Re: lingo-l beginSprite script

2002-05-13 Thread noelle cheng

Hi,

At 11:14 AM 5/10/2002 -0500, you wrote:

What other messages do you mean? When a movie stops playing (because of 
a quit or halt command), endSprite events on any sprites in the current 
frame will execute, after which a stopMovie event is generated. If there 
is a stopMovie handler defined, that will then run.

Messages like MouseUp. Could they be used in this context?

I don't know what you're asking here. :( Are you referring to whether 
mouseUp handlers can be written into behaviors?


Sorry, no,  I believe that  mouseUp handlers may be written into 
behaviors.  What I mean is that when a movie stops playing (because of a 
halt or quit command),  things like on mouseUp will also not execute? In 
fact every handler written subsequently will not execute except for 
endSprite events?




By the way, how do I define  a stopMovie handler?

In the same way you define any othe regular movie script handler, such as 
startMovie, or custom global scripts. You open a script window and do 
something like this:

   on stopMovie
 ALERT Quitting!
   END stopMovie


I opened a script window to do the above, and wrote the script. Could it be 
written as a channel 0 script? Anyway, the playhead head just went right 
past it without stopping.  Nothing appeared in the message window.  What is 
supposed to happen?

What is  the purpose of  using ‘alert’?




On page 221, it is written:

'However using a halt command  in a projector is not a good idea, because 
with versions prior to 8.5, halt did not call the stopMovie handler. This 
is very important to know  ,because you will often use stopMovie to save 
progress files, restore settings you have changed, and so on. '

I thought there was a save as command to do this?

That affects the faules in authortime only.


Sorry, but what do you mean?



  If you're using FileIO or setPref to keep track of a user's score (as an 
 example), you will want to save that on your own using custom handlers 
 you've written for doing so.


Why would you want to do that?


You also  mentioned  on page 220 that  quit  would not work in a 
Shockwave movie, so we shouldn't be using it?

Don't use it in Shockwave and expect it to work, no. It won't quit the 
browser; it will simply stop movie playback.


So what should be used?



That's why in that case it might make more sense to do a two-behavior 
approach. The volume button behavior would be the sending behavior; and 
to the QuickTime sprite you would attach another behavior that receives. 
That way you'd be less likely to get script errors.

This is still not object oriented  programming?

Yes, it is.

It is?


Actually  the purpose of OOP is to create objects and use them?

No, the purpose of OOP is to use objects' natural encapsulation ability to 
protect your program from being more crash-prone, and to (essentially) 
create mini-programs that, once oyu've put them all together, generate a 
meta-program.


Here I do not understand. What do you mean by object’s natural 
encapsulation ability?  Do you mean it is innate?




But why do we need to create objects? There is no other way?

Properly written object code is very stable, very robust. Parts of it can 
fail while the overall program continues to function. (Ideally none of it 
fails of course -- part of the object design is about error trapping and 
handling, and in fact a *lot* of the work an object does is nothing but 
looking for and squashing errors.) There are lots of non-PPO languages out 
there and you don't have to use OOP design to make Director programs 
either, but it is definitely the wave of the future.

How does an object look for and squash errors?

What are non-PPO languages?  Are you saying that the trend is  to  start 
using  OOP for Director programs?




What this is is abstraction. The more you abstract data from interface, 
the harder it is to break things.

How do I abstact data from interface?  Is this what you mean on page 226?

  So it becomes easier to use?




What is the difference between a behavior and a parent script?

Parent scripts instantiate into variables, in more or less the same way an 
Xtra operates; while behaviors are attached to sprites and therefore Score 
dependent. (In general!)


You mean you create parent scripts that create object code 
from  variables?  Is this no different then from a movie script?

When you write ‘in general’ do you mean that sometimes the reverse happens?

Yet you wrote  in another email that ‘ It's not the *only* way to do it -- 
some Xtras don't require instantiation, for instance -- but it's relatively 
common.’

I sorry, but what do you mean?


On page 390,

‘What’s more, the pizza shop is now truly scalable. …We’re not talking 
about a couple dozen pizzas here; in fact you could place thousands of 
orders here in a single application session for this program, and not run 
out of memory.’


How does the program not run out of memory? Is this because of the use 
of  variables?



I notice something . 

Re: lingo-l Three-behavior communication model

2002-05-13 Thread noelle cheng

Hi,

At 01:14 PM 5/9/2002 -0500, you wrote:



So here it is. This is another take on the volume button behavior for 
QuickTime audio. There are three behaviors here. One is attached to the 
volume button; one is attached to the target QuikckTime audio sprite(s); 
the third is a framescript behavior and goes into channel 0. This third 
behavior is the intermediary that prevents direct communication amongst 
behaviors and thus forestalls script error occurrences.


Need  the intermediary always  be a frame script?



As you can see this is relatively intricate, but it's got the distinct 
advantage of being pretty flexible. You can actually have as many QT 
sprites as you want in a frame,


How do I have as many QT sprites as I want in a frame?

Does not a frame contain only 1 sprite?  I am confused.


and you can change their channel numbers at will, and as long as the 
settings for the behaviors in the PI are correct, everything should work 
in a completely error-free way.

All you have to do once these behaviors are made is attach the QT one to 
your QT sprites, and name each one however you want to; then attach the 
volume one to the volume buttons, specifying the name of the QT sprite 
whose volume is to be adjusted (this would be the name you already gave to 
the QT sprite). Then put the channel 0 script into the frame script 
channel, hit play, and off you go.


May  I understand what you are writing in these scripts?



-- For the volume buttons

   PROPERTY pyMyDirection
   PROPERTY psTargetName

   on beginSprite me
 me.InitializeMyProps()
   END beginSprite


What is the purpose of  me.InitializeMyProps()?



   on mouseUp me
 if psTargetName = no_sprite then
   put No QT sprite has been set for behavior  (me.spriteNum)
   exit
 end if
 sendSprite ( 0, #AdjustVolume, pyMyDirection, psTargetName )
   END mouseUp

If there is no QT sprite, then where is No QT sprite has been set for 
behavior”  placed?

What is the meaning of sendSprite here?


   on InitializeMyProps me
 if voidP ( pyMyDirection) then
   pyMyDirection = #down
 end if
 if voidP ( psTargetName ) then
   psTargetName = no_sprite
 end if
   END InitializeMyProps


I presume this is  your custom behavior? Why did you initialize it in on 
beginSprite me?  The purpose of void is to prevent the use of a  sprite 
other than QT?




   on getPropertyDescriptionList me
 lProps = [:]
 lProps.addProp( #psTargetName, [#default: name, #format: #string,\
 #comment: Name of target sprite?] )
 lProps.addProp( #pyMyDirection, [#default: #down, #format: #symbol,\
 #comment: Adjust sound down or up? #range: \
 [#down, #up] ] )
 return lProps
   END getPropertyDescriptionList

-- For the QuickTime sprites

   PROPERTY psMyName

   on beginSprite me
 me.InitializeMyProps()
   END beginSprite

   on InitializeMyProps me
 if voidP ( psMyName ) then
   psMyName = no_sprite_  (me.spriteNum)
 end if
   END InitializeMyProps

Should there be two  here?

If the property is void, then the command doesn’t execute?

Would  the QT script  be classified as a  cast member script?


   on ReturnInfo me
 return psMyName  (me.spriteNum)
   END ReturnInfo

What is the purpose of on ReturnInfo me?You are calling it in the 
channel 0 script? Why?



   on AdjustQTVolume me, nIncrement
 if sprite(me.spriteNum).member.type  #quickTimeMedia then
   put Sprite  (me.spriteNum)  is not a QuickTime sprite.
   exit
 end if
 sprite(me.spriteNum).volume = \
   sprite(me.spriteNum).volume + nIncrement
   END AdjustQTVolume


Is this another test for the volume?

What is the meaning of Sprite  (me.spriteNum)  is not a QuickTime 
sprite? Is this stringing variables?



   on getPropertyDescriptionList me
 lProps = [:]
 lProps.addProp( #psMyName, [#default: name, #format: #string,\
 #comment: Name of this sprite?] )
 return lProps
   END getPropertyDescriptionList

-- For the channel 0 script

   PROPERTY plQTSpriteList

   on beginSprite me
 me.InitializeMyProps()
   END beginSprite

   on exitFrame me
 go the frame
   END exitFrame

   on InitializeMyProps me
 plQTSpriteList = [:]
 nAllSprites = the lastChannel
 repeat with nChannel = 1 to nAllSprites
   sReturn = sendSprite ( nChannel, #ReturnInfo )
   if voidP ( sReturn ) then
 next repeat
   else
 nAllWords = the number of words in sReturn
 nSpriteNum = value ( sReturn.word[nAllWords] )
 sSpriteName = sReturn.word[1..(nAllWords - 1 )]
 if sSpriteName  no_sprite_  nSpriteNum then
   plQTSpriteList.addProp ( sSpriteName, nSpriteNum )
 end if
   end if
 end repeat
   END InitializeMyProps


What is the meaning ofplQTSpriteList = [:]?

I do not understand. What are you doing here?


   on AdjustVolume me, yDirection, sTarget
 

lingo-l Globals in Shockwave movies

2002-05-13 Thread Jayp


If I have 2 sw movies on a webpage...
How can I click on one and make another one perform and action


Thanx
Jayp


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lingo-l converting text to list

2002-05-13 Thread Jim Skolmoski

--- you wrote---
I'm importing text from the web via getnettext to a field, the text comes
already formatted as property lists (or so I thought) it comes like this:

[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]

-

try this handler



on textToList whichMember
  myText = member(whichMember).text
  myLineNumber = myText.line.count
  myList = []
  repeat with i = 1 to myLineNumber
if myText.line[i]   then
  myList.add(value(myText.line[i]))
end if
  end repeat
  put myList
end

HTH
Jim
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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Kerry Thompson

 Hi,
 Can´t send MULTIPLY Key (num pad) to an application using buddy´s
 method baSendKeys().
 Any help is welcome
 
On Windows, the * has a value of 42 (decimal), and a key code of 66.
The keypad sends the ASCII 42 character. Have you tried baSendKeys ( *
) ?  You might also try baSendKeys (~8) (the tilda means shift to
Buddy).
Cordially,

Kerry Thompson
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Re: lingo-l Changing resolution

2002-05-13 Thread Colin Holgate

You know the resolution from the desktoprectlist. You would want to 
be sure that you resize the same monitor that the stage is going to 
appear on. Probably (the desktoprectlist)[1].

Are you sure that director can resize the desktop? It can change the 
colordepth, and no, you don't want to do that. Do it with your own 
Lingo, that way you can make a note of the original setting, and 
politely set it back.

I'm guessing that you mean 800/600/16 bit and not 800/600/16 colors? 
Some Mac video boards didn't do 16 bit (or 15 bit), they went 
straight from 256 colors up to millions, with nothing in between. If 
the intention is to make sure that there's a nice color range, why 
not first check if they're in millions, and if they are don't mess 
with the color at all. I mean, why lower the quality just for the 
sake of it?

Direct OS Xtra has a dosSetDisplay function that may do the 
resolution change. In general I think that resizing the desktop is an 
impolite thing to do, but I don't know anyone who would not allow 
that while playing Quake.


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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Carlos Lorenz

Kerry,

I´ve already tried to send * and ~8 but nothing happened. 

It seems the app only works with the real code of multiply key I mean whenever I press 
it from num pad it works.

Do you believe keys in Num Pad may have special codes that BUDDY can´t send?


Carlos
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lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Carlos Lorenz

Hi,
Can´t send MULTIPLY Key (num pad) to an application using buddy´s method 
baSendKeys().
Any help is welcome
Carlos
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lingo-l Changing resolution

2002-05-13 Thread Kerry Thompson

Hello all--

A client has asked me to automatically change the user's display to 800
x 600 x 16 for a game. The Mac is giving me pause.

It's pretty easy on Windows--I use Buddy to do all the checking, and
restore the original settings. Buddy doesn't have those calls on the
Mac, though. As far as I can tell, I can't even find out the current
resolution.

As far as I can tell, the only way to change resolution is through the
options when I'm building the projector. So, a couple questions:

- Is there another way, like Buddy on Windows?
- If I let Director change the resolution, does it reset it when it
exits?
- Generally, how do Mac users feel about a game resetting their
resolution? I know I'd blow my stack if a word processor did it, but I
think games are expected to behave differently.

Cordially,

Kerry Thompson
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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Kerry Thompson

 It seems the app only works with the real code of multiply key I mean
 whenever I press it from num pad it works.
 
 Do you believe keys in Num Pad may have special codes that BUDDY can´t
 send?
 
Quite possible. Mac or PC? On Windows, the key and the keycode are the
same for the * on the num pad and the regular keyboard.

What are you trying to do? There might be another way to do it.

Cordially,

Kerry Thompson
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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Carlos Lorenz

Alright that´s the idea:
I have this TV Tuner that accepts keyboard shortcuts to manage controls at GUI.
So I may issue a baSendKeys(3) and it´s the same as user have pressed key pad 3 to 
tune channel 3. This works fine but when it´s time to turn audio ON/OFF using MULTIPLY 
KEY in num pad (as GUI manual explains) i have no success :(

- Original Message -
From: Kerry Thompson [EMAIL PROTECTED]
Date: Mon, 13 May 2002 13:52:00 -0700 
To: [EMAIL PROTECTED]
Subject: RE: lingo-l HELP with BUDDY API anyone?


  It seems the app only works with the real code of multiply key I mean
  whenever I press it from num pad it works.
  
  Do you believe keys in Num Pad may have special codes that BUDDY can´t
  send?
  
 Quite possible. Mac or PC? On Windows, the key and the keycode are the
 same for the * on the num pad and the regular keyboard.
 
 What are you trying to do? There might be another way to do it.
 
 Cordially,
 
 Kerry Thompson
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RE: lingo-l manipulating Shockwave movies

2002-05-13 Thread Thomas Higgins

Or you can use the Multiuser Xtra to connect the two movies in a peer-to-peer format 
(no server needed, in fact no communication ever needs to leave the local machine for 
this to work) and then simply exchange messages as necessary.

Cheers,
Tom

 -Original Message-
 From: Kurt Griffin [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 13, 2002 10:58 AM
 To: [EMAIL PROTECTED]
 Subject: Re: lingo-l manipulating Shockwave movies
 
 
  If I have 2 sw movies on a webpage...
  How can I click on one and make another one perform and action
 
 Use setpref() in the frist movie, and getpref() in the second 
 movie, to
 write/read flags. The second movie would be periodically 
 checking a flag via
 getpref, either on a frame event, or a timeout object's callback.
 
 -Kurt
 
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Re: lingo-l converting text to list

2002-05-13 Thread Buzz Kettles

if member(2) = your field, you can get the value line by line ...

x = value(member(2).line[1])
put x
-- [#property: avalue, #property: 5, #property: anothervalue]
put ilk(x)
-- #propList

hth

-Buzz

At 4:24 PM + 5/13/02, you wrote:
Hi there,

I'm importing text from the web via getnettext to a field, the text comes
already formatted as property lists (or so I thought) it comes like this:

[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]

etc...

if I place the content of the field on a list

on startmovie

gData = []

gData = member(dataBin).text

end

the value of gData is a string

if I do value(gData)

gData = [#property (only the first bit within quotes)

if I turn gData to a list with textToList() with the itemdelimiter as RETURN
I get a linear list of strings

gData= [[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]
[#property:avalue, #property:5, #property:anothervalue]]



and if I try con convert those to lists with value() it happens as before..

I've tried with searchAndReplace() also but I don't seem to get it to work.


is there an easy way around it??


thank you.

Gonzalo.

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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Kerry Thompson

 Alright that´s the idea:
 I have this TV Tuner that accepts keyboard shortcuts to manage
 controls at GUI.
 So I may issue a baSendKeys(3) and it´s the same as user have
 pressed key pad 3 to tune channel 3. This works fine but when it´s
 time to turn audio ON/OFF using MULTIPLY KEY in num pad (as GUI manual
 explains) i have no success :(
 
Well, if it's Windows, the PC keyboard generates a numeric code that is
intercepted by the OS and turned into an ASCII character. If you get
down to the assembly level, you can intercept that interrupt, and I
suspect that's what the tuner is doing. It's generally considered Bad
Coding Practice, but that might be the only way they could tell the
difference between the * on the numeric keypad and the shift-8 *. If so,
you're scr... er, hosed unless you write an Xtra in C.

Cordially,

Kerry Thompson
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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Mark A. Boyd

At 14:11 13/05/2002, Carlos Lorenz wrote:
Alright that´s the idea:
I have this TV Tuner that accepts keyboard shortcuts to manage controls at 
GUI.
So I may issue a baSendKeys(3) and it´s the same as user have pressed 
key pad 3 to tune channel 3. This works fine but when it´s time to turn 
audio ON/OFF using MULTIPLY KEY in num pad (as GUI manual explains) i have 
no success :(

I have no idea if this works, but what if you include it in the curly 
brackets like for the Fkeys?

baSendKeys({*})

I typed that in the Message window, using the number pad * and it appeared 
as expected, but I don't know if your external app will see it as the same 
char as ~8.

Or maybe there's some way to use Buddy's virtual keys?

baSendKeys({vk_Multiply})
baSendKeys({106})

Just shootin' in the dark.


--
Mark A. Boyd
Keep-On-Learnin' :)

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Re: lingo-l Changing resolution

2002-05-13 Thread Mats Leidö

 - Generally, how do Mac users feel about a game resetting their
 resolution? I know I'd blow my stack if a word processor did it, but I
 think games are expected to behave differently.

In my humble experience, Mac users will mind very little if a game 
changes their resolution - no matter whether it is UT or Tetris - and 
also if your game zooms/scales to fill the entire screen. As long as 
it´s a fun game anyway... Many semi-large games on the Mac do the 
scaling thing in fullscreen mode - have a look at for example Wingnut 
or Deimos Rising. Sometimes there is a menu command for playing in a 
window, like in Caesar III, which would scale the stage back to 100% 
(normal) size, or for changing stage size afterwards.

((If you were to change the desktop size, which you apparently don´t 
intend to do, on the Mac there would mostly be some kind of message or 
dialog box before the game fills the screen, sometimes with a popup list 
choice of resolutions/color depths (eg. Wingnut), sometimes with an 
exit/quit button if they don´t want to change resolution for some 
reason. This is a scheme you might adapt for your stage scaling also))

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RE: lingo-l manipulating Shockwave movies

2002-05-13 Thread Jayp

Wow, how the hell u do that?
Jayp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Thomas Higgins
Sent: Monday, May 13, 2002 10:12 PM
To: '[EMAIL PROTECTED]'
Subject: RE: lingo-l manipulating Shockwave movies

Or you can use the Multiuser Xtra to connect the two movies in a
peer-to-peer format (no server needed, in fact no communication ever
needs to leave the local machine for this to work) and then simply
exchange messages as necessary.

Cheers,
Tom

 -Original Message-
 From: Kurt Griffin [mailto:[EMAIL PROTECTED]]
 Sent: Monday, May 13, 2002 10:58 AM
 To: [EMAIL PROTECTED]
 Subject: Re: lingo-l manipulating Shockwave movies
 
 
  If I have 2 sw movies on a webpage...
  How can I click on one and make another one perform and action
 
 Use setpref() in the frist movie, and getpref() in the second 
 movie, to
 write/read flags. The second movie would be periodically 
 checking a flag via
 getpref, either on a frame event, or a timeout object's callback.
 
 -Kurt
 
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 mode, go to http://www.penworks.com/lingo-l.cgi  To post 
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 email [EMAIL PROTECTED]). Lingo-L is for learning and 
 helping with programming Lingo.  Thanks!]
 
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RE: lingo-l HELP with BUDDY API anyone?

2002-05-13 Thread Carlos Lorenz

Kerry,

 the difference between the * on the numeric keypad and the shift-8 *. 

I guess you´re right these keys really have different codes in Windows and that´s
what´s going on: the application distinguishes both keys.
If I could only find a way of sending these codes with buddy api...
I know nothing about C++ to write an Xtra just to get this job done. Thank u anyway
Carlos
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RE: lingo-l manipulating Shockwave movies

2002-05-13 Thread Sean Wilson

 Wow, how the hell u do that?

Do you mean set/getPref, or using the MU xtra?

In either case, RTM is a good place to start ;)

waitForNetConnection(), connectToNetServer(), and setNetMessageHandler()
will be the first terms you'll want to come to grips with when using the
xtra. There are some examples floating around on MM's site, as well as:
http://www.multiuseru.com/community/

-Sean.

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lingo-l random text movie

2002-05-13 Thread :: v e r n x s ::

dear all, does anyone know how to convert/export an animation generated with 
lingo to quicktime/avi?

im trying to make some video footage with random text generated with lingo. 
is that possible?

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lingo-l member(myTextMember).html

2002-05-13 Thread Wingates

Long time no post. Back to Director after several months away.

I'm having issues with member(textmember).html. Director is dropping
portions of the html I'm sending in. Message Window excerpt:

str = GetHtmlContent()

put str
-- html
head/head
body bgcolor=#FF
a href=Novel - Buck's ObituaryFive years; iBoston Globe/i/a
/body
/html

member(myTextMember).html = str

put member(myTextMember).html
-- html
head
titleUntitled/title
/head
body bgcolor=#FF
font face=Tahoma size=4ia href=Novel - BuckBoston
Globe/a/font/body
/html

I don't mind Director adding the title and font tags, but I can't live
with it removing part of my a and body elements.

What am I missing?

Thanks,
Rob Wingate


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