Re: lingo-l passwords

2006-05-17 Thread Rob Romanek
On Wed, 17 May 2006 09:30:27 -0400, Daniel Nelson  
[EMAIL PROTECTED] wrote:


However, if you are storing information locally, then at some level it  
is vulnerable, even if it takes more sophistication than simply opening  
in Notepad.  If you are truly concerned about security, then you may


Just to be clear on the opening with notepad to read strings within your  
code... As far as I can tell in a dxr you can read the string but in a dcr  
you can not. Am I just missing something here?


Rob

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Re: lingo-l Finding the closest point from a list of points in lingo

2006-04-11 Thread Rob Romanek

Hi Tim,

Just off the top of my head this might get you started (email lingo, watch 
for typos)


on getNearestPoint aListOfPoints, aRefPoint
  d = the maxInteger
  tWhichPoint = 0

  repeat with i in aListOfPoints
a = aRefPoint[1] - i[1]
b = aRefPoint[2] - i [2]
c = a*a + b*b
if c  d then
  tWhichPoint = aListOfPoints.getOne(i)
end if
  end repeat

  return tWhichPoint

end

hth,

Rob


On Tue, 11 Apr 2006 19:26:13 +0100, Tim Welford [EMAIL PROTECTED] 
wrote:




I need to find the closest one (radius) to any given point - i.e. the
mouseLoc - it needs to be fairly efficient as I will need to do it every
frame \ couple of frames.

Can someone point me in the right direction please.


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Re: lingo-l Finding the closest point from a list of points in lingo

2006-04-11 Thread Rob Romanek
On Tue, 11 Apr 2006 21:41:33 +0200, Valentin Schmidt [EMAIL PROTECTED] 
wrote:


but this means you first have to convert your poibnts to vectors, so it 
doesn't make sense if all of the points change all the time.




Hey,

I took Valentin's code and threw in the point to vector conversion just to 
see what kind of time that gave but I also changed his long equation for 
the distance to a shorter one by storing a and b instead of 
calculating them twice. The results are:


-- points long equation:
-- 83
-- points using variables:
-- 58
-- vectors:
-- 30
-- pts to vectors:
-- 116


on test
 p1 = point(1,2)
 p2 = point(6,10)
 put points long equation:
 ms = the milliseconds
 repeat with i = 1 to 5
   dq = (p1[1]-p2[1])*(p1[1]-p2[1]) + (p1[2]-p2[2])*(p1[2]-p2[2])
 end repeat
 put the milliseconds-ms

  p1 = point(1,2)
  p2 = point(6,10)
  put points using variables:
  ms = the milliseconds
  repeat with i = 1 to 5
a = p1[1]-p2[1]
b = p1[2]-p2[2]
dq = a*a + b*b
  end repeat
  put the milliseconds-ms

  v1 = vector(1,2,0)
  v2 = vector(6,10,0)
  put vectors:
  ms = the milliseconds
  repeat with i = 1 to 5
d = v1.distanceto(v2)
  end repeat
  put the milliseconds-ms


  put pts to vectors:
  ms = the milliseconds
  repeat with i = 1 to 5
v1 = vector(p1[1], p1[2], 0)
v2 = vector(p2[1], p2[2], 0)
d = v1.distanceto(v2)
  end repeat
  put the milliseconds-ms
end



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Re: lingo-l QT 7 issue? browser crash on reloading Shockwave

2006-03-10 Thread Rob Romanek
I'm on Win xp and have tried it in both IE and opera and the browser does 
not crash but the video does disappear on reload and I can't seem to get 
it back.


Rob

On Fri, 10 Mar 2006 10:59:05 -0500, Slava Paperno 
[EMAIL PROTECTED] wrote:



This can be tested at http://132.236.21.62/collt/QTTest.htm

Is this a known issue, and does that page indeed crash other people's 
browsers when Reloaded?


Thanks for any tips!

Slava



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Re: lingo-l Sprite(-5) stealing the show

2006-02-24 Thread Rob Romanek

Hey Irv,

the channel(6) syntax is correct since makescripted takes over the whole 
sprite channel, with the new DOM that's how you access it, sounds are 
accessed by _sound.channel(1) or just sound(1)


Rob

On Fri, 24 Feb 2006 10:41:18 -0800, Irv Kalb [EMAIL PROTECTED] wrote:


I'll bet that the problem is in the single line that you showed us:

channel(6).makeScriptedSprite(member(video.mpg)),point(499, 257))

The syntax for makeScriptedSprite is:

spriteChannelObjRef.makeScriptedSprite(memberObjRef, loc)

So, try replacing your line with:

sprite(6).makeScriptedSprite(member(video.mpg)),point(499, 257))

The word channel refers to a sound channel, so I'm guessing that your 
code is trying to go into sound channel 6 and trying to make it a 
scripted sprite - which fails miserably.


If that does't do it, show us the 5 lines of code in the handler in the 
parent script.


Irv


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Re: lingo-l GetPropertyDescriptionList runPropertyDialog

2006-01-28 Thread Rob Romanek

Hi Daniel,

I have written some code which works with Director's property inspector 
and will allow you to select the value of a property and then that 
selection will impact what else displayed in the PI. This will allow you 
to create some pretty complicated decision making scenerios as to what 
properties and values are stored by a behaviour, without getting into 
custom mui dialog box. You can download a barebones example at:


www.manibus.com/codeSamples/dynamicGpdl.zip

If you have any questions about it fire away.

hth,

Rob

On Sat, 28 Jan 2006 10:37:29 -0600, Daniel Villarreal 
[EMAIL PROTECTED] wrote:



Hi All,
I'm trying to create a behavior that allows the user to select a field
member from a dropdownlist. This member contains a property list that 
would

be used to generate a dropdown menu for the next selection in the
getPropertyDescriptionList dialog box. (this is for use at authoring time
only)


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Re: lingo-l Dynamically duplicating SWF in Director

2006-01-18 Thread Rob Romanek

Hey Alan

If you are using DMX 04 check out

channel(x).makescriptedSprite(memberRef, loc)

channel(x).removeScriptedSprite()

hth,

Rob

On Wed, 18 Jan 2006 16:31:20 -, Alan Skinner [EMAIL PROTECTED] 
wrote:




It seems I have to have some sprites on the stage already

I then download the swf, create a dynamic member and then I can switch
these sprites members to the new dynamic one, bit sucky I think!

Ive previously used flash and attachMovie to fully dynamically attach
the new sprite to the stage.

I take it that's not possible in director and I must use these *PUPPET*
sprites?

Cheers alan

-Original Message-
From: Valentin Schmidt [mailto:[EMAIL PROTECTED]
Sent: 18 January 2006 14:54
To: Lingo programming discussion list
Subject: Re: lingo-l Dynamically duplicating SWF in Director

hi alan,

you can duplicate an existing flash member either with

oldFlashMem.duplicate(newMemPosition)

or with

new(#flash, member(newMemPosition, newMemCastlibNameOrNum) ).media =
oldFlashMem.media

cheers,
valentin

Alan Skinner wrote:

I think I found it


tMember = new(#flash, castLib LibName)

-Original Message-
From: Alan Skinner
Sent: 18 January 2006 14:18
To: Lingo programming discussion list
Subject: RE: lingo-l Dynamically duplicating SWF in Director


Bit of background which I should have mentioned.
My XML file contains a list of buttons which I want to create on the
stage.
Each button (where button=flash object!) will call a specific callback



and perform some function.

Each button is actually some text and 2 inner buttons, the button name



and back/forward

Ie  colour 
   width 
Etc...

I was hoping I could just create my flash buttons using newObject or
something then I could position them on the stage somewhere. But I
don't think this is possible.

Do I have to draw them manually using lingo image stuff?


-Original Message-
From: Alan Skinner
Sent: 18 January 2006 14:10
To: Lingo programming discussion list
Subject: lingo-l Dynamically duplicating SWF in Director


Hi everybody.

I have a .swf clip that I want to be able to dynamically add to my
director scene.

I want to add as many as my .xml config specifies.

Is this possible?

If so how would this be done?

Cheers

alan


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Re: lingo-l Dynamically duplicating SWF in Director

2006-01-18 Thread Rob Romanek

Hey Alan

If you are using DMX 04 check out

channel(x).makescriptedSprite(memberRef, loc)

channel(x).removeScriptedSprite()

hth,

Rob

On Wed, 18 Jan 2006 16:31:20 -, Alan Skinner [EMAIL PROTECTED] 
wrote:




It seems I have to have some sprites on the stage already

I then download the swf, create a dynamic member and then I can switch
these sprites members to the new dynamic one, bit sucky I think!

Ive previously used flash and attachMovie to fully dynamically attach
the new sprite to the stage.

I take it that's not possible in director and I must use these *PUPPET*
sprites?

Cheers alan


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Re: lingo-l scriptInstanceList

2006-01-17 Thread Rob Romanek

Hey Michael,

I don't think that should be happening. You should still get a list, I 
just did a quick test to confirm on Win XP D10.1


Having a behaviour with no params gives me

-- [offspring test 1 3731674]

Any way you might be clearing out the scriptInstanceList via code? Even 
earlier on in another part of the score?


What if you put sprite(2).scriptList?

Rob

On Tue, 17 Jan 2006 09:53:09 -0500, Mendelsohn, Michael 
[EMAIL PROTECTED] wrote:



Hi list...

I'm running into an issue with scriptInstanceList.  Sprite(1) has a
behavior with some params, and sprite(2) has a behavior with no params.

Putting sprite(1).scriptInstanceList gives the expected array.
Putting sprite(2).scriptInstanceList gives [].

Why?

Thanks,
- Michael M.


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Re: lingo-l maintaining proportions

2006-01-16 Thread Rob Romanek

On Mon, 16 Jan 2006 10:27:44 -0800, Buzz Kettles [EMAIL PROTECTED] wrote:


At 5:06 PM +0100 1/16/06, you wrote:

On 16-jan-2006, at 16:34, Rob Romanek wrote:

Actually you don't need to use the syntax of float(1.1) above. Just 
use 1.1, any time you put a float into your operation the result will 
be a float value. Try it in the message window.


Hey, you're right! I'm pretty sure this used to be different in version 
??? (i've used dir for more time than I care to remember)

Never noticed it had changed.


it's always been this way - I've never used float - I just multiply by 
1.0


Me too. My guess is that the original posts use of float() appeared when 
doing division


put 3/2
--1
put 3/float(2)
--1.5000

and then just got incorporated into other math functions. But adding that 
good ol decimal place is enough to guarentee float results


put 3/2.0
--1.5000


Rob

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Re: lingo-l maintaining proportions

2006-01-16 Thread Rob Romanek
On Mon, 16 Jan 2006 21:27:35 +0100, Mark Hagers 
[EMAIL PROTECTED] wrote:



Sorry for the confusion.

Whew, what a great first posting to the Lingo-L list that was :-(



Hey I've lost track of the number of times I've posted confusing things.

Rob

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Re: lingo-l How multi threaded is Director/Lingo and mutexes..

2005-12-20 Thread Rob Romanek
If my memory serves me correctly timeouts are actually called in reverse 
order that they are in the timeout list. This makes sense in that if one 
of the processes called by the timeout has the timeout forget itself then 
it would be removed from the list and this would screw up the current 
position in the timeoutlist as it is being processed.


You should test this to confirm but I'm pretty sure that's how it works.

Rob


On Tue, 20 Dec 2005 11:10:10 -0500, Cole Tierney [EMAIL PROTECTED] wrote:


At 3:27 PM + 12/20/05, Alan Skinner wrote:


Does director run them off a single thread or might it possibly use
multiple threads to run them?


Just a hunch, but I think timeout objects are serviced sequentially.





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Re: lingo-l How multi threaded is Director/Lingo and mutexes..

2005-12-20 Thread Rob Romanek
Just to confirm that my memory was working correctly I tossed this little 
test together.


Create a parent script, called parent

--parent

property pId

on new me, aId
  pId = aId
  return me
end

on prepareFrame me
  put prepareFrame, pId, _system.milliseconds
end

on timedEvent me
  put timedEvent, pId, _system.milliseconds
end

---

then a movie script:

on timeTest
  p1 = script(parent).new(1)
  p2 = script(parent).new(2)

  _movie.timeout().new(p1,  10, #timedEvent, p1)
  _movie.timeout().new(p2,  10, #timedEvent, p2)
end




run it and the results I get are

-- timedEvent 2 11138493
-- timedEvent 1 11138496
-- prepareFrame 2 11138500
-- prepareFrame 1 11138504
-- timedEvent 2 11138512
-- timedEvent 1 11138516

if I reverse the order of creating the timeout objects to

  _movie.timeout().new(p2,  10, #timedEvent, p2)
  _movie.timeout().new(p1,  10, #timedEvent, p1)

then as the results become:


-- prepareFrame 1 11458783
-- prepareFrame 2 11458786
-- timedEvent 1 11458807
-- timedEvent 2 11458811
-- prepareFrame 1 11458816
-- prepareFrame 2 11458820
-- timedEvent 1 11458824
-- timedEvent 2 11458827

So yes the timeoutlist is called in reverse order.

Rob

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Re: lingo-l flickering button (was: a question)

2005-12-07 Thread Rob Romanek

Do you have different alpha thresholds for the 2 members?

Rob

On Wed, 7 Dec 2005 15:56:54 -0500, Kerry Thompson 
[EMAIL PROTECTED] wrote:





When ever I've had the flickering issue with a rollover, its
always been that the first castmember is slightly larger than
the second (or swapped castmember).


If that's not the problem, what else could cause it? I have the same
issue, but the idle and roll states are exactly the same size. They're
32-bit with an alpha. Could that have something to do with it?

Cordially,

Kerry Thompson



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Re: lingo-l just testing aliveness AGAIN

2005-10-05 Thread Rob Romanek

Hey Buzz,

I got both your tests. As a result I have determined that you are 
definitely alive.


Rob

On Tue, 4 Oct 2005 14:08:38 -0700, Buzz Kettles [EMAIL PROTECTED] wrote:

since I had never rcvd my other test, I signed up again  am verifying  
testing turnaround


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Re: lingo-l Help with LDMs

2005-08-10 Thread Rob Romanek

Ross,

Check out this link:

http://www.director-online.com/dougwiki/index.php/Linked_Director_Movies

There's a link there to my original, now very old but still useful, 
article. If you have questions keep proding me and I'll try to expand the 
information on the wiki. (Although I am about to head off on vacation for 
a week so don't expect too much in the very near future.


-Rob


On Wed, 10 Aug 2005 10:39:21 +0100, Ross Clutterbuck 
[EMAIL PROTECTED] wrote:



Greets to all

I'm after some help with LDMs. For some reason I've never really used 
them before and now I find myself having all manner of basic problems.


I've been trying to find some good resources on the web to help me with 
the basics of LDMs so I can get even the simplest of things to work but 
no joy. Anybody got any links?


The main problem I have is that the simplest of scripts go to the 
frame just doesn't seem to work! As soon as the script is encountered 
it seems as if the playback head just stops.


I've got enabled scripts turned on and other scripts I've used for 
trial - such as Fade In/Out - work fine if the the playback head runs 
freely across the score (so as a fudge I've used Lingo to loop over a 
couple of frames instead of looping inside the same one, but it's a bit 
messy).


I think before I can really start doing what I wanted to do with this 
LDM I need to learn more about them. ANy advice, tips, links and 
resources are much appreciated.


TIA
Ross

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Re: lingo-l fastest method for comparing values in two lists

2005-08-02 Thread Rob Romanek

Hey John,

Not sure if I'm understanding you correctly but...

list1 = [[#name:a], [#name:b]]
list2 = [[#name:b], [#name:c]]

tTest = [#name:b]

if list1.getOne(tTest) + list2.getOne(tTest) = 2 then
  put A match is found
end if

-Rob


On Tue, 2 Aug 2005 13:45:25 -0700, JOHN HART [EMAIL PROTECTED] wrote:


Hi, all,
D8.5.1 / XPPro

I'm looking for a fast way of comparing two string values in two lists.
Each list is a prop list wrapped inside a linear list.
The slow way is to step through each value in one list, comparing it
to values in the second list. But this is so slow, cumbersome, in
inelegant. Example:
  repeat with x in firstList
repeat with n in secondlist
  if the name of x = the name of n then
do stuff here...
exit repeat
  etc.

It would be sweet if I could tell ask the SecondList right off the
bat, do you have this value in your list? without using a repeat
loop, then compare it to the value in firstList.  I've tried getOne,
getPos, and getOutOfTown, but nothing works the way I expected on a
proplist inside a linear list. Must I remove each proplist one-by-one,
use getOne on the proplist, then continue on? Gads. That still
involves a repeat loop.




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Re: lingo-l fastest method for comparing values in two lists

2005-08-02 Thread Rob Romanek

Sorry that test statement is a bit off should be something like

if not(list1.getOne(tTest)) + not(list2.getOne(tTest)) = 0 then
  put Match

or some such thing, you get the idea anyway.

-Rob

On Tue, 02 Aug 2005 17:38:14 -0400, Rob Romanek [EMAIL PROTECTED] 
wrote:



Hey John,

Not sure if I'm understanding you correctly but...

list1 = [[#name:a], [#name:b]]
list2 = [[#name:b], [#name:c]]

tTest = [#name:b]

if list1.getOne(tTest) + list2.getOne(tTest) = 2 then
   put A match is found
end if


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Re: lingo-l menubar

2005-07-02 Thread Rob Romanek

On Sat, 2 Jul 2005 15:18:01 +0200, arjen [EMAIL PROTECTED] wrote:


thanks xavi,

but that's what i started with.
on osx it seems you have the choice between
1) no background, but with menubar
2) no menubar, but with background

i want to get rid of both.

so what i want is:
a fullscreen projector, that is partly transparent, showing the desktop, 
or any application behind it.



is that possible?
anyone?



I remember Tom Higgins posting an undocumented feature for the windows OS 
where you can set the blend for the window, it was at 
www.markme.com/thiggins which doesn't seem to want to connect for me now. 
I think you are out of luck on the Mac. You might try an xtra like 
scrnXtra (don't know if that is OSX compatible) which will give you a 
screen grab so you can fake it and put the grab into a member then in 
sprite 1.


-Rob


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Re: lingo-l StartMovie Problem

2005-05-19 Thread Rob Romanek
Did prepareMovie always exist? Deep in my memory I seem to remember only 
startMovie at some point. And I thought that preparemovie was introduced 
to get rid of some of these problems. It seems that the order of events is 
that sprites initialize themselves prior to startMovie. As a result you 
see the beginsprite handler fired prior to startMovie on sprites in frame 
1. PrepareMovie fires before anything else that's why it is good practice 
to put all your variable initialization here and not in startMovie. Then 
any beginsprite scripts can use those variables without choking.

Eliminating frame 1 would not be the cure since as I mentioned yesterday 
you get the same problem with intermovie navigation if you specifically 
jump to a frame other than 1. It all comes down to the sequence of events. 
As long as any dependancies in your beginsprite code have be set up in 
prepareMovie and not startMovie you should be okay

If you set up the movieevent traps in your timeout objects and follow the 
above rule I don't think you'll run into any problems with sprites on 
frame 1. Okay here is a possible problem scenario.

You have sprites on frame 1 that have beginsprite which manipulate some 
variable you set up in prepareMovie, but you startMovie handler has a 
go(someFrame) and because of that you thought frame 1 is skipped all 
together and won't affect your variable set in prepareMovie so you jump to 
someFrame only to find your variable to not be what you expected it to be.

I think it all boils down to planning.
But I have no idea about the inner workings in Director I can only make 
best guesses by observing what happens on the outside. (Boy this is 
amazingly similar to my previous career in biochemistry/cell biology where 
I used to poke cells with electrodes run some current, see what happened 
and made best guesses as to what was going on inside the cell)

-Rob
On Thu, 19 May 2005 08:41:30 -0400, Mentor, Kraig [EMAIL PROTECTED] wrote:
Since the problem was so deep, there was, at one time, discussion of
changing the score, so that frame one just didnt exist anymore on the
Director interface. It would just have been moved off to the left with
frame 2 becoming the new frame one.
K

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Re: lingo-l Syntax of lingo question

2005-05-19 Thread Rob Romanek
Yes this is MX2004 syntax. I would highly recommend the upgrade to MX2004. 
I was using 8.5 prior to this version, I dabled with MX but found it did 
not give me any significant features for the upgrade. However I personally 
find the changes to MX2004 well worth it. I very much like to use the new 
DOM (director object model) and my brain has slipped into that gear quite 
naturally.

So Colin, sorry that my posts tend to slip into that syntax first. I guess 
the problem is I'm not set in my ways.

-Rob
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Re: lingo-l StartMovie Problem

2005-05-19 Thread Rob Romanek
Hi Mauricio,
Thanks for that info. I never do put any sprites in frame 1 but have been 
burned by not remembering the event order during inter-movie navigation 
and I think that's what I ulitmately wanted to point out that it is not 
just a frame 1 issue but a _first_ frame issue and event order planning is 
important to sort that out.

I most definitely never have any xtra sprites sitting in frame 1 so I've 
never thought about the problem from the xtra point of view. Even with 
internavigation movies I don't think I ever navigate directly to a frame 
holding an xtra sprite, I assume that would cause the same kind of grief 
and an invisible frame 1 would not fix the issue in that case either.

-Rob
On Thu, 19 May 2005 14:17:30 -0300, Mauricio Piacentini 
[EMAIL PROTECTED] wrote:

You might be right if you consider only Lingo, but some of these subtle 
issues affect C++ code inside Xtras (3rd party or from Macromedia.) The 
internal MOA interface does not have a prepareMovie, the MOA 
sprite/asset events are the same since Director 5.  Xtra sprites are 
initialized in paused state when on frame 1, among other differences. I 
understand that a fix would potentially break existing content as well, 
so...

I don't think there is an easy way out for this issue, or MM would 
certainly have implemented it so far (having an invisible frame 1 on the 
score was a suggestion at some point in the past, but it could break 
stuff like score recording IIRC.) I remember discussing frame 1 issues 
with engineers since D5, and they are still around today. Nowadays I 
just assume everyone is aware of problems with content in frame 1 and 
start placing scripts and Xtra sprites on frame 2...

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Re: lingo-l StartMovie Problem

2005-05-18 Thread Rob Romanek
Well don't just restrict this to frame 1. As I mentioned in an earlier 
e-mail, and have now tested to confirm..

_movie.go(frameNum, movie)
will have the same results in the frame you are jumping to even if it 
isn't frame 1. It all comes down to order of events... so is this a bug or 
expected behaviour?

Maybe it should be termed The first frame anomaly
-Rob
On Wed, 18 May 2005 11:10:22 -0400, Mentor, Kraig [EMAIL PROTECTED] wrote:
There is a long standing, deeply embedded bug in Director that can cause
this when sprites are in frame one. It is affectionally referred to as
The Frame One Bug.
Kraig
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Re: lingo-l GPDL Multiple Selecection?

2005-03-17 Thread Rob Romanek
Hi Anthony,
Here is a solution for multiple selection in a GPDL. It requires that you 
work through the PI and not the dialog box but it should do the trick for 
you.

www.manibus.com/codeSamples/dynamicGpdl.zip
-Rob

On Thu, 17 Mar 2005 08:31:51 -0600, Anthony W. Fouts, Jr. 
[EMAIL PROTECTED] wrote:

I am working on a solution to create a mulitple selection within a GPDL?
For example:
/snip/
I realize the above code does not exactly work.  Also, the colors list in
the above is only an example.  The actually list might actually have 50 
or
more items to choose from.

Any thoughts?
Anthony
www.lifelinestudios.com

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Re: lingo-l sprite communication syntax?

2005-03-09 Thread Rob Romanek
Hi Anthony
In the handler being called include the following statement
put me
You will see that in the sendSprite approach me is a reference to the 
instance of the behaviour while in the sprite(x).call approach me is 
sprite(x). This can cause some confusion as to what the rest code is 
referencing. I used to use sprite(x).call on occasion but now avoid it 
completely.

-hth
Rob
On Wed, 9 Mar 2005 10:45:42 -0600, Anthony W. Fouts, Jr. 
[EMAIL PROTECTED] wrote:

I have been using the following syntax for quite some time for calling
methods in behaviors attached to sprites:
 -- sendsprite(spriteNum, #callSomeMethod, someParameter)
It occurred to me that I call methods in child objects stored in 
variables
using dot syntax .  So I tried the following to call a method in a 
behavior
attached to sprite:

 -- sprite(spriteNum).callSomeMethod(someParameter)
However it produced unexpected results.  How does the second differ from 
the
first?


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Re: lingo-l number of sprite channels.

2005-01-11 Thread Rob Romanek
On Tue, 11 Jan 2005 11:18:24 -0800, Thomas Higgins 
[EMAIL PROTECTED] wrote:


On the same subject can you create a sprite dynamically ...
There is score recording which is generally an author-time routine that 
you
can use that doesn't require place-holder sprites, during recording 
sessions
you can build your stage and sprites as needed and then when done, save 
your
file. Give that a look in the docs and let us know if you have any
questions.
Don't forget about that great little combo in DMX04
makeScriptedSprite and removeScriptedSprite
-Rob
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