here, i set the frame rate to 1, and tried to move the mouse 1 px persecond.
i added traces for everything on both enterframe and mousemove events. you
can start to see the asychronicity between setting the text and redrawing
the stage:

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 4

   onMouseMove
   mc._x: 3.45
   _xmouse: 150
   text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

onEnterFrame
mc._x: 4.45
_xmouse: 150
text: 4

   onMouseMove
   mc._x: 4.45
   _xmouse: 149
   text: 5

onEnterFrame
mc._x: 3.45
_xmouse: 149
text: 5

On 2/28/07, Alain Rousseau <[EMAIL PROTECTED]> wrote:

onEnterFrame didn't give any better results either, it was definitely a
case of how fast can Flash grab the exact _x postion when the button is
released and the listener removed (or onEnterFrame deleted). Can't quite
understand the logic of the sequence or timing, but it's definitely a
case of asynchronous function call.

John VanHorn wrote:
> this seems to be tied to using a mouse listener. onMouseMove is not
> synchronous with the frame rate, so it can fire more than once in
between
> frames....that being said, it still doesnt make sense that the _x
> seemingly
> increases if you drag left.
>
> if you use good ole onEnterFrame, everything works fine.
>
> On 2/28/07, Paul Hoza <[EMAIL PROTECTED]> wrote:
>>
>>
>> Thanks for the reply... I tried what you're suggesting and still see
the
>> problem.  I decided to make a quick example to see if anyone can see a
>> problem in what I'm doing (and a demonstration of said
funkiness.)  This
>> is out of context, so I think it's working okay as a demo.  The code is
>> included in case it sheds any light... the sample is pulled right out
of
>> my app, so it's the same controller I'm using (out of context, so there
>> were tweaks to get it working standalone.)
>>
>>
>>
>>
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.html
>>
>>
>> Code:
>>
>>
>>
http://www.gamedevschool.com/samples/flashcoders/dragproblems/dragproblems.zip
>>
>>
>>
>> Thanks for any more insights!
>>
>> Paul
>>
>>
>>
>> Mick G wrote:
>> > Perhaps it's doing some rounding because your mouse is sitting on
half
>> > pixels and it's not noticeable to the eye (if that's even possible).
>> > Have
>> > you tried putting a Math.ceil around the _x values to see if it helps
>> > always
>> > round the value up?
>> >
>> >
>> >
>> > On 2/28/07, David Cohn <[EMAIL PROTECTED]> wrote:
>> >>
>> >> Paul,
>> >>
>> >> I know it's no help, but I recently ran into this also and never
>> >> found a workaround...
>> >>
>> >> I'd love to know if you find one!
>> >>
>> >> --Dave
>> >>
>> >>
>> >>
>> >>
>> >> > Heya folks,
>> >> >
>> >> > This is baffling me (and making me very annoyed), and I haven't
>> >> > found an
>> >> > answer elsewhere, so here goes...
>> >> >
>> >> > I have a main movie with a custom drag "scrubber" control.  At the
>> >> > core
>> >> > of my app (Flash 8 Pro) is this scrubber that needs to simply
>> >> > return its
>> >> > position so I can use it to display the proper frame of a movie
>> clip
>> >> > (with many frames).
>> >> >
>> >> > Problem is that dragging the scrubber in one direction very slowly
>> >> > will
>> >> > frequently get erratic and NOT just increase or decrease relevant
>> >> > to the
>> >> > drag direction.  Now, I originally thought it could be poor
>> rounding
>> >> > math code on my part, but I finally put a text counter on the
>> screen
>> >> > that simply displays the value of "mcTheMovieClip._x" which is the
>> >> > dragged clip.  Here's what I mean by erratic:
>> >> >
>> >> > Dragging from left to right, ._x reports:
>> >> > ..101, 102, 101, 102, 103, 104, ..
>> >> >
>> >> > What the friggin' poo??  What exactly causes a dragged movie
>> clip to
>> >> > jump back/forth a pixel or two?  It's making an accurate,
>> consistently
>> >> > one-directional drag behavior to be roughly impossible!
>> >> >
>> >> > I'm miffed, but hopefully somebody has a clue on this and would
>> be so
>> >> > kind as to throw down some helpful bits.
>> >> >
>> >> > Thanks!
>> >> > Paul Hoza
>> >>
>> >> _______________________________________________
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>
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[EMAIL PROTECTED]
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