yep,

I've thoroughly practiced as3 only for few weeks, and I can also mention:
- script in frame 1 not executing if the clip is created in a Mouse.CLICK event - play() or gotoAndPlay() displays the 1st frame twice (easily visible in 1 fps)
- visible not always working with instances set up in IDE

I heard that some of these bugs have been fixed in CS4/ Flash player 10 (a player that break existing content, for example some PNG are not displayed: funny), but I also heard that CS4 IDE is more buggy than CS3.

CS5 is the last chance for getting a decent graphic+programmer environment, I think... Some hopes ...but more probably Flash may become as crappy as some other big, monopolistic, overly complex, and hard to maintain, softwares (commonly used in graphic design).

It really really sucks ;)


Juan Pablo Califano a écrit :
It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0.
I've had lots of really anoying problems when mixing them -- even those
hacks seem to work randomly; the same action sometimes ends up in a
NullPointerException (or whatever it's called) but sometimes, it doesn't...
And I've also come across other quirks, like masks that are lost when you
move backwards in the timeline (but not when you move forward), changes in
stacking of author time assets, even though each object is in its own layer,
and some other random crap.

I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it
in any non-Flash (I mean Flash IDE) project. I've also always disliked the
whole "everything you want to programatically control has to be a MovieClip"
thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks
like it'd be a bit too much not to support FP 9 for this), mixing the
timeline with classes seems to be asking for trouble.

Too bad, because as a programmer, I'm not really interested in doing the
layout of visual objects; any designer would do it better and faster, and it
just bores me. But it seems that you have to choose between coding
everything in the timeline (sigh) or adding and removing (and positioning)
stuff by code. It really sucks...


Cheers
Juan Pablo Califano


2008/11/22, Joel Stransky <[EMAIL PROTECTED]>:
Yeah I've read a bunch of hacks that just go against my sense of
cleanliness. I was just venting. The real question here is what causes a
playhead to play automatically.

On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe <[EMAIL PROTECTED]
wrote:
Hi, Joel,

I'm taking a longshot guess that you had the same problem I had last week
when the list helped me...?

I had an instance on a keyframe of the stage and it (sometimes) wasn't
available i.e. null when I gotoAndPlay() to the frame it first appears?
Did
you find a solution? I have had good success with the CustomWait class
from
http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue
.
It is a sucky bug. Yeah: I call it a bug, not a feature.
-jonathan


On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky <[EMAIL PROTECTED]
wrote:
Don't worry, I doubt it even fk'ing matters anyway. I can't access a
stage
instance on frame 2 or higher without some psychotic hack I've yet to
find
on google. How the f*ck did macromedia expect any common flash
designers
to
keep up? I don't want to write a custom class for each stage instance
just
to utilize ADDED_TO_STAGE. What good is that to code on the timeline
looking
for that object? I just want to write a basic flash site with dynamic
content and avoid showing two preloaders just to load the home page by
default. Jesus fk'ing christ! Very frustrated atm.

On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky <
[EMAIL PROTECTED]
wrote:
So I'm writing the most basic of timeline preloaders and flash seems
to
have a mind of its own.
My test.fla has two frames. Frame 1 has a text field and a progress
bar
movieclip. Frame 2 has a very large image. There is no code what so
over.
The document class is set to Test.as and is essentially:

package
{
    import flash.display.MovieClip;
    import flash.text.TextField;
    import flash.events.*;
    public class Test extends MovieClip
    {
        //stage instances
        public var info_txt:TextField;
        public var loadBar:MovieClip;
        public function Test()
        {
            this.loaderInfo.addEventListener(ProgressEvent.PROGRESS,
onProgress);
            this.loaderInfo.addEventListener(Event.COMPLETE,
onComplete);
        }

        private function onProgress(e:ProgressEvent):void
        {
             trace(e.bytesLoaded);
             //on progress updates
        }

        private function onComplete(e:Event):void
        {
             //clean up
        }
    }
}

This all works fine except for the playhead activity. In my sample
you'll
notice there are no stop(); commands so when do Control -> Test
Movie,
it
just loops over the timeline flickering between frames 1 and 2 as you
would
expect. Oddly enough however, when I hit ctrl+enter again (Simulate
Download), it stops, outputs the traces and then proceeds to flicker.
Wha!?
It gets weirder. Just add a stop(); as the first line in the document
class
constructor right? Now Test Movie just sits on frame one and never
broadcasts any ProgressEvent's. Seems fine but now when I Simulate
Download,
it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My
onComplete
does NOT tell the playhead to play() or gotoAndPlay() or anything.
Who
the
heck it telling the playhead to play?



--
--Joel Stransky
stranskydesign.com


--
--Joel Stransky
stranskydesign.com
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--Joel Stransky
stranskydesign.com
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--
Olivier Besson (gludion) - (33 1) 44 64 78 99
http://wwww.gludion.com
http://blog.gludion.com

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