Re: [swfmill] stdin & stdout
I haven't tried the asynchronous calls because the output is binary data (should be the same for you because the output is a swf file). Instead I've been using the process.StandardOutput.BaseStream to read the data, and there are only blocking read methods there. I think this is thread safe, but I may be wrong (and that may be why I can't ever get reliable results). I've searched for examples of how to handle this type of situation, but I haven't found anything good. Dan On 5/10/07, Killingbeck, Steve <[EMAIL PROTECTED]> wrote: > Dan, > > That is interesting... I haven't got stdout working, I am just passing a > new file name into the arguments of the processes, but using a separate > thread to do so makes sense??? :-) I will give that a try... > > I just batched 3025 pngs to swf with moviclips placed and named on the > stage etc... Took about 1 second per file which was real nice! > And this is starting a new process for each file, then letting it end... > (not optimal) but working for now... > > If I can get stdout working I could just create the process once and > pump files through real fast (stdin/stdout) > > Questions I have for you... is what your doing? Thread safe? > Have you tried the asynchronous method BeginOutputReadLine() > > I will let you know if I make any processes... > > Thanks for your insight! > > > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > On Behalf Of Dan Shryock > Sent: Thursday, May 10, 2007 11:58 AM > To: swfmill@osflash.org > Subject: Re: [swfmill] stdin & stdout > > Steve, > > I've recently been trying to use stdin and stdout from c# for piping > through ffmpeg, and I've had some luck as long as I use one thread for > feeding the stdin, and another thread for reading from stdout. It > works sometimes, but it doesn't seem reliable. When I don't use two > threads, I can't get it to work because it doesn't like when I push > too much or read more than is ready (I usually end up getting > deadlocks on the read from stdout at that point). I don't know if > this will help you, or if you have any ideas on why my situation isn't > working but I thought we might be able to help each other. > > Dan Shryock > > On 5/10/07, Killingbeck, Steve <[EMAIL PROTECTED]> wrote: > > Hi Ralf, > > > > I am trying to use swfmill with a c# .net 2.0 batch engine I wrote... > > > > And run it inside of a thread... I think I figured it now... the idea > is > > I just pass a new dynamic xml string to the stdin and it kicks out > files > > from one process till I am done looping thousands of times... > > > > Here is what I have so far, I got it to work (this is inside of a > > thread) > > I am still having trouble with stdout though... I think it's a c# / > .net > > issue now... I just have to figure the right way to work with > stdout... > > It would be nice if there were some stdin/stdout examples with various > > languages, I have searched the web... not much out there :( > > > > > > > > Process swfmill = new Process(); > > > > > > swfmill.StartInfo.FileName = "C:\\Documents and > > > Settings\\killins\\Desktop\\downloads\\swfmill\\swfmill-0.2.12-win32\\sw > > fmill.exe"; > > > > > > swfmill.StartInfo.Arguments = "-v simple stdin "+ > > DateTime.Now.TimeOfDay.Ticks + ".swf"; > > swfmill.StartInfo.UseShellExecute = false; > > swfmill.StartInfo.CreateNoWindow = true; > > swfmill.StartInfo.WindowStyle = > > ProcessWindowStyle.Hidden; > > swfmill.StartInfo.RedirectStandardInput = true; > > > > > > swfmill.Start(); > > > > string xmlString = " > encoding=\"iso-8859-1\" ?> > framerate=\"12\"> "; > > swfmill.StandardInput.WriteLine(xmlString); > > swfmill.StandardInput.Flush(); > > swfmill.StandardInput.Close(); > > > > > > > > > > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > > On Behalf Of Ralf Fuest > > Sent: Wednesday, May 09, 2007 4:10 PM > > To: swfmill@osflash.org > > Subject: Re: [swfmill] stdin & stdout > > > > Hello Steve, > > i just tried using stdin and stdout mode and it works. > > > > Whats your problem with it? Does it show any errors? > > > > Ralf > > > > >
Re: [swfmill] stdin & stdout
Steve, I've recently been trying to use stdin and stdout from c# for piping through ffmpeg, and I've had some luck as long as I use one thread for feeding the stdin, and another thread for reading from stdout. It works sometimes, but it doesn't seem reliable. When I don't use two threads, I can't get it to work because it doesn't like when I push too much or read more than is ready (I usually end up getting deadlocks on the read from stdout at that point). I don't know if this will help you, or if you have any ideas on why my situation isn't working but I thought we might be able to help each other. Dan Shryock On 5/10/07, Killingbeck, Steve <[EMAIL PROTECTED]> wrote: > Hi Ralf, > > I am trying to use swfmill with a c# .net 2.0 batch engine I wrote... > > And run it inside of a thread... I think I figured it now... the idea is > I just pass a new dynamic xml string to the stdin and it kicks out files > from one process till I am done looping thousands of times... > > Here is what I have so far, I got it to work (this is inside of a > thread) > I am still having trouble with stdout though... I think it's a c# / .net > issue now... I just have to figure the right way to work with stdout... > It would be nice if there were some stdin/stdout examples with various > languages, I have searched the web... not much out there :( > > > > Process swfmill = new Process(); > > > swfmill.StartInfo.FileName = "C:\\Documents and > Settings\\killins\\Desktop\\downloads\\swfmill\\swfmill-0.2.12-win32\\sw > fmill.exe"; > > > swfmill.StartInfo.Arguments = "-v simple stdin "+ > DateTime.Now.TimeOfDay.Ticks + ".swf"; > swfmill.StartInfo.UseShellExecute = false; > swfmill.StartInfo.CreateNoWindow = true; > swfmill.StartInfo.WindowStyle = > ProcessWindowStyle.Hidden; > swfmill.StartInfo.RedirectStandardInput = true; > > > swfmill.Start(); > > string xmlString = " encoding=\"iso-8859-1\" ?> framerate=\"12\"> "; > swfmill.StandardInput.WriteLine(xmlString); > swfmill.StandardInput.Flush(); > swfmill.StandardInput.Close(); > > > > > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > On Behalf Of Ralf Fuest > Sent: Wednesday, May 09, 2007 4:10 PM > To: swfmill@osflash.org > Subject: Re: [swfmill] stdin & stdout > > Hello Steve, > i just tried using stdin and stdout mode and it works. > > Whats your problem with it? Does it show any errors? > > Ralf > > > Has anyone used the stdin and stdout mode successfully? > > > > > > > > Such as: > > > > > > > > Swfmill simple stdin stdout > > > > > > > > Thanks!!! > > > > ___ > swfmill mailing list > swfmill@osflash.org > http://osflash.org/mailman/listinfo/swfmill_osflash.org > > > > ___ > swfmill mailing list > swfmill@osflash.org > http://osflash.org/mailman/listinfo/swfmill_osflash.org > ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] swfmill needs your help.
I am not attempting to get off topic here, but I just thought I would mention to those interested in an IDE based on swfmill and mtasc the existence of flashdevelop. I believe that it is open source, and written in c# (unfortunately not cross platform). It has integration for both the mtasc/swfmill combo as well as using the new Adobe command line tools for flex2 development. Dan Shryock On 1/9/07, Marc Reichelt <[EMAIL PROTECTED]> wrote: > Hi Dan, > > I'm using swfmill since around a year now, and I'm using it for two > projects. One that I do for university is nearly finished, and it's nice > to see how great the tools MTASC and swfmill work together. > The biggest job is done by MTASC here (I'm not using any complex > functions of swfmill right now, but big ActionScript 2.0 files), but as > I need some complex movie clips from other *.swf Files (which do only > work since 0.2.11.15 or so) I'm fixed to use the latest prereleases. > > The project does work with 0.2.11.22 as it should, no problems here. > > Finally, because I have a valid Flash MX license (yes, I really spent > money on it), I could create some *.swf files containing complex movie > clips and test if they can be imported by swfmill. > > > [...] > > So. I learned a lesson: Dont do open-source for the money. > > It took me a long time to create a senseful connection between open > source and money. The question I constantly asked myself was: > "How can projects like Apache, Linux, Mozilla etc. can be so much better > than proprietary products? The companies spent much more money on > proprietary products, so how can this be?" > > The final answer I found a few months ago was that my question was > wrong: The big open source projects earn much more money than > proprietary ones - the only difference here is that _many_ companies > (and private persons) spend a small amount of money and working time > (which is money!) on open source projects. Overall there is more money > spent on big open source projects. > > The conclusion is: Open Source projects work well if there is a big > community to support them. > > That means that swfmill has to be used more often in order to earn more > money with it. I don't think that there will be many donations more, but > at least if swfmill is used more often companies will realise that they > need additional functions, and they need a person that will implement > those functions for them. And who is better on swfmill: Is it a > programmer that has to spend much time to learn how swfmill works until > he can modify it, or is it you, Dan? ;) > > That's how open source and money work together. > > > * test the latest prerelease (0.2.11.22), and *report if it works*. As the > > useOutlines issue showed, my fear of introducing regressions is not > > completely psychological. I want to see at least about 5 reports of "i use > > swfmill in this-or-that-context, and 0.2.11.22 works flawless" before > > finally going 0.2.12. If you want to help more, start organizing the > > construction of an extended set of simple test cases for automatic > > regression tests. > > As I wrote above, 0.2.11.22 works fine here. > > > * swfmill needs documentation. there is a lot floating around, but it > > needs a loving hand of collecting and organizing it into something like a > > manual. Please, someone, step forward and take on this issue. It could be > > one weekend of work, but would make an incredible difference and you could > > be certain of the thanks of many a newbie. > > I'm interested in it, but right now I have to work hard in university. > What would be the best method for the documentation? A HTML page? I > would appreciate that one. :) > > > when and if swfmill gets a release and some better docs, it is back on the > > road to being a stable tool. is that in your interest? > > Yes, of course. Or what did you expect? ;) > I won't wait for the documentation to be done before the release of > 0.2.12 - just release it, the documentation will be done afterwards. > > I'm really interested in the idea of Brian who noticed that an IDE would > be useful. As you wrote, swfmill is really stable now - why not creating > an IDE (e.g. written in Java, which will be open-sourced in a few weeks) > that uses MTASC for ActionScript code and swfmill to glue all together? > I'm thinking of an IDE that looks like the official IDE by Adobe. > > That would have many advantages: > - There is an IDE for users who don't like commandline tools > - The community is getting bigger (bigger community =>
Re: [swfmill] Generating a SWF from a XML String
If you look at the command line options, there is an option that lets you send the data on the stdin stream for the process, which you should be able to use from most programming languages. Dan On 12/1/06, David Hassoun <[EMAIL PROTECTED]> wrote: > > > Is there a command to pass a xml string to swfMill instead of a pointer to a > XML flat file? I want to make an app that I can automatically feed swfmill > the xml to generate a swf from without having to write the xml to a file > first. > > Thanks. > > David. > > Access over 1 million songs - Yahoo! Music Unlimited. > ___ > swfmill mailing list > swfmill@osflash.org > http://osflash.org/mailman/listinfo/swfmill_osflash.org > > > ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] [help needed] release script for OSX universal binaries
Actually it looks like I am wrong, according to this page: http://developer.apple.com/documentation/MacOSX/Conceptual/universal_binary/universal_binary_compiling/chapter_2_section_7.html#//apple_ref/doc/uid/TP40002217-CH206-240191 you can specify two different arch flags to gcc 4.0 like the following: -arch ppc -arch i386 Sorry if I caused any confusion. Dan On 8/25/06, Dan Shryock <[EMAIL PROTECTED]> wrote: > > If I recall correctly, a universal binary isn't actually a single file, it is > multiple executable files stored in side of an app bundle under > Contents/MacOS/ and then referenced in the Contents/Info.plist. I think the > first place to look is at the format of Info.plist for app bundles, that > should tell you some info on what meta is needed to consider something a > universal binary. Oh, and if that is the case, it would almost be pointless > becase an app bundle is specifically for when an application has a gui, which > would mean there is no point for swfmill. Hope this helps. > > > Dan > > > > On 8/25/06, Mark Winterhalder <[EMAIL PROTECTED]> wrote: > > On 8/25/06, Steve Webster <[EMAIL PROTECTED]> wrote: > > > My new employer have blessed me with a new Intel MacBook Pro (dodgy, > > > explosive battery included free of charge) so I can take a look at > > > trying to get an intel build out. > > > > Our designer just had his MBP recalled from the vendor, for a new > > motherboard due to unspecified reasons. His battery isn't one of the > > affected ones, though. > > > > > As for how universal binaries are produced I have no idea; it can't > > > possibly be as simple as passing an extra --arch switch to gcc, as > > > suggested by the top few results in google. > > > > I tried your new employer's search engine (for once, normally I go > > with the market leader because I already know their search operators) > > and a link brought me here: > > < > > http://developer.apple.com/documentation/Porting/Conceptual/PortingUnix/compiling/chapter_4_section_3.html> > > > > Congrats for the new job! > > > > Mark > > > > ___ > > swfmill mailing list > > swfmill@osflash.org > > http://osflash.org/mailman/listinfo/swfmill_osflash.org > > > > ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] [help needed] release script for OSX universal binaries
If I recall correctly, a universal binary isn't actually a single file, it is multiple executable files stored in side of an app bundle under Contents/MacOS/ and then referenced in the Contents/Info.plist. I think the first place to look is at the format of Info.plist for app bundles, that should tell you some info on what meta is needed to consider something a universal binary. Oh, and if that is the case, it would almost be pointless becase an app bundle is specifically for when an application has a gui, which would mean there is no point for swfmill. Hope this helps. DanOn 8/25/06, Mark Winterhalder <[EMAIL PROTECTED]> wrote: On 8/25/06, Steve Webster <[EMAIL PROTECTED]> wrote:> My new employer have blessed me with a new Intel MacBook Pro (dodgy,> explosive battery included free of charge) so I can take a look at > trying to get an intel build out.Our designer just had his MBP recalled from the vendor, for a newmotherboard due to unspecified reasons. His battery isn't one of theaffected ones, though. > As for how universal binaries are produced I have no idea; it can't> possibly be as simple as passing an extra --arch switch to gcc, as> suggested by the top few results in google.I tried your new employer's search engine (for once, normally I go with the market leader because I already know their search operators)and a link brought me here:< http://developer.apple.com/documentation/Porting/Conceptual/PortingUnix/compiling/chapter_4_section_3.html>Congrats for the new job!Mark___swfmill mailing list swfmill@osflash.orghttp://osflash.org/mailman/listinfo/swfmill_osflash.org ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] Broken SWF file with complex vector graphics
Have you tried importing the svg directly through swfmill instead of processing it through the flash ide first? I've had pretty good luck with svg's saved from Inkscape, but all the svg's I've used are very simple line drawings of maps. Just thought I'd mention this as an option. Dan ShryockOn 5/5/06, Marc Reichelt <[EMAIL PROTECTED]> wrote: Hi @all!For my current big project with Flash I'm using MTASC and swfmill. I nowhave to add a symbol for a car to the flash film. However, if I'm usinga PNG-file, the image doesn't look very good if I rotate it. However, if I'm using a vector graphic, the car also looks good if Irotate it. So I downloaded a nice SVG file(http://openclipart.org/clipart//transportation/bmw_z_from_top_aubanel_.svg ),opened it with Inkscape, exported a large PNG file, imported it intoFlash and redrawed it as a vector graphic. I know that this way is veryawesome, bot the export as EPS from Inkscape and import in Flash MX didn't work.However, I now have a nice vector graphic for a car in my car.swf (seeattached file). But if I import it into swfmill with the command the following messages are returned by swfmill:WARNING: unknown fill style type 0x03WARNING: unknown fill style type 0x0Bbuf is nonzero in byteAlign() @1344WARNING: end of tag DefineShape3 is @1344, should be @24122 WARNING: (unsigned) value 16 is too big to be represented in 0 bits (max 1)WARNING: (unsigned) value 47 is too big to be represented in 0 bits (max 1)WARNING: (unsigned) value 48 is too big to be represented in 0 bits (max 1) Is there a hope that these errors will be fixed in near future?Currently I can work with a PNG file, but in the final release of myflash film I have to switch to vector graphics. :-)Thanks in advance / regards Marc Reichelt || http://www.marcreichelt.de/P.S.: If anybody wants the FLA file I can mail it to him (~ 400 kB).___ swfmill mailing listswfmill@osflash.orghttp://osflash.org/mailman/listinfo/swfmill_osflash.org ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] Possible on svg import and generated movieclip properties.
Regarding my previous email, I have looked into the xml decompile of two swfs. The one being the working shape exported by MMC, and the other being the conglomeration of states being imported from svg by swfmill. The only obvious differences in their decompile that I noticed was that swfmill is using the ShapeSetup tag with x and y coordinates to place the movie, and its rectangle reflects this (the transform coordinates for the PlaceObject2 tag are being set to 0,0). In the decompile from MMC, the SetupShape had no x and y properties, the rectangle started w/left and top at 0, and it used the PlaceObject2 tag's transform to move the clip on the x and y coordinates. I hope that this will be enough information for anyone to assist with this issue. Again, any insight on this issue would be greatly appreciated. Thanks. DanOn 12/19/05, Dan Shryock <[EMAIL PROTECTED]> wrote: I am using swfmill to import an svg into my swf, and everything is working perfectly, except some of the properties of the generated movie clips. I am importing a map of the United States, and each state is broken up into a separate group or path. When I check the properties of each state inside of the instance1 object, their width and height match the actual drawn width and height. But when I check the x and y properties, they always report at 0. This wouldn't be a huge issue, except that I am creating mouseovers which zoom each state outwards by adjusting the _xscale and _yscale, and when the zooming occurs, it appears to be including the offset from left and top in the zoom, meaning that each state moves down and to the right (and it gets excessively worse as I move to the eastern states). If the width reflected the offset, or the x and y were the offset, I could account for the difference and move it where it belongs. I have tried drawing some simple shapes in MMC, and their properties appear to work as I would expect. This leads me to believe that the issue occurs when swfmill imports the svg, and I was wondering if there would be any way to get this fixed, or suggestions to work around the issue. Any help is greatly appreciated. DanPS. swfmill is awesome, it made it possible to automate the generation of the map and actions for each state saving me many hours of work, thanks for all of the hard work! ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
[swfmill] Possible on svg import and generated movieclip properties.
I am using swfmill to import an svg into my swf, and everything is working perfectly, except some of the properties of the generated movie clips. I am importing a map of the United States, and each state is broken up into a separate group or path. When I check the properties of each state inside of the instance1 object, their width and height match the actual drawn width and height. But when I check the x and y properties, they always report at 0. This wouldn't be a huge issue, except that I am creating mouseovers which zoom each state outwards by adjusting the _xscale and _yscale, and when the zooming occurs, it appears to be including the offset from left and top in the zoom, meaning that each state moves down and to the right (and it gets excessively worse as I move to the eastern states). If the width reflected the offset, or the x and y were the offset, I could account for the difference and move it where it belongs. I have tried drawing some simple shapes in MMC, and their properties appear to work as I would expect. This leads me to believe that the issue occurs when swfmill imports the svg, and I was wondering if there would be any way to get this fixed, or suggestions to work around the issue. Any help is greatly appreciated. DanPS. swfmill is awesome, it made it possible to automate the generation of the map and actions for each state saving me many hours of work, thanks for all of the hard work! ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] Importing SVG
Cool, thanks for the info.On 12/16/05, Mark Winterhalder <[EMAIL PROTECTED]> wrote: On 12/16/05, Dan Shryock <[EMAIL PROTECTED]> wrote:> I was just wondering if anyone had any functional examples of importing svg> that I could get my hands on. I'm trying to get this working, and I think > I'd have much better luck if I had a working starting point. Thanksit works like any other format, . justkeep in mind that it's experimental, so there may well be problems with the SVG you were trying to import. afaik, curves can beproblematic, gradients aren't possible and inkscape SVGs tend to workbest.http://inkscape.org/if it's successful, the SVG's structure will be represented in a movieclip structure, where groups in the SVG are the movieclips. ifthe groups have a name property, that will be the clip's instancename.again, it's experimental, so experiment a bit :)mark --http://snafoo.org/jabber: [EMAIL PROTECTED]___swfmill mailing list swfmill@osflash.orghttp://osflash.org/mailman/listinfo/swfmill_osflash.org ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
[swfmill] File path separator on windows
Does anybody know if swfmill generally prefers '/' over '\' when on windows, or is this only related to svg importing. The reason that I ask is because Simon Wacker's ant tasks seem to generate paths with '\' as the separator, and this works fine for png, etc, but not for svg. But the png importing also works with '/' and if this is the intended way for all paths to work, I will make a suggestion to Simon to make the paths always use the '/' separator to avoid issues like this in the future. Thanks. Dan ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
Re: [swfmill] Importing SVG
Thanks, I'll check into thatOn 12/16/05, erixtekila <[EMAIL PROTECTED]> wrote: I'm not sure there is a tutorial aanywhere.BTW, you get an overview by looking at the source which is XSLT files.You'll see how the transformations goes behind the scene.HTHLe 16 déc. 05, à 18:33, Dan Shryock a écrit : > I was just wondering if anyone had any functional examples of> importing svg that I could get my hands on. I'm trying to get this> working, and I think I'd have much better luck if I had a working > starting point. Thanks>> Dan> ___> swfmill mailing list> swfmill@osflash.org> http://osflash.org/mailman/listinfo/swfmill_osflash.org>---erixtekilahttp://blog.v-i-a.net/___ swfmill mailing listswfmill@osflash.orghttp://osflash.org/mailman/listinfo/swfmill_osflash.org ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org
[swfmill] Importing SVG
I was just wondering if anyone had any functional examples of importing svg that I could get my hands on. I'm trying to get this working, and I think I'd have much better luck if I had a working starting point. Thanks Dan ___ swfmill mailing list swfmill@osflash.org http://osflash.org/mailman/listinfo/swfmill_osflash.org