This is the first advancement since Flash's inception that I'd kill to go
backwards. The absolute simplest of flash movies with dynamic content
borderline nonsense. I don't think Loader.unload() even works at all. AS3 is
a really bad joke it seems.

On Sat, Nov 22, 2008 at 6:41 PM, Olivier Besson <[EMAIL PROTECTED]> wrote:

> 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
>>>>> _______________________________________________
>>>>> Flashcoders mailing list
>>>>> [email protected]
>>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> --
>>>> -jonathan howe
>>>> _______________________________________________
>>>> Flashcoders mailing list
>>>> [email protected]
>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>>
>>>>
>>>>
>>>
>>> --
>>> --Joel Stransky
>>> stranskydesign.com
>>> _______________________________________________
>>> Flashcoders mailing list
>>> [email protected]
>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>
>>>
>>>
>> _______________________________________________
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>>
>>
>
>
> --
> Olivier Besson (gludion) - (33 1) 44 64 78 99
> http://wwww.gludion.com
> http://blog.gludion.com
>
>
> _______________________________________________
> Flashcoders mailing list
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>



-- 
--Joel Stransky
stranskydesign.com
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