Re: lingo-l baVersion( os )

2003-06-24 Thread Mark A. Boyd
At 10:44 2003-06-23, Liz wrote:
Hi,

I'm using the code below, but on a win ME machine its detecting Win 98.
Any ideas on what I'm doing wrong or why its doing that.
Hmm. It returns WinME as expected on my ME machine. You might want to use 
baVersion(Windows) as Luke suggested or even Lingo's (the 
environment).osVersion.

BTW, what will your program do if somebody runs it in a few years on 
Windows ZZZ or Windows 2005 or whatever the current OS is at the time? You 
might want an otherwise clause in there.



--
Mark A. Boyd
Keep-On-Learnin' :)
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lingo-l [OT] UK Kiosks

2003-06-24 Thread Ben Wakeford
Hi all - sorry for the slightly OT, but does anyone have an experience with
producing Director presentations for kiosks? Where's the best place to buy
(UK based), any common pitfalls, average costs etc.

It's my first kiosk-based project, and we need to supply the unit itself. It
also needs to be pretty secure as it's in a public place (hospital), and
ideally have an in-built printer.

I'm currently at the mercy of salesmen, so any experience/advice would be
hugely appreciated.

Many thanks

Ben


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Re: lingo-l [OT] UK Kiosks

2003-06-24 Thread Colin Holgate
There are at least three techniques for touch screens, resistive, 
capacitive, and surface acoustic wave. Some screens that use 
resistive or capacitive may have a layer that reduces the visibility 
of the image, or may not have a nice feel to them. Surface acoustic 
wave doesn't affect the image, and is high resolution, and that's 
what we would choose to use, even if it costs a bit more.

In the US we would all go to Elo Touch Systems for our screens. I 
can't easily see if they have a UK distributor.

By the way, touch screens can come with either serial or USB 
controllers. You might want to get a USB controller, in case you're 
using a computer that doesn't have the right kind of serial adapter. 
Once you have it installed, Director will think that it's just the 
normal mouse. Remember too that you can't do things like rollovers, 
etc, each touch is like a mousedown.

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Re: lingo-l [OT] UK Kiosks

2003-06-24 Thread Howdy-Tzi
On Tuesday, Jun 24, 2003, at 10:45 America/Chicago, Ben Wakeford wrote:

Hi all - sorry for the slightly OT, but does anyone have an experience 
with
producing Director presentations for kiosks? Where's the best place to 
buy
(UK based), any common pitfalls, average costs etc.
The Elo touchscreen monitors are pretty decent. I'd recommend using an 
LCD rather than a phosphor display, because LCDs don't have the burn-in 
problems and in my experience run cooler.

Do NOT let anyone sell you a Windows box. Use a Mac for your CPU. It'll 
be a heck of a lot more reliable. Virtually every problem I've ever had 
with kiosk installs is in dealing with stupid Windows crashes. (The 
client wanted Windows, it's cheaper, bla bla bla, ignoring the real 
costs of downtime when the systems would fold up for hours on end.)

*Always* make sure your CPU enclosure has superb ventilation. A few 
holes drilled in the sides do not suffice; you've got to have a couple 
fans in there to force air around.

As for UI on the kiosk display, remember most users won't have time to 
learn or memorize the display controls. Make all the choices very 
simple, have a very large home button that essentially resets the 
display so when one person wanders off the next doesn't have to figure 
out how to start over again, and always make your buttons obviously 
buttons. Give them a raised or 3D look. Also keep the choices brief. 
Don't present the user with 15 buttons on one page. That's too many. 
Try to keep it less than 5.

Beware of parallax. The screen glass itself is pretty thick, which 
means that buttons that are relatively short in height might be very 
hard to hit accurately with a finger. Make 'em tall, ideally more or 
less square or circular.

Test, test, test. Bring in chuckleheads from off the street who've 
never seen the display before and pay 'em a few bucks (or quid) to mess 
around for a while. See where they get lost or where they seem to be 
unable to understand what's going on with the program. End users will 
behave in exactly the same fashion with the kiosk. I don't mean focus 
group here -- focus groups rarely yield useful advice (look at the 
improvements made with MS Word over the years if you don't believe 
that) -- but do pay attention to how they respond and, if you need to 
rehack the UI based on their failures to comprehend it, do it.

Warren Ockrassa | President,  nightwares LLC  [EMAIL PROTECTED]
 nightwares LLC | Consulting  Programming http://www.nightwares.com/
  Developer | Structor, a presentation development/programming tool
  Info and demo | http://www.nightwares.com/structor/
 Author | Director 8.5 Shockwave Studio: A Beginner's Guide
Chapter samples | http://www.nightwares.com/director_beginners_guide/
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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hi, kerry
yes, i don´t have placeholders, but the problem affects sprites on 
different channels, i mean, i´m looping on frame 1 and creating sprites 
from channel 2 to 41. if i try to change the parameter on sprite 10 , for 
instance, on frame 1, all sprites from 2 to 41 change as well. actually, i 
can use place holders on this project, but that´s weird.it doesn´t work.
thanks kerry
regards,
q
btw, zero pixel bitmap? is it possible?

At 16:08 24/6/2003 -0400, you wrote:
 hi, folks
 it seems i´m going around in circles, so here it is: i´m
 creating sprites
 on the fly, then adding a script to them using the
 scriptInstanceList;
 that´s ok, it works. the problem comes when i try to change a
 parameter
 inside that script in only a specific sprite, because all the
 sprites have
 their parameters changed.
I'm guessing you don't have placeholder sprites. This sounds like a
known issue with sprites created on the fly without placeholders.
The issue is actually that fiddling with the scriptInstanceList affects
the whole sprite channel--locks it up so other scriptInstanceList
changes don't take.
The fix is to use placeholder sprites. It only takes a minute to create
a zero-pixel bitmap and fill 500 channels with it.
Cordially,

Kerry Thompson

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Re: lingo-l scriptInstanceList

2003-06-24 Thread Evan Adelman
check out the movie at 
http://www.evanadelman.com/puppetTest/puppetTest.dir - do you experience 
the similar problem w/ that movie. it's ok on my win2k, d8.5

Quixadá wrote:

hi, folks
it seems i´m going around in circles, so here it is: i´m creating 
sprites on the fly, then adding a script to them using the 
scriptInstanceList; that´s ok, it works. the problem comes when i try 
to change a parameter inside that script in only a specific sprite, 
because all the sprites have their parameters changed.

here´s the handle that changes it:

sendSprite(pProxima,#revert,1)

and here´s the handler that´s on the script added on the fly to 
several sprites:

on revert me,a
  pChave = a
end
pProxima is a parameter that changes the number of the sprite to be 
changed (because they have to be altered based on time), and it 
doesn´t matter, because if i change this parameter for a number, say 
2, the effect is the same: not only sprite 2 pChave is changed. the 
result is that pChave is changed to 1 on every sprite created on the 
fly, no matter what. it only doesn´t happen on sprite 1, because it 
was not created on the fly: the pChave parameter on it remains 0. i 
tried something like

on revert me,a
  sprite(the currentSpriteNum).scriptInstanceList[1].pChave = a
end
but same results.
i think i don´t need to put the entire behaviors here, because it´s 
all about how on-the-fly scripts deal with sendsprite messages.

win xp, d 8.5.1

thanks,
q
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--

_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

*m u t a n t
m e d i a*   /solutions for success
//
//
/ *Evan Adelman* | 917.916.7378 | 598 Broadway  NY NY 10012
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] | www.mutantmedia.com
http://www.mutantmedia.com
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RE: lingo-l scriptInstanceList

2003-06-24 Thread Kerry Thompson
 Kerry I think the problem you are describing is if you create 
 a sprite on the fly in 
 channel 2 frame 5, lets say, and then jump to fram 500 where 
 a score created 
 sprite exists, the script instancelist applied in frame 5 
 mucks up the score one in 
 frame 500. Let me know if I'm wrong.

Nope, Rob, you're right. That's exactly what I was referring to.

I'd like to see Qixada's code too.

Cordially,

Kerry Thompson

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Re: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hi, rob
yes, you´re right, that´s exactly my problem. i´ve made a simple dir just 
to show what´s happening. here are the scripts:

movie script
--##
on startMovie
  repeat with i = 1 to 3
puppetSprite i,TRUE
sprite(i).member = member 1 of castLib 1
sprite(i).loc = point(400 + random(70),300 + random(70))
sprite(i).scriptInstanceList.add(script(zoom))
sendAllSprites(#change,1)
updateStage
  end repeat
end
--##
the script attached to the sprites, named zoom
--##
property pTest
on beginSprite me
  pTest = 1
end
on change me,a
  pTest = a
end
on findout
  put pTest
end
--##
just create a bitmap on cast member 1 of castlib 1, and if you like put it 
on channel 4, upper left corner (doesn´t matter where) and assign the 
script above. it´ll show you how a sprite that was not created on the fly 
behaves. use sendSprite(anynumberfrom1to4,#change,anyparameteryouwant) on 
the message window to test. if you type sendSprite(2,#change,10) and hit 
enter, and then type sendSprite(3,#findout), you´ll see that sprite 3 pTest 
has changed and are equal to 10, and it shouldn´t, because i´ve sent a 
message to sprite 2 only. all sprites have changed, except sprite 4, that 
was not created on the fly.

thanks and regards,
q
At 16:42 24/6/2003 -0400, you wrote:
Hi,

Kerry suggested one possibility but I think I'm reading your problem a little
differently. You have a bunch of sprites lets say 1 to 10 which are all 
created on
the fly sending a message to one of them affects them all right?

Kerry I think the problem you are describing is if you create a sprite on 
the fly in
channel 2 frame 5, lets say, and then jump to fram 500 where a score created
sprite exists, the script instancelist applied in frame 5 mucks up the 
score one in
frame 500. Let me know if I'm wrong.

Anyway I think the problem Quixada is having stems from how the behaviours 
are
attached to the sprite on the fly. Sounds to me like each sprite is not 
getting a
unique instance of the behaviour but rather pointers to the same instance.

Quixada if you can post some of your code you use to attach the behaviours 
that
may help us solve the problem.

-Rob

24/06/2003 3:42:56 PM, Quixadá [EMAIL PROTECTED] wrote:

hi, folks

that´s ok, it works. the problem comes when i try to change a parameter
inside that script in only a specific sprite, because all the sprites have
their parameters changed.

but same results.
i think i don´t need to put the entire behaviors here, because it´s all
about how on-the-fly scripts deal with sendsprite messages.

win xp, d 8.5.1

thanks,
q


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RE: lingo-l scriptInstanceList

2003-06-24 Thread Kerry Thompson
 q btw, zero pixel bitmap? 
 is it possible?

Possible. Easy. New cast member. Open the paint window. Give the cast
member a name. Close the paint window. Check the PI. Width 0. Height 0.

Just for the fish, I put my placeholders offstage, too.

Cordially,

Kerry Thompson

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RE: lingo-l scriptInstanceList

2003-06-24 Thread Kerry Thompson
 hi, rob
 yes, you´re right, that´s exactly my problem. i´ve made a 
 simple dir just 
 to show what´s happening. here are the scripts:
 
 movie script
 --##
 on startMovie
repeat with i = 1 to 3
  puppetSprite i,TRUE
  sprite(i).member = member 1 of castLib 1
  sprite(i).loc = point(400 + random(70),300 + random(70))
  sprite(i).scriptInstanceList.add(script(zoom))
  sendAllSprites(#change,1)
  updateStage
end repeat
 end
 --##

Try adding an on new me handler to your script, and have it return me.
Then try creating an instance first, then adding it.

newInstance = script(zoom).new()
Sprite(i).scriptInstanceList.add(newInstance)

Cordially,

Kerry Thompson

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Re: lingo-l scriptInstanceList

2003-06-24 Thread Howdy-Tzi
On Tuesday, Jun 24, 2003, at 16:11 America/Chicago, Quixadá wrote:

hi, rob
yes, you´re right, that´s exactly my problem. i´ve made a simple dir 
just to show what´s happening. here are the scripts:
The very first thing you should do is put the sendAllSprites call 
*outside* of your repeat loop.

Try this.

on startMovie
  repeat with i = 1 to 3
puppetSprite i,TRUE
sprite(i).member = member 1 of castLib 1
sprite(i).loc = point(400 + random(70),300 + random(70))
sprite(i).scriptInstanceList.add(script(zoom))
  end repeat
  updateStage
  sendAllSprites(#change,1)
end
Warren Ockrassa | President,  nightwares LLC  [EMAIL PROTECTED]
 nightwares LLC | Consulting  Programming http://www.nightwares.com/
  Developer | Structor, a presentation development/programming tool
  Info and demo | http://www.nightwares.com/structor/
 Author | Director 8.5 Shockwave Studio: A Beginner's Guide
Chapter samples | http://www.nightwares.com/director_beginners_guide/
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Re: lingo-l scriptInstanceList

2003-06-24 Thread Evan Adelman
ok, so my movie, while needs much explaining on it's own, shows a method 
of puppeting a sprite, then adding an instance of a script directly 
after. in short, you just need to do something like...

y = new(script zoom)
sprite(i).scriptInstanceList.add(y)
Cheers,
Evan
Quixadá wrote:
hi, rob
yes, you´re right, that´s exactly my problem. i´ve made a simple dir 
just to show what´s happening. here are the scripts:

movie script
--##
on startMovie
  repeat with i = 1 to 3
puppetSprite i,TRUE
sprite(i).member = member 1 of castLib 1
sprite(i).loc = point(400 + random(70),300 + random(70))
sprite(i).scriptInstanceList.add(script(zoom))
sendAllSprites(#change,1)
updateStage
  end repeat
end
--##
the script attached to the sprites, named zoom
--##
property pTest
on beginSprite me
  pTest = 1
end
on change me,a
  pTest = a
end
on findout
  put pTest
end
--##
just create a bitmap on cast member 1 of castlib 1, and if you like put 
it on channel 4, upper left corner (doesn´t matter where) and assign the 
script above. it´ll show you how a sprite that was not created on the 
fly behaves. use 
sendSprite(anynumberfrom1to4,#change,anyparameteryouwant) on the message 
window to test. if you type sendSprite(2,#change,10) and hit enter, and 
then type sendSprite(3,#findout), you´ll see that sprite 3 pTest has 
changed and are equal to 10, and it shouldn´t, because i´ve sent a 
message to sprite 2 only. all sprites have changed, except sprite 4, 
that was not created on the fly.

thanks and regards,
q
At 16:42 24/6/2003 -0400, you wrote:

Hi,

Kerry suggested one possibility but I think I'm reading your problem a 
little
differently. You have a bunch of sprites lets say 1 to 10 which are 
all created on
the fly sending a message to one of them affects them all right?

Kerry I think the problem you are describing is if you create a sprite 
on the fly in
channel 2 frame 5, lets say, and then jump to fram 500 where a score 
created
sprite exists, the script instancelist applied in frame 5 mucks up the 
score one in
frame 500. Let me know if I'm wrong.

Anyway I think the problem Quixada is having stems from how the 
behaviours are
attached to the sprite on the fly. Sounds to me like each sprite is 
not getting a
unique instance of the behaviour but rather pointers to the same 
instance.

Quixada if you can post some of your code you use to attach the 
behaviours that
may help us solve the problem.

-Rob

24/06/2003 3:42:56 PM, Quixadá [EMAIL PROTECTED] wrote:

hi, folks

that´s ok, it works. the problem comes when i try to change a parameter
inside that script in only a specific sprite, because all the sprites 
have
their parameters changed.

but same results.
i think i don´t need to put the entire behaviors here, because it´s all
about how on-the-fly scripts deal with sendsprite messages.

win xp, d 8.5.1

thanks,
q



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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hey, did i ever tell you guys how much i love this list?! :^))
thanks, kerry, that solved my problem!
big hugs,
q
At 17:22 24/6/2003 -0400, you wrote:
 hi, rob
 yes, you´re right, that´s exactly my problem. i´ve made a
 simple dir just
 to show what´s happening. here are the scripts:

 movie script
 --##
 on startMovie
repeat with i = 1 to 3
  puppetSprite i,TRUE
  sprite(i).member = member 1 of castLib 1
  sprite(i).loc = point(400 + random(70),300 + random(70))
  sprite(i).scriptInstanceList.add(script(zoom))
  sendAllSprites(#change,1)
  updateStage
end repeat
 end
 --##
Try adding an on new me handler to your script, and have it return me.
Then try creating an instance first, then adding it.
newInstance = script(zoom).new()
Sprite(i).scriptInstanceList.add(newInstance)
Cordially,

Kerry Thompson

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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
living and learning! :^)
q
At 17:14 24/6/2003 -0400, you wrote:
 q btw, zero pixel bitmap?
 is it possible?
Possible. Easy. New cast member. Open the paint window. Give the cast
member a name. Close the paint window. Check the PI. Width 0. Height 0.
Just for the fish, I put my placeholders offstage, too.

Cordially,

Kerry Thompson

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http://www.penworks.com/lingo-l.cgi  To post messages to the list, email 
[EMAIL PROTECTED]  (Problems, email [EMAIL PROTECTED]). Lingo-L 
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RE: lingo-l baVersion( os )

2003-06-24 Thread Liz
Hi,

I'm officially confounded.  I tried the code supplied by Luke it detects
winME.  I put exactly the same code in my application and it detects
win98 every time.   I tried both baVersion(windows) and baVersion
(os) with the same results. Have I entered the dark zone or is there
something that could be causing this?  

I would try (the environment).osVersion, but frankly I don't know how to
use it.  I will have to look it up somewhere.

My application is a CD that is time specific i.e. it gets replaced every
semester.  However you are right I should be checking for other OS's.

Thanks
Liz



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:lingo-l-
 [EMAIL PROTECTED] On Behalf Of Mark A. Boyd
 Sent: Tuesday, June 24, 2003 6:46 AM
 To: [EMAIL PROTECTED]
 Subject: Re: lingo-l baVersion( os )
 
 At 10:44 2003-06-23, Liz wrote:
 Hi,
 
 I'm using the code below, but on a win ME machine its detecting Win
98.
 Any ideas on what I'm doing wrong or why its doing that.
 
 Hmm. It returns WinME as expected on my ME machine. You might want
to
 use
 baVersion(Windows) as Luke suggested or even Lingo's (the
 environment).osVersion.
 
 BTW, what will your program do if somebody runs it in a few years on
 Windows ZZZ or Windows 2005 or whatever the current OS is at the time?
You
 might want an otherwise clause in there.
 
 
 
 
 --
 Mark A. Boyd
 Keep-On-Learnin' :)
 
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lingo-l Regex xtra osx?

2003-06-24 Thread g schafer
Where's the regular expressions xtra again, and is it osx?

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Re: lingo-l Regex xtra osx?

2003-06-24 Thread 2702NET
On Tuesday, Jun 24, 2003, at 20:47 US/Eastern, g schafer wrote:

Where's the regular expressions xtra again,
http://openxtras.org/pregex/

 and is it osx?
Yes

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Re: lingo-l Regex xtra osx?

2003-06-24 Thread Daniel Plaenitz
At 20:47 24.06.2003 -0400, you wrote:
Where's the regular expressions xtra again,
http://openxtras.org/

usually gretchen knows the answer to those questions at

http://www.updatestage.com/products_table.html

regards
daniel plaenitz
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Re: lingo-l Regex xtra osx?

2003-06-24 Thread 2702NET
BTW, the 'Table O' Products' maintained by Gretchen Macdowall is a 
great place to check for Xtras.

Find it here:

http://www.updatestage.com/products_table.html

On Tuesday, Jun 24, 2003, at 20:47 US/Eastern, g schafer wrote:

Where's the regular expressions xtra again, and is it osx?

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