[Flashcoders] this._livePreviewMask - what is analog in AS3?

2009-02-19 Thread Gregory N
I have a component which is built based on user parameters.
And I'm trying to make a Live Preview for it.
The problem is that too many things, including the visual size, are
determined at runtime and/or in component inspector.
So, sometimes part of the picture (in Live Preview) is cropped.

In AS2, there was _livePreviewMask property, which I used to reference
from component's class just as
var lpMask:MovieClip = this._livePreviewMask;   

and then re-position this mask, change its size etc.

Is there something like this in AS3? Or any workaround?

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Re: [Flashcoders] component def doesn't pass params to constructor?

2009-02-19 Thread Gregory N
Well...
Let consider an example.
- I have 10 Inspectable parameters which user can modify in Component inspector
- I need all of them to start  the component
- There are default values for each, of course.

So, with use of commitProperties(), I have to create
- 10 conditions in my commitProperties() function to check all vars
- 10 flags xxxChanged

While I agree that it looks more like "best practice" example (and
will probable use it), there is some unpleasant feeling that that's
too many code/variables just to call simple setters...
Again, thanks for pointing to this way.




On 2/19/09, Muzak  wrote:
>
> - Original Message -----
> From: "Gregory N" 
> To: "Flash Coders List" 
> Sent: Thursday, February 19, 2009 7:17 PM
> Subject: Re: [Flashcoders] component def doesn't pass params to constructor?
>
>
>> After some consideration...
>>
>> If I have, say dozen of Inspectable parameters AND a method that need
>> several of them to work properly, then I'll have to call this method
>> after a delay - to be sure that all necessary setters were called
>> before it..
>> Thus, turning back to enter_frame trick :-(
>> Or am I missing something trivial?
>>
>
> With the use of commitProperties() you'll be calling it from your init()
> method and nothing will happen, as all "xxxChanged" flags
> will be false.
> If you set default values for you internal properties, your component should
> work fine.
> There should be no need for a delay, if there is, youl probably need to
> rethink your components inner workflow.
>
> regards,
> Muzak
>
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Re: [Flashcoders] component def doesn't pass params to constructor?

2009-02-19 Thread Gregory N
After some consideration...

If I have, say dozen of Inspectable parameters AND a method that need
several of them to work properly, then I'll have to call this method
after a delay - to be sure that all necessary setters were called
before it..
Thus, turning back to enter_frame trick :-(
Or am I missing something trivial?

On 2/19/09, Gregory N  wrote:
> Muzak,
>
> Nice addition, thanks for pointing to it.
> Frankly, I'd prefer to avoid calling commitProperties() after *each*
> of the setters...
> Anyway, this way looks better than my enter_frame trick :-)
>
> However, the problem " none of the setters are called if no
> inspectable params were changed" still remains. So we have to
> duplicate default values in [Inspectable] and constructor/declaration
> (or some init function)
>
> On 2/19/09, Muzak  wrote:
>> This workflow is more or less what the Flex components follow:
>>
>> package {
>>
>>  import flash.display.MovieClip;
>>
>>  public class Rectangle extends MovieClip {
>>
>>   private var _prop:String = "Hello";
>>   private var propChanged:Boolean = false;
>>
>>   public function Rectangle():void {
>>trace("Rectangle ::: CONSTRUCTOR");
>>init();
>>   }
>>
>>   private function init():void {
>>trace("Rectangle ::: init");
>>// do stuff here
>>commitProperties();
>>   }
>>
>>   protected function commitProperties():void {
>>trace("Rectangle ::: commitProperties");
>>if(propChanged) {
>> trace("- propChanged: ", propChanged);
>> trace("- prop: ", _prop);
>> propChanged = false;
>> // do stuff with _prop
>>}
>>   }
>>
>>   [Inspectable(defaultValue="Hello")]
>>   public function get prop():String {
>>trace("Rectangle ::: get prop");
>>return _prop;
>>   }
>>   public function set prop(value:String):void {
>>trace("Rectangle ::: set prop");
>>if(value != _prop) {
>> _prop = value;
>> propChanged = true;
>> commitProperties();
>>}
>>   }
>>  }
>> }
>>
>> regards,
>> Muzak
>>
>> - Original Message -
>> From: "Gregory N" 
>> To: "Flash Coders List" 
>> Sent: Thursday, February 19, 2009 10:25 AM
>> Subject: Re: [Flashcoders] component def doesn't pass params to
>> constructor?
>>
>>
>>> Michael,
>>>
>>> Haven't you read my reply to one of your prev. questions?
>>> Well, let me quote it here again:
>>> ===
>>> Subject: Re: [Flashcoders] my component not instancing properly on
>>> timeline
>>>
>>> It seems your problem is similar to one I had with my components.
>>> The matter is that, unlike their behavior in AS2, in AS3 (CS3)
>>> components setters of  [Inspectable] parameters are called lo-o-ong
>>> AFTER constructor
>>>
>>> As described here
>>> http://www.bit-101.com/blog/?p=1181
>>> So, even if I set my init() as listener for ADDED_TO_STAGE event...
>>> it's still before setters.
>>>
>>> for now, I found a solution:
>>> I put my init() in ENTER_FRAME listener and then remove this listener
>>> :-)
>>> This means that listeners are called before 1st  ENTER_FRAME event.
>>> Perhaps my solution isn't too elegant but it works :-)
>>>
>>> Also, be sure to duplicate default values for your parameters :-)
>>> ===
>>>
>>> Note that the above solution is intended to use with sprite-based
>>> components.
>>> Perhaps if you subclass UIComponent, the situation with setters is
>>> better... perhaps :-)
>>>
>>>
>>>
>>
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>>
>
>
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> Best regards,
>  GregoryN
> 
> http://GOusable.com
> Flash components development.
> Usability services.
>


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Re: [Flashcoders] component def doesn't pass params to constructor?

2009-02-19 Thread Gregory N
Muzak,

Nice addition, thanks for pointing to it.
Frankly, I'd prefer to avoid calling commitProperties() after *each*
of the setters...
Anyway, this way looks better than my enter_frame trick :-)

However, the problem " none of the setters are called if no
inspectable params were changed" still remains. So we have to
duplicate default values in [Inspectable] and constructor/declaration
(or some init function)

On 2/19/09, Muzak  wrote:
> This workflow is more or less what the Flex components follow:
>
> package {
>
>  import flash.display.MovieClip;
>
>  public class Rectangle extends MovieClip {
>
>   private var _prop:String = "Hello";
>   private var propChanged:Boolean = false;
>
>   public function Rectangle():void {
>trace("Rectangle ::: CONSTRUCTOR");
>init();
>   }
>
>   private function init():void {
>trace("Rectangle ::: init");
>// do stuff here
>commitProperties();
>   }
>
>   protected function commitProperties():void {
>trace("Rectangle ::: commitProperties");
>if(propChanged) {
> trace("- propChanged: ", propChanged);
> trace("- prop: ", _prop);
> propChanged = false;
> // do stuff with _prop
>}
>   }
>
>   [Inspectable(defaultValue="Hello")]
>   public function get prop():String {
>trace("Rectangle ::: get prop");
>return _prop;
>   }
>   public function set prop(value:String):void {
>trace("Rectangle ::: set prop");
>if(value != _prop) {
> _prop = value;
> propChanged = true;
> commitProperties();
>}
>   }
>  }
> }
>
> regards,
> Muzak
>
> - Original Message -
> From: "Gregory N" 
> To: "Flash Coders List" 
> Sent: Thursday, February 19, 2009 10:25 AM
> Subject: Re: [Flashcoders] component def doesn't pass params to constructor?
>
>
>> Michael,
>>
>> Haven't you read my reply to one of your prev. questions?
>> Well, let me quote it here again:
>> ===
>> Subject: Re: [Flashcoders] my component not instancing properly on
>> timeline
>>
>> It seems your problem is similar to one I had with my components.
>> The matter is that, unlike their behavior in AS2, in AS3 (CS3)
>> components setters of  [Inspectable] parameters are called lo-o-ong
>> AFTER constructor
>>
>> As described here
>> http://www.bit-101.com/blog/?p=1181
>> So, even if I set my init() as listener for ADDED_TO_STAGE event...
>> it's still before setters.
>>
>> for now, I found a solution:
>> I put my init() in ENTER_FRAME listener and then remove this listener :-)
>> This means that listeners are called before 1st  ENTER_FRAME event.
>> Perhaps my solution isn't too elegant but it works :-)
>>
>> Also, be sure to duplicate default values for your parameters :-)
>> ===
>>
>> Note that the above solution is intended to use with sprite-based
>> components.
>> Perhaps if you subclass UIComponent, the situation with setters is
>> better... perhaps :-)
>>
>>
>>
>
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>


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Re: [Flashcoders] component def doesn't pass params to constructor?

2009-02-19 Thread Gregory N
Michael,

Haven't you read my reply to one of your prev. questions?
Well, let me quote it here again:
===
Subject: Re: [Flashcoders] my component not instancing properly on  timeline

It seems your problem is similar to one I had with my components.
The matter is that, unlike their behavior in AS2, in AS3 (CS3)
components setters of  [Inspectable] parameters are called lo-o-ong
AFTER constructor

As described here
 http://www.bit-101.com/blog/?p=1181
So, even if I set my init() as listener for ADDED_TO_STAGE event...
it's still before setters.

for now, I found a solution:
I put my init() in ENTER_FRAME listener and then remove this listener :-)
This means that listeners are called before 1st  ENTER_FRAME event.
Perhaps my solution isn't too elegant but it works :-)

Also, be sure to duplicate default values for your parameters :-)
===

Note that the above solution is intended to use with sprite-based components.
Perhaps if you subclass UIComponent, the situation with setters is
better... perhaps :-)



On 2/18/09, Muzak  wrote:
>> You can either make a component designed for the
>> stage OR for instancing through code?
>
> Not really, that's not what it says.
> Just says that you can't (and IMO should never have to) pass arguments to
> the constructor when dropped on stage.
>
> If you want "talk" to your component both through AS and when on stage, use
> [Inspectable] getter/setters
>
> class MyComp {
>
> [Inspectable]
> public function get symbolName():String {
> return _symbolName
> }
> public function set symbolName(value:String):void {
> _symbolName = value;
> // do stuff with value
> }
> }
>
> regards,
> Muzak
>
> - Original Message -
> From: "Mendelsohn, Michael" 
> To: "Flash Coders List" 
> Sent: Wednesday, February 18, 2009 6:55 PM
> Subject: RE: [Flashcoders] component def doesn't pass params to constructor?
>
>
>> Hi list...
>>
>> Researching my own pesky issue (custom components initializing properly
>> when they're dragged on the stage at author time), I found this:
>>
>>> if you want to create instances of your classes by dragging them to
>> the stage, keep in mind that their constuctors can not accept arguments.
>> Also, keep in mind that
>> Its a really good idea to pick unique names for your custom classes.
>> It's widely agreed class-names should start with the capital letter
>>
>> Source: http://www.actionscript.org/forums/showthread.php3?t=159332
>>
>> So, is this true??  You can either make a component designed for the
>> stage OR for instancing through code?  That seems wrong in AS3.
>>
>> Any feedback is appreciated.
>> - Michael M.
>>
>
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Re: [Flashcoders] my component not instancing properly on timeline

2009-02-13 Thread Gregory N
Michael,

It seems your problem is similar to one I had with my components.
The matter is that, unlike their behavior in AS2, in AS3 (CS3)
components setters of  [Inspectable] parameters are called lo-o-ong
AFTER constructor

As described here
 http://www.bit-101.com/blog/?p=1181
So, even if I set my init() as listener for ADDED_TO_STAGE event...
it's still before setters.

for now, I found a solution:
I put my init() in ENTER_FRAME listener and then remove this listener :-)
This means that listeners are called before 1st  ENTER_FRAME event.
Perhaps my solution isn't too elegant but it works :-)

Also, be sure to duplicate default values for your parameters :-)

can't say abything regarding empty class in component definition,
however (I've never tried this :-)

On 2/5/09, Mendelsohn, Michael  wrote:
> Hi list...
>
> I have a class that extends MovieClip.  I made a component definition
> for it with two vars, each with same name/type as defined in the class
> file.  If I instance a new Cat() through code, there are no problems.
>
> But, it doesn't work when I want to instance this component on a
> timeline and set params through the tool palette.  I set the class field
> in the linkage dialog to Cat.  In the component definition dialog, I
> leave the class field empty, but the vars are identical to what are
> declared in the class file.
>
> What am I missing?
>
> Thanks,
> - Michael M.
>
>
> package {
>   import flash.display.MovieClip;
>   public class Cat extends MovieClip {
>   public var catName:String;
>   public var showPole:Boolean;
>   public function Cat(catName:String, showPole:Boolean) {
>   if (showPole==false) {
>   pole.visible = false;
>   }
>   trace(catName);
>   }
>   }
> }
>
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Re: [Flashcoders] instancing my own components (still new to AS3)

2009-01-28 Thread Gregory N
> could you put your init() method call in a setter?

No :-)
Actually, these [Inspectable] parameters and their setters are not a
*functional* part of component. I mean that, if it's created via code
(using constructor), [Inspectable] parameters are not used.
However, if user has the component in Flash IDE and set anything in
component properties/inspector, they should work.

for now, I found a solution:
I put my init() in ENTER_FRAME listener and then remove this listener :-)
I just wanted to be sure that there's no solution more elegant than mine




>  On Wed, Jan 28, 2009 at 10:27 AM, Gregory N  wrote:
>
>  > Yes, as allandt  suggests, you should provide a default value for
>  > constructor param
>  > Unfortunately, it's not the only problem with components (at least in CS3)
>  > For me, the worst one is about [Inspectable] parameters (and their
>  > setters).
>  > As described here
>  > http://www.bit-101.com/blog/?p=1181
>  > setters are called lo-o-ong AFTER constructor
>  > And, even if I set my init() as listener for ADDED_TO_STAGE event...
>  > setters
>  > are not called before it :-(
>  >
>  > Any advice to determine the exact time setters are called?
>  >
>  >
>  > On 1/27/09, allandt bik-elliott (thefieldcomic.com) 
>  > wrote:
>  > >
>  > > you can put the default value into the parameters in the constructor so:
>  > >
>  > >
>  > > package {
>  > >import flash.display.MovieClip;
>  > >import flash.text.*;
>  > >public class MyButton extends MovieClip{
>  > >public var buttonLabel:String;
>  > >
>  > >public function MyButton (buttonLabel:String = "GO"){
>  > >
>  > >this.buttonLabel = buttonLabel;
>  > >btnLabel.text = buttonLabel;
>  > >}
>  > >}
>  > > }
>  > >



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Re: [Flashcoders] instancing my own components (still new to AS3)

2009-01-28 Thread Gregory N
Yes, as allandt  suggests, you should provide a default value for
constructor param
Unfortunately, it's not the only problem with components (at least in CS3)
For me, the worst one is about [Inspectable] parameters (and their setters).
As described here
http://www.bit-101.com/blog/?p=1181
setters are called lo-o-ong AFTER constructor
And, even if I set my init() as listener for ADDED_TO_STAGE event... setters
are not called before it :-(

Any advice to determine the exact time setters are called?


On 1/27/09, allandt bik-elliott (thefieldcomic.com) 
wrote:
>
> you can put the default value into the parameters in the constructor so:
>
>
> package {
>import flash.display.MovieClip;
>import flash.text.*;
>public class MyButton extends MovieClip{
>public var buttonLabel:String;
>
>public function MyButton (buttonLabel:String = "GO"){
>
>this.buttonLabel = buttonLabel;
>btnLabel.text = buttonLabel;
>}
>}
> }
>
>
> a
>
>
> On Tue, Jan 27, 2009 at 2:26 PM, Mendelsohn, Michael <
> michael.mendels...@fmglobal.com> wrote:
>
> > Hi list...
> >
> > What exactly is the AS3 equivalent of making a simple component,
> > creating a component definition, and attachMovie with the {} holding the
> > params?
> >
> > I can't get this to work:
> >
> > package {
> >import flash.display.MovieClip;
> >import flash.text.*;
> >public class MyButton extends MovieClip{
> >public var buttonLabel:String;
> >public function MyButton (buttonLabel:String){
> >this.buttonLabel = buttonLabel;
> >btnLabel.text = buttonLabel;
> >}
> >}
> > }
> >
> > The component definition has one parameter:
> > Var: buttonLabel, default value:"Go", type:list
> >
> > I'm trying to instance a movie clip that contains instances of this
> > variable.  I get various compiler errors when that parent clip is on the
> > stage.
> > Argument Error 1063 (Argument Count Mismatch) expected 1, got 0, when
> > instancing a movieclip that contains these components.  But in parent
> > movie clip, I am setting the params on the stage.
> >
> > Thanks,
> > - Michael M.
> >
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[Flashcoders] Re: select non-default microphone in as3+FP9

2008-08-08 Thread Gregory N
Oops, it's already reported in Adobe Bugs:
http://bugs.adobe.com/jira/browse/SDK-13318

Well, this means I'll have to write custom "select microphone" :-)


On 8/8/08, Gregory N <[EMAIL PROTECTED]> wrote:
>
> Actually, as far as I understand,  if the system has two mics, a built-in
> one and one in the camera, getMicrophone() should return the (default) mic
> which is set in the security panel.
> BUT no matter what setting is in the security panel it always returns the
> first microphone (default) as if I'd called Microphone.getMicrophone(0).
> So far the only solution I can think of is to select LAST mic in the
> Microphone.names array...
> Of course, I can make even a custom drop-down to select microphone... but
> shouldn't security panel do this?
>
>
>
> On 8/8/08, Gregory N <[EMAIL PROTECTED]> wrote:
>>
>> Hi all,
>>
>> I have an app where a stream (video+sound) is recorded on user machine and
>> send to FMS.
>> Previously this ap was written in AS1 for Flash Player 6, And my is AS3
>> for Flash Player 9.
>> Everything works ok,,, until they want to use DV camera instead of webcam
>> :-).
>>
>> So:
>> If they use webcam, they can stream both video and sound
>> If they use DV camera (connected to Mac), there is no sound.
>>
>> I tried to trace microphone properties on screen, and it shows that
>> *default* "Built In Microphone" is used instead of camera.
>> Even if they select it in settings panel. They select it... but again
>> default one is traced.
>>
>> The worst thing is that old app works w/o any problem here, selecting DV
>> camera's microphone fine.
>> And I'm not a Mac user.
>> What am I missing?
>>
>>
>> Code is simple:
>> // AS1
>> mic = Microphone.get();
>>
>> //AS3
>> mic = Microphone.getMicrophone();
>>
>>
>> Any help is appreciated.
>>
>>
>> --
>> --
>> Best regards,
>> GregoryN
>> 
>> http://GOusable.com
>> Flash components development.
>> Usability services.
>
>
>
>
> --
> --
> Best regards,
> GregoryN
> 
> http://GOusable.com
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>



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[Flashcoders] Re: select non-default microphone in as3+FP9

2008-08-07 Thread Gregory N
Actually, as far as I understand,  if the system has two mics, a built-in
one and one in the camera, getMicrophone() should return the (default) mic
which is set in the security panel.
BUT no matter what setting is in the security panel it always returns the
first microphone (default) as if I'd called Microphone.getMicrophone(0).
So far the only solution I can think of is to select LAST mic in the
Microphone.names array...
Of course, I can make even a custom drop-down to select microphone... but
shouldn't security panel do this?



On 8/8/08, Gregory N <[EMAIL PROTECTED]> wrote:
>
> Hi all,
>
> I have an app where a stream (video+sound) is recorded on user machine and
> send to FMS.
> Previously this ap was written in AS1 for Flash Player 6, And my is AS3 for
> Flash Player 9.
> Everything works ok,,, until they want to use DV camera instead of webcam
> :-).
>
> So:
> If they use webcam, they can stream both video and sound
> If they use DV camera (connected to Mac), there is no sound.
>
> I tried to trace microphone properties on screen, and it shows that
> *default* "Built In Microphone" is used instead of camera.
> Even if they select it in settings panel. They select it... but again
> default one is traced.
>
> The worst thing is that old app works w/o any problem here, selecting DV
> camera's microphone fine.
> And I'm not a Mac user.
> What am I missing?
>
>
> Code is simple:
> // AS1
> mic = Microphone.get();
>
> //AS3
> mic = Microphone.getMicrophone();
>
>
> Any help is appreciated.
>
>
> --
> --
> Best regards,
> GregoryN
> 
> http://GOusable.com
> Flash components development.
> Usability services.




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[Flashcoders] select non-default microphone in as3+FP9

2008-08-07 Thread Gregory N
Hi all,

I have an app where a stream (video+sound) is recorded on user machine and
send to FMS.
Previously this ap was written in AS1 for Flash Player 6, And my is AS3 for
Flash Player 9.
Everything works ok,,, until they want to use DV camera instead of webcam
:-).

So:
If they use webcam, they can stream both video and sound
If they use DV camera (connected to Mac), there is no sound.

I tried to trace microphone properties on screen, and it shows that
*default* "Built In Microphone" is used instead of camera.
Even if they select it in settings panel. They select it... but again
default one is traced.

The worst thing is that old app works w/o any problem here, selecting DV
camera's microphone fine.
And I'm not a Mac user.
What am I missing?


Code is simple:
// AS1
mic = Microphone.get();

//AS3
mic = Microphone.getMicrophone();


Any help is appreciated.


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[Flashcoders] AS3 and FMS 2 - connect.rejected on local machine

2008-07-14 Thread Gregory N
 Hi all,

Posted this to Flashcomm several hours ago, but got nothing except some spam
server reply 

I'm developing a FMS 2 + AS3 application with local FMS installation.

The SWF is MXML based, compiled with FlashDevelop.

The problem is that any attempt to connect to "rtmp:/..." is refused and I
get
NetConnection.Connect.Rejected error code.

All local disks are trusted in security settings.

Strange, but
- another SWF, which is "pure AS3, without mxml", connects fine
- when I upload it to web server, my SWF (mxml) works fine.

Yes, I have a line
NetConnection.defaultObjectEncoding=flash.net.ObjectEncoding.AMF0;

Seems I'm missing something in FMS settings or how mxml-based swfs are
handled in sandbox rules.
Can someone give me a clue/hint?

Any help is greatly appreciated.


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Re: [Flashcoders] scrollbar for pure AS3 project

2008-07-01 Thread Gregory N
Allandt and Jason, thanks for replies.

This thread at Kirupa forum looks promising, I'll try it :-)  It has a bit
more features that my temp. "placeholder" bar

As to flex components, yes, they are *expected* to do the job,  but they
require the project to be based on mxml file, not "as3 only".
I've tried a lot in the past, but never found a way to use them without
mxml.

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[Flashcoders] scrollbar for pure AS3 project

2008-07-01 Thread Gregory N
Hello all,

I'm wokring on a project in FlashDevelop 3 ans Flex 2 SDK,  with "pure AS3"
project type.
And when it came to a scrollbar, I've got a problem :-)

The matter is
- Flex component requires SWF to be mxml-based
- Flash CS3 component requires component instance in the library
- and I don't have enough time to create my own "code-only" scrollbar from
scratch.

Are there some workaround for this? Mean loading/embedding an external  swf
with scrollbar etc...
OR
Can someone recommend a good code-only scrollbar for AS3 project? Free or
commercial - both are appropriate.



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Re: [Flashcoders] bitmap icons embedded with AS3 become blurry

2008-06-03 Thread Gregory N
SOLVED

By using gif-only symbols in flash 8 FLA and embedding them as BitmapAsset
rather than Sprite (as I tried before)

Thanks to all who read my message :-)


On Tue, Jun 3, 2008 at 7:22 PM, allandt bik-elliott <[EMAIL PROTECTED]>
wrote:

> has it been rotated at all?
>
> On Tue, Jun 3, 2008 at 3:41 PM, Gregory N <[EMAIL PROTECTED]> wrote:
>
> > Hi all,
> >
> > Here's my problem.
> > I'm using some stuff (icons drawn by designer) from flash 8  swf in my
> AS3
> > project.
> > Embed tags work great, except the following:
> > if an icon is a gif/png image enclosed in mc (in original flash 8 file),
> it
> > becomes blurry  when embedded in my AS3 file.
> > But if I create an empty flash 8 file  and drag this icon into it's
> > library,
> > it looks crisp
> >
> > What the matter? And how can I deal with it?
> >
> > I'd like to avoid re-creating all icons in vectors...
> >
> >
> > Thanks in advance.
> >
> >
> > --
> > --
> > Best regards,
> > GregoryN
> > 
> > http://GOusable.com
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[Flashcoders] bitmap icons embedded with AS3 become blurry

2008-06-03 Thread Gregory N
Hi all,

Here's my problem.
I'm using some stuff (icons drawn by designer) from flash 8  swf in my AS3
project.
Embed tags work great, except the following:
if an icon is a gif/png image enclosed in mc (in original flash 8 file), it
becomes blurry  when embedded in my AS3 file.
But if I create an empty flash 8 file  and drag this icon into it's library,
it looks crisp

What the matter? And how can I deal with it?

I'd like to avoid re-creating all icons in vectors...


Thanks in advance.


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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-15 Thread Gregory N
Thanks a lot, Cory, this helps, but only partially.

//code in main class extending Application
var triangle:FlexSprite = new FlexSprite( );
//draw triangle
rawChildren.addChild(triangle);

shows a triangle in SWF, but also shows an error:
(output)
[Fault] exception, information=ArgumentError: Error #2025: The
supplied DisplayObject must be a child of the caller.
(Flash debug player)
ArgumentError: Error #2025: The supplied DisplayObject must be a child
of the caller.
at flash.display::DisplayObjectContainer/getChildIndex()
at 
mx.managers::SystemManager/getChildIndex()[C:\dev\flex_201_ja\sdk\frameworks\mx\managers\SystemManager.as:1270]
at 
mx.managers::SystemManager/mouseDownHandler()[C:\dev\flex_201_ja\sdk\frameworks\mx\managers\SystemManager.as:2478]


Any ideas?

On 2/14/08, Cory Petosky wrote:
> Flex apps override addChild to only allow things that implement
> IUIComponent. If you need to add a child that's just a plain display
> object, manipulate the rawChildren property instead.
>
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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-14 Thread Gregory N
Glen,
> ...you can have your class in the app folder
> called SystemCore.as this looks like it extends a display object

Not exactly :-)
If It extends Sprite, the result is "grey-gradient" standard flex bg,
w/o any traces of my objects. Trace commands are executed nice,
however.
If I make the main class extending mx.core.Application then, in
addition to tracing messages,  I can see my (white) background and
"initializing" progress bar.
But:
===
[Fault] exception, information=TypeError: Error #1034: Type Coercion
failed: cannot convert mx.core::[EMAIL PROTECTED] to
mx.core.IUIComponent.
Fault, addingChild() at Container.as:3301
===
where FlexSprite is used in code:

var triangle:FlexSprite = new FlexSprite( );
// drawing a triangle...
addChild(triangle);

And it's addChild() that causes the error (no error with addChild() commented).

So far, it looks strange for me, as the argument's type of
mx.core.Application.addChild() is DisplayObject.

Thoughts?


Glen Pike wrote:
> You can write pure AS3 files for Flex - all MXML gets "compiled
> down" to AS3 before it is compiled to bytecode.
>
> (I had done followed an example online which has a pure AS3
> component - once it is written, you add the package to your namespace
> and add an MXML tag in your code to add it to the stage.)
>
> Like with the workaround on the forum you posted - if you have added
> your package path to the namespace ( xmlns:app="app.*"), you can write
> your code in an AS file rather than an MXML file, then you write it as
> you would any other class file - no need for Script tags & mixing mxml /
> as code.
> 
>  xmlns:mx="http://www.adobe.com/2006/mxml"; xmlns:app="app.*"
> layout="absolute" frameRate="30">
> 
> 
>
> So the above example, you can have your class in the app folder
> called SystemCore.as this looks like it extends a display object or
> similar as it has width and height attributes - not sure about extending
> other classes.

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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Gregory N
Glen, thanks for your reply.

   Previously with AS2, I have used the Linkage / AS2 class file
> method, so this is a similar thing.  Look at Keith Peter's post here for
> some direction:
>http://www.bit-101.com/blog/?p=853


I'd like to mention one thing here about embedding symbols (movieclips).
The matter is that, if the mc has only one frame (as most of my symbols do),
it's embedded as mx.core.SpriteAsset and should be use as is or casted to
Sprite.
Similarly, if the symbol has 2+ frames, it's embedded as
mx.core.MovieClipAsset and can be casted to MovieClip.
I spend several hours in frustration before found this in EAS3 book :-).


   FD3 allows you to create Flex / Flash projects so I guess the Flex
> one includes the framework if you use it (sorry, a few weeks since I did
> the "Hello World" stuff and have forgotten the exact bits).


So do I :-)
Actually, everything goes ok, unless I'm trying to use components (
mx.controls.*).
No problem using them in mxml file, but, to use them in AS3, seems I need
1) "minimal" mxml to load application
2) make main class to extend mx.core.Application (not Sprite)

>From the other hand, there is NO way to use fl.controls.* (and other
non-intristics) w/o Flash CS3 installed.

Hence was the question - trying to make the "required" mxml as small as
possible.
BTW, Flexcoders have several posts about it, but seems they feel ok using
"script" tag in mxml.
While I'd prefer to have well-planned class structure...


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[Flashcoders] pure AS3 app to use mx.* stuff

2008-02-13 Thread Gregory N
Hi all,

As far as I know, so called "pure AS3 project" typically uses flash classes,
intristics and others that come along with Flash IDE.
>From the other side, "Flex2 project" can be built with Flex2 SDK , but
*based on .mxml file*.
Frankly, I'd prefer to use flash-like class structure, instead of mixed
mxml-and-as code.
After googling for an hour or so, the best workaround I've found is:
http://www.actionscript.org/forums/archive/index.php3/t-146833.html

I guess I'm not the only one who faced this issue.
Can you please share you finding and/or thoughts?

PS: currently I'm working in Flex2 SDK (via FlashDevelop), but without Flash
IDE.


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Re: [Flashcoders] is there a way of detecting whether or not the mouse is in a movie at all?

2008-02-10 Thread Gregory N
Don't know if it's applicable in your case of expandable banner, but you can
consider:
1) creating special "mouse detector" SWF in AS3
2)  using it with your AS2 project via LocalConnection

This can be a way to handle users'  MOUSE_LEAVE event if they have Flash
Player 9+


colin moock wrote:

> looks like you're using ActionScript 2.0, but just for the record, in
> ActionScript 3.0 you can use the Event.MOUSE_LEAVE event to detect when
> the mouse leaves Flash Player's display area.
>
> colin
>


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Re: [Flashcoders] multiple TextFormats in one TextField

2008-02-06 Thread Gregory N
Hi Michael,

While I don't know the details of your application, I would consider
applying TextFormat only once, when all strings are added.

This means:
1) in a loop (or in any other way), you create the resulting text with
default formatting.
2) at the same time, you record (in arrays)
- start/end positions of each string
- its TextFormat
3) When the result text is ready, just apply TextFormats using recorded
positions.



Mendelsohn, Michael  wrote:
>
> I'm trying to concatenate a bunch of strings into one TextField, with
> each string using a specific TextFormat.  I'm doing a loop of adding
> text, formatting that text, then adding more text, formatting it, etc.
>
> The problem is whenever I add new text, the entire text in the TextField
> reverts back to the original TextFormat.
>
> How can I preserve certain substrings of the text to keep their assigned
> TextFormats?
>
>

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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-19 Thread Gregory N
Thanks, Jan and Glen :-)
Even embedding each symbol separately is great.

Yesterday I've just (mistakenly) supposed to access "internal" clips by
their names, as we did in AS2...
Obviously it's not possible.
Just out of curiosity:
if we access them via getChildAt() , do you think there's some relation
between clip's position/layer/name/etc in "container mc" (in Flash 8 IDE)
and the position in "child list" (idx variable in Glen's code below)?

Glen Pike wrote:
>
>I have managed to access movie clips inside an embedded symbol, but
> purely to manipulate them as movieclips.
>
>To avoid confusion - I have no code inside the SWF file I am
> embedding, I am merely using Flash 8 IDE to author graphical symbols &
> animations which I embed individually.  Some of these clips have nested
> clips too.
>
>Here is an example:
>
>//Embed the symbol Block, which has a number of clips inside it.
>[Embed (source = "../resources/graphics.swf", symbol="Block")]
>private var Block:Class;
>
>//...
>
>//Create an instance of a Block
>_block:MovieClip = new Block() as MovieClip;
>//Loop through and "stop" all the child clips using the child access
> methods of AS3
>var children:int = _block.numChildren;
>for (var idx:int = 0; idx < children;idx++ ) {
>  var child:MovieClip = _block.getChildAt(idx) as MovieClip;
>  child.stop();
>}
>
>
>
>//Later in the code, do collision detection on each child clip in
> the Block and manipulate it as a movieclip.
>function hitTestBlock(block:MovieClip, ball:Sprite) {
>var children:int = block.numChildren;
>for (var idx:int = 0; idx < children;idx++ ) {
>  var child:MovieClip = block.getChildAt(idx) as MovieClip;
>  if(child.hitTestObject(ball)) {
>  child.nextFrame();
>  //optimise for speed by removing clips that are "dead".
>  if(child.totalFrames == child.currentFrame) {
>  block.removeChild(child);
>  }
>  return true;
>  }
>   }
>   return false;
>}
>
>
>
>HTH
>
>Glen
>
>
> Ian Thomas wrote:
> >> I can just embed one "container" mc symbol ?
>

> > In short, I don't know - never tried using the container mc idea.
> >
> > Thinking about it, though, I suspect that you won't be able to access
> the
> > subclips via new MySubClipSymbolID(); however, if you instantiate the
> > containing clip (new MyTopLevelSymbolID() or whatever) you may be able
> to
> > access the children via getChildAt() etc.
> >
> > That's probably not a hugely useful thing to be able to do, though.
> >
> > I'm guessing it's most useful to embed each symbol.
> >
>



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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-18 Thread Gregory N
Thanks, Jan.

This leads me to another question. I think I'd try it myself before asking,
but just have no dev machine at hand right now.
So,
when I embed *symbols* from flash 8 library like this:
[Embed(source="flash8.swf", symbol="SymbolALinkageID"]
private var symbolAClass:Class;

can this symbol contain enclosed (child) movieclips?
And can I then access these child clips?

In other words, should I create a special class file(s) only to list the
embed-var statements like the one above
OR
I can just embed one "container" mc symbol ?

Yes, I need only the graphics from these symbols (this is FLA used for prev.
version of the app.


On Jan 18, 2008 1:12 PM, Ian Thomas <[EMAIL PROTECTED]> wrote:

> However, you _can_ use symbols from the library of a Flash 8 SWF directly
> in
> an AS3 app and have them translated at compile time.
>
> You embed the symbols (instead of the whole SWF) like so:
>  [Embed(source="flash8.swf", symbol="SymbolALinkageID"]
>  private var symbolAClass:Class;
>
>  [Embed(source="flash8.swf", symbol="SymbolBLinkageID"]
>  private var symbolBClass:Class;
>
> Now when you create an instance of symbolAClass using new symbolAClass(),
> you are actually getting a MovieClip that's completely compatible with
> Flash
> 9. If the symbol had any Flash 8 code on it, this will have been stripped
> by
> the compile process and ignored - but if all you're trying to do is load a
> bunch of frames of graphics produced with Flash 8 and using them in a
> Flash
> 9 movie, it works perfectly.
>
> In short - embed/compile the whole Flash 8 movie, your app thinks it's an
> old SWF file and treats it as an AVM1 MovieClip. Embed/compile each symbol
> seperately, Flash 9 treats each one as an AVM2 MovieClip.
>
> Hope that's helpful,
>   Ian
>



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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-18 Thread Gregory N
Thanks again, Glen, your addition is very interesting.

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Re: [Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-16 Thread Gregory N
Thanks a lot to all who replied, and especially to Glen.
This article at bit-101.com is great!

Among other things, I'm trying to find "new" way to collaborate with
designers who create graphics in Flash IDE (8 or 9).
And so far it seems I've found it.


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[Flashcoders] using graphics from flash 8 with flex 2 sdk

2008-01-15 Thread Gregory N
Hi all,

I have an application made a while ago in as1 (flash 6).

Now I need to make new version of it in AS3.
Fortunately, there's no code in clips, only in frame 1 on _root :-).
But all graphics currently is in FLA.
And I haven't upgraded to Flash CS3 yet (hope not to do it at all).

I've seen this article:
http://www.adobe.com/devnet/flash/articles/flex2_flash.html

But it mentions Flex Builder 2, not SDK.

Question:
Can I (if yes, how) use graphics from flash 8 with flex 2 sdk?

I can think of loading "graphics-only" swfs (as2) into final (AS3) swf...
But doubt that I'll be able to access their assets (not code, just mc's).


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Re: [Flashcoders] Property check works differently in CS3? seems SOLVED

2007-09-14 Thread Gregory N
Well, client reports that all is working properly now (even w/o renaming
getters/setters).
So, it turns to be a kind of "CS3 horror story".

However, if someone has any findings about differences between Flash 8 vs.
Flash CS3 compilers (AS2), such information is always appreciated :-)

On 9/12/07, Gregory N <[EMAIL PROTECTED]> wrote:
>
> Hi all,
>
> I have a component (AS2) that extends MovieClip (as usual).
> It shows user's text placed along the curve:
> http://gousable.com/flash/text2curve.html
>
> A couple of days ago I've added the options to format the text as
> bold/italic.
> The getter/setter names are, respectively, "bold" and "italic".
> It work nice on my machine in Flash 8 and MX 2004.
> However, a client reports an error that comes in Flash CS3 (published in
> AS2 for FP8):
> There is no property with the name 'bold'.
> There is no property with the name 'italic'.
>
> I suggested to try array syntax :
>  t2c["bold"] = true; // instead of t2c.bold
>
> Of course, array syntax eliminated the error(s) and then everything works
> ok.
>
> My guess is that the compiler in CS3 tries to prevent "alien" property
> names.
> If so, "tbold" instead of "bold" should work for MC (will send to him
> today :-)
> Unfortunately, I don't have the CS3 myself (maybe because I read all these
> horror stories here :-) and can't test it.
>
>
> Does anyone know about such differences in Flash 8 vs. Flash CS3
> compilers?
>
>
> --
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> GregoryN
> 
> http://GOusable.com
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[Flashcoders] Property check works differently in CS3?

2007-09-12 Thread Gregory N
Hi all,

I have a component (AS2) that extends MovieClip (as usual).
It shows user's text placed along the curve:
http://gousable.com/flash/text2curve.html

A couple of days ago I've added the options to format the text as
bold/italic.
The getter/setter names are, respectively, "bold" and "italic".
It work nice on my machine in Flash 8 and MX 2004.
However, a client reports an error that comes in Flash CS3 (published in
AS2 for FP8):
There is no property with the name 'bold'.
There is no property with the name 'italic'.

I suggested to try array syntax :
 t2c["bold"] = true; // instead of t2c.bold

Of course, array syntax eliminated the error(s) and then everything works
ok.

My guess is that the compiler in CS3 tries to prevent "alien" property
names.
If so, "tbold" instead of "bold" should work for MC (will send to him today
:-)
Unfortunately, I don't have the CS3 myself (maybe because I read all these
horror stories here :-) and can't test it.


Does anyone know about such differences in Flash 8 vs. Flash CS3 compilers?


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[Flashcoders] Flash CS3: Full, Lite, Portable. Differences?

2007-08-16 Thread Gregory N
Hi all,

I've started exploring what ways exist for upgrading to CS3.
Can someone clarify what's the differences between Full, Lite and Portable
versions?

I've already read a lot of horror stories about full version here, but
(strange) nothing about, say, Lite.
Or am I missing something?

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Re: [Flashcoders] printJob, orientation and rotation or scaling issues

2007-05-02 Thread Gregory N

Hi David,

I'd try to use PrintJob.pageWidth and/or PrintJob.pageHeight instead of
.orientation .
Also, why not determine needed scale at runtime:
postcardClip._xscale = 100 * myPrintJob.pageWidth/postcardClip._width;
postcardClip._yscale = postcardClip._xscale;


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Re: [Flashcoders] XMLSocket connection in flash 8 /AS2.0

2007-05-02 Thread Gregory N

Hi Tom,


From XMLSocket docs:

* Each XML message is a complete XML document, terminated by a zero (0)
byte.
...
* Each document is terminated with a zero (0) byte. When Flash Player
receives the zero byte, it parses all the XML received since the previous
zero byte or since the connection was established if this is the first
message received.

Perhaps your server doesn't set the closing zero byte for "close" messages.

I had similar issue several years ago (in 2003) - solved when they set this
zero byte for each server's message.


On 5/1/07, Tom Gooding  wrote:


Calling all AS2.0 developers who have experience working with XMLSocket
connections..
I've recently been seeing an odd behaviour in an app I've developed
which has a continual connection to a socket server.

The symptom I've been seeing is the connection becoming inactive, the
onClose event does not get fired, it just stops receiving XML. My
current workaround is to monitor idle time on this connection and
reconnect if a ceiling is reached. The current thinking is that this is
due to some network/firewall/environmental issue and investigation is
time-consuming, though a bug with flash has not been ruled out.

I was wondering if anyone has experienced anything similar and found the
root cause of it? Any thoughts would be greatly appreciated.

Tom




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Re: [Flashcoders] MXP installation in Flash CS3

2007-04-20 Thread Gregory N

Muzak, thanks a lot for your comprehensive answer.

On 4/20/07, Muzak <[EMAIL PROTECTED]> wrote:


No problems here so far. ExtensionManager works fine.

> components - in $flash/Components
> classes - in $flash/Classes
> help - in $flash/HelpPanel/Help

Those haven't changed.

The only thing that changed is they're now in an Adobe directory rather
than in a Macromedia dir.
e.g.
...\Application Data\Macromedia\Flash 8\en\Configuration\Classes
has become:
...\Application Data\Adobe\Flash CS3\en\Configuration\Classes

But since "$flash" always points to the Configuration directory it doesn't
matter.

I have several AS2 components installed and a few Panels (WindowSWF).
Panels written in AS2 still work in FCS3.

When you have FCS3 installed alongside F8 and open the Extension Manager,
it will list all the installed F8 extensions in the FCS3
window, but unchecked in the Extension Manager. You can simply "enable"
them and they'll get copied from the F8 install to the FCS3
install.
So if you have alot of F8 extensions that you want to re-use in FCS3,
don't uninstall F8 untill after you installed FCS3 (and
enabled the necessary extensions).

The components panel will list/show different extensions depending on
which type of document is currently open.
FCS3 has 2 types of FLA documents:
- Actionscript 2.0
- Actionscript 3.0

Components written for AS2 will only show up in the components panel if
you have an AS2 FLA document open.

regards,
Muzak

- Original Message -
From: "Gregory N" <[EMAIL PROTECTED]>
To: 
Sent: Friday, April 20, 2007 8:25 AM
Subject: [Flashcoders] MXP installation in Flash CS3


> Hi all,
>
> A client of mine has recently reported that he has problems installing
MXP
> package in Flash CS3.
>
> I haven't upgraded to CS3 yet, so I'd appreciate if someone can confirm
or
> deny:
> 1) mxp still can work for CS3 (with Extension manager, of course)
> 2) content goes as it used in Flash 8:
> components - in $flash/Components
> classes - in $flash/Classes
> help - in $flash/HelpPanel/Help
> 3) Has $flash path changed sighnifically in Flash CS3?
>
> To answer above questions, you just need to install any mxp from Adobe
> exchange.
>
> While I do understand that it is (with probability of 90%) just a
"client
> can't see the obvious thing" issue, but just to be sure.
>
> Thanks in advance.


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[Flashcoders] MXP installation in Flash CS3

2007-04-19 Thread Gregory N

Hi all,

A client of mine has recently reported that he has problems installing MXP
package in Flash CS3.

I haven't upgraded to CS3 yet, so I'd appreciate if someone can confirm or
deny:
1) mxp still can work for CS3 (with Extension manager, of course)
2) content goes as it used in Flash 8:
components - in $flash/Components
classes - in $flash/Classes
help - in $flash/HelpPanel/Help
3) Has $flash path changed sighnifically in Flash CS3?

To answer above questions, you just need to install any mxp from Adobe
exchange.

While I do understand that it is (with probability of 90%) just a "client
can't see the obvious thing" issue, but just to be sure.

Thanks in advance.

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Re: [Flashcoders] Flash player and pop-up blockers

2007-03-15 Thread Gregory N

So far the only reliable way I've found is to avoid pop-ups in favor of
hidden DIVs containing IFRAME.
Then, instead of opening a pop-up, you just change the *display* property by
Javascript.

On 3/14/07, John Dowdell <[EMAIL PROTECTED]> wrote:


Perdue, Blake wrote:
> We've gotten a lot of complaints lately that popup windows spawned by a
> SWF are getting blocked by pop-up blockers, even though they are user
> initiated. It seems the newer flash players (v8, v9) or perhaps the new
> pop-up blockers (Firefox, Google, etc) have changed the way they operate
> - this didn't used to be a problem for us.

Yes, this can be a problem -- different browser extensions work in
different ways, and respond to different JavaScript events, so it's hard
to make a one-size-fits-all solution.

One bit of consolation: someone who installs a rogue window-blocker will
be visiting more sites than just yours, so they would become familiar
with any feedback the blocker and/or browser offer about windows the
browser didn't open.

Another tack you might try, to give visitors consistent feedback about
what their browser isn't doing, might be to try a localConnection test
from the original SWF to the popup SWF, after waiting a suitable
interval... if the second SWF never opened, then the first SWF can
advise that there may be a window-blocker in the visitor's browser.

jd








--
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Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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[Flashcoders] com.gousable.SWF_Protector class

2007-03-08 Thread Gregory N

Hi all,

I have just released a com.gousable.SWF_Protector class written for one of
latest projects:
http://gousable.com/flash/classes/swf_protector_v1.0.zip

DESCRIPTION:
   Provides several ways to protect SWF files that can be used in any
combination
   1) Good old "checking the _url" protection
   2) Loading external text file (url-encoded) from your server.
Recommended for "smart" clients.
   Remember about crossdomain.xml file !
   3) Expire by time (like trial version)
   4) Bytecode. If you have some good __bytecode__() at hand that will
(as you think) crash decompilers,
   place it in a frame in some clip in library and attach at runtime.
   If the violation is detected, you can
   1) Unload _root leaving the screen blank
   2) Show an alert message telling them ... something
   3) Call your own action after checking the *isViolated* flag
property.

   This "code-only" version is intended for programmers.
   If you prefer, you can use SWC component version
   with UI (free as well) that will be available from Adobe Flash Exchange
since April, 2007.
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Re: [Flashcoders] Trace: level of details?

2007-02-12 Thread Gregory N

Thanks to all who responded, of course ;-)

I do know about MovieClipLoader etc.
Actually I'm looking for a way to get rid of "system" traces:
Error opening URL "Error opening URL file:///.long_url_of_jpg"

When you use MovieClipLoader and set your own custom messages, you'll STILL
get these ""Error opening URL ..." in Output window...

What I'm looking for is similar to, say, PHP, where you can set a level of
details for messaged (all/warning/error...) or any compiler.

for example:
http://www.php.net/manual/en/ref.errorfunc.php#ini.error-reporting





On 2/12/07, Holth, Daniel C. <[EMAIL PROTECTED]> wrote:



If you are using the MovieClipLoader class you could call an onLoadError
event.  It seems to work well, but you still get the "Error opening
URL..." message under your custom error message.

__mclListener = new Object();
__mcl = new MovieClipLoader();

__mclListener.onLoadError = function(target_mc:MovieClip,
errorCode:String, httpStatus:Number) {
trace(">> mclListener.onLoadError()");
trace(">> ==");
trace(">> errorCode: " + errorCode);
trace(">> httpStatus: " + httpStatus);
}

__mcl.addListener(__mclListener);
__mcl.loadClip("long_url_of_jpg", holder_mc);


Traces out:

>> mclListener.onLoadError()
>> ==
>> errorCode: URLNotFound
>> httpStatus: 0
Error opening URL "Error opening URL file:///.long_url_of_jpg"


I tried putting it in a try-catch loop with no better results.  One
could possibly write a custom class that would throw errors though.

Hope that helps!
-Dan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gregory
N
Sent: Sunday, February 11, 2007 7:42 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Trace: level of details?

Hi all,

I'm curious, is there a way to set level of details for trace()?

In the project I'm working on, there's a lot of images loading. Some of
them
are missing, so I'm getting a 4-line message:
"Error opening URL
file:///.long_url_of_jpg"
I'd like to get rid of this trash in output to be able to read my own
messages in convenience :-).

Any ideas?


--



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[Flashcoders] Trace: level of details?

2007-02-11 Thread Gregory N

Hi all,

I'm curious, is there a way to set level of details for trace()?

In the project I'm working on, there's a lot of images loading. Some of them
are missing, so I'm getting a 4-line message:
"Error opening URL
file:///.long_url_of_jpg"
I'd like to get rid of this trash in output to be able to read my own
messages in convenience :-).

Any ideas?


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Re: [Flashcoders] create drop caps text ...

2007-01-05 Thread Gregory N

Well, I can't find any existing code for this...
So the possible way to go is:
1) create new textfield above the existing one
2) Fill it with one big initial letter
3) Strip the first letter from the main text
4) Place some IMG tag below the cap OR use indents...
5) fix all issues and enjoy ;-)
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---
On 1/5/07, kamal Priyashantha wrote:
i want to create dynamic text with drop caps, pls anyone can help me ...
Thanks.

ex: http://www.yearbooks.biz


/images/gal_ID-drop-cap.gif

Kamal.


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Re: [Flashcoders] Pretty cool flash8 video app!

2006-12-20 Thread Gregory N

I've noticed quite funny thing:
when I took the SWF from browser cache, "undefined" appears near tattoo on
girl's shoulder and boy's back

It looks great with this "undefined", try yourself!
As I can guess, they probably can have some other (dynamic) texts there, but
haven't embedded fonts, so we can't read it on our non-spanish machines ;-)


On 12/20/06, Mark Winterhalder <[EMAIL PROTECTED]> wrote:


On 12/20/06, James Tann <[EMAIL PROTECTED]> wrote:
> I'm not sure what I am supposed to be doing on this. Can someone explain
it
> to me please?

First you have for wait for it to load. That takes a while. What made
the waiting especially annoying was that I began to feel sorry for the
preloader girl because she moved like she had to go to the girls' room
really bad. Beer does that to people.

After the video I didn't know what to do, either. It appeared to be a
"tell a friend" sort of thing. It also says "clique aqui para conhecer
o bar". I don't speak Portuguese, but my beer instinct says it means
"click here to go to the bar". However, it's not clickable. It's a
dead end, apparently.



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[Flashcoders] using flash mxp components in Flex2

2006-12-16 Thread Gregory N

Hi all,

Does someone have any experience using flash components (mxp, downloaded
from Adobe Exchange) in Flex 2?
Or is there any (other) way to utilize them?

I have a strong feeling that there's no problem ( as all goes as SWF), but
just curious...


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