Sorry, forgot that was Mac.
I haven't used Windows much lately. Is there no way to run Java 1.6 for
FB on Windows any more?
-Alex
On 10/6/16, 5:27 PM, "Nemi" wrote:
>Thank you, but that is guide for Mac(?) I wonder how to do it on Windows 7
>64bit.
>From my previous experience, I remember hav
Thank you, but that is guide for Mac(?) I wonder how to do it on Windows 7
64bit.
>From my previous experience, I remember having issues when having multiple
installed 32 vs 64bit Java versions.
--
View this message in context:
http://apache-flex-users.246.n4.nabble.com/How-to-set-Flash-Bu
See
http://blogs.adobe.com/flashplayer/2016/09/running-adobe-flash-builder-on-m
ac-with-java-78.html
I haven't tried it myself.
-Alex
On 10/6/16, 2:42 PM, "Nemi" wrote:
>I want to setup FB 4.7 to use latest Java.
>
>Has anyone done that? Is it ok just to set other JRE in Preferences as
>defau
I want to setup FB 4.7 to use latest Java.
Has anyone done that? Is it ok just to set other JRE in Preferences as
default? What about existing projects?
What I have now in FB's jre folder:
java version "1.6.0_31"
Java(TM) SE Runtime Environment (build 1.6.0_31-b05)
Java HotSpot(TM) 64-Bit Server
Thanks for the info. Good to know it's not likely something local.
On Thu, Oct 6, 2016 at 1:22 PM, Nemi [via Apache Flex Users] <
ml-node+s246n13773...@n4.nabble.com> wrote:
> I got it also with my ANT scripts. Since around 24h it started. I looks
> like some root certificates got revoked...(
I got it also with my ANT scripts. Since around 24h it started. I looks like
some root certificates got revoked...(?)
Workaround:
Use "-tsa SOME_OTHER_TIMESTAMP_URL" like: http://timestamp.digicert.com
Or use "-tsa none", but it is not recommended for production versions.
By default ADT uses its
Might be time to run the profiler to see how much work is being done on
each mouse event.
And you can try an ActionScript-only version of your test. A variant of
such a test would track timestamps on the mouse events and not draw
anything until "much later" so you can get a sense for how many mous
And don't forget :)
On Thu, Oct 6, 2016 at 10:24 AM, Maxim Solodovnik
wrote:
> >> Another possibility: don't attach the events to the stage, but to the
> "area" object instead.
> Maybe I'm doing something wrong, but this is what I have started from,
> and it completely not working in my quickst
>> Another possibility: don't attach the events to the stage, but to the "area"
>> object instead.
Maybe I'm doing something wrong, but this is what I have started from,
and it completely not working in my quickstart app
will try "screenRedraw", we'll see it will allow more precise coordinates :)
And the 60fps? :)
Also, try this: attach ALWAYS the mousemove event listener (even directly
on MXML) instead of attaching it "on demand", and make mouseDown and
mouseUp just set a "capturing" variable to either true of false.
Another possibility: don't attach the events to the stage, but to the
"
I tried to change the code as follows
grab points in event handler [1], then actually draw it after
capturing is over [2]
The result curve is not smooth in case of fast, long distance moves
[1] https://github.com/solomax/FlexSandbox/blob/master/web/src/Main1.mxml#L37
[2] https://github.com/solomax
Yes, I understood, but you can do it in many ways:
- Capture mouse coordinates, and draw the new pixel on a bitmap placed
underneath
- Capture mouse coordinates, and draw a new object from the last
captured point to the new coordinates, and so on
- Capture mouse coordinates, and pe
It sort of "pencil drawing" by mouse/pen
I'll try to capture points and draw it later(or better in separated thread)
Thanks for the pointer
On Thu, Oct 6, 2016 at 2:23 PM, Javier Guerrero García
wrote:
> Hi Maxim!
>
> Are you capturing the points on line objects, or on a bitmap drawn at the
> bo
Hi Maxim!
Are you capturing the points on line objects, or on a bitmap drawn at the
bottom that has to be interpolated and redrawn on every mouse movement? Try
separating the capture and paint areas, capturing line objects instead of
pixels on a bitmap, or at least draw the bitmap with the lowest
>Any ideas are welcomed and appreciated.
I'm using PureMVC [1] AS3 multicore [2] to separate my apps into
independents modules or cores.
The PureMVC cores communicates using interfaces [3] or the PureMVC pipes
utility [4].
With this approach you're able to implement encapsulated and reusable
modul
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