sorry didn't mean to glob in data-binding.

I'm using Flex to develop 2 applications right now with a team, one of 
which is on PureMVC. And it's good, still learning, but learning fairly 
quickly. Definitely better for this utility than using Flash to do the 
same because of the standards we can share.

:)

Best,

Sebastian.
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Re: [Flashcoders] frameworks and flash

2008-11-15 Thread sebastian
I think we just wrote about this, though it may have been on a different 
list. Apparently this is a hot subject lately...


Whether to use a framework or a pattern like MVC really depends on a 
case-by-case assessment. The whole reason why someone invented design 
patterns was to address project-specific design problems. So it makes 
no sense to say that one specific pattern will address all software 
architecture needs.


There are dozens of design patterns, each one is best suited to a 
particular need. MVC, pureMVC, Carngorm, these are all basically MVC 
patterns with some tweaks.


In general keeping the M the V and C separate make a lot of sense; not 
just from a clean-code perspective, but also in terms of code-re usability.


Coding in such a way that you promote code re-usability is, IMHO, a 
really smart way good to go. Encapsulation is far more important than 
any one particular frame work. Keep the project-specific 
variables/sprites totally separate from the logic. That way you can 
re-use the logic again in a future project and accelerate your 
development speed continually from project to project.


Encapsulation also reduces debugging time considerably -- if you know 
that an object works, then under similar conditions in a future project 
it will still work, reducing the areas you need to investigate when 
debugging. Exceptions, often done following change requests and in 
quick-fix debugging sessions, are your wizards bane.


So by keeping the actions separate from the data or visual code, you can 
re-use them easily between projects. And by keeping the visual elements 
separate, you allow visual classes to be re-usable, same with model classes.


To me, it is this clear separation that provides the real benefit. It 
creates both clarity in debugging as well as modular code. Nothing is 
more annoying than finding a class that animates sprites, creates visual 
elements, loads data and stores it and also defines for each button the 
same exact action as was in 3 other class files -- if I need to change 
anything I need to spend precious time hunting where it is and then 
changing the same lines of code in 3 different places!


The more modular the code, ultimately the faster you can code, which 
means the more complex your projects can become and the higher your 
hourly rate can become.


Examples:

If you write an AS3 function that sets up tabs for a navigation, you 
never have to write than code in AS3 again in any new projects -- 
encapsulate the whole 'building the nav' logic, and just change the 
imported assets you need externally to that class and pass it some 
parameters that relate to dynamic variables [margin between elements 
etc]: loadNav.load (xmlFile,navButtonSprite,Parameters);


Same with an XML parser, I just have an static method in a custom class 
I made that I can call, I pass it the function I want it to return to 
when done loading and voila. Now when I want to load in new XML I never 
have to write: 'load', 'onload' etc all I write is 'import 
myCustomXMLloader' and then 'ParseXML.load (xmlFile, callingObject, 
functionToCallWhenDoneName);'


Same with preloaders, I use a static method which I pass the preloader 
sprite, image/movie to load and some parameters for position/alignment 
and it does the rest: 'Preloader.load (asset, preloaderObject, 
parameters:Object);


Hope this helps,

Seb.

Paul Andrews wrote:
A framework gives you amethod of organising your code in a manner that 
aids development and maintenance. Using a framework makes your code 
organisation understandable to others that are familiar with the 
framework, so it aids cooperative/team development. Potentially you can 
work on other projects that use the same or similar framework more 
easily and maybe pick up some coding guidelines/shortcuts and understand 
the strategies followed by others.


In tiny projects frameworks aren't too important. In larger co-operative 
projects it is important for the reasons above.


Paul
- Original Message - From: Joel Stransky 
[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Saturday, November 15, 2008 5:00 PM
Subject: Re: [Flashcoders] frameworks and flash



@ekameleon, that seems a little intense for me atm. This discussion is
mainly about weather or not it's just dumb not to use a framework vs. 
plain

as3 when building common flash sites. I'm looking to hear things like,
PureMVC makes everything easier. or It makes no sense not to use 
Mate.


On Sat, Nov 15, 2008 at 2:42 AM, Hans Wichman 
[EMAIL PROTECTED] wrote:


Read the article, some good, some bad.
If anyone declares you for a fool if you prefix interfaces with 'I'
and use marker interface, I tend to gloss over the rest of the article
since it no longer comes across trustworthy... Personal preference
aside:)

On Sat, Nov 15, 2008 at 12:05 AM, David Hershberger
[EMAIL PROTECTED] wrote:
 Haha!  Before you try Cairngorm, check out this article:



[Flashcoders] Good CMS options?

2008-11-14 Thread sebastian

Hi,

Someone mentioned AIR XML editors as an easier way to allow clients to 
do content management.


I have a few websites created now that are XML driven and I was 
wondering if there is a good CMS option [Content Management System] 
around that people are using to help clients circumvent the 'technical' 
barrier that XML and FTP still pose to the average person. The general 
issue seems to be that human-error is prone, and thus it breaks too 
easily [upload into the wrong FTP folder, forget to close a tag etc]


I did a google search and came up with:

http://flash.fincanon.com/archives/124

Which is free and it works, only I can't see anyway to pre-define tags 
and attributes. My Flash and PHP/HTML systems are expected modules. 
Modules are pre-defined tags with specific attributes.


So I was wondering if there is and AIR XML editor [or a web based 
editor-- which would be even better!] that also allows me, the webadmin, 
the pre-define tags and then just have the client fill in the 
values/upload pictures etc. as they please.


If there is no free CMS option, and I do find a killer CMS that is not 
too expensive and does all that I am expecting [= allows customization], 
I could part with some cash.


Thanks for any advice you may offer,

Best,

Sebastian.


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Re: [Flashcoders] Good CMS options?

2008-11-14 Thread sebastian

Thanks Ian,
Your input is always insightful.

Unfortunately not all my clients are windows based, so that won't fly.

What my clients really need though is more than just a nice XML editor, 
they need an interface that will allow them to click something and to 
then have pre-made fields for all the attributes related to that 
'thing'/module etc.


So if someone clicks 'add image' they should get some fields related to 
that image: file, alt tag, format-type [a drop down selection that will 
match some value in flash so I know how to format the image: for 
alignment etc]. When they click 'save' it should just generate an XML 
file on the server, but they never need to see it.


And I'll need to be able to set up those choices in some admin-view and 
modify that per client based on their custom-needs.


I've now also looked at:

http://downloadpedia.org/Open_Source_Content_Management_Systems

But there are s many options for a CMS system, that I feel a bit 
overwhelmed with which one to pick and try -- I'd like to know that the 
CMS system I pick fits both my needs and those of my clients before I 
spend time learning it.

:P

My server is PHP/Unix flavored; if that makes a difference.

I already have lots of PHP scripts to generate pages in HTML that 
parallel the flash, or just for the robots [SEO] etc-etc. So really the 
only missing aspect I have right now is a good solid CMS front-end for 
the client.

:)

Thanks for any help!

Sincerely,

Sebastian.

Ian Thomas wrote:

Just as a quick alternate suggestion, you could hand the client an XML
editor rather than just a text editor. That way they won't be able to
forget to close a tag.

Internally, we use XML Notepad, which is free and supports XML schemas
(so can even syntax-check what your client is doing). It's by
Microsoft. It's probably the only Microsoft thing I'll ever recommend
to anyone.

Fairly obviously Windows only, sadly.

(I feel so dirty now. :-) )

Ian

On Fri, Nov 14, 2008 at 8:45 PM, sebastian [EMAIL PROTECTED] wrote:

Hi,

Someone mentioned AIR XML editors as an easier way to allow clients to do
content management.

I have a few websites created now that are XML driven and I was wondering if
there is a good CMS option [Content Management System] around that people
are using to help clients circumvent the 'technical' barrier that XML and
FTP still pose to the average person. The general issue seems to be that
human-error is prone, and thus it breaks too easily [upload into the wrong
FTP folder, forget to close a tag etc]

I did a google search and came up with:

http://flash.fincanon.com/archives/124

Which is free and it works, only I can't see anyway to pre-define tags and
attributes. My Flash and PHP/HTML systems are expected modules. Modules
are pre-defined tags with specific attributes.

So I was wondering if there is and AIR XML editor [or a web based editor--
which would be even better!] that also allows me, the webadmin, the
pre-define tags and then just have the client fill in the values/upload
pictures etc. as they please.

If there is no free CMS option, and I do find a killer CMS that is not too
expensive and does all that I am expecting [= allows customization], I could
part with some cash.

Thanks for any advice you may offer,

Best,

Sebastian.


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Re: [Flashcoders] How much would you charge?

2008-11-14 Thread sebastian

Pedro Kostelec wrote:
As we are talking about money.What would be the price of a very simple 
but
acceptable web page? And how long does it take to the pros to create 
one?


Step 1:
Determine your hourly rate. This may be a flat rate, or you may skew the 
rate depending on the type of client [for example: corporate clients 
tend to have more dosh and expect higher rates than poor artists]


Step 2:
Determine what you need to build/do, broken down as finely as possible 
into smaller sub-tasks. Ask many questions so that you have a very clear 
idea of what they want; give all the options, make this process 
transparent. Preferably you can break down your tasks into steps that 
are 30min or less per step [so that you know you are accurate in your 
estimates]


Step 3:
Multiply these two together.

Step 4:
Pad this estimate based on how coarse or fine you were in step 2. 
Padding is for me, generally anywhere between 10% and 100%; really it 
all depends on how confident you are on your estimates and on how clear 
things are at the start of the project.


Step 5:
Compare this estimate to the clients budget. Most clients won't tell you 
upfront their budget, so you will have to negotiate a price. Final price 
might be higher than your step 4, but generally it's lower. That's the 
'art' of it.

;)

It's not a simple 'websites cost this' quote. Though you could say 'very 
simple' websites probably range between 100$ and 1,500$ -- but that is 
also not saying anything. And there are other factors like:


Design times can vary greatly, you can use a pre-made template, or you 
can fine-craft one that takes you three days to make - sometimes you 
want it to be done quickly, but the client keeps requesting changes... 
it's quite the dance sometimes.


Templates: how easy it is for the client to edit it themselves? Is it 
all static HTML thrown together from images? Or is it all flash+xml 
based with SEO, statistics and template driven? The later can make a 
very simple page suddenly far more time consuming with no apparent 
change in the front-end/user experience.


Experience will answer these questions.

Good luck,

Sebastian.
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Re: [Flashcoders] FLV: reliable heightwidth dimensions

2008-11-10 Thread sebastian
Hi, just a little comment, but if the size reported results in 0 by 0 
pixels, you can always set a condition that sets it to a minimum/default 
size... hopefully the aspect-ratio is not also a variable.


good luck!

Seb.

Meinte van't Kruis wrote:

I found the post. It would be nice to have standardised metadata, but it
seems to
be something that's a long way from now, espessially since nothing of the
sort
is beeing promoted or pushed by Adobe.

Metadata aside though, I think it's a bit of a flaw to not have dimensions
ready
when the buffer is full all the time, it seems quite illogical to me. I mean
seriously,
how hard is it for Adobe to have a consistent and flawless way of accessing
duration and dimensions, it seems such a basic requirement, but oh well..
/rant

On Mon, Nov 10, 2008 at 4:44 PM, Juan Delgado [EMAIL PROTECTED] wrote:


I sent an email to the list not time ago regarding this issue. I was
asking for a metadata standard with at least the most basic properties
mandatory. Search the list for flv metadata it should appear (I've
been trying to access the archive to give you a direct link, but
doesn't work for me, I'm afraid).

I haven't found any better way of solving the problem, to be honest.
So I'm all ears.

On Mon, Nov 10, 2008 at 3:22 PM, Meinte van't Kruis [EMAIL PROTECTED]
wrote:

No, I'm actually using the Video object along with the Netstream class.
Wonder how that
ready event gets fired though, wouldn't be surprised if it's also fired

on a

buffer full, either
that or using timers (amuse yourself and watch the VideoPlayer and
FLVPlayback code
in the flash folder, count the number of timers used ;))

On Mon, Nov 10, 2008 at 1:57 PM, Muzak [EMAIL PROTECTED] wrote:


If you're using the FLVPlayback component, use the ready event:



http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/fl/video/FLVPlayback.html#event:ready



- Original Message - From: Meinte van't Kruis 

[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, November 10, 2008 11:56 AM
Subject: [Flashcoders] FLV: reliable heightwidth dimensions



 Hi Folks,

I've been having trouble reliably getting FLV dimensions with both
progressive and streaming files.
I'm current using the buffer full event to resize the video
proportionally,
therefore needing videoHeight
and videoWidth. The problem is that once every now and again those
dimensions start out at 0 0, even
when the buffer is full.

Furthermore the metadata has no dimension information, so can't use

that

either (plus I've heard onMetaData is unreliable as well).

Any good solutions on this?

Possible solutions would be to check on an interval wether the value
changes(this would really be unpreferable). Also, since I re-use the
Video object in the playlist, that video-object keeps remembering the
videoHeight/videoWidth of the previous video whenever the current video
has not overridden it yet, making it impossible to do a simple
enterframe/timer kill whenever it is greater than 0 or has changed,

since

I
can't
be sure of that (next video might have same dimensions..).

So I'm a bit stuck here, I really don't want to have an infinite

interval

checking the dimensions... Any suggestions?


--
M.A. van't Kruis


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Re: [Flashcoders] FLV: reliable heightwidth dimensions

2008-11-10 Thread sebastian
Potentially wrong suggestion, but what happens if you just don't specify 
a size, won't it default to the FLV's inherent size?


I don't have the time to test this myself to see if its true, but I 
could imagine this being the case. If the size is then too big, you can 
check this on a condition, and scale the width and height proportionally 
to retain aspect-ratio.


Seb.
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Re: [Flashcoders] Easing a selection

2008-11-07 Thread sebastian
Or indeed use a timer and increase the delay after every time it ends  
calls the function; until it passes a condition that stops it.


Zeh Fernando wrote:

There's maybe some elegant way to do that with normal Timers, or maybe to
wrap around a function to make TweenLite use it, but if you're in a hurry,
Tweener does that with the (slightly) cryptic addCaller() method:

http://hosted.zeh.com.br/tweener/docs/en-us/methods/Tweener_addCaller.html

Zeh

On Thu, Nov 6, 2008 at 7:14 PM, Eric E. Dolecki [EMAIL PROTECTED] wrote:


I am after tweening events more than the actual position of a selector.
ie. class.increment(); short pause class.increment(); slightly longer
pause class.increment(); even longer pause... until stop

So I would be providing a UI of selected items via visual easing.

I think I have this nailed down... just wanted to get some other ideas on
how best to approach it.

On Thu, Nov 6, 2008 at 4:38 PM, sebastian [EMAIL PROTECTED] wrote:


Erm, I am not sure I understand; so let me paraphrase:

You want to scroll one area based on the position of a mouse in another,
right?

If so, just measure the bounds [x/y difference] from some center range

and

apply a Tween to the area you want to scroll.

BTW: I would generally always recommend against using timers to apply
movements; I've seen far too much code written that uses timers

incorrectly

and it's a real pain in the *** Stick to simple tween calls; like:
TweenLite.

With kind,

Sebastian.


Eric E. Dolecki wrote:


I was thinking about this the other day... easing of a selection of

items

in
a list.
Now, one could move a selector with a mouse, and then kind of throw it

and

then check the onUpdate of it's single ease (use speed as the
determination
for how far it should travel) to check if it's within the bounds of an
item,
and highlight that item, deselecting the previous item.

That approach works and is probably the easiest.

But what if you wanted to use an index of items  use an easing approach
(or
something that looked like it) where the items themselves had a selector
clip within them... so you wouldn't be moving a selector item under them
all, but affecting them in order with easing. What might be a good
approach
for something like that? Perhaps a timer with a reverse damping

interval?

What might that look like as a good approach.

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Re: [Flashcoders] Edit SWF file server side via PHP

2008-11-07 Thread sebastian

As far as I know, a SWF won't store variables.

You can however store variable inside a separate text/XML file or write 
variables to a server [via PHP or some other lang]. SharedObjects would 
work if it was all local, but from what you write, it is not.


Seb.

Mick G wrote:

My users want to be able to download the SWFs to their computers so they can
play them, and also upload these SWFs to other websites so they need to be
stand-alone SWFs.


On Fri, Nov 7, 2008 at 3:40 AM, Fabrício Seger Kolling - Dulldusk 
[EMAIL PROTECTED] wrote:


Hi

You could call mtasc thru php and inject a dynamic generated code on your
movie.
http://www.mtasc.org/

But why to you want to change variables inside a movie? Why don't just load
the variables?

Fabrício




On Thu, Nov 6, 2008 at 10:19 PM, Mick G [EMAIL PROTECTED] wrote:



I have a SWF that I want to be able to change a few variables server-side
via PHP. I know there is MING (libming.org) but would prefer not to have
to
go to this much trouble and am hoping I can do this via PHP.

From a post here

http://board.flashkit.com/board/showpost.php?s=16555be9b9b1f6afc35f0dc2dccb07d8p=4016713postcount=1it
looks possible.
I also noticed sephiroth has done work editing SWF files server-side
using
UNPACK in php - http://www.sephiroth.it/swfreader.php

Has anyone done anything like this before, got code or anything to share?

Thanks,
Mick
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Re: [Flashcoders] Easing a selection

2008-11-06 Thread sebastian

Erm, I am not sure I understand; so let me paraphrase:

You want to scroll one area based on the position of a mouse in another, 
right?


If so, just measure the bounds [x/y difference] from some center range 
and apply a Tween to the area you want to scroll.


BTW: I would generally always recommend against using timers to apply 
movements; I've seen far too much code written that uses timers 
incorrectly and it's a real pain in the *** Stick to simple tween calls; 
like: TweenLite.


With kind,

Sebastian.

Eric E. Dolecki wrote:

I was thinking about this the other day... easing of a selection of items in
a list.
Now, one could move a selector with a mouse, and then kind of throw it and
then check the onUpdate of it's single ease (use speed as the determination
for how far it should travel) to check if it's within the bounds of an item,
and highlight that item, deselecting the previous item.

That approach works and is probably the easiest.

But what if you wanted to use an index of items  use an easing approach (or
something that looked like it) where the items themselves had a selector
clip within them... so you wouldn't be moving a selector item under them
all, but affecting them in order with easing. What might be a good approach
for something like that? Perhaps a timer with a reverse damping interval?
What might that look like as a good approach.


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Re: [Flashcoders] Easing a selection

2008-11-06 Thread sebastian
Oh do you mean easing? So as it approaches its destination it moves 
slower and slower?


If so, there are many packages that already do this for you, so no need 
to reinvent the wheel. All you need to do is call it.


One such package is TweenLite:

http://blog.greensock.com/tweenliteas3/

Just set the easing equation to what ever curve you require, there is 
even a little flash app. that lets you pick parameters to copy-paste.


Peace,

Seb.

Eric E. Dolecki wrote:

I am after tweening events more than the actual position of a selector.
ie. class.increment(); short pause class.increment(); slightly longer
pause class.increment(); even longer pause... until stop

So I would be providing a UI of selected items via visual easing.

I think I have this nailed down... just wanted to get some other ideas on
how best to approach it.

On Thu, Nov 6, 2008 at 4:38 PM, sebastian [EMAIL PROTECTED] wrote:


Erm, I am not sure I understand; so let me paraphrase:

You want to scroll one area based on the position of a mouse in another,
right?

If so, just measure the bounds [x/y difference] from some center range and
apply a Tween to the area you want to scroll.

BTW: I would generally always recommend against using timers to apply
movements; I've seen far too much code written that uses timers incorrectly
and it's a real pain in the *** Stick to simple tween calls; like:
TweenLite.

With kind,

Sebastian.


Eric E. Dolecki wrote:


I was thinking about this the other day... easing of a selection of items
in
a list.
Now, one could move a selector with a mouse, and then kind of throw it and
then check the onUpdate of it's single ease (use speed as the
determination
for how far it should travel) to check if it's within the bounds of an
item,
and highlight that item, deselecting the previous item.

That approach works and is probably the easiest.

But what if you wanted to use an index of items  use an easing approach
(or
something that looked like it) where the items themselves had a selector
clip within them... so you wouldn't be moving a selector item under them
all, but affecting them in order with easing. What might be a good
approach
for something like that? Perhaps a timer with a reverse damping interval?
What might that look like as a good approach.

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Re: [Flashcoders] AS3 - SWFAddress - problem linking to /

2008-11-06 Thread sebastian
Hi I had this issue a couple of years ago too. It's hard for me to 
remember exactly, but I believe that I changed the onChange function to 
simply set a variable with the page name, instead of calling the page 
event immediately -- and then used a different event to read the set 
variable when it was time to load the first page; which made the two 
differentiated and thus no longer co-dependent and eliminated the double 
loading... hope you could follow that!

:P

S.

Jason Van Pelt wrote:

Hello all,

I'm using swfaddress and puremvc on a site that is about 90% done.
Everything works well in the Flash IDE and in the browser with one
exception -- I have a home button that navigates to / using swfaddress.
However, ONLY in the browser the SWFAddressEvent is fired twice. If I
replace / with /home, this works fine.

In the SWFAddressProxy class:

public function requestURI(uri:String):void{
  if (ExternalInterface.available) {
SWFAddress.setValue(uri);
  } else {
setTargetURI(uri);
  }
}

private function onAddressChange(e:SWFAddressEvent):void{
  setTargetURI(e.value);
}

private function setTargetURI(uri:String):void{
  var addressObj:Object =
{viewComponent:this.viewComponent, pageName:uri};
  sendNotification(ApplicationFacade.DISPLAY_VIEW,
addressObj);
}


In the NavManager class:

switch (url){
  case /:   // gets called twice??
  case /home: // works fine
  case /home/:// works fine
mediatorName = HomeMediator.NAME;
  break;

}


Using /home isn't a totally  unacceptable solution, but it makes a
difference in how the url displays in the browser's address bar... which is
the whole point.

Has anyone else noticed any issues with using / with swfaddress?





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Re: [Flashcoders] AS2 - Code not working in FP10

2008-11-05 Thread sebastian

Hi,

I'm sure someone else can give a reason, cause I wouldn't know; but 
short of that, you could use a tween engine to center it. AS2 has 
several good tween engines available.


Seb.

FlashDev wrote:

Hi guys, ive got a bit fo code that works fine in flash player 9 but in 10 it 
completely messes up!

Its suppose to centre an image, any ideas why it no longer works?

center_content.onEnterFrame = function() {
  // CENTER Y
  contentYTarg = Math.round((Stage.height - center_content._height)/2);
  contentYDist = contentYTarg - center_content._y;
  center_content._y += contentYDist/contentEase;
  if (contentYDist  0) {
   center_content._y = Math.ceil(center_content._y);
  }else{
   center_content._y = Math.floor(center_content._y);
  }
  if (Math.abs(contentYDist)  1) {
   center_content._y = contentYTarg;
  }
  // CENTER X
  contentXTarg = Math.round((Stage.width - center_content._width)/2);
  contentXDist = contentXTarg - center_content._x;
  center_content._x += contentXDist/contentEase;
  if (contentXDist  0) {
   center_content._x = Math.ceil(center_content._x);
  }else{
   center_content._x = Math.floor(center_content._x);
  }
  if (Math.abs(contentXDist)  1) {
   center_content._x = contentXTarg;
  }
  // WHEN CENTERING IS COMPLETE...
  if (contentYDist == 0  contentXDist == 0) {
   delete center_content.onEnterFrame
  }
 }
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Re: [Flashcoders] FW: [Flash_Tiger] Outsourcing and Actionscript specs

2008-11-05 Thread sebastian
Open the discussion with them, tell them where you are confused and have 
them explain things to you.


If they can't explain it to you in a quick conversation; have them 
document it. gModeler seems good [first time I saw it was 5 seconds 
ago!], or any other UML-esque program that can build relationship diagrams.


Depending on the project, some aspects might need their own view, for 
example: I've found it useful to document the event-model as a 
completely separate view.


Hopefully once it's documented it will become easy to maintain.
:)

All the other tips given are solid; good luck!

Seb.
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Re: [Flashcoders] Flash Authortime vs Runtime children

2008-11-05 Thread sebastian

oh very sorry, my misunderstanding.
:)

jonathan howe wrote:

I don't think this is really Glen's problem. You should not have to
addChild() an object placed on the stage via the authoring environment.

On Tue, Nov 4, 2008 at 6:27 PM, sebastian [EMAIL PROTECTED] wrote:


If you don't do addChild() it won't actually be on the stage - even if you
add it to an array or a variable inside of the clip.

Consider:

public class Tree blabla ()
{
 private var apple:Apple;//where 'Apple' is some item you want to attach
 to this class

 public function Tree ()
 {
 apple = new Apple();
 addChild(apple);
 }

}

If I don't do an 'addChild' the Apple class will simply be assigned to the
variable apple but it will NOT be opn the stage until I add it via
addChild();

Make sense?

Google it otherwise, it's a basic AS3 concept that differs from AS2.

:)

Seb.


Glen Pike wrote:


Hi,

  If I create my AppScreens dynamically and add them - the added to stage
event handler for the AppScreen sub-class is called.

  I am not calling addChild() for the components in the AppScreen
sub-class because they are placed at authortime inside the clip - I should
not have to call addChild for these surely?
Glen

sebastian wrote:


forget to addChild()?

  The problem I have run into is that when I instanciate an AppScreen

symbol from my library - it's not on stage - and add it to the stage I
handle the ADDED_TO_STAGE event for wiring the components up.


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Re: [Flashcoders] Flash Authortime vs Runtime children

2008-11-04 Thread sebastian
If you don't do addChild() it won't actually be on the stage - even if 
you add it to an array or a variable inside of the clip.


Consider:

public class Tree blabla ()
{
 private var apple:Apple;//where 'Apple' is some item you want to 
attach

 to this class

 public function Tree ()
 {
  apple = new Apple();
  addChild(apple);
 }

}

If I don't do an 'addChild' the Apple class will simply be assigned to 
the variable apple but it will NOT be opn the stage until I add it via 
addChild();


Make sense?

Google it otherwise, it's a basic AS3 concept that differs from AS2.

:)

Seb.

Glen Pike wrote:

Hi,

   If I create my AppScreens dynamically and add them - the added to 
stage event handler for the AppScreen sub-class is called.


   I am not calling addChild() for the components in the AppScreen 
sub-class because they are placed at authortime inside the clip - I 
should not have to call addChild for these surely?

 Glen

sebastian wrote:

forget to addChild()?

   The problem I have run into is that when I instanciate an 
AppScreen symbol from my library - it's not on stage - and add it to 
the stage I handle the ADDED_TO_STAGE event for wiring the components 
up.

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Re: [Flashcoders] Flash Authortime vs Runtime children

2008-11-03 Thread sebastian

forget to addChild()?

   The problem I have run into is that when I instanciate an AppScreen 
symbol from my library - it's not on stage - and add it to the stage I 
handle the ADDED_TO_STAGE event for wiring the components up.

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Re: [Flashcoders] back in job hell

2008-11-02 Thread sebastian
You can give clients more than they ask for, but just tell them clearly 
that you are. I've done this numerous times before and it hasn't led me 
into bad expectations the next time. It's all about being clear. 
Calculating efforts, communicating them for your and your client[s] 
benefits [before you negotiate final price], and then communicating 
progress -- in such a way that details are only discussed when unclear 
or when you need their input, or you are truly stuck/delayed.


In essence, all of this is 101 project management [PM] skills. As an 
independent it goes a long way to be a good PM... even if the only 
person you are managing on your team is yourself to the client...

;)

Good luck! Hope you made it out ok.
:)

Seb.

dr.ache wrote:

Like everytime - a communication problem. Sometimes a developer is not
capable of explaining all that stuff to a client because he stucks in 
details a

client should not be confronted with - then he needs a middle man.

Sometimes the middle man itself has to less ideas what development
means so he uses the wrong communication tools, too - what the client
is concerned.

Next time you should communicate at an earlier stage that you gonna
work your ass off to make that work a good one. Its weird to have a client
complain about things that are actually good for him. How does it come?
Communication problem!

Ultimately I think the client just feels passed over in the decision 
process.

Thats why he is not satisfied with a better version of his website.



Anthony Pace schrieb:

Hi again,

My client is saying his client is going to back out of the deal now if 
he doesn't get all of his revisions to the interface by the weekend; 
not a difficult request, but I will never work for my client again.  
You need paper between you and your client, and if you don't get that 
paper, it is not the developer's fault.


Who takes on a project from a client without getting papers signed?  
For goodness sake get a contract online at the very least and have it 
signed; yet, then again, I didn't with my middle man, who is turning 
out to not to be a really good middle man after all.  I need a middle 
man that will make it so I don't have to talk to the client at all 
unless it is about design and interface/work flow choices.


My middle man says he will pay me, but what an idiot for taking on a 
client like that.  If his client backs out and he is out of pocket, 
should I make him pay?  I feel bad for this guy, but I did a lot of 
work  giving them an AJAJ system when they just wanted stale html; 
another area I made a mistake, because I wanted a portfolio piece.


I should have just given them what they wanted, because now my middle 
man's client thinks what I gave him is what I usually give clients for 
the same price.  I will never give a client more than what they asked 
for again.


Learning the hard way,
Anthony Pace



Anthony Pace wrote:

Hello all,

Thank you to those that responded,

I was able to get in touch with both my client and my client's 
client, and after a little bit of discussion as to what was required 
in the work flow, I can say I am comfortable with them again.  At 
first I thought that they were being insensitive to my situation; 
yet, I realized they too were under a great deal of stress to make 
this project happen, as this is a gateway project to bigger things 
with higher expense privileges.


I have been assured that the next project I get I will be paid a 
higher wage as they are aware, that I did take quite a hit; 
considering the amount of work I have actually put into this project 
vs the amount I am being paid.


My business relationship, at least in the meanwhile seams fine; I 
just hope it stays that way.


I am going to get back to focusing on delivering what they want, and 
hopefully once I deliver they will pass me some work that gives me 
experience doing what I love... flash baby.  Don't get me wrong I 
love doing DB admin work, as I can get all logical and zen like while 
doing it; yet, I am really into user interface design on higher end 
applications, not just basic html layouts and data pulls for really 
basic CRM systems; yet, if it will pay the bills I am willing to do it.


Anthony Pace
[EMAIL PROTECTED]
I was the lucky joe that got to go: 
http://www.actionscript.org/resources/articles/761/1/Day-1-at-FITC-Toronto-2008/Page1.html 





Merrill, Jason wrote:
Yeah, I think you just have to go point by point and politely and 
diplomatically explain why the project is being delayed, and give 
lots of specific examples.  When you are done, ask HIM, how we 
(meaning you and him) can work towards the best solution.  Always be 
respectful and polite - if you explain your situation well, they 
should try and work with you to a compromise solution.  He should 
respect you even more if you do it right.


Jason Merrill
Bank of America GCIB  Staff Support LLD
Instructional Technology  Media Join the Bank of America Flash 
Platform Developer 

Re: [Flashcoders] Disabling Print Screen key

2008-10-24 Thread sebastian
It's one of those things where 'abuse' comes to mind. Short of not 
allowing flash to do such a thing, if such an overwrite of the 
clip-board is occurring there should be a warning to the user, otherwise 
they might wonder why they can't use copy-paste anymore!


I wonder what it is that would be so critical you don't want a screen 
shot...?


I've never seen a system that stops someone from taking a screen shot 
when they still really wanted one, in the end it's just an annoying 
feature that disrupts everyone's time/sanity!


With kind,

Seb.

Pedro Taranto wrote:

Thanks for remember that Jim, I forgot to say that it just worked on windows
in my tests it didnt work on linux nor mac, but it was OK for the project I
developed

but you have to remember that the user wont be able to copy anything while
your flash is running, even in the background

--
Pedro Taranto


On Fri, Oct 24, 2008 at 1:37 PM, Jim McIntyre [EMAIL PROTECTED] wrote:


If you have any Macs in your target audience, remember that the OS's screen
capture routine doesn't involve the clipboard, but creates a PNG file
directly on the desktop.

Remember too that there is a variety of screen grab utilities out there on
either platform... this might be a losing battle.

-Jim

Pedro Taranto wrote:


In AS2 I used to create an onEnterFrame loop to overwrite the clipboard
content using the System.setClipboard(string) function, it still works in
AS3

Bests,

--
Pedro Taranto


Andrew Murphy wrote:


Hi. :)

I'm attempting to disable using the Print Screen button for an AS3 movie
on
a web page.  The stage doesn't appear to fire a KeyboardEvent.KEY_DOWN
when
the Print Screen key is pressed.

Is there a way to detect the Print Screen key?  Or another method for
disabling the user's ability to do a Print Screen screen cap of a Flash
movie?


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Re: [Flashcoders] open word document from flash

2008-10-23 Thread sebastian

h i doubt natively.

Save as XML and then look at the result, you will get a lot of junk this 
way, so its not ideal - otherwise, just export the excel files as comma 
deliminated, and then you can parse it as any text file - but thats more 
work than reading an XML file because you will have to re-structure it 
yourself.


Maybe someone else has a better sollution?

Seb.

Bassam M wrote:

Hi guy
Is there anyway that I can open word-excel files from flash


Thanks
Basam
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Re: [Flashcoders] Disabling Print Screen key

2008-10-23 Thread sebastian

naughty!

Pedro Taranto wrote:
In AS2 I used to create an onEnterFrame loop to overwrite the clipboard 
content using the System.setClipboard(string) function, it still works 
in AS3


Bests,

--
Pedro Taranto


Andrew Murphy wrote:

Hi. :)

I'm attempting to disable using the Print Screen button for an AS3 
movie on
a web page.  The stage doesn't appear to fire a KeyboardEvent.KEY_DOWN 
when

the Print Screen key is pressed.

Is there a way to detect the Print Screen key?  Or another method for
disabling the user's ability to do a Print Screen screen cap of a Flash
movie?



Andrew Murphy
Interactive Media Specialist
[EMAIL PROTECTED]

Delvinia
214 King Street West, Suite 214 Toronto Canada M5H 3S6

P 416.364.1455 ext. 232  F 416.364.9830  W www.delvinia.com

CONFIDENTIALITY NOTICE
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Re: [Flashcoders] AS3 - Code problem, can anyone help?

2008-10-22 Thread sebastian

Assuming the form is also in the same flash file:

I see no reason to use 'Event.ENTER_FRAME'

Just have the other parts of your code 'activate' when you click the 
'submit' button.


Sebastian

jonathan howe wrote:

But he wants the button to be disabled until it passes validation. Maybe
it's okay to do it the dirty way instead of assigning 4 different listeners
to each of the validated fields but... I guess I would still have a
single validation function that is called onchange of the various entry
fields.

On Wed, Oct 22, 2008 at 5:12 PM, Paul Andrews [EMAIL PROTECTED] wrote:


I'm surprised if it compiles.

First look: trace(EnterFrame+(frame+)); should at least be
trace(EnterFrame+(frame++));

Try that. I'd be tempted not to use enterframe at all and validate on
submit.

Paul


- Original Message - From: FlashDev [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 22, 2008 8:32 PM
Subject: [Flashcoders] AS3 - Code problem, can anyone help?



Hi Guys

Im trying to write a little piece of code to stop the submit button of a
form be active until the form fields have been completely filled in, its a
really simple for consisting of 1 form field and 1 checkbox, ive had a go at
writing some code of my own but for some reason flash quits on export.

Whats wrong with my code?
What do you think could be causing it to crash?

here is my stab at it...

submit_btn.useHandCursor = false;
submit_btn.mouseEnabled = false;

submit_btn.addEventListener(MouseEvent.CLICK, submit_btn_CLICK);
this.addEventListener(Event.ENTER_FRAME, ENTERFRAME);

function ENTERFRAME(ev:Event):void
{
  if((mobileNumber.text != ) || (mobileNumber.text != NaN) ||
(mobileNumber.text != undefined)  (terms.selected != false)){
  submit_btn.useHandCursor = true;
  submit_btn.mouseEnabled = true;
  }else{
  var frame:int = 0;
  trace(EnterFrame+(frame+));
  }
}
function submit_btn_CLICK(ev:Event):void
{
  var url:String = formSubmit.php;
  var request:URLRequest = new URLRequest(url);
  var variables:URLVariables = new URLVariables();
  variables.mobile = mobileNumber.text;
  request.data = variables;
  request.method = URLRequestMethod.POST;
  try {
  navigateToURL(request, _blank);
  }
  catch (err:Error) {
  trace(err);
  }
}

Thanks
SJM
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Re: [Flashcoders] ComBox Box - Font Issues

2008-10-19 Thread sebastian
Maybe the font is being embedded in your code AFTER you are displaying 
the other fields that also use the font [which means the initial fields 
are un-embeded]? Or it could be you forgot to make the 'embed' setting 
true on all fields...?


Also, the order of 'embed' and then setting the text is important, can't 
recall offhand what that was, but if you search the archives I gave the 
answer to the order importance about a month ago.


Good luck!

karim beyrouti wrote:
Hi Glen - thanks for the answer.. Yep - i remember that one - I tried 
this at first and sadly it did not work...


however to make things stranger - the fonts work in the textfield when i 
use the keys to select from the drop down (then mouse selection works). 
But it does not work initially.


hmmm...




On 18 Oct 2008, at 17:38, Glen Pike wrote:


Hi,

  Try putting a text field off the stage set and embed your chosen 
font into it - that used to do the trick with AS2.


  Glen

karim beyrouti wrote:

Hi list  -

I am using the flash CS3 components - and have hit a little snag - 
when testing in the IDE ( or just running the SWF ) all the fonts 
show up fine - no problem. However the moment the site goes in the 
browser - the font does not show up in the ComboBox textField, 
however they show up no in the dropdown menu. I have embedded the 
font in my library - and well - i have no clue as to why this is not 
working in the browser.


this is the code i am using to format the combobox:

code
   var tf:TextFormat = new TextFormat();
   tf.font = Gotham Medium;
   tf.size = 12;
   tf.bold = false;

   cmb_mc.dropdown.setRendererStyle(embedFonts, true);
   cmb_mc.dropdown.setRendererStyle(textFormat, tf);
  cmb_mc.textField.setStyle(embedFonts, true);
   cmb_mc.textField.setStyle(textFormat, tf);

/code


Kind regards



Karim Beyrouti
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--

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

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[Flashcoders] good place to buy pre-made flash 3 games [full-use license + source-code]?

2008-10-15 Thread sebastian

hello folks,

Does anyone know of a good place where i can buy pre-made games?

The games would ideally be in AS3 and i will need to be able to 
integrate and re-skin to fit into an existing framework.


The framework triggers game load, but also in some games certain scores 
will need to trigger an event in the frame work, and highscores are also 
going to need to be stored in our DB and if we think of any other kinds 
of future integration, it has to be possible.


We are looking for 8 to 12 games of various types.

Any suggestions?

Thanks,

Sebastian.



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Re: [Flashcoders] Optimizing complex motion and effects

2008-10-12 Thread sebastian

aha, cool, thanks for the correction and clarification! appreciated.
:)

Ian Thomas wrote:

On Fri, Oct 10, 2008 at 6:15 PM, sebastian [EMAIL PROTECTED] wrote:

hi Pedro, bitmapcaching would make it MORE processor intense, not less.


Sebastian,
   As far as I'm aware, that's only true if the object that the
cacheAsBitmap is applied to has animation going on inside it i.e. the
bitmap has to be recreated every frame. If the display object is
static - e.g. a ball, but perhaps with heavy shading/gradients/alphas
- cacheAsBitmap should speed things up.

  As it happens, cacheAsBitmap=true is automatically turned on (and
can't be turned off) for objects with filters attached anyway; so it's
not going to make any difference in Pedro's case since he is using
filters.

(See 
http://livedocs.adobe.com/flex/3/langref/flash/display/DisplayObject.html#cacheAsBitmap)

Ian
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Re: [Flashcoders] Optimizing complex motion and effects

2008-10-11 Thread sebastian

Hi Pedro,

Took a very fast look, don't see anything glaring as wrong, so what I 
would do is turn things off one by one [glow etc] and then get it to the 
very basic, maybe even just 1 or 2 balls, and see where the problem is. 
I think the problem is in the math actually, not in flash's ability to 
animate; not sure, but that's where i'd place my bets.


Remember the basic adage of trouble shooting: to find out if something 
is a problem: turn it off and see if the problem goes away. Simplify 
until you can isolate.


Seb.

Pedro Kostelec wrote:

Thanks for the good tips. Actually this is an extended example of the
FriendsOfED-foundation as3-animation. I was trying to use the same kind of
coding as the author has (not very successful i think). The balls are simple
black circles, with a a glow effect on it. And the position of the ball
changes all the time, as well as the color of the glow. The motion is
actually simple springing. The springing target changes every 1 s (or .5),
so the balls spring towards the target. I found out that it forks much
slower, if the new target point is very far away from the old one (looks
like AS3 has still many problems with calculation higher values).
I prefer to stop talking, as you can see it by your own.
Here's a ZIP of it, if you couldn't download the files separately.
http://www.humyo.com/F/2000999-218668805  (you don't have to register to
download it).

As the color of the glow is defined by a Math.random()*color function. Would
it maybe be faster to enter some values of colors in an array and them chose
one of them, instead of calculation a new random each time?

Any more help appreciated.


*Pedro D. Kostelec*
[EMAIL PROTECTED]



On Fri, Oct 10, 2008 at 1:15 PM, sebastian [EMAIL PROTECTED] wrote:


hi Pedro, bitmapcaching would make it MORE processor intense, not less.

Visited your web page, but I can't seem to download... is this option only
possible if I am registered? You might just want to give a link to a zip
file instead - simpler.

Things to check in general:

1. how you are animating the objects: use a controlling MC that triggers
each ball to move, instead of having each ball do an 'onEnterFrame' can help
tremendously: but that's not always possible.
2. Make your balls simpler: no outlines, no gradients, no alpha gradients,
alpha:1 or 100 [AS3 or AS2]
3. reduce quantity or reduce frequency of new ball generation/updates.
5. Avoid calling floating numbers, round them up to integers when possible.
6. Use multiplications over divisions and use bit operations instead of
both, when possible. 10/2 is slower than 10*0.5 which is still slower than
101.
7. Optimize if-then statements so that you first check for the least/most
common occurance
8. optimize if-then statements so that you don't check the same object more
than once [this can occur in badly written hit collision tests]

and more... there are lot's of options and pitfalls to good code vs bad
code...
:P

You can also check the net work similar code done by others, there is a
heap of bouncing ball examples all over the place. Try respected sources
like 'friend of ed' and 'oriellies' for code you know has been well thought
out, or from a good blog where its a pro who is illustrating things.

Modifying their code will be a  lot easier and less prone to
processor-loads that could occure when you are coding from scratch and not
sure what the best way to program it is...

hope some of this input was useful.
:)

Seb.

Pedro Kostelec wrote:


Hi list

I have created some balls being moved randomly (not completely) over the
stage, with a Glow Effect of 100,100 blur. All this together is very CPU
intensive. I just wondered if someone could check my files, and tell me
how
to optimize it, to work faster and use less CPU? Would bitmap cache do the
work? I have 0 experience with bitmap cache, so if it would help, could
you
tell me a link to a good tutorial or a good piece of code?
Here you can download my files:
http://www.humyo.com/2000999-217133957  (Right click on each file
separately
and chose download)

Thanks


*Pedro D. Kostelec*
[EMAIL PROTECTED]
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Re: [Flashcoders] Re: masking w/o using bitmapCaching = true?

2008-10-10 Thread sebastian

Edwardo: very interesting idea! Will try that out.
Keith: Great idea to do an inversed gradient w/o masking, unfortunately 
that won't work visually in this scenario though because there are 
animations at the edge where alpha fades, that need to be seen.
Laurent: Unfortunately the problem with the slowing down of animations 
occurs when the menu is moving, not static: otherwise that would have 
been a good idea!


Thank you so much everyone for your input and fresh ideas.

I ended up reducing the BG animations in complexity, quantity, removed 
all outlines and alphas; and then I did the same to the menu and its now 
moving significantly better; though still not perfect. Amazing how much 
of a processor impact bitmap-caching incurs!


Warmness,

Seb.

Eduardo Omine wrote:

You should try BlendMode.ERASE.
Draw a gradient with alpha=0 at center, and alpha=1 at the edges.
Place it right on top of your menu and set its blendMode to ERASE.
The sprite containing the menu and the mask must have blendMode set to
LAYER (or any other blendMode with a similar working).

maskGradient.blendMode = BlendMode.ERASE;
container.blendMode = BlendMode.LAYER;


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Re: [Flashcoders] Optimizing complex motion and effects

2008-10-10 Thread sebastian

hi Pedro, bitmapcaching would make it MORE processor intense, not less.

Visited your web page, but I can't seem to download... is this option 
only possible if I am registered? You might just want to give a link to 
a zip file instead - simpler.


Things to check in general:

1. how you are animating the objects: use a controlling MC that triggers 
each ball to move, instead of having each ball do an 'onEnterFrame' can 
help tremendously: but that's not always possible.
2. Make your balls simpler: no outlines, no gradients, no alpha 
gradients, alpha:1 or 100 [AS3 or AS2]

3. reduce quantity or reduce frequency of new ball generation/updates.
5. Avoid calling floating numbers, round them up to integers when possible.
6. Use multiplications over divisions and use bit operations instead of 
both, when possible. 10/2 is slower than 10*0.5 which is still slower 
than 101.
7. Optimize if-then statements so that you first check for the 
least/most common occurance
8. optimize if-then statements so that you don't check the same object 
more than once [this can occur in badly written hit collision tests]


and more... there are lot's of options and pitfalls to good code vs bad 
code...

:P

You can also check the net work similar code done by others, there is a 
heap of bouncing ball examples all over the place. Try respected sources 
like 'friend of ed' and 'oriellies' for code you know has been well 
thought out, or from a good blog where its a pro who is illustrating things.


Modifying their code will be a  lot easier and less prone to 
processor-loads that could occure when you are coding from scratch and 
not sure what the best way to program it is...


hope some of this input was useful.
:)

Seb.

Pedro Kostelec wrote:

Hi list

I have created some balls being moved randomly (not completely) over the
stage, with a Glow Effect of 100,100 blur. All this together is very CPU
intensive. I just wondered if someone could check my files, and tell me how
to optimize it, to work faster and use less CPU? Would bitmap cache do the
work? I have 0 experience with bitmap cache, so if it would help, could you
tell me a link to a good tutorial or a good piece of code?
Here you can download my files:
http://www.humyo.com/2000999-217133957  (Right click on each file separately
and chose download)

Thanks


*Pedro D. Kostelec*
[EMAIL PROTECTED]
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[Flashcoders] Re: masking w/o using bitmapCaching = true?

2008-10-09 Thread sebastian
Hello good folks, I was wondering if the silence to this email was an 
indication that there is no workaround/solution?

:(

Thank you kindly,

Seb.

sebastian wrote:

Hello folks, quick question,

I have a scrolling menu here and in the current design it has 
'bitmapCaching = true' for the entire menu so that it can fade at the 
edges as it scrolls off screen. The menu has in it dynamic text fields, 
buttons vectors and images per menu-item all loaded via a combination of 
XML and timeline defined visual elements in Flash made by my predecessor.


Only problem is, bitmapCaching=true means that the processor has real 
difficulty keeping up with animating the menu + all the BG animations 
that are present. The BG animations have to stay very fluid and not 
clunky. Once the menu stops tweening to its new locaiton, the BG 
animations resume smooth movement.


If I remove the mask it stays slow when the menu moves, but if I turn 
off bitmap caching, the menu moves fine and the BG animations do not 
slow down.


Is there any way to have a MC that has a mask assigned to it w/o using 
bitmap caching? Or, is there a way to use bitmapCaching w/o slowing down 
the whole sink with it?


Thanks!

Sebastian.


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[Flashcoders] masking w/o using bitmapCaching = true?

2008-10-08 Thread sebastian

Hello folks, quick question,

I have a scrolling menu here and in the current design it has 
'bitmapCaching = true' for the entire menu so that it can fade at the 
edges as it scrolls off screen. The menu has in it dynamic text fields, 
buttons vectors and images per menu-item all loaded via a combination of 
XML and timeline defined visual elements in Flash made by my predecessor.


Only problem is, bitmapCaching=true means that the processor has real 
difficulty keeping up with animating the menu + all the BG animations 
that are present. The BG animations have to stay very fluid and not 
clunky. Once the menu stops tweening to its new locaiton, the BG 
animations resume smooth movement.


If I remove the mask it stays slow when the menu moves, but if I turn 
off bitmap caching, the menu moves fine and the BG animations do not 
slow down.


Is there any way to have a MC that has a mask assigned to it w/o using 
bitmap caching? Or, is there a way to use bitmapCaching w/o slowing down 
the whole sink with it?


Thanks!

Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-07 Thread sebastian
Thank you everyone, i have it working just fine now, and i also grasp 
the bit operations better too!! youpie!

:D

props,

Seb.

Juan Pablo Califano wrote:

PD:

Sorry, even though the result is the same, to make more sense the second
sample should read:


var hexaValue:int = 0x9100ff33;
var a:int = (hexaValue  24)  0xff;
var rgb:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
copyHexaValue = newAlpha  24 | rgb;
trace(uint(copyHexaValue).toString(16));// traces  cc00ff33
Using rgb as the name of the var that stores the value of the RGB
components, instead of arg.


2008/10/6, Juan Pablo Califano [EMAIL PROTECTED]:

Hi,

If I haven't misread something, this

a = a  1;

makes no sense. Unless you're trying to divide alpha by 2, in which case I
obviously missed something.


If you want to extract the 4 components, you can use something like this:


var hexaValue:int = 0x9100ff33;

var a:int = (hexaValue  24)  0xff;
var r:int = (hexaValue  16)  0xff;;
var g:int = (hexaValue  8)  0xff;;
var b:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
var copyHexaValue:int = newAlpha  24 | r  16 | g  8 | b;
trace(uint(copyHexaValue).toString(16)); // traces  cc00ff33

If you don't bother to get the individual RGB components, just the alpha
channel, try this:

var hexaValue:int = 0x9100ff33;
var a:int = (hexaValue  24)  0xff;
var arg:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
copyHexaValue = newAlpha  24 | arg;
trace(uint(copyHexaValue).toString(16));// traces  cc00ff33
Also, I'm casting to uint just to display the value in a more
meaningful/readable way in the trace, but as long as you don't perform
arithmetic on those values, you don't have to (because it's parsed as a bit
pattern, not as numerical value, if that makes sense...).

Cheers
Juan Pablo Califano


2008/10/6, sebastian [EMAIL PROTECTED]:

hi Glen,

Kudos for the shift  1 operation, knew that was a faster operand.

However, this code is still now working, now it simply doesn't change
anything...
:(

var val:uint = getPixel32(x,y);
var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  32) | rgb;
setPixel32(x,y,newval);

I also tried changing it to say:

...
var rgb:uint = val  0x00ff;
a = a  1;
var newval:uint = (a  24) | rgb;
...

since I thought that was an error maybe, but that also doesn't influence
the alpha of the pixel...
:(

Out of desperation I also tried:

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = a | rgb;

and

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = (a  24) | rgb;

:(

sniff...

Setting alpha for the whole MC is not an option for what I am doing. I'm
trying to create trails behind things that are moving by having a video-burn
like effect; by operating on the pixel level. At the moment I am using code
from 'Adventures in AS', but once i have it working I'll encapsulate it and
use it in a different project.

The original source is:

http://flashcoding.blogspot.com/2008/03/small-starfield-with-bluring-effect.html

And my current draft-code modification is:

package
{
   import flash.events.*;
   import flash.display.*;
   import flash.display.Bitmap;
   import flash.display.BitmapData;
   import flash.geom.Rectangle;


   public class Starfield
   {
   var mc:MovieClip =new MovieClip();
   var screendata:BitmapData;

   var stars:Array=new Array();
   var antal:Number=500;

   public function Starfield(timeline)
   {

   screendata=new
BitmapData(320,240,false,0x);
   var screen:Bitmap=new Bitmap(screendata);
   mc.addChild(screen);

   for (var i:int=0;iantal;i++)
   {
   InitStar(i);
   }

   mc.addEventListener(Event.ENTER_FRAME,this.render);
   timeline.addChild(mc);
   }

   private function MoveStar(index:int)
   {
   if (stars[index][0]-160 || stars[index][0]160 ||
stars[index][1]-120 || stars[index][1]120)
   {
   InitStar(index);
   }
   else
   {
   stars[index][0]=
 stars[index][0]*stars[index][2];
   stars[index][1]=
 stars[index][1]*stars[index][2];
   }
   }

   private function InitStar(index:int)
   {

stars[index]=[Number(((Math.random()*10)-5)),Number(((Math.random()*10)-5)),Number((Math.random()/10)+1)];
   }


   private function render(e:Event):void
   {
   for(var x:int=0;x320;x++)
   {
   for(var

[Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A R G or B 
independently of another.


Essentially, read the current ARGB using getPixel32 and then manipulate 
just one part of it, in my case, halve the current A value of the ARGB 
and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my case the A 
of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

Thanks Glen and Andrew,

Thanks for your fast help,

Tried to use this code [below] but it makes my pixels yellow instead of 
50% alpha on each pass... any ideas why?


Is there any good tutorial on working with bit operations and bit logic? 
Would make it easier for me to trouble shoot/make my own equations.

:)

Thanks!

Seb.

Andrew Murphy wrote:

I'm not sure of this, but:  After you grab val you could bitshift out the
alpha channel (a), subtract that from the original argb value to remove
the alpha channel.  Manipulate a and bitshift it back up again before
adding it to the rgb value to give you a new argb.


var a:uint = val  32  0xff;
var rgb:uint = val - (a  32);
a = a / 2;
var newval:uint = rgb + (a  32);




Andrew Murphy
Interactive Media Specialist
[EMAIL PROTECTED]

Delvinia
214 King Street West, Suite 214 
Toronto Canada M5H 3S6


P 416.364.1455 ext. 232  F 416.364.9830  W www.delvinia.com

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détruire le contenu sans le communiquer a d'autres ou le reproduire.

 


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of sebastian

Sent: Monday, October 06, 2008 3:18 PM
To: Flash Coders List
Subject: [Flashcoders] working with getPixel32 and setPixel32,

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A 
R G or B independently of another.


Essentially, read the current ARGB using getPixel32 and then 
manipulate just one part of it, in my case, halve the current 
A value of the ARGB and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my 
case the A of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

hi Glen,

Kudos for the shift  1 operation, knew that was a faster operand.

However, this code is still now working, now it simply doesn't change 
anything...

:(

var val:uint = getPixel32(x,y);
var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  32) | rgb;
setPixel32(x,y,newval);

I also tried changing it to say:

...
var rgb:uint = val  0x00ff;
a = a  1;
var newval:uint = (a  24) | rgb;
...

since I thought that was an error maybe, but that also doesn't influence 
the alpha of the pixel...

:(

Out of desperation I also tried:

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = a | rgb;

and

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = (a  24) | rgb;

:(

sniff...

Setting alpha for the whole MC is not an option for what I am doing. I'm 
trying to create trails behind things that are moving by having a 
video-burn like effect; by operating on the pixel level. At the moment I 
am using code from 'Adventures in AS', but once i have it working I'll 
encapsulate it and use it in a different project.


The original source is:
http://flashcoding.blogspot.com/2008/03/small-starfield-with-bluring-effect.html

And my current draft-code modification is:

package
{
import flash.events.*;
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;


public class Starfield
{
var mc:MovieClip =new MovieClip();
var screendata:BitmapData;

var stars:Array=new Array();
var antal:Number=500;

public function Starfield(timeline)
{

screendata=new BitmapData(320,240,false,0x);
var screen:Bitmap=new Bitmap(screendata);
mc.addChild(screen);

for (var i:int=0;iantal;i++)
{
InitStar(i);
}

mc.addEventListener(Event.ENTER_FRAME,this.render);
timeline.addChild(mc);
}

private function MoveStar(index:int)
{
			if (stars[index][0]-160 || stars[index][0]160 || 
stars[index][1]-120 || stars[index][1]120)

{
InitStar(index);
}
else
{
stars[index][0]=
stars[index][0]*stars[index][2];
stars[index][1]=
stars[index][1]*stars[index][2];
}
}

private function InitStar(index:int)
{
		 
stars[index]=[Number(((Math.random()*10)-5)),Number(((Math.random()*10)-5)),Number((Math.random()/10)+1)];

}


private function render(e:Event):void
{
for(var x:int=0;x320;x++)
{
for(var y:int=0;y240;y++)
{

var val:uint = screendata.getPixel32 
(x,y);

var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  24) | rgb;

screendata.setPixel32(x,y,newval);

}
}

for(var i:int=0;iantal;i++)
{
MoveStar(i);

screendata.setPixel(stars[i][0]+160,stars[i][1]+120,0xFF);
}
}
}
}


Regards,

Sebastian.


Glen Pike wrote:

Hi,

   I think you need to shift by 24 for alpha, you also need to shift 
then mask the value.  RGB is just the bottom three bytes masked and 
shifting by 1 rather than divide by 2 may be faster, but google for the 
speed comparisons in AS3 - I think John Grden may have blogged this:

   var a:uint = (val  24)  0xff;
   var rgb:uint = val  0xff;
   a = a  1;
   var newval:uint = (a  32) | rgb;

   It would be a good learning exercise to do your own equations for 
manipulating pixel stuff, but have a look at Mario Klingemann's blog - 
quasimondo.com - for tips and tricks with images as he is one

Re: [Flashcoders] Textarea

2008-09-26 Thread sebastian
If both the text and the image need to scroll, put both of them in a MC 
that is itself scrollable and remove the scrolling from the nested text 
field.


Lehr, Theodore M (N-SGIS) wrote:

1 sounds a little more involved than I want to get... 2 was my first
approach, but I end up with a (vertically speaking) very small scrolling
textfield - and it just does not look good - so my goal was to mimic a
div with an overflow of auto where the whole thing (image and text)
scrolls

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Rogers
Sent: Friday, September 26, 2008 10:27 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Textarea

Two suggestions:

1) It's a bit extreme but in the end I think it would work.  Use the  
BitmapData Class to collect the image data, then use it to add  
additional transparent pixels to the left or right making the total  
width of the image the same width of your text field.  You then must  
use something like the PNGEncoder class to save it as a PNG and save  
it to a server using AMFPHP.  Make sure your .htmlText references this  
file directory and file name. Tthe transparent pixels should push the  
text below the image.


Here is the link to the PNGEncoder class:

http://www.5etdemi.com/blog/archives/2006/12/as3-png-encoder-faster-bett
er/

2) You could do all that but I would be more inclined to have the text  
field and picture be separate and have textfield's .y and .height  
properties adjust dynamically to the bitmap data of the dynamic image.




On Sep 26, 2008, at 8:56 AM, Lehr, Theodore M (N-SGIS) wrote:


I have a textarea that I am filling with an image followed by text - I
want the text to appear under the image but I can not figure out how  
to
get a hard return in after the image - I could do a bunch of br/'s  
but

it will be dynamic so there is no telling how big the image will be -
any ideas?

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Re: [Flashcoders] [AS3] TextField Bug: Text outside of the TF

2008-09-26 Thread sebastian
Check alignment and check how you are creating the text fields. This 
sounds like an issue with how you are placing and coding the text fields.


Benicio del Toro wrote:

hi,

I ve'got an input TextField. What I want to do is to reset the TF content
and put some prompt text inside, which I set using AS (e.g. 'your email'
prompt).

The problem:
If before resetting the TF, the text in it is longer than the TF width,
Flash doesn't put the prompt text where it is supposed to (left-aligned
inside the textfield), but further to the left outside of the TF. Actually
the offset is more or less equal to the diference between the previous text
length and the TF width.

In my real project the misplaced text is visible right away, and when I
tried to recreate the problem in a test .fla, it becomes visible after
resizing the test player window.
The text returns into the right place after clicking on the textfield (and
no, setting focus progammaticaly does not help).

Have you ever encountered such problem and know any solution?

Best,
Konrad
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Re: [Flashcoders] possible to export a .swf or .flv from a .swf running in the player (without a streaming media server)?

2008-09-26 Thread sebastian

captured from a portion of the stage
what does that mean? are you making these screen shots yourself? or do 
you expect the code you write to also take screen shots of its own output?


BOYD SPEER wrote:

I am just getting into AS3 and would like to know if it is possible to 
programmatically create a movieclip and populate the timeline frames of that 
clip with a series of bitmaps captured from a portion of the stage image, and 
then save or export this mc to the disk (or send to a server) as a .swf? 
Alternately could the mc be converted to a .flv and then saved??
Would using AIR make a difference?

Or is this just wishful thinking..  :)
-Boyd

- Original Message -
From: Patrick Matte | BLITZ [EMAIL PROTECTED]
Date: Friday, August 8, 2008 5:44 pm
Subject: [Flashcoders] websites with public APIs available from flash
To: Flash Coders List flashcoders@chattyfig.figleaf.com

I'm rounding up a list of websites with public API that flash 
can interact with.

I have :

Yahoo maps
Flickr
Youtube
Weather.com

Do you know any other?


Patrick Matte
Interactive Director
Ph: 310-551-0200 x214
Fax: 310-551-0022
[EMAIL PROTECTED]

BLITZ - 3415 S Sepulveda Bl, Ste 500 - Los Angeles, CA 90034 - 
www.blitzagency.comhttp://www.blitzagency.com/
(!) Be sure and check out BLITZ 
Labshttp://labs.blitzagency.com/?utm_source=patrickmatteutm_medium=signature_link, our blog for all the latest and greatest.


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Re: [Flashcoders] Pause/Play a swf

2008-09-24 Thread sebastian
Yes it is, but, erm, it's really hard to answer your question because 
there is no one way to implement it and, I have no idea how your 
scripted movie clips are running themselves...


If each of your sub movies has a function that starts/pauses the 
playback, then you can simply have the parent MC call the currently 
loaded scripted MC's pause/play function.


Something like:

Main clip:

this.loadedClip.pausePlay()

And inside of the sub movie (container):

public function pausePlay ():Boolean
{

this.stop();
//do something to pause playback, in this case just 'stop()' but 
depending on how you wrote this code, it might be something else like 
resetTimer(); or ...


return true;
//if successful or if paused [depending on what you wan to
//check when  debugging]

}

Hope this helps a little.
:)

Seb.

Jim Elmore wrote:
I have a slide show built of scripted movie clips placed on the main 
timeline to sync to a voice over audio.


This is way over my head, but I'd like to add play/pause functionality 
and a scrubber to this show. Is that possible to start and stop scripted 
movie clips from any frame in the swf?

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Re: [Flashcoders] Pause/Play a swf

2008-09-24 Thread sebastian

It's not that complicated once you get your head around it.

If you can write a function that stops and starts your movie from INSIDE 
the movie, then you can call that same function from OUTSIDE of it, just 
by referencing the name of the MC and then the function you want to call.


So break it into steps, to make it simple and thus achievable:

1. figure out how to start and stop timers
2. put that in a function
3. test the function w/i the MC by having it call its own function
4. put that movie in the holding MC and then do another test to call 
that function, see same results

5. skin your function in the holding MC as a button, interface etc.

Good luck!

Seb.

Jim Elmore wrote:
This is getting very deep for me. The movie clips have timers that would 
have to stop, and I don't know I would tell a timer to stop and resume 
that is running in another movie clip. Perhaps I've built this wrong.



On Sep 24, 2008, at 5:03 PM, sebastian wrote:

Yes it is, but, erm, it's really hard to answer your question because 
there is no one way to implement it and, I have no idea how your 
scripted movie clips are running themselves...


If each of your sub movies has a function that starts/pauses the 
playback, then you can simply have the parent MC call the currently 
loaded scripted MC's pause/play function.


Something like:

Main clip:

this.loadedClip.pausePlay()

And inside of the sub movie (container):

public function pausePlay ():Boolean
{

this.stop();
//do something to pause playback, in this case just 'stop()' but 
depending on how you wrote this code, it might be something else like 
resetTimer(); or ...


return true;
//if successful or if paused [depending on what you wan to
//check when  debugging]

}

Hope this helps a little.
:)

Seb.

Jim Elmore wrote:
I have a slide show built of scripted movie clips placed on the main 
timeline to sync to a voice over audio.
This is way over my head, but I'd like to add play/pause 
functionality and a scrubber to this show. Is that possible to start 
and stop scripted movie clips from any frame in the swf?

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Re: [BULK] Re: [Flashcoders] OT - Detecting flash versions for a large site

2008-09-18 Thread sebastian

Hi again Susan,

There are several ways, you can write your own Javascript or search 
google for an example].


Or, you can use SWFObject, and then rip out the version it finds in the 
externally loaded swfobject.js file:


deconcept.SWFObjectUtil.getPlayerVersion();

Or, you can load a flash SWF file, that reads the version:

http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14294

And then write/store that information manually via some ASP/PHP script 
on your server.


:)

Seb.

Lord, Susan, CTR, DSS wrote:

This is really cool, Glen! Thanks for the heads up on Flash Analytics. I
am going to implement this on my personal site!  Unfortunately, I am
with the gov't and we can't use the Google app on our site.  I wish we
could!

Does anyone know if there is a way to write something that runs with the
person first hits my internet home page... possibly an asp script that
will detect the version of flash and write it out to a log file?
Basically we want to create our own stats for our particular audience.
We don't want the coding embedded in a SWF, since there are no swf's on
our home page.

Any advice or references you have would be most helpful!  


Thanks!

Susan


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Re: [Flashcoders] OT - Detecting flash versions for a large site

2008-09-16 Thread sebastian

Hi Susan,

This might help you a little:

http://www.adobe.com/products/player_census/flashplayer/version_penetration.html

In google you can find more stats by using some or all of these words:

flash player penetration version statistics

and to make your own stats:

http://www.adobe.com/products/flashplayer/download/detection_kit/
http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14294

check also, if in AS3, the class: Class Capabilities

:)

Good luck!

Lord, Susan, CTR, DSS wrote:

Hi everyone,

I am in a bit of a quandary... I need to do 2 things. First of all, I
need to convince my gov't client that AS3 and flash 9 are the way to go
for new development.  Does anyone know of a good list of benefits I
might be able to share with my client?

My second task... I need to somehow detect what version of the flash
player people are using who access our site and track this data. If I
could prove that a certain percentage of people already have the Flash 9
player installed that would greatly help my case.  Basically I need to
accomplish this task in the background, so it won't disturb the user's
workflow and track the data. We have about 80k users of our website.  Is
there a good way to do this that you might recommend?

Any guidance you could provide is greatly appreciated!

Thanks!
Susan



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Re: [Flashcoders] Re: generating arrays of overlapping sets

2008-09-11 Thread sebastian
Hi Ron, thanks for your input, my arrays are indeed arrays of objects, 
but this is not the problem, nor the solution.


The solution is actually far more complex than I had originally thought, 
and I am still working it out!! I'll post it when I am done working out 
the math, as there is more than one solution [but only one best solution 
in terms of code-speed optimization].


Seb.

Ron Wheeler wrote:

Wouldn't this be a whole lot easier if you used objects?
I am coming to the conclusion - not a great theoretical concept or 
exhaustive examination of 6+ years of flashcoders posts - that most 
forum questions that mention arrays of arrays would be a lot easier to 
solve if the questioner had an array of objects.


Most questions would never have got to the point of needing help.

I suggest giving it a moments thought at least.


Ron



sebastian wrote:
ok I found a solution, though it was more of a work-around than a 
direct resolution of the array comparing routine I was working towards.


My solution is to add to a master array all the sub arrays that it 
finds, and adds them only if unique. I then have a list of all the 
sub-arrays together in one long 2D array. From this array I can then 
sort it based on the length of the second element. Then I iterate from 
the smallest sub array to the largest; but I don't need to do the 
entire array because by starting small I capture the actual shapes. 
Still need to refine how to calculate the maximum steps I need to 
iterate through the master array, but it will always be at least 
length-1.


Maybe this was interesting to someone...
:P

Sebastian.

sebastian wrote:

in case it was not clear, I have no problem getting to this point:

A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

where I am stumped is making that into:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]



:)
seb.

sebastian wrote:

Hiya,

I'm trying to figure out a way to code my trigonometry so that 
collections of points are correctly associated with the right 
geometric objects. These objects are created dynamically [randomly] 
at run time so I can't know which points belong to which geometric 
shape.


Where I am scratching my head is with the following,

I have 5 points:

A,B,C,D,E

These 5 points all have little arrays that tell them who they are 
next to [ie who they should make a shape with]:


A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

My problem is, I need to break C into two arrays:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]

Which results in 2 shapes:

[A,B,C] and [C,D,E]

And there are not always 5 points, there could be any number of 
points, less or more, so it could also get more complex like this:


A= [A,B]
B= [A,B,C,D]
C= [B,C,D,E]
D= [B,C,D,E]
E= [C,D,E,F,G,H]
F= [E,F,G,H]
G= [E,F,G,H]
H= [E,F,G,H]

In this second example, it should break into 4 different shapes/arrays:

A= [A,B]
B= [[A,B],[B,C,D]]
C= [[B,C,D],[C,D,E]]
D= [[B,C,D],[C,D,E]]
E= [[C,D,E],[E,F,G,H]]
F= [[C,D,E],[E,F,G,H]]
G= [[C,D,E],[E,F,G,H]]
H= [[C,D,E],[E,F,G,H]]

which results in these 4 shapes:

[A,B],[B,C,D],[C,D,E],[E,F,G,H]

Can anyone think of a good way [not processor heavy] for me to 
correctly create sub-arrays that match the points being generated? 
The only way I can think of is doing some complex array compares, by 
building arrays from arrays of other arrays... but that seems 
convoluted...?


Thank you so much,

Sebastian.




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Re: [Flashcoders] What kind of Movies will play directly in a Flash Page

2008-09-10 Thread sebastian
Batch converting to FLV's is how I've done it. You get a tool that does 
just that in the flash install-application folder.

:)

Seb.

Steve Abaffy wrote:

Hello,

 


I have a client that has a .wmv movie and wants to know how
you can get it to play directly in the browser window without opening a
helper app such as Windows Media Player. Does the movie have to be converted
to a different format or how is this done. Basically he wants to emulate
youtube where you click on a movie and it plays on the page.

 


Thanks

 


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Re: [Flashcoders] converting TextArea's scroll and bottomScroll to substring

2008-09-10 Thread sebastian

HI Michael,

A quick check of the class in the help file:

TextField Class

Shows me that no such method or property exists, even though I suppose 
it might be a useful one - however in all my years of using flash I've 
never found this to be an obstacle you can't circumvent.


The way I would go about this, is to do the truncation based on the 
length you *know* it can display, instead of letting the GUI handle that 
logic for you.


Please note you have full control over the width and height of a text 
field via the code, and you can split the text easily if its over a 
certain length and assign it to any other text field you wish dynamically.


textField.width = someNumber;
trextField.height = someOtherNumber;

if (textField.length  someCutOffPoint)
{
//do something different cause its too long
}

are your friends.

:)

Seb.

Mendelsohn, Michael wrote:

Hi list...

Is it possible somehow to get a substring of all the visible text in a
textArea?

If I know there are 35 lines in the TextArea, and it's only 30 lines
tall, how can I have lines 31-35 show up at the very top?

(AS2)

Thanks!
- MM



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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread sebastian
If you are using AS2, check our FUSE as an alternative animation engine; 
I swear by it, learn it once and it will forever animate your work on 
all projects with kind simple powerful beautiy...

;)

On AS3 there isn't as good a package as fuse around [yet?]; I'm using 
Tweener on AS3 which is nearly as good as FUSE; though it lacks certain 
features.


In Tweener and FUSE you can create a series of actions and then bundle 
them to occur for as many times as you need [in your case, several 360 
degree rotations] - in Fuse this is very elegantly handled as one call; 
in Tweener it's more messy; as you need to call a function at the end of 
every rotation, which increases a variable counter you make, which 
re-calls the same function if still below a current [rotation] value... 
more code, but also works.


Good luck!

Seb.

Glen Pike wrote:

Hi,

   Thanks for that, I will look into it.

   Glen

allandt bik-elliott (thefieldcomic.com) wrote:

found this on the greensock site - might work for you

TweenMax.sequence(target:Object, tweenObjects:Array):Array

   - *Description:* Provides an easy way to sequence a set of tweens, one
   after the other, for the same target. It's essentially the same 
thing as

   making a bunch of individual TweenMax.to() calls on the object with
   overwrite set to 0, and their delays stacked. Use the 
multiSequence() method

   if you have multiple targets
   - *Parameters:*
  1. *target : Object* - The object whose properties to tween.
  2. *tweenObjects : Array* - An Array of tween objects. 
IMPORTANT: each

  object must contain a time property defining the duration of
that tween.
  Example:



On Tue, Sep 9, 2008 at 11:13 PM, Glen Pike 
[EMAIL PROTECTED]wrote:


 

Hi,

  I am trying to rotate an object through 1080 (3 * 360) degrees with
TweenLite.

  Does anyone know if I have to join a sequence of 360 tweens 
together to
do this, or is there a way of cheating so it just does as you would 
hope?


  Thanks

  Glen
--

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

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Re: [Flashcoders] Tween multiple rotations

2008-09-10 Thread sebastian
Ooops on the simple solution for a relative rotation [my bad]! Much 
better than my suggestion...

:P

Why Fuse? - Sequencing, passing  writing animation objects.

It is true for small applications, like banners; it's overkill when kbs 
are in dire need. But for web 2.0 application development, a few extra 
kb is insignificant.


Check the last pages of this primer for what sets it apart when building 
complex or dynamic animation sequences:


http://www.mosessupposes.com/Fuse/speakernotes-mgunesch.pdf

mind you i am now coding primarily only in AS3... and 'Fuse3: Go' 
doesn't do it for me [why would I want to write my own tweens? isn't 
that the point of using an engine, so i don't have to write my own 
tweens anymore?...]

:P

:)
Seb.

Merrill, Jason wrote:
On AS3 there isn't as good a package as fuse around [yet?]; 


What does FUSE have over TweenLite and TweenMax?  FUSE always bloated my projects and had problems in high stress situations.  


Jason Merrill
Bank of America 
Instructional Technology  Media 
Join the Bank of America Flash Platform Developer Community 
Are you a Bank of America associate interested in innovative learning ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 



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Re: [Flashcoders] AS3 dynamic text fields and img

2008-09-09 Thread sebastian

hmmm, have you tried:

textFieldName.text += img...

if that is not working, then try building it all in one sentence:

imgAtEnd = img...
segment1 = some value + imgAtEnd;
//segment2 = same as segment 1 and 3 and 4 only with new different values
textFieldName.text = segment1 + segment2 + segment3 + segment4;

Maybe I'm over simplifying though...
:P

Jessica Criscione wrote:

I have an AS3 project where an icon is supposed to follow the text in a
dynamic, multi-line text field. Right now, I'm appending it as an img tag
at the end of the text. My problem is that it seems AS3 is always bumping
the img down to a new line unless it's the first item in the string. No
amount of css or parameter settings seem to have any effect.

Does anyone know any way around this other than calculating the text length
and appending the icon clip afterwards? Am I just missing something obvious?
Any help would be greatly appreciated.


Jessica



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Re: [Flashcoders] Coding question...

2008-09-08 Thread sebastian
BTW if all you want to do is temporarily disable the button, you might 
want to leave the event listener and just make the visible property 
false instead... kinda depends on the circumstances. removing the 
listener is good garbage collection though!


sebastian.

Lord, Susan, CTR, DSS wrote:

DOH!  I had a type-O.  Thanks!  Error between seat and keyboard  LOL!

Thanks!



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Merrill,
Jason
Sent: Monday, September 08, 2008 11:16 AM
To: Flash Coders List
Subject: RE: [Flashcoders] Coding question...

for (i = 0; i  aRadioButtons.length; i++) 
{

aRadioButtons[i].removeEventListener(MouseEvent.CLICK,
buttonClicked);
aSelected[i].removeEventListener(MouseEvent.CLICK,
buttonClicked);
}

Should do the trick.  It doesn't?

By the way, what is the difference between the aRadioButtons array and
the aSelected array?  

Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media


Join the Bank of America Flash Platform Developer Community 


Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lord,
Susan, CTR, DSS
Sent: Monday, September 08, 2008 10:34 AM
To: Flash Coders List
Subject: [Flashcoders] Coding question...

Hi there,

I was wondering if there was an easy way to inactivate buttons.  I
activate a series of buttons in an array using the following:

for (i = 0; i  aRadioButtons.length; i++) {
trace(aRadioButtons[i].name);
aRadioButtons[i].addEventListener(MouseEvent.CLICK,
buttonClicked);
aSelected[i].addEventListener(MouseEvent.CLICK, buttonClicked);
}

I know there is a way to inactivate the listener, but cannot remember
for the life of me how to do it.

Any pointers you could provide are appreciated!

Thanks,
Susan

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Re: [Flashcoders] What is a practical limit for System and/or Cache Memory

2008-09-08 Thread sebastian
In my experience different browsers makes an impact on the memory impact 
as well; processors speeds seem to affect things more than ram in my 
experience.


Loading times may be affected by large amounts of data, while it is 
certainly interesting to wonder what the maximums are, another approach 
would be to avoid the issue entirely by breaking the program into 
smaller chunks and only load what is actually required. Since a human 
would NEVER read more than 1 or 2 pages at a time...


example:
Assuming you have 10 classes and each one has 10 lessons and each lesson 
has 10 pages, you could detect what class the person was in 
[sharedobject] and pre-load that one [first time visitors get class1, 
lesson1, page1 preloaded], but only the lesson they are in and then only 
the pages that apply. then, as I read pages, you can always have it 
loading the next page in the back ground so that when i click [next] it 
loads instantly [at which point it loads in another page ahead of me 
secretly]... thus it will seem like everything is always loaded to a 
suer... only if I deviate from a linear lesson path would I have to wait 
for any load times; and then only for the 1st page as the other pages 
would again look--load-ahead of me.


this example was quite complex because it has a lot of computer-side 
logic to reduce user-side waiting time. you can obviously just go for 
'standard' pre-loaders and just load pages/sections as required and then 
show a progress bar [people love to wait!]. assuming the wait times are 
not substantial, this is generally acceptable.


hope this [not exactly what you were asking for] feedback is of use to you!

seb.

[EMAIL PROTECTED] wrote:
 
I am currently in the midst of developing a large e-learning  program.  The 
program includes many  large files of graphics and animations (mostly by 
bitmaps) that are loaded when  required.   
To minimize waiting time, once these assets are loaded into  designated 
sprites or movieclips they are either shown or hidden by  (visible=true/false), 
i.e., if the user goes to the same part of the e-learning  program, the asset use 
(asset.visible=true). 
My question:  is there  a practical limit on Flash 9 system memory where the 
program starts to perform  sluggishly.  And is such limit would  be based on 
the RAM or cache size. 
Thank you, 
Daniel  Abramovich




**Pt...Have you heard the news? There's a new fashion blog, 
plus the latest fall trends and hair styles at StyleList.com.  
(http://www.stylelist.com/trends?ncid=aolsty000514)

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Re: [Flashcoders] firefox 3 and swfobject 2

2008-09-08 Thread sebastian
just tested a site that I am 100% certain is using swfobject and 
swfaddress on mac osx 10.5.4 with FF 3.1 and it works fine... so not 
sure what your issue is...

:(

seb.

Hudson Ansley wrote:

Not having luck searching, so hoping someone here might have an idea
on this. I want to upgrade from swfobject 1.5 to swfobject 2.1, but
having the following problem.
On Firefox 3.1, it writes an object tag, and that tag gets ignored. On
IE and Chrome it works fine, but they both work with the object tag.
Should FF3 be able to use the object tag?
I'm using the dynamic embedding. Anybody have a similar problem?

Regards,
Hudson
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Re: [Flashcoders] fun with embedFonts - NOT

2008-09-06 Thread sebastian
I would guess embedding fonts off screen in a text field will be 
'slightly' more kb as you are loading a text field that is loaded but 
not used AND embedding the font; whereas in the first case you are just 
embedding the font in the library. But we are taking a very small 
difference for sure.


allandt bik-elliott wrote:

that's awesome guys - thanks for the tips

are there any file size issues with linking the font from the library as 
opposed to having a text field off screen?


a

On 5 Sep 2008, at 19:27, sebastian wrote:

nice tip, but it's not absolutely necessary to get them to work, 
though it may be 'faster' than trying to do it the 'right' way 
[whatever that means, fonts are really precarious].


Bob Wohl wrote:

Hello,
Have you tried to place a text field off screen/stage and embed the font
family (each style needs to be embeded in it's own text field - bold, 
italic
etc) that you are trying to use. I remember there being some 
buggy-ness when
trying to embed in AS2 and that was one of the work arounds that I 
had to

use.
hth.
B.
On Fri, Sep 5, 2008 at 10:05 AM, allandt bik-elliott 
(thefieldcomic.com) 

[EMAIL PROTECTED] wrote:

Hi guys

I'm in AS2 and trying to create a textfield, embed fonts in and apply a
stylesheet - if i use embedfonts it doesn't render but if i omit it,
everything renders fine (but the fonts aren't embedded so won't render
properly elsewhere)

i can't see what's going wrong - could you take a look please?

  private function setupCopy():Void
  {
  _tfMoreText = _mcPanelViewer.createTextField(_tfMoreText,
_mcPanelViewer.getNextHighestDepth(), _nTypeStartX, _nTypeStartY,
_nPanelTotalWidth, 30);
  //_tfMoreText.embedFonts = true; // making the text disappear
  _tfMoreText.html = true;
  _tfMoreText.styleSheet = _cssStyles;
  _tfMoreText.selectable = true;
  _tfMoreText.border= true;
  _tfMoreText.borderColor = 0x99;
  _tfMoreText.htmlText = _sMoreText;

  trace(_tfMoreText.htmlText); // traces 'p class=bodyTextspan
class=whiteMy text/span/p'
  }

fonts are fun

thanks guys
a
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Re: [Flashcoders] getURL and ExternalInterface

2008-09-06 Thread sebastian
in AS2 externalinterface is your friend and it works PERFECT with 
swfaddress and swfobject. There are some strange issues with IE though, 
so make sure you test well on that platform.


read this for more information and a working example on all OS/platform 
combos I know of:


http://blog.intuitymedialab.eu/2007/07/13/actionscript-javascript-communication-externalinterface/

seb.

Hans Wichman wrote:

Hi,

I read somewhere that using getUrl for javascript calls while using
externalinterface at the same time will lead to problems (eg when
using swfaddress).

Can anyone tell me if opening an url through getUrl will cause these
problems as well, or just javascript?
Any work arounds? What is the exact nature of the problem?

As2 btw!

regards,
Hans
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Re: [Flashcoders] Flashcoders archive

2008-09-06 Thread sebastian

not only do i get the same issue, but all the links are 'broken'

failed to connect and private archive not found are the errors I get.
:(

Juan Delgado wrote:

Hi Dave  list,

I'm trying to workout if one of my messages made it to Flashcoders,
but i'm having problems accessing the archive.

Starting from here:

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

I end up in the login form:

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

But after successful login I get the Flashnewbie archive event though
the URL clearly displays flashcoders.

Is this intended? Is the archive somewhere else?

Cheers!

Juan


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Re: [Flashcoders] fun with embedFonts - NOT

2008-09-05 Thread sebastian
embedding fonts is a pain, and a royal one at that... it IS possible 
though, just need patience...

;)

All the fonts you are calling in your style sheet need to be in the 
library, they also need to be set as linkable objects [change 
linkage/properties]. Note the names you give them very carefully. Each 
state, bold, italic etc also needs to be created separately.

;)

Referencing the name of the font is critical, if it doesn't work when 
you reference your given name, try the font's actual name. Then, make 
sure you make the style EXACTLY the same as the embedded font; so don't 
assign 'bold' to your style when you are referencing 'regular'.


The order in which you construct the text field is also important, 
putting embedFonts at the start or at the bottom can make all the 
difference [before/after you assign text=].


Also, don't tell anyone else (s), but I have found that assigning 
HTML text to .text= seems to work better [and still shows HTML even] 
than using .htmlText=


I use this order with success to show HTML text:

.html = true;
.embedFonts = true;
.styleSheet = __cssStyles;
.text = __sMoreText;//NOT .htmlText=

Good luck! I wish you the grace of a quick resolution,
;)

Sebastian.

allandt bik-elliott (thefieldcomic.com) wrote:

Hi guys

I'm in AS2 and trying to create a textfield, embed fonts in and apply a
stylesheet - if i use embedfonts it doesn't render but if i omit it,
everything renders fine (but the fonts aren't embedded so won't render
properly elsewhere)

i can't see what's going wrong - could you take a look please?

private function setupCopy():Void
{
_tfMoreText = _mcPanelViewer.createTextField(_tfMoreText,
_mcPanelViewer.getNextHighestDepth(), _nTypeStartX, _nTypeStartY,
_nPanelTotalWidth, 30);
//_tfMoreText.embedFonts = true; // making the text disappear
_tfMoreText.html = true;
_tfMoreText.styleSheet = _cssStyles;
_tfMoreText.selectable = true;
_tfMoreText.border= true;
_tfMoreText.borderColor = 0x99;
_tfMoreText.htmlText = _sMoreText;

trace(_tfMoreText.htmlText); // traces 'p class=bodyTextspan
class=whiteMy text/span/p'
}

fonts are fun

thanks guys
a
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Re: [Flashcoders] fun with embedFonts - NOT

2008-09-05 Thread sebastian
nice tip, but it's not absolutely necessary to get them to work, though 
it may be 'faster' than trying to do it the 'right' way [whatever that 
means, fonts are really precarious].


Bob Wohl wrote:

Hello,
Have you tried to place a text field off screen/stage and embed the font
family (each style needs to be embeded in it's own text field - bold, italic
etc) that you are trying to use. I remember there being some buggy-ness when
trying to embed in AS2 and that was one of the work arounds that I had to
use.

hth.
B.

On Fri, Sep 5, 2008 at 10:05 AM, allandt bik-elliott (thefieldcomic.com) 
[EMAIL PROTECTED] wrote:


Hi guys

I'm in AS2 and trying to create a textfield, embed fonts in and apply a
stylesheet - if i use embedfonts it doesn't render but if i omit it,
everything renders fine (but the fonts aren't embedded so won't render
properly elsewhere)

i can't see what's going wrong - could you take a look please?

   private function setupCopy():Void
   {
   _tfMoreText = _mcPanelViewer.createTextField(_tfMoreText,
_mcPanelViewer.getNextHighestDepth(), _nTypeStartX, _nTypeStartY,
_nPanelTotalWidth, 30);
   //_tfMoreText.embedFonts = true; // making the text disappear
   _tfMoreText.html = true;
   _tfMoreText.styleSheet = _cssStyles;
   _tfMoreText.selectable = true;
   _tfMoreText.border= true;
   _tfMoreText.borderColor = 0x99;
   _tfMoreText.htmlText = _sMoreText;

   trace(_tfMoreText.htmlText); // traces 'p class=bodyTextspan
class=whiteMy text/span/p'
   }

fonts are fun

thanks guys
a
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Re: [Flashcoders] A Question that I've been asking for years!!

2008-09-05 Thread sebastian

Or this book, which is specifically concerning design patterns in AS:

http://oreilly.com/catalog/9780596528461/

Alternatively, 'Friends of Ed' also make GREAT books, and they have 
several on the subject of AS, OOP  design patterns. They are more like 
'classes in a book' that you can later reference, whereas Oreilly is 
more like a proper reference bible. Both formats have merit.


Steven Loe wrote:
Check out Head First Design Pattens (oreilly). It's an easy to comprehend book on patterns and software design goodness. The book examples are in Java, so if you can read AS3 you'll be able to read sample code. 


It a great resource to learn not only what interfaces are, but why and when you 
want to use them. IMO its made EAS3 *much* easier going. Moock's interface / 
pattern explanations make much more sense after spending some time with Head 
First Design Pattens.


-Steven Loe




This could seem weird...
But what the hell is an interface!!! I've

read lots of books
and

posts without getting the answer. I bought

Essential AS3 to read
about

interfaces and he says that helps for multi

inheritance. In other
places I

read that it is a deal to ensure that a

class has some methods and
so on.

But what is the real benefit that I can come out with

using
interfaces

Maybe that is stupidity or I am not smart enough to

get the concept
but

believe me... its is been two years now!!

Please Help!!!

--
Omar M. Fouad - Digital Emotions
http://www.omarfouad.net

This e-mail and any attachment is for authorised use

by the intended

recipient(s) only. It may contain proprietary

material, confidential

information and/or be subject to legal privilege. It

should not be
copied,

disclosed to, retained or used by, any other party. If

you are not an

intended recipient then please promptly delete this

e-mail and any

attachment and all copies and inform the sender. Thank

you.

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[Flashcoders] generating arrays of overlapping sets

2008-09-05 Thread sebastian

Hiya,

I'm trying to figure out a way to code my trigonometry so that 
collections of points are correctly associated with the right geometric 
objects. These objects are created dynamically [randomly] at run time so 
I can't know which points belong to which geometric shape.


Where I am scratching my head is with the following,

I have 5 points:

A,B,C,D,E

These 5 points all have little arrays that tell them who they are next 
to [ie who they should make a shape with]:


A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

My problem is, I need to break C into two arrays:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]

Which results in 2 shapes:

[A,B,C] and [C,D,E]

And there are not always 5 points, there could be any number of points, 
less or more, so it could also get more complex like this:


A= [A,B]
B= [A,B,C,D]
C= [B,C,D,E]
D= [B,C,D,E]
E= [C,D,E,F,G,H]
F= [E,F,G,H]
G= [E,F,G,H]
H= [E,F,G,H]

In this second example, it should break into 4 different shapes/arrays:

A= [A,B]
B= [[A,B],[B,C,D]]
C= [[B,C,D],[C,D,E]]
D= [[B,C,D],[C,D,E]]
E= [[C,D,E],[E,F,G,H]]
F= [[C,D,E],[E,F,G,H]]
G= [[C,D,E],[E,F,G,H]]
H= [[C,D,E],[E,F,G,H]]

which results in these 4 shapes:

[A,B],[B,C,D],[C,D,E],[E,F,G,H]

Can anyone think of a good way [not processor heavy] for me to correctly 
create sub-arrays that match the points being generated? The only way I 
can think of is doing some complex array compares, by building arrays 
from arrays of other arrays... but that seems convoluted...?


Thank you so much,

Sebastian.
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[Flashcoders] Re: generating arrays of overlapping sets

2008-09-05 Thread sebastian

in case it was not clear, I have no problem getting to this point:

A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

where I am stumped is making that into:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]



:)
seb.

sebastian wrote:

Hiya,

I'm trying to figure out a way to code my trigonometry so that 
collections of points are correctly associated with the right geometric 
objects. These objects are created dynamically [randomly] at run time so 
I can't know which points belong to which geometric shape.


Where I am scratching my head is with the following,

I have 5 points:

A,B,C,D,E

These 5 points all have little arrays that tell them who they are next 
to [ie who they should make a shape with]:


A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

My problem is, I need to break C into two arrays:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]

Which results in 2 shapes:

[A,B,C] and [C,D,E]

And there are not always 5 points, there could be any number of points, 
less or more, so it could also get more complex like this:


A= [A,B]
B= [A,B,C,D]
C= [B,C,D,E]
D= [B,C,D,E]
E= [C,D,E,F,G,H]
F= [E,F,G,H]
G= [E,F,G,H]
H= [E,F,G,H]

In this second example, it should break into 4 different shapes/arrays:

A= [A,B]
B= [[A,B],[B,C,D]]
C= [[B,C,D],[C,D,E]]
D= [[B,C,D],[C,D,E]]
E= [[C,D,E],[E,F,G,H]]
F= [[C,D,E],[E,F,G,H]]
G= [[C,D,E],[E,F,G,H]]
H= [[C,D,E],[E,F,G,H]]

which results in these 4 shapes:

[A,B],[B,C,D],[C,D,E],[E,F,G,H]

Can anyone think of a good way [not processor heavy] for me to correctly 
create sub-arrays that match the points being generated? The only way I 
can think of is doing some complex array compares, by building arrays 
from arrays of other arrays... but that seems convoluted...?


Thank you so much,

Sebastian.


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Re: [Flashcoders] Spinning world..

2008-09-05 Thread sebastian
because the droptlets of liquid seem to always be in the same location 
when you are at a specific x,y,z location, I'm guessing they exported a 
gazob of frames from a 3D program and then just selected the frame to 
play based on a matrix... but yeah, no idea really - looks nice!


seb.

Paul Andrews wrote:
Today I took a spin around the FWA site www.thefwa.com and came across 
http://www.bartleboglehegarty.com/ where they have a sphere with cities 
attached to it and it responds to mouseover and drags, to control 
selection and rotation. Very nice.


Usually I can make a good guess as to how a particular effect is 
achieved, but in this case I'm not so sure.


First thought was PaperVision3D, but I really wonder if it's up to doing 
the rotating globe with cities attached effect.


Second thought was pre-rendered sequences switched frame by frame, but 
it looks rather more sophisticated than that - it rotates at any angle.


Lastly, I can only imagine custom 3D routines  transforming a 3D dataset 
to 2D on the fly.


So the question is, how do you think the globe effect is done?

However it's done - great job BBH.

Paul

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Re: [Flashcoders] Spinning world..

2008-09-05 Thread sebastian
further reinforced by the fact that I cant actually spin the ball in any 
position I want, it has 'limits' [try getting green China to be exactly 
in the middle... you can't]. Also, much of the 3d is simple 2d rotation, 
which you can see from the way the sphere spins slightly 'off center'.


so yeah, I'm pretty sure its all just frame based; very well done.

sebastian wrote:
because the droptlets of liquid seem to always be in the same location 
when you are at a specific x,y,z location, I'm guessing they exported a 
gazob of frames from a 3D program and then just selected the frame to 
play based on a matrix... but yeah, no idea really - looks nice!


seb.

Paul Andrews wrote:
Today I took a spin around the FWA site www.thefwa.com and came across 
http://www.bartleboglehegarty.com/ where they have a sphere with 
cities attached to it and it responds to mouseover and drags, to 
control selection and rotation. Very nice.


Usually I can make a good guess as to how a particular effect is 
achieved, but in this case I'm not so sure.


First thought was PaperVision3D, but I really wonder if it's up to 
doing the rotating globe with cities attached effect.


Second thought was pre-rendered sequences switched frame by frame, but 
it looks rather more sophisticated than that - it rotates at any angle.


Lastly, I can only imagine custom 3D routines  transforming a 3D 
dataset to 2D on the fly.


So the question is, how do you think the globe effect is done?

However it's done - great job BBH.

Paul

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[Flashcoders] Re: generating arrays of overlapping sets

2008-09-05 Thread sebastian
ok I found a solution, though it was more of a work-around than a direct 
resolution of the array comparing routine I was working towards.


My solution is to add to a master array all the sub arrays that it 
finds, and adds them only if unique. I then have a list of all the 
sub-arrays together in one long 2D array. From this array I can then 
sort it based on the length of the second element. Then I iterate from 
the smallest sub array to the largest; but I don't need to do the entire 
array because by starting small I capture the actual shapes. Still need 
to refine how to calculate the maximum steps I need to iterate through 
the master array, but it will always be at least length-1.


Maybe this was interesting to someone...
:P

Sebastian.

sebastian wrote:

in case it was not clear, I have no problem getting to this point:

A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

where I am stumped is making that into:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]



:)
seb.

sebastian wrote:

Hiya,

I'm trying to figure out a way to code my trigonometry so that 
collections of points are correctly associated with the right 
geometric objects. These objects are created dynamically [randomly] at 
run time so I can't know which points belong to which geometric shape.


Where I am scratching my head is with the following,

I have 5 points:

A,B,C,D,E

These 5 points all have little arrays that tell them who they are next 
to [ie who they should make a shape with]:


A = [A,B,C]
B = [A,B,C]
C = [A,B,C,D,E]
D = [C,D,E]
E = [C,D,E]

My problem is, I need to break C into two arrays:

A = [A,B,C]
B = [A,B,C]
C = [[A,B,C],[C,D,E]]
D = [C,D,E]
E = [C,D,E]

Which results in 2 shapes:

[A,B,C] and [C,D,E]

And there are not always 5 points, there could be any number of 
points, less or more, so it could also get more complex like this:


A= [A,B]
B= [A,B,C,D]
C= [B,C,D,E]
D= [B,C,D,E]
E= [C,D,E,F,G,H]
F= [E,F,G,H]
G= [E,F,G,H]
H= [E,F,G,H]

In this second example, it should break into 4 different shapes/arrays:

A= [A,B]
B= [[A,B],[B,C,D]]
C= [[B,C,D],[C,D,E]]
D= [[B,C,D],[C,D,E]]
E= [[C,D,E],[E,F,G,H]]
F= [[C,D,E],[E,F,G,H]]
G= [[C,D,E],[E,F,G,H]]
H= [[C,D,E],[E,F,G,H]]

which results in these 4 shapes:

[A,B],[B,C,D],[C,D,E],[E,F,G,H]

Can anyone think of a good way [not processor heavy] for me to 
correctly create sub-arrays that match the points being generated? The 
only way I can think of is doing some complex array compares, by 
building arrays from arrays of other arrays... but that seems 
convoluted...?


Thank you so much,

Sebastian.




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Re: [Flashcoders] smooth animations? AS3

2008-09-04 Thread sebastian
Thank you everyone for all of your great help, I think I know now enough 
to be able to resolve the issue. Complexities arise in my MC because I 
need bitmapcaching on to get correct alpha's to work, so I'm thinking up 
solutions and workarounds...

:P

All the best,

Sebastian.

Zeh Fernando wrote:
Modern tween engines (including the one used on his example) by default 
do not use the framerate as the base for calculation but rather the time 
spent since the animation has started (even if they only update on frame 
events). Replacing it with a timer class will produce the same result. 
His problem is with asset and not with calculation of the new position 
or with time accuracy.


Zeh

Cor wrote:

Loose the tween.
Use the Timer class and update your x or whatever at a amount of
milliseconds.
Framerate is never reliable


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: donderdag 4 september 2008 5:04
To: Flash Coders List
Subject: Re: [Flashcoders] smooth animations? AS3

ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it 
across the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;


//main timeline AS file:
public class testas extends MovieClip {
   
public function testas () {


setAnimation2 ();
   
}
   
private function setAnimation2 () {
   
Tweener.addTween (testMC, {x:-1800, time:8000,

transition:linear});
   
}
   
}

}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but 
it STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, 
I'm trying to move PNG's [with transparencies] over a BG image. The 
blend mode on all layers is set to 'normal'. No alpha is being used 
except for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].
If that's an image, set its anti-alias to antialias for animation. 
If it's a bitmap, turn on smoothing on it (on the library). If it's 
a loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread sebastian
yes, but you do it by making the container MC it is located within react 
to the mouse/scroll bar, which in-turn moves the nested MC.

:)

Lehr, Theodore M (N-SGIS) wrote:

Is there a way to make a textfield created via:

 


createTextField

 


scrollable through actionscript?

 


Ted

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Re: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread sebastian

for AS3 check out this scroll bar source code:

http://www.flashscaper.com/blog/?p=3

if someone knows of the same kind of scroll bar, but also with standard 
OS functionality of 'clicking between scroll bar button area in emptey 
area moves you 1 page up/down', please advise.

:)

seb.

Merrill, Jason wrote:

is there a simple way like this in as?


You sound like you're talking AS2 - please specify.  Google be yer
friend:

http://livedocs.adobe.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp
.htm?context=LiveDocs_Partsfile=2774.html


Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media


Join the Bank of America Flash Platform Developer Community 


Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 
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[Flashcoders] adding MC's directly to timeline generates compile errors in AS3

2008-09-04 Thread sebastian

Hi everyone, still trying to get a grasp on some little nuances of AS3,

I have some really cool code from a project that I am porting from AS2 
to AS3, and I'm getting an issue with a number of the MC's that are in 
the timeline.


I have a MC in the library called nexus, that is associated with an 
external class file.


In the nexus external class file, all I do is import and extend the 
MovieClip class.


Now inside of the nexus MC I have, on the timeline of the first frame, 
another MC that is inside of it only has some visual elements, some 
vector drawings inside of sub MC's with names given to them so that I 
can then reference them later on [for fading/on off/ control/motion 
etc]. The MC that holds all these vectors is called 'spitfire'.


I add nexus to the stage via addChild() done by the root/Stage AS file: 
coreRoot.as


Now without any code going on anywhere I get:

ReferenceError: Error #1056: Cannot create property spitfire on 
com.geoSun.nexus.

at flash.display::Sprite/flash.display:Sprite::constructChildren()
at flash.display::Sprite$iinit()
at flash.display::MovieClip$iinit()
at com.geoSun::nexus$iinit()
at com.geoSun::coreRoot$iinit()

When I compile. Can anyone tell me why?

I tried adding 'import flash.display.Shape;' to the nexus class file, 
but that didn't help.


If I delete the spitfire graphics MC from the nexus's time line, it 
compiles just fine. And the nexus class initiates correctly its constructor.


If I make spitfire totally an empty MC I still get the issue anyhow... 
how odd?


Strangely another AS3 project I just finished never had this issue, and 
I had lots of MCs that I dragged straight onto the timeline of sub MC's 
and referenced them directly without any errors... hmmm...


I'm obviously missing something simple...?
:P

Thanks,
:)

Sebastian.
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Re: [Flashcoders] adding MC's directly to timeline generates compile errors in AS3

2008-09-04 Thread sebastian

aha!
perfect! thanks!
:D

phew!

Raphael Hamzagic wrote:

Hi Sebastian,

Take a look  at Publish Settings - AS3 settings. Make sure that you have
unchecked Automatically declare stage instances. I think that you have
spitfire declared as member of nexus external class file. When you declare
assets that exist on timeline, you must uncheck this option. The compiler
can't create this property because it's allready there ;o)

Best regards!
Rapha




On Thu, Sep 4, 2008 at 10:39 PM, sebastian [EMAIL PROTECTED] wrote:


Hi everyone, still trying to get a grasp on some little nuances of AS3,

I have some really cool code from a project that I am porting from AS2 to
AS3, and I'm getting an issue with a number of the MC's that are in the
timeline.

I have a MC in the library called nexus, that is associated with an
external class file.

In the nexus external class file, all I do is import and extend the
MovieClip class.

Now inside of the nexus MC I have, on the timeline of the first frame,
another MC that is inside of it only has some visual elements, some vector
drawings inside of sub MC's with names given to them so that I can then
reference them later on [for fading/on off/ control/motion etc]. The MC that
holds all these vectors is called 'spitfire'.

I add nexus to the stage via addChild() done by the root/Stage AS file:
coreRoot.as

Now without any code going on anywhere I get:

ReferenceError: Error #1056: Cannot create property spitfire on
com.geoSun.nexus.
   at flash.display::Sprite/flash.display:Sprite::constructChildren()
   at flash.display::Sprite$iinit()
   at flash.display::MovieClip$iinit()
   at com.geoSun::nexus$iinit()
   at com.geoSun::coreRoot$iinit()

When I compile. Can anyone tell me why?

I tried adding 'import flash.display.Shape;' to the nexus class file, but
that didn't help.

If I delete the spitfire graphics MC from the nexus's time line, it
compiles just fine. And the nexus class initiates correctly its constructor.

If I make spitfire totally an empty MC I still get the issue anyhow... how
odd?

Strangely another AS3 project I just finished never had this issue, and I
had lots of MCs that I dragged straight onto the timeline of sub MC's and
referenced them directly without any errors... hmmm...

I'm obviously missing something simple...?
:P

Thanks,
:)

Sebastian.
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Re: [Flashcoders] Flash Perspective movement: Back button problem

2008-09-03 Thread sebastian

hi Rajiiv, nice movement so far.
:)

Don't have the time to dig into all your code, so if you could perhaps 
refine the problem to just one problematic equation/function/question, I 
(we) might be better [ more quickly] able to assist you.

:)

Sebastian

Rajiv Seth (Pixelated) wrote:

Hi there,

I am working on a project, for which I have made perspective movement of
thumbnails. My one side movement is working fine, but I am unable to create
to and fro movement (back  forward), as variable values don't change as
desired. Can anyone help me with this and tell me how to code this.

file can be seen at http://www.geocities.com/cybe_r/

I have put there fla download link and code too.

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Re: [Flashcoders] Complex Hittest

2008-09-03 Thread sebastian

hi Merrill,

Doing hit tests of nested objects is simply a question of referencing 
the right child within the hierarchy instead of the parent MC, who's x 
and y are potentially different. You can prove this to yourself by doing 
hit tests on a test stage with MC's in different MC trees and tracing 
the resulting X, Y and hit test point result.


So it should really be possible and not present an obstacle you can't 
overcome, just reference the right MC in the tree and voila, it should work.


You may want to consider encapsulating the testing objects hit test to 
some external class file that would handle the boolean check/return, but 
that's an optional code-optimization-extra.


Hope this is enough info to get you further.
:)

Seb.

Merrill, Jason wrote:

I have two display object I want to check overlapping on - one of the
object will be very odd shaped, so I need to take advantage of the
ShapeFlag of the hitTestPoint method to be sure the object's shape is
taken into account.  The problem is, each display object is nested
inside other many display objects - and each is nested in a different
display list hierarchy.  So global coordinates and local coordinates
have to be accounted for otherwise, the hittesting is all messed up
-meaning, the wrong objects are detected to be overlapping.

 


The hitTestObject () method won't work because even though it compares
the two objects, it doesn't have shapeFlag, which I need for at least
one of the objects, which is an odd-shaped user-drawn polygon.
HitTestPoint() works for the odd shape, but it only compares a point to
an object - which is normally OK, but if I convert one of the objects
down to global coordinates, the other is still using it's own local
coordinates, so the wrong objects are detected to be overlapping.  

 


Colin Holgate on Flash_Tiger, when I asked earlier about a similar
hittest problem, posted a link to this class:
http://www.adventuresinactionscript.com/blog/15-03-2008/actionscript-3-h
ittestobject-and-pixel-perfect-collision-detection  but so far, it
doesn't seem to be working with detecting collision between these two
objects, I assume because of the same problem I am facing: they are in
different display hierarchies and thus their discrepancies in local
coordinates are messing up the detection.

 


Any thoughts?

Jason Merrill
Bank of America 
Enterprise Technology  Global Risk LLD
Instructional Technology  Media 


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Re: [Flashcoders] State Machines and user interaction

2008-09-03 Thread sebastian

Sure many times,

There are different ways to implement it, depending on the applicaiton.

State machines can be used to load Objects that load the subroutines 
[useful for things like changing AI behavior of a sprite], or for simply 
switching elements on/off, or for triggering an event [wide 
broadcasting]. You can track states via booleans, and do checks on 
states via a switch statement, or a boolean check [depending on 
application]. There is a lot of information also on the net about this 
[google it], as well as in Oriely's book on AS-design patterns.


My 2 cents,

Good luck!

Seb.

Weyert de Boer wrote:

Hello!

I am curious if anyone on this list has ever tried to leverage state 
machines to handle user interaction gestures in Flash.

If so, what's your opinion about this? Any tips how to implement this?

Yours,
Weyert
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[Flashcoders] smooth animations? AS3

2008-09-03 Thread sebastian
Hi everyone, so I have a MC I want to move very-very slowly across the 
screen; so that it is subtle. I have the frame rate set to 30fps and any 
increase to the FPS doesn't seem to make much of a difference.


I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation makes 
the image do little 1 pixel jumps that are VERY visible and break the 
effect I am going for [which needs to be extremely subtle].


Am I just stuffed? Or is there a way to achieve very smooth animations 
in Flash/AS3? [short of laying it all out as frames and cross fading! 
which would be ridiculous and over-size the file so not possible]. Maybe 
I just need to turn on something somewhere? I can't remember where if 
that's the case...


Thanks!!

Sebastian.

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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread sebastian

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the library, 
and I also turned on for every MC it is placed in 'use runtime bitmap 
caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except for 
the inherent PNG's alphaness. I've also tried setting the bitmapCaching 
at runtime to the holding MC, but none of this is helping...


Any other suggestions? Am I still missing something? Is the PNG the problem?

Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation makes 
the image do little 1 pixel jumps that are VERY visible and break the 
effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread sebastian
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the library, 
and I also turned on for every MC it is placed in 'use runtime bitmap 
caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except for 
the inherent PNG's alphaness. I've also tried setting the bitmapCaching 
at runtime to the holding MC, but none of this is helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread sebastian
ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it across 
the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;

//main timeline AS file:
public class testas extends MovieClip {

public function testas () {

setAnimation2 ();

}

private function setAnimation2 () {

Tweener.addTween (testMC, {x:-1800, time:8000, 
transition:linear});

}

}
}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except 
for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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[Flashcoders] Re: saving local (XML) files, two projectors talkin'

2008-08-28 Thread sebastian
ok well I haven't found any solutions for writing XML files to disk... 
how weird is that???


I've decided to go ahead and reprogram the whole XML reader so that it 
reads in SharedObjects instead... as I need to finish this project by 
Friday.


It took a little while to figure out I had to use localPath to share 
between SWFs and AMF0 encoding to share between AS3 and AS2, but I am on 
my way to success... quite the hassle, lost hours, but I think this is 
the only way?


Thanks,

Sebastian.

sebastian wrote:

Hello,

Been searching for answers and I was wondering what options there was 
for saving local XML files; as this seems to be a stickler... (?)


I have two flash files; the two flash applications will run on different 
screens connected to the same computer.


One of them is an already built application that I don't want to edit 
very much, cause it's an ugly monster. Previously it loaded XML files 
from a web-server [which collected SMS/text entries from users], but now 
it needs to read the XML file from the local disk where it is running 
and there is NO internet access anymore. As it reads items from the XML 
it needs to delete the entries. It's display is actually a very large 
projector/LCD mounted on a wall for everyone to see.


The other application, which is connected to a touchscreen interface 
[replacing the need for a user's mobile/cell phone], needs to generate 
lines that feed into the same XML file the beast is reading, so that it 
can generate a sort of queue for it to run through.


The original beast is in AS2 and messy [read: painful to edit any code], 
the new touch screen is clean and in AS3. It's running on all on local 
Window computers as a pair of dual full-screen projectors [.exe files], 
no PHP facilities or local DB I'm afraid.


My question is:

* is there anyway at all to have these two applications read and 
write/delete entries from the XML files?


* If not, what workarounds do I have at my disposal? Can I read/write to 
a text file (*.txt) instead?


* I know shared objects exist, am I forced to use this in this situation?

* finally, is there any 'smart' way to lock a file or have one of the 
flash files prevent the other from writing/reading to the same file at 
the same time? I don't know if this is an issue, but I could foresee 
file corruption if both flash files try and write to a file at the same 
instant.


Thanks for your insight!!

With kind,

Sebastian.


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Re: [Flashcoders] Re: saving local (XML) files, two projectors talkin'

2008-08-28 Thread sebastian

Thank you Iam for the information.

Seeing as I was already half done portiong over my XML reader into a 
SharedObject reader, I just went ahead and finished the code conversion...


However I am encountering one really frustrating issue, and I can't seem 
to find the solution...

:(

One of my SWFs writes to a SO, the other reads and deletes entries as 
they are read.


When I remove an entry from the SO {=SharedObject} in the reader SWF, it 
is NOT updated in the SO of the writing SWF unless I completely close 
the writing SWF (flash player) and re-open it. But I need the writing 
SWF to correctly share the SO with the reader so that they can both 
write and delete entries in the SO...


I have tried many solutions, here is my code with my failed solutions 
included:


//
//writing SWF:
//AS3:
public function addEntry (_entry:String) {

//tried to re-assign SO to another file every time I write to make it
//'refresh' the SO's values:
so = SharedObject.getLocal(bogus,localPath);

//tried here to make it re-read the SO every time I write but it still
//refuses to read in changed values:
so = SharedObject.getLocal(movieQ,localPath=/);

//i also tried making so a var so so that it was not persistent, but 
somehow it still remembers the values... enve if i make it a var!


if (!so.data.Qlist) {
so.data.Qlist = [];
} else {
	//debug this list ALWAYS has the same values and is never updated by 
the writing SWF:

trace (Qlist entries:  + so.data.Qlist);
}

if (_entry != ) {
so.data.Qlist.push (_entry);
}

trace (Qlist entries AFTER push:  + so.data.Qlist);
so.flush ();//saving to disk works fine, as the reader does see changes
so.close ();//tried this command in case it made it re-load the SO next 
time around, but even with close() it still doesn't re-read the SO... :(


}
//

the reader is very simple it just does this:

//
//reading SWF
//AS2

var so:SharedObject = SharedObject.getLocal(movieQ,localPath=/);

trace (reading:  + so.data.Qlist);
//this always updates correctly if the writer adds an entry

so.data.Qlist.shift();

trace (reading after shift:  + so.data.Qlist);
//this does remove an entry successfully from the SO
//but the writer does NOT update its reference to the SO UNLESS
//I close the writing SWF completely and re-open it...

so.flush();//saving data to disk...

//



If anyone can help I would be very grateful, not getting any joy here...
:(

Sebastian.


Ian Thomas wrote:

Sebastian,

You can achieve file writing and reading using one of the many
available flash wrappers.

I'd take a look at Northcode's SWFStudio:
http://www.northcode.com/swfstudio.php

or SWHX:
http://www.haxe.org/com/libs/swhx

Or Adobe's own AIR, but you would have to wrap your AS2 application in
some AS3 code to make it work.

HTH,
   Ian

On Thu, Aug 28, 2008 at 6:05 PM, sebastian [EMAIL PROTECTED] wrote:

ok well I haven't found any solutions for writing XML files to disk... how
weird is that???

I've decided to go ahead and reprogram the whole XML reader so that it reads
in SharedObjects instead... as I need to finish this project by Friday.

It took a little while to figure out I had to use localPath to share between
SWFs and AMF0 encoding to share between AS3 and AS2, but I am on my way to
success... quite the hassle, lost hours, but I think this is the only way?

Thanks,

Sebastian.

sebastian wrote:

Hello,

Been searching for answers and I was wondering what options there was for
saving local XML files; as this seems to be a stickler... (?)

I have two flash files; the two flash applications will run on different
screens connected to the same computer.

One of them is an already built application that I don't want to edit very
much, cause it's an ugly monster. Previously it loaded XML files from a
web-server [which collected SMS/text entries from users], but now it needs
to read the XML file from the local disk where it is running and there is NO
internet access anymore. As it reads items from the XML it needs to delete
the entries. It's display is actually a very large projector/LCD mounted on
a wall for everyone to see.

The other application, which is connected to a touchscreen interface
[replacing the need for a user's mobile/cell phone], needs to generate lines
that feed into the same XML file the beast is reading, so that it can
generate a sort of queue for it to run through.

The original beast is in AS2 and messy [read: painful to edit any code],
the new touch screen is clean and in AS3. It's running on all on local
Window computers as a pair of dual full-screen projectors [.exe files], no
PHP facilities or local DB I'm afraid.

My question is:

* is there anyway at all to have these two applications read and
write/delete entries from the XML files?

* If not, what workarounds do I have at my disposal? Can I read/write to a
text file (*.txt) instead?

* I know shared objects exist, am I forced to use

Re: [Flashcoders] Re: saving local (XML) files, two projectors talkin'

2008-08-28 Thread sebastian


ok I finally manged to resolve the issue, though I am still not sure why 
it was occurring.


When in the writing SWF I moved the script away from the class file it 
was calling and just copy-pasted it into the calling object, it no loner 
was persistent... how odd...

:/
??

It would make more sense to encapsulate my SO in a seperate class 
file... but at least I have a solution.


I was initializing my SO file like this:

//...//
import com.Data.SO;
//...//
private var mySO:SO;
//...//
mySO = new SO (movieQ,/,true);
//where the parameters are 'name',
//'path' and a boolean for if its an AS2 SO

//and then I was calling:

mySO.addEntry (entryValue);
//where entryValue is a new item to add to the array [see code below]


PHEW!!!


Seb.



sebastian wrote:

Thank you Iam for the information.

Seeing as I was already half done portiong over my XML reader into a 
SharedObject reader, I just went ahead and finished the code conversion...


However I am encountering one really frustrating issue, and I can't seem 
to find the solution...

:(

One of my SWFs writes to a SO, the other reads and deletes entries as 
they are read.


When I remove an entry from the SO {=SharedObject} in the reader SWF, it 
is NOT updated in the SO of the writing SWF unless I completely close 
the writing SWF (flash player) and re-open it. But I need the writing 
SWF to correctly share the SO with the reader so that they can both 
write and delete entries in the SO...


I have tried many solutions, here is my code with my failed solutions 
included:


//
//writing SWF:
//AS3:
public function addEntry (_entry:String) {

//tried to re-assign SO to another file every time I write to make it
//'refresh' the SO's values:
so = SharedObject.getLocal(bogus,localPath);

//tried here to make it re-read the SO every time I write but it still
//refuses to read in changed values:
so = SharedObject.getLocal(movieQ,localPath=/);

//i also tried making so a var so so that it was not persistent, but 
somehow it still remembers the values... enve if i make it a var!


if (!so.data.Qlist) {
so.data.Qlist = [];
} else {
//debug this list ALWAYS has the same values and is never updated by 
the writing SWF:

trace (Qlist entries:  + so.data.Qlist);
}

if (_entry != ) {
so.data.Qlist.push (_entry);
}

trace (Qlist entries AFTER push:  + so.data.Qlist);
so.flush ();//saving to disk works fine, as the reader does see changes
so.close ();//tried this command in case it made it re-load the SO next 
time around, but even with close() it still doesn't re-read the SO... :(


}
//

the reader is very simple it just does this:

//
//reading SWF
//AS2

var so:SharedObject = SharedObject.getLocal(movieQ,localPath=/);

trace (reading:  + so.data.Qlist);
//this always updates correctly if the writer adds an entry

so.data.Qlist.shift();

trace (reading after shift:  + so.data.Qlist);
//this does remove an entry successfully from the SO
//but the writer does NOT update its reference to the SO UNLESS
//I close the writing SWF completely and re-open it...

so.flush();//saving data to disk...

//



If anyone can help I would be very grateful, not getting any joy here...
:(

Sebastian.


Ian Thomas wrote:

Sebastian,

You can achieve file writing and reading using one of the many
available flash wrappers.

I'd take a look at Northcode's SWFStudio:
http://www.northcode.com/swfstudio.php

or SWHX:
http://www.haxe.org/com/libs/swhx

Or Adobe's own AIR, but you would have to wrap your AS2 application in
some AS3 code to make it work.

HTH,
   Ian

On Thu, Aug 28, 2008 at 6:05 PM, sebastian [EMAIL PROTECTED] wrote:
ok well I haven't found any solutions for writing XML files to 
disk... how

weird is that???

I've decided to go ahead and reprogram the whole XML reader so that 
it reads

in SharedObjects instead... as I need to finish this project by Friday.

It took a little while to figure out I had to use localPath to share 
between
SWFs and AMF0 encoding to share between AS3 and AS2, but I am on my 
way to
success... quite the hassle, lost hours, but I think this is the only 
way?


Thanks,

Sebastian.

sebastian wrote:

Hello,

Been searching for answers and I was wondering what options there 
was for

saving local XML files; as this seems to be a stickler... (?)

I have two flash files; the two flash applications will run on 
different

screens connected to the same computer.

One of them is an already built application that I don't want to 
edit very

much, cause it's an ugly monster. Previously it loaded XML files from a
web-server [which collected SMS/text entries from users], but now it 
needs
to read the XML file from the local disk where it is running and 
there is NO
internet access anymore. As it reads items from the XML it needs to 
delete
the entries. It's display is actually a very large projector/LCD 
mounted on

a wall for everyone to see.

The other application, which

[Flashcoders] saving local (XML) files, two projectors talkin'

2008-08-27 Thread sebastian

Hello,

Been searching for answers and I was wondering what options there was 
for saving local XML files; as this seems to be a stickler... (?)


I have two flash files; the two flash applications will run on different 
screens connected to the same computer.


One of them is an already built application that I don't want to edit 
very much, cause it's an ugly monster. Previously it loaded XML files 
from a web-server [which collected SMS/text entries from users], but now 
it needs to read the XML file from the local disk where it is running 
and there is NO internet access anymore. As it reads items from the XML 
it needs to delete the entries. It's display is actually a very large 
projector/LCD mounted on a wall for everyone to see.


The other application, which is connected to a touchscreen interface 
[replacing the need for a user's mobile/cell phone], needs to generate 
lines that feed into the same XML file the beast is reading, so that it 
can generate a sort of queue for it to run through.


The original beast is in AS2 and messy [read: painful to edit any code], 
the new touch screen is clean and in AS3. It's running on all on local 
Window computers as a pair of dual full-screen projectors [.exe files], 
no PHP facilities or local DB I'm afraid.


My question is:

* is there anyway at all to have these two applications read and 
write/delete entries from the XML files?


* If not, what workarounds do I have at my disposal? Can I read/write to 
a text file (*.txt) instead?


* I know shared objects exist, am I forced to use this in this situation?

* finally, is there any 'smart' way to lock a file or have one of the 
flash files prevent the other from writing/reading to the same file at 
the same time? I don't know if this is an issue, but I could foresee 
file corruption if both flash files try and write to a file at the same 
instant.


Thanks for your insight!!

With kind,

Sebastian.
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Re: [Flashcoders] textField fed htmlText renders title

2008-08-27 Thread sebastian
Looks cool, but any chance you could replace your micro-variable names 
with real-world words for easy reading? Reminds me of moments when I 
decide I need to run for coffee at work...

;)

H wrote:

Hey Mike,

public static function stripTag(s:String, t:String):String {
if(typeof(s) == 'string'){
t = t.toUpperCase();
var i:Number = s.length-1, oT:String = ''+t, cT:String =
'/'+t, upString:String = s.toUpperCase();
while(true){
var c:Number = upString.lastIndexOf(oT, i);
var d:Number = upString.lastIndexOf(cT, i);
var a:Number = Math.max(c, d);
if(a==-1) break;
else {
var b:Number = s.indexOf('', a)+1;
s = s.substring(0, a) + s.substring(b, s.length);
i = a-1;
}
}
} else s = '';
return s;
}

A little something I had laying around...

H

On Wed, Aug 27, 2008 at 1:00 PM, Mendelsohn, Michael 
[EMAIL PROTECTED] wrote:


Perfect answer, H.

(Too bad it's AS2.)  :-(

Thanks!
- MM


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Re: [Flashcoders] calling a JSP page from a different server location SWF

2008-08-19 Thread sebastian
And for those interested, for security purposes in the final version I 
have also moved the login name/pw form the flash file to hard-coded in 
the PHP.

:)

Juan Pablo Califano wrote:

No worries, I'm glad it worked for you.

Cheers
Juan Pablo Califano


2008/8/18, sebastian [EMAIL PROTECTED]:

Thanks Juan Pablo,

Your recommendation to use a PHP bridge works perfectly; I am much relieved
and still able to deliver today as planned - thanks again!

The PHP code I ended up using was:

?php

$loginName = $_POST[loginName];
$loginPassword = $_POST[loginPassword];
$ea = $_POST[ea];
$ic = $_POST[ic];
$First_Name = $_POST[First_Name];

$jsp_return = file_get_contents(
http://someserver.place.com/somepage.JSP?loginName=; . $loginName .
loginPassword= . $loginPassword . ea= . $ea . ic= . $ic .
First_Name= . $First_Name );
echo $jsp_return;

?

Juan Pablo Califano wrote:


If you can't add a cross-domain file in the target server, there's not
much
you can do from the swf side.

You can, however, use some server side logic to make a bridge between
your
swf and the JSP page. You can have the swf connect to some server-side
script (hosted locally or in some server where you can add a crossdomain
policy file) that will actually connect to the target JSP and return the
results.

I've done this in php and in .NET, and I'm sure you can do it with a JSP,
if
that's what you have available in your server.

In php, it could be as easy as:

$jsp_return = file_get_contents(
http://target_domain/some.jsp?someVar=someValue;);
echo $jsp_return;

If you have fopen wrappers enabled in you php config (if you don't,
file_get_contents will fail when it finds http:// in the begining of the
file name) .

If you need more control and you're using php, you can use the cUrl
functions.

Hope it helps.


Cheers
Juan Pablo Califano

2008/8/18, sebastian [EMAIL PROTECTED]:


Question in Flash 7, AS2:

Trying to figure out if there is any solution to how to send data to a
JSP
page that is not located on the same server as my SWF file.

Since I don't have access to the server hosting the JSP page I can't add
a
cross-domain XML file to that machine.

In the SWF file I can access the JSP page fine if I run the SWF file
locally, but as soon as I put it on a test web server I get 'connection
failed' instead.

At the top of the SWF file I have included:

System.security.allowDomain(http://name.ofJSPdomain.comhttp://name.ofjspdomain.com/
http://name.ofjspdomain.com/
);
System.security.allowInsecureDomain(http://name.ofJSPdomain.comhttp://name.ofjspdomain.com/
http://name.ofjspdomain.com/
);

and I also tried it with * instead to no avail.

I'm using code like this:

var send_lv:LoadVars = new LoadVars();
send_lv.loginName = somename;
send_lv.loginPassword = somepassword;

var result_lv:LoadVars = new LoadVars();

result_lv.onLoad = function(success) {
 if (success) {
 result_ta.text = load working?;
 } else {
 result_ta.text = Error connecting to server.;
 }
};
  send_lv.sendAndLoad(http://name
,ofJSPdomain/locationtofile/nameoffile.jsp,
result_lv, POST);

I'm using sendAndLoad but honestly I only need to send data, not receive
it.

Can anyone help? I've been stuck now for over 2 hours spinning after my
tail...
:(

Thanks!

Seb.
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Re: [Flashcoders] how many coders here actually have a degree related to computer science?

2008-08-19 Thread sebastian
depends where in the world you are, and what kind of work you are doing 
and for who.


if you can freelance and/or if you are talented and you also have a good 
portfolio... then in the USA, UK and NL you can find work without a 
degree in flash/flex/AS just fine. But try that in France and you won't 
ever get past the resume pile.


Anthony Pace wrote:
Do you have a degree related to computer science? if not, how difficult 
is it getting jobs programming AS3 without one?


I need a a stable job ASAP; yet, I have two more years to go before I 
complete my degree in computer science; thus, I am wondering how 
difficult it would be to find a programming related job without a 
degree?  Do all I need is a portfolio, or does the piece of paper really 
make the difference at an entry level?


I also have a background in fine art if that helps.

Thanks,
Anthony Pace
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Re: [Flashcoders] how many coders here actually have a degree related to computer science?

2008-08-19 Thread sebastian
let me also add though that having a degree may open up other avenues 
unrelated to short-term work related ones including:


* higher salary [over decades this can amount to a big difference]
* opportunities to emigrate to other countries, most countries prefer 
immigrants with degrees over one's without
* opportunities at universities, institutions, research fascilities and 
government positions that would be impossible without a degree
* opportunities to later study another field at master's level [in 
computer science or in something totally different]
* sense of accomplishment, which sets a good pattern for completing 
other projects/goals in life instead of leaving ends untied


sebastian wrote:
depends where in the world you are, and what kind of work you are doing 
and for who.


if you can freelance and/or if you are talented and you also have a good 
portfolio... then in the USA, UK and NL you can find work without a 
degree in flash/flex/AS just fine. But try that in France and you won't 
ever get past the resume pile.


Anthony Pace wrote:
Do you have a degree related to computer science? if not, how 
difficult is it getting jobs programming AS3 without one?


I need a a stable job ASAP; yet, I have two more years to go before I 
complete my degree in computer science; thus, I am wondering how 
difficult it would be to find a programming related job without a 
degree?  Do all I need is a portfolio, or does the piece of paper 
really make the difference at an entry level?


I also have a background in fine art if that helps.

Thanks,
Anthony Pace
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