[Flashcoders] MX charting components for fp7/8

2005-12-21 Thread Tom Versweyveld
Does anyone know if there's a Fp7/8 conversion of the first charting
components for MX
(http://www.macromedia.com/cfusion/exchange/index.cfm#loc=en_usview=sn1
06viewName=Exchange%20Search%20Detailsauthorid=60639501page=0scrollP
os=0subcatid=0snid=sn106itemnumber=1extid=377283catid=0 )

I'm converting an as1 application to FP8 with those components in it,
it's probably just a casing issue...

Thnx,
Tom
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

Hello again,

I've been doing test all this time
but I still haven't found what I'm looking for.

I'm not able to find the actual objects.

When in _global I only see class names (functions).
If I view _level0 or any movieclip child I only see movieclips
(I'm not using classes that extend MovieClip)

e.g.

_global.com shows:

blitzagency (object)
darronschall (object)
robertpenner (object)
xfactorstudio (object)
zefxis (object)
   applications (object)
   games (object)
   control (object)
   List (function)
   ScrollBar (function)
   ScrollableTextBox (function)

Zefxis is my package, so everything game related should be in there.
If I expand any of the other objects, like applications or games,
at the end all I get is functions. So no actual object instances.

_level0 shows:

_level0 (movieclip)
   appPanels (movieclip)
   onAppChangeFocus (function)
   onLoad (function)
   sound_manager (movieclip)

And if I expand anything in the tree all I get is movieclips
and movieclip functions.


What am I doing wrong? I'm still confused.

I remember I used to be able to see object instances
back when the application was still AdminTool.


Thanks for the help

Regards,
Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, December 18, 2005 5:13 AM
Subject: Re: [FlashCoders] game slowing down - eventListener


YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in the
treeview and have it expand on demand.

On 12/17/05, MyName [EMAIL PROTECTED] wrote:


Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my desktop
project got about 140 classes and many circular references. It'll take
forever to take a snapshot from level0 with recursive option on. The
snapshot returns nodes of the 1st tier from level0 if recursive option is
turned off. But nothing will show up when clicking on a node that is too
complex.  So, what I had to do is to take a snapshot from a deep down
path.
For example in my case:
_level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
point, things seem started looking ok.

Thanks,

Doug

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Saturday, December 17, 2005 12:27 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Good!  you're looking around and getting comfortable with doing so in
Xray!

Ok, some tips:

1.   When browsing through global, you'll see your packages and objects.
You'll see all classes - instance, static, singleton etc.  You *can* see
static properties/objects through global since that's where they live/are
instanced.  Singletons and Instanced classes can be where they're
instanced.  So, whatever timeline/movieclip has created the Object, that's
where you can take a look through it / execute calls against it with Xray.

2.  If you want to save time with browsing with the treeview, you can
always
use the trace/execute window to verify an objects/propertie's existance.
(IE: _level0.main.myMovieClip.objX)

3.  In your class, if it extends a movieclip, you could put in an xray
trace
(_global.tt(MyMovie, this);

Then just copy and paste the path that spits out in the trace window and
start checkingyour objects and props from there.

Make sense?

Let me know if you other questions.  With xray, there's usually 3-4 ways
to
get an an object and mess with it ;)

On 12/17/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello John,

 Sorry for the late reply, I wanted to run
 some tests before answering back.

 I'm aware of the way the garbage collector works
 (even though I'm a little confused with object parameters
 stored in the inline functions inside Delegates, if they
 get garbage collected after all or not).

 Throughout my framework and the custom code for the game
 I pay much attention to deleting all object references.

 I've used xray in the past sometimes. I did this now too
 but I'm having some troubles.

 The only lines in my .fla are
 import Application
 Application.main(_root);

 Where in xray should I be looking for object instances?
 I can see all movieclips if I take a snapshot of _level0
 but if I want to see the instances of the Tile objects,
 or the TileManager, or the Countdown objects where
 should I look? I tried _global.com.zefxis which is where
 all the packages reside but all I see is functions (Classes)
 and no objects.

 e.g.

 _global.com.zefxis.solarwind snapshot gives me:

 animation (object)
Animation (function)
Animations (function)
EaseFunctions (function)
RelativeMovement (function)
Sequence (function)

 Any clues?

 Thank you!
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL 

[Flashcoders] reverse play FLV?

2005-12-21 Thread Dechesne, Elvin
Hi there,
 
I have an issue regarding playing FLV embedded on the timeline in reverse
order. Im using a simple script to check if the playhead has reached the end
of the video and then reverse plays it. However, this seems to choke the
player, my guess is the codec can't cope with this. Processor performance
leaps from 10% to a staggering 70-80%. Is there a workaround for this, or
should I simply abandon the idea to use this method?
 
Many thanks for any advice,
 
Elvin Dechesne
satama interactive
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Re: [Flashcoders] Drawing dotted lines

2005-12-21 Thread Iv
Hello Йric,

http://www.dembicki.org/index-eng.html

try this:
http://www.dembicki.org/FreeSelector.as
http://www.dembicki.org/RectangularSelector.as




-- 
Ivan Dembicki

[EMAIL PROTECTED] || 
http://www.design.ru

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[Flashcoders] component class path limited to 64 chars ???

2005-12-21 Thread PR Durand

Hi list!
I wanted to associate a class to a flash component, as ever, and so went 
to my library after copying my class path and name in Se|py
And what for a surprise : a Windows' ding! to notify that the name 
doesn't fit the textfield... Is that a joke?
It must have a solution, MM couldn't prevent us from linking this kind 
of class:
i.e. 
com.customerdomainname.entity.service.web.project.subproject.eshop.shoppingcart.SCManager

but I can't find it. Is there an import field or something like that?
Help please !

PR

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[Flashcoders] change a color range

2005-12-21 Thread rishi
I want to change a color range in an image. Like all yellow(255
variations) to red

How to proceed?

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Re: [Flashcoders] How to force IE to let Flash receive the TAB key?

2005-12-21 Thread Sam Shrefler
Kevin:

I would suggest trying:

1) param name=SeamlessTabbing value=false /
2)

Give you flash movie an id=somename in the object tag

then in the body tag, put this

 onLoad=flashFocus();

script LANGUAGE=JavaScript
!--
function flashFocus()
{
somename.focus();
}
//--
/script

Hope that helps your problem.



On 12/20/05, Kevin Boyd (MMCR) [EMAIL PROTECTED] wrote:

 I have a flash 6 movie running in IE6 and have disabled Flash's own
 Tabbing
 based highlighting on fields using

 this.focusEnabled=false
 this.tabEnabled=false
 this._focusrect = false

 So that I can control the Tabbing myself. Works fine in the player but in
 the browser IE seems to take the Tabbing focus. How can I force the Flash
 player to only receive the TABbing?

 Kevin Boyd
 Multimedia Creations Ltd.
 www.mmcr.co.uk



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Re: [Flashcoders] Franto's data loss

2005-12-21 Thread franto
uff...
yes, i'm on XP, i have to confes, i dont understand this much :) maybe
someone in our company will :) but i have almost all data recevoered,
or decompiled with ASV :)

If I will try to rolling back system, and I've found something I will
let  you know
Franto

On 12/20/05, John Mark Hawley [EMAIL PROTECTED] wrote:
 If you're on WindowsXP, there's something funky with System Restore you might 
 be able to exploit.

 Rolling back your system with System Restore is SUPPOSED to leave all your 
 user data, files, etc. alone and only mess with the registry and related 
 crud. However, I found on that, at least on my machine, ANYTHING IN A FOLDER 
 NAMED 'com' GETS ROLLED BACK AS WELL.

 Since most *.as files are likely to be inside a 'com' folder, you might be 
 able to get everything back.

 --
 John Mark Hawley
 The Nilbog Group
 773.968.4980 (cell)

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--
-
Franto

http://blog.franto.com
http://www.flashcoders.sk
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function)
 sound_manager (movieclip)

 And if I expand anything in the tree all I get is movieclips
 and movieclip functions.


 What am I doing wrong? I'm still confused.

 I remember I used to be able to see object instances
 back when the application was still AdminTool.


 Thanks for the help

 Regards,
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Sunday, December 18, 2005 5:13 AM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 YES!  that's a great tip - you don't have to start at _level0 in your
 snapshots - it's just the default ;)

 I'm surprised that the non-recursive searches posed a problem.  Once you
 start with a single snapshot, you should be able to click on objects in
 the
 treeview and have it expand on demand.

 On 12/17/05, MyName [EMAIL PROTECTED] wrote:
 
  Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my
 desktop
  project got about 140 classes and many circular references. It'll take
  forever to take a snapshot from level0 with recursive option on. The
  snapshot returns nodes of the 1st tier from level0 if recursive option
 is
  turned off. But nothing will show up when clicking on a node that is too
  complex.  So, what I had to do is to take a snapshot from a deep down
  path.
  For example in my case:
  _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
  point, things seem started looking ok.
 
  Thanks,
 
  Doug
 
  - Original Message -
  From: John Grden [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Saturday, December 17, 2005 12:27 PM
  Subject: Re: [FlashCoders] game slowing down - eventListener
 
 
  Good!  you're looking around and getting comfortable with doing so in
  Xray!
 
  Ok, some tips:
 
  1.   When browsing through global, you'll see your packages and objects.
  You'll see all classes - instance, static, singleton etc.  You *can* see
  static properties/objects through global since that's where they
 live/are
  instanced.  Singletons and Instanced classes can be where they're
  instanced.  So, whatever timeline/movieclip has created the Object,
 that's
  where you can take a look through it / execute calls against it with
 Xray.
 
  2.  If you want to save time with browsing with the treeview, you can
  always
  use the trace/execute window to verify an objects/propertie's existance.
  (IE: _level0.main.myMovieClip.objX)
 
  3.  In your class, if it extends a movieclip, you could put in an xray
  trace
  (_global.tt(MyMovie, this);
 
  Then just copy and paste the path that spits out in the trace window and
  start checkingyour objects and props from there.
 
  Make sense?
 
  Let me know if you other questions.  With xray, there's usually 3-4 ways
  to
  get an an object and mess with it ;)
 
  On 12/17/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
  
   Hello John,
  
   Sorry for the late reply, I wanted to run
   some tests before answering back.
  
  

[Flashcoders] Flash Remoting and CF

2005-12-21 Thread Sam Shrefler
I was wondering what other people's practices were when using Flash Remoting
and Coldfusion together with respect to passing values.

Usually, I create an Object in flash ( usually containing all the arguments
I want to pass to flash, for example: all the values of a form ) and it
remoting converts those valuse to arguments used in my cfc.

When going from CF (say i'm initializing a form and getting a bunch of data
from my cfc )... I'll usually create a struct in cf that contains all the
information and pass it back to flash.

Does this seem to common to what other people do?

Thanks

Sam
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Re: [Flashcoders] Flash Remoting and CF

2005-12-21 Thread Nick McNeill

That is exactly how my company does it. Seems to work the best for us.
Nick McNeill
Intellistrand

On Dec 21, 2005, at 8:14 AM, Sam Shrefler wrote:

I was wondering what other people's practices were when using Flash  
Remoting

and Coldfusion together with respect to passing values.

Usually, I create an Object in flash ( usually containing all the  
arguments
I want to pass to flash, for example: all the values of a form )  
and it

remoting converts those valuse to arguments used in my cfc.

When going from CF (say i'm initializing a form and getting a bunch  
of data
from my cfc )... I'll usually create a struct in cf that contains  
all the

information and pass it back to flash.

Does this seem to common to what other people do?

Thanks

Sam
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SPAM and virus protection provided by Intellistrand



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Re: [Flashcoders] Flash Remoting and CF

2005-12-21 Thread Matt Ganz
it's what i did.

within flash, i'd create either a generic object or an associative
array and i'd pass that entire object in my remoting call. the method
in my cfc is set up to accept this arg and the first thing that it
does is loop over it and passes those values along to my database.

and going back i'd do the same thing. i used structs and passed it
back to flash where i'd loop over the result and then going about
using those values where needed.

i used the netconnection debugger to view the back and forth and it
gave me a real nice visual display of the structure of my data.

hth.

On 12/21/05, Sam Shrefler [EMAIL PROTECTED] wrote:
 I was wondering what other people's practices were when using Flash Remoting
 and Coldfusion together with respect to passing values.

 Usually, I create an Object in flash ( usually containing all the arguments
 I want to pass to flash, for example: all the values of a form ) and it
 remoting converts those valuse to arguments used in my cfc.

 When going from CF (say i'm initializing a form and getting a bunch of data
 from my cfc )... I'll usually create a struct in cf that contains all the
 information and pass it back to flash.

 Does this seem to common to what other people do?

 Thanks

 Sam
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[Flashcoders] Can an object delete itself?

2005-12-21 Thread Mark Burvill

Hi all,
I've just started transitioning to AS2 (so go easy on me), and have a 
question about a game I'm building...


I have a Baddie object which handles a baddie on the screen, and when 
one gets killed, and has finished it's death animation, I'm running a 
method within the Baddie object called die() which deletes the 
associated movieClip, and then is meant to delete the baddie Object 
itself, but it doesn't seem to work


   public function die():Void {
   trace (deleting);
   removeMovieClip (baddie_mc);
   delete this;
   trace (Am i still alive?);
   }

The movieclip is successfully removed, but I would expect the second 
trace Am I still alive NOT to appear as the object has been deleted, 
but it does.
I read somewhere that it is illegal for an object to delete itself - is 
this true?

Is there another easy way of doing this?

Thanks! :o)

Mark

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[Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Adrian Showater
JesterXL, please clarify:

Flex 1.5 and 2 allow you to compile stand alone SWF's.  Flex 1.5, however,
requires the Flex server to be installed on the box where the SWF is
deployed to.

Am I correct in assuming that you mean that Flex 1 requires the server while
all subsequent versions do not?


Adrian Showalter
Software Developer
Holmes BizNet
www.HolmesBizNet.com http://www.HolmesBizNet.com
330.893.3901 ext 102

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RE: [Flashcoders]flash 8.5 or 8 binary

2005-12-21 Thread Robert A. Colvin
Is it easily possible to create images from binary data today in Flash8?
Or do we have to wait for 8.5? and What would the approach be in flash8?

I wanted to get the creative pool of knowledge from our community to
confirm my thoughts.

Cheers
Robert
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[Flashcoders] Game plays beautiful on PC/ not on mac. wtf?

2005-12-21 Thread Kurt Dommermuth

Hi all,

I'm really frustrated with something and hope someone out there can help.

I have this game 

http://www.asherbartos.com/xmas2005/

plays very well on my 1.7 ghz pc laptop.

plays horribly on a dual 1.2 mac.

some things simply don't work, on the Mac like the arrow keys.

that sucks, but the performance is what is driving me nuts.

I expect to take a hit on the mac, but this is beyond anything I anticipated.

is there code you should just simply stay away from on the Mac?

I used a couple of listeners for arrow key control.  a couple of 
setIntervals.  nothing too hard core at all...  most of the code is below 
if anyone cares to take a look.


thanks for any help anyone can offer.

Kurt

goSanta = function()
{
this.gotoAndStop(2);
var spd:Number = _root.variableSpeed;
var mX:Number = this._x;
var targ:Number = (_root._xmouse -  mX)/spd;
if(_root.variableSpeed1)
{
_root.variableSpeed = 1;
}
this._x += targ;
}

stopGame = function()
{
clearInterval(goDrink);
clearInterval(goTimer);
delete _root.santa.onEnterFrame;
_root.santa._x = -100;
}

santasWasted = function()
{
clearInterval(goDrinks);
delete _root.santa.onEnterFrame;
_root.santa.gotoAndPlay(passOut);
}

startGame = function()
{
s.stop();
_root.santa.tween(_y,440,.5,'easeOutBack');
attachSFX(_root.closingScreen,start,start,50);
_root.variableSpeed = 1;
_root.closingScreen.gotoAndStop(1);
_root.gotoAndStop(playGame);
_root.santa.onEnterFrame = goSanta;
_root.scoreBoard.meter.tween(_yscale,.5,.3);
_root.count = 0;
secondsLeft = 0;
clearInterval(goDrink);
goDrink = setInterval(drinkGenerator,700);
clearInterval(goTimer);
goTimer = setInterval(startTimer,1000);
}


fallingDrink = function()
{
this._y+=this.spd;
if(this._y  340  this._y  420)
{
if (this.hitTest(_root.santa.santasMouth))
{
attachSFX(this,this.sfx,sfx,20);
_root.variableSpeed += this.potency;
var perLoaded = 
int((_root.variableSpeed/20)*100);

_root.scoreBoard.meter.tween(_yscale,perLoaded,.4);
_root.santa.santasMouth.gotoAndPlay(2);
if(_root.variableSpeed  20) //santa 
drank too much
{
_root.santasWasted();
}
this.removeMovieClip();
}
}
//kill clip if drop too far
if(this._y  550)
{
trace(mc dead)
this.removeMovieClip();
}
}


drinkGenerator = function()
{
var myDepth = _root.drinkContainer.getNextHighestDepth();
var randSpd = getRandomNumber(12,6);
var randX = getRandomNumber(660,105);
var randomID = getRandomNumber(_root.gameItems.length-1,0)
var randomItem = _root.gameItems[[randomID]][0];

_root.drinkContainer.createEmptyMovieClip(mc+myDepth,myDepth);
_root.drinkContainer[mc+myDepth].attachMovie(randomItem,drink,1);
_root.drinkContainer[mc+myDepth].drink._x = randX;
_root.drinkContainer[mc+myDepth].drink.spd = randSpd;
	_root.drinkContainer[mc+myDepth].drink.potency = 
_root.gameItems[[randomID]][1];

_root.drinkContainer[mc+myDepth].drink.sfx = 
_root.gameItems[[randomID]][2];

_root.drinkContainer[mc+myDepth].drink.onEnterFrame = fallingDrink;
}

attrition = function()
{
if(_root.variableSpeed  1)
{
_root.variableSpeed -=.5
var perLoaded = int((_root.variableSpeed/20)*100);
_root.scoreBoard.meter.tween(_yscale,perLoaded,.4);
}
}

startTimer = function()
{
_root.attrition();
_root.scoreBoard.score = 0;
_root.count++
secondsLeft = _root.totalSecondsToPlay - _root.count;
_root.scoreBoard.timer = secondsLeft + :00;
if(secondsLeft = 0)
{
if(_root.variableSpeed  12)
{
_root.closingScreen.gotoAndStop(tooJolly);
attachSFX(_root.closingScreen,puke,p,40);
}
else if(_root.variableSpeed  8)
{
_root.closingScreen.gotoAndStop(notJolly);
attachSFX(_root.closingScreen,snore,s,60,4);
}

Re: [Flashcoders] reverse play FLV?

2005-12-21 Thread Bart Wttewaall
You can't play an flv backwards because of the way it is encoded. A
video consists of sequencial compressed images. If you jump to a
frame, the decoder has to collect an I-frame (a complete image) and
walk through B-frames (partial images containing only changed eareas)
to accumulate frames until it has reached your selected frame.
Understandably, that requires some performance.

If you'd like to play in reverse you'll have 2 options: create another
flv from reverse footage and play that one instead, or create an image
sequence of loose images and put them in a mc. Now you can build
controls that play through the mc (or swf) in any direction or speed
you wish.

Bart

2005/12/21, Dechesne, Elvin [EMAIL PROTECTED]:
 Hi there,

 I have an issue regarding playing FLV embedded on the timeline in reverse
 order. Im using a simple script to check if the playhead has reached the end
 of the video and then reverse plays it. However, this seems to choke the
 player, my guess is the codec can't cope with this. Processor performance
 leaps from 10% to a staggering 70-80%. Is there a workaround for this, or
 should I simply abandon the idea to use this method?

 Many thanks for any advice,

 Elvin Dechesne
 satama interactive
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Re: [Flashcoders]flash 8.5 or 8 binary

2005-12-21 Thread Zeh Fernando

Is it easily possible to create images from binary data today in Flash8?
Or do we have to wait for 8.5? and What would the approach be in flash8?


You can do both - decode binary data to form an image, and encode binary 
data from an image. However, you would need to code the image 
encoding/decoding functions in actionscript, and of course you would still 
be limited by Flash inability to save/load files so the possibilities would 
still be quite limited (not sure if that's what you're looking for). But 
it's doable, it's just not something done automagically, so depending on how 
your binary data is encoded, it can either be pretty easy (RLE) or pretty 
hard (JPEG).


Flash 8.5 will have more or less the same approach, although encoding (and 
possibly decoding) will be easier thanks to the zlib-like compression and 
decompression of data that's natively available on the language. See Tinic 
Uro's recent blog entries, where he talks a bit about it (using AS3).


http://www.kaourantin.net/

The same can be done on AS2 for Flash 8, but would require you to create new 
zlib-like functions.



- zeh 


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Re: [Flashcoders] Can an object delete itself?

2005-12-21 Thread Andreas Rønning

Mark Burvill wrote:

Hi all,
I've just started transitioning to AS2 (so go easy on me), and have a 
question about a game I'm building...


I have a Baddie object which handles a baddie on the screen, and 
when one gets killed, and has finished it's death animation, I'm 
running a method within the Baddie object called die() which deletes 
the associated movieClip, and then is meant to delete the baddie 
Object itself, but it doesn't seem to work


   public function die():Void {
   trace (deleting);
   removeMovieClip (baddie_mc);
   delete this;
   trace (Am i still alive?);
   }

The movieclip is successfully removed, but I would expect the second 
trace Am I still alive NOT to appear as the object has been deleted, 
but it does.
I read somewhere that it is illegal for an object to delete itself - 
is this true?

Is there another easy way of doing this?

Thanks! :o)

Mark

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No sir, objects do not delete themselves. For my projects i have an 
external destructor function, for instance:



//enemy class
class Enemy{
   private var creator:Object;
   private var myClip:MovieClip;
   public function Enemy(c:Object){
  creator = c;
   }
   public function death():Void{
  playSound(explosion); //for instance
  removeMovieClip(myClip);
   }
   public function destroy():Void{
  creator.destroyEnemy(this);
   }
}

//whatever deploys the enemies
var enemies:Array;
function addEnemy(){
   enemies.push(new Enemy());
}
function destroyEnemy(e:Enemy){
   for(var i = enemies.length;i--;){
  if(enemies[i]==e){
 enemies[i].death();
 enemies.splice(i,1);
 break;
  }
   }
}

Didnt give this much thought so its probably not brilliant, but you get 
the idea


- A
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AW: [Flashcoders] reverse play FLV?

2005-12-21 Thread Kerem Gülensoy
did you try rendering the flv with more keyframes ? works fine for me...

cheers,
kerem

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Bart
Wttewaall
Gesendet: Mittwoch, 21. Dezember 2005 15:58
An: Flashcoders mailing list
Betreff: Re: [Flashcoders] reverse play FLV?

You can't play an flv backwards because of the way it is encoded. A video
consists of sequencial compressed images. If you jump to a frame, the
decoder has to collect an I-frame (a complete image) and walk through
B-frames (partial images containing only changed eareas) to accumulate
frames until it has reached your selected frame.
Understandably, that requires some performance.

If you'd like to play in reverse you'll have 2 options: create another flv
from reverse footage and play that one instead, or create an image sequence
of loose images and put them in a mc. Now you can build controls that play
through the mc (or swf) in any direction or speed you wish.

Bart

2005/12/21, Dechesne, Elvin [EMAIL PROTECTED]:
 Hi there,

 I have an issue regarding playing FLV embedded on the timeline in 
 reverse order. Im using a simple script to check if the playhead has 
 reached the end of the video and then reverse plays it. However, this 
 seems to choke the player, my guess is the codec can't cope with this. 
 Processor performance leaps from 10% to a staggering 70-80%. Is there 
 a workaround for this, or should I simply abandon the idea to use this
method?

 Many thanks for any advice,

 Elvin Dechesne
 satama interactive
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hello again,

I've been doing test all this time
but I still haven't found what I'm looking for.

I'm not able to find the actual objects.

When in _global I only see class names (functions).
If I view _level0 or any movieclip child I only see movieclips
(I'm not using classes that extend MovieClip)

e.g.

_global.com shows:

blitzagency (object)
darronschall (object)
robertpenner (object)
xfactorstudio (object)
zefxis (object)
applications (object)
games (object)
control (object)
List (function)
ScrollBar (function)
ScrollableTextBox (function)

Zefxis is my package, so everything game related should be in there.
If I expand any of the other objects, like applications or games,
at the end all I get is functions. So no actual object instances.

_level0 shows:

_level0 (movieclip)
appPanels (movieclip)
onAppChangeFocus (function)
onLoad (function)
sound_manager (movieclip)

And if I expand anything in the tree all I get is movieclips
and movieclip functions.


What am I doing wrong? I'm still confused.

I remember I used to be able to see object instances
back when the application was still AdminTool.


Thanks for the help

Regards,
Dimitrios


- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, December 18, 2005 5:13 AM
Subject: Re: [FlashCoders] game slowing down - eventListener


YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in
the
treeview and have it expand on demand.

On 12/17/05, MyName [EMAIL PROTECTED] wrote:

 Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my
desktop
 project got about 140 classes and many circular references. It'll take
 forever to take a snapshot from level0 with recursive option on. The
 snapshot returns nodes of the 1st tier from level0 if recursive option
is
 turned off. But nothing will show up when clicking on a node that is too
 complex.  So, what I had to do is to take a snapshot from a deep down
 path.
 For example in my case:
 _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
 point, things seem started looking ok.

 Thanks,

 Doug

 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Saturday, December 17, 2005 12:27 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 Good!  you're looking around and getting comfortable with doing so in
 Xray!

 Ok, some tips:

 1.   When browsing through global, you'll see your packages and objects.
 You'll see all classes - instance, static, singleton etc.  You *can* see
 static properties/objects through global since that's where they
live/are
 instanced.  Singletons and Instanced classes can be where they're
 instanced.  So, whatever timeline/movieclip has created the Object,

Re: [Flashcoders] Job Opportunity in Tucson

2005-12-21 Thread Van Tuck
I have a colleague / friend who runs a graphic design company in Tucson 
- he might be able to help you locate someone.  Email me off list for 
info



Van R Tuck
Director of Web Development

Cause Design Group
1519 Stanford Street Suite 6
Santa Monica, CA  90404

 t:  310.430.5369
www.causedesigngroup.com





On Dec 20, 2005, at 3:49 PM, Chris Hill wrote:

Yeah, I've already gone and posted with the university. Perhaps I 
should say that its on a part-time project basis? I'm not really 
expecting anyone on this list to be available, but just in case.


Chris

Merrill, Jason wrote:


On-site only and PART time?  I sure hope you find someone!  :)  Might
want to check with the local colleges/universities for fresh blood.
Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com



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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread JesterXL
Nope, Flex 1 and Flex 1.5.

Flex 1 and Flex 1.5 require a server if you wish to remain legal.  While you 
can easily create SWF's from Flex 1 and Flex 1.5 and run them independently, 
unless they were served from a server that has Flex 1 or 1.5 installed, 
that's illegal.

Flex 2 does not have this legal requirement, and once you create a SWF, you 
can do whatever you want with it.

- Original Message - 
From: Adrian Showater [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 9:11 AM
Subject: [Flashcoders] RE: Flex vs OpenLaszo


JesterXL, please clarify:

Flex 1.5 and 2 allow you to compile stand alone SWF's.  Flex 1.5, however,
requires the Flex server to be installed on the box where the SWF is
deployed to.

Am I correct in assuming that you mean that Flex 1 requires the server while
all subsequent versions do not?


Adrian Showalter
Software Developer
Holmes BizNet
www.HolmesBizNet.com http://www.HolmesBizNet.com
330.893.3901 ext 102

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RE: [Flashcoders] reverse play FLV?

2005-12-21 Thread Dechesne, Elvin

That's something I havent tried yet, sounds like a good idea, thanks!
Cheers
elvin

did you try rendering the flv with more keyframes ? works fine for me...

cheers,
kerem

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RE: [Flashcoders] CORRECTION: Firefox flash plugin problem?

2005-12-21 Thread Henry @ Tonic
Hey Hans (and the rest of the list)

Did anyone ever come up with a solution to this? I'm experiencing similar 
problems with input fields in the Firefox plugin - specifically, special 
characters are becoming garbled,  as if the user's international keyboard 
mapping has been set wrongly. The same SWF behaves fine in IE.

I too am pulling my hair out - I've made sure all possible characters are 
embedded in the input text fields and have tried exporting (to Flash 6) from 
both Flash 8 and MX 2004.

Any pointers would be gratefully recieved :)

Henry

-Original Message-
From: Van De Velde Hans 
Sent: donderdag 1 december 2005 18:34
To: 'flashcoders at chattyfig.figleaf.com'
Subject: Firefox flash plugin problem?
 
Hi list,
 
I have the strangest problem on a mini-site with a form:
 
in Firefox, the Input textfields don't allow to type an @ or any other
special character (!)
and I do NOT have the problem in other browsers on PC or Mac...
 
To see it : http://you-are-here.be/ http://you-are-here.be/ 
 Send To A Friend
 
Does anybody has a fix? Any ideas?
 
FYI:
Authored in Flash 8 with ActionScript 2, published to Flash 7.
and looking at it with flash plugin 8 on Windows XP Pro with Firefox 1.5.
 
Any help is welcome, coz I'm pulling my hair out,
 
 
Hans.

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[Flashcoders] Faster code?

2005-12-21 Thread Mark Ribau
Anyone know of good optimizations to make to code so that it'll run 
faster in Flash?


If you're bored, check out what we're doing with flash at www.mapwing.com.

--
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] Can an object delete itself?

2005-12-21 Thread Jordan L. Chilcott
Legal or not, it's very unwise to let an object kill itself. Letting  
an object commit suicide would leave the rest of a program in a lurch  
as it wouldn't really know where to go from there. You haven't  
officially returned back to the caller at that point. You are better  
off sending out an event to a container object that will put you on  
death row, so you can be properly disposed of when you are finished  
executing.


jord

On Dec 21, 2005, at 8:44 AM, Mark Burvill wrote:


   public function die():Void {
   trace (deleting);
   removeMovieClip (baddie_mc);
   delete this;
   trace (Am i still alive?);
   }

The movieclip is successfully removed, but I would expect the  
second trace Am I still alive NOT to appear as the object has  
been deleted, but it does.
I read somewhere that it is illegal for an object to delete itself  
- is this true?

Is there another easy way of doing this?


--
Jordan L. Chilcott, President
Interactivity Unlimited
Guelph, Ontario
-
Tel:  (519) 837-1879
eFax: (253) 276-8631

mailto:[EMAIL PROTECTED]
http://www.interactivityunlimited.com
iChat/AIM: j1chilcott

Author: Building Web Sites with Macromedia Studio MX
Author: Building Dynamic Web Sites with Macromedia Studio MX
Author: Flash Professional 8: Training From the Source


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[Flashcoders] RE: Job Opportunity in Tucson

2005-12-21 Thread John Olson
Chris --

I passed this info along to a friend of mine who teaches at Tucson Design
College.  Good luck.

- John O. 



-Original Message-
Message: 17
Date: Tue, 20 Dec 2005 15:23:53 -0700
From: Chris Hill [EMAIL PROTECTED]
Subject: [Flashcoders] Job Opportunity in Tucson
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=windows-1252; format=flowed

Work is ON-SITE AND PART TIME in gorgeous Tucson, AZ. NO TELECOMMUTE.

GUI PROGRAMMER
Looking for a coder with quality OOP principles, understands layout 
management and a sense of design. Code will be written in Flash 
ActionScript. ActionScript experience is a major plus, but more 
important are good coding fundamentals and a willingness to learn. Also 
important is that this is not a scripting position, this is full-on 
OOP development.

ASP.NET/WEB DEVELOPER
Looking for ASP.NET developer who can also work on legacy VBScript 
applications. Needs strong understanding of SQL, .NET and C# essentials, 
and quality coding practices. Position entails building custom CMS 
applications, and doing work on existing CMS front and backends.

FLASH PRODUCTION ASSISTANT
Looking for a non-coder who can handle production issues in Flash 
applications. Work would involve: laying out Flash apps based off comps, 
converting assets from clients into flash-friendly forms. Needs strong 
understanding of Flash, Photoshop, and Illustrator.

GET IN TOUCH WITH ME
If youre available to work ON-SITE PART-TIME, write/call me:
520.777.0032
[EMAIL PROTECTED]

-- 
 _
   __ __     
  |  |  \/ ___\  Chris Hill  
  |  |  / /_/   [EMAIL PROTECTED]
  |/\___  /  http://ubergeek.tv  
   /_/   The Smell of Geek!  
-


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Re: [Flashcoders] Can an object delete itself?

2005-12-21 Thread Mark Burvill

Nice one - thanks Andreas. :o)

Andreas Rønning wrote:


Mark Burvill wrote:


Hi all,
I've just started transitioning to AS2 (so go easy on me), and have a 
question about a game I'm building...


I have a Baddie object which handles a baddie on the screen, and 
when one gets killed, and has finished it's death animation, I'm 
running a method within the Baddie object called die() which deletes 
the associated movieClip, and then is meant to delete the baddie 
Object itself, but it doesn't seem to work


   public function die():Void {
   trace (deleting);
   removeMovieClip (baddie_mc);
   delete this;
   trace (Am i still alive?);
   }

The movieclip is successfully removed, but I would expect the second 
trace Am I still alive NOT to appear as the object has been 
deleted, but it does.
I read somewhere that it is illegal for an object to delete itself - 
is this true?

Is there another easy way of doing this?

Thanks! :o)

Mark

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No sir, objects do not delete themselves. For my projects i have an 
external destructor function, for instance:



//enemy class
class Enemy{
   private var creator:Object;
   private var myClip:MovieClip;
   public function Enemy(c:Object){
  creator = c;
   }
   public function death():Void{
  playSound(explosion); //for instance
  removeMovieClip(myClip);
   }
   public function destroy():Void{
  creator.destroyEnemy(this);
   }
}

//whatever deploys the enemies
var enemies:Array;
function addEnemy(){
   enemies.push(new Enemy());
}
function destroyEnemy(e:Enemy){
   for(var i = enemies.length;i--;){
  if(enemies[i]==e){
 enemies[i].death();
 enemies.splice(i,1);
 break;
  }
   }
}

Didnt give this much thought so its probably not brilliant, but you 
get the idea


- A
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--
*Mark Burvill*
Interactive designer
www.eyegas.com http://www.eyegas.com

*Work:* 0117 953 0100
*Mobile*: 07780 608498
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John,

 At the Class Packages array,
 should I add just zefxis or com.zefxis?
 Cause that's where my class package resides.

 I did what you told me about the XRay component in the timeline.
 The project is pretty huge (more than 150 classes) and there is
 a real problem with recursive ON (it actually freezes the player)

 I tried going pretty deep in the tree and then enable recursive,
 but still I'm having trouble. I only see some objects. And if I click
 on them, then I only see functions again.

 I'm looking in _global.com.zefxis. etc, right? I guess that's where
 I should be looking, not the _level0 tree.

 Sorry John, I don't have it online.

 Regards,
 Dimitrios




 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 3:11 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 1.  Put Xray back on stage in the _level0 timeline.

 2.  Click on it and select the parameters tab.

 3.  in the Class Packages array, add Zefxis

 4.  Republish and try a snapshot again.

 This time, it should at least show you the true class names/paths.  I
 actually realized yesterday that if the connector wasn't on stage, the
 ClassPath engine isn't initialized (more on that later).

 In the older versions of the AdminTool, it used to only do Recursive
 searches and it would recurse objects at the same time as
 movieclips.  That
 proved to be a huge task that caused script timeout errors left and right.
 Now, I list objects/movieclips (including arrays), but only movieclip's
 get
 recursed.  If you want to drill down through an object, just click on it,
 and drill down through the property inspector.

 So, republish after doing the above.  If you have it online, do you mind
 if
 I try and look through it with Xray?  Let me know,

 Thanks,

 John

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  Hello again,
 
  I've been doing test all this time
  but I still haven't found what I'm looking for.
 
  I'm not able to find the actual objects.
 
  When in _global I only see class names (functions).
  If I view _level0 or any movieclip child I only see movieclips
  (I'm not using classes that extend MovieClip)
 
  e.g.
 
  _global.com shows:
 
  blitzagency (object)
  darronschall (object)
  robertpenner (object)
  xfactorstudio (object)
  zefxis (object)
  applications (object)
  games (object)
  control (object)
  List (function)
  ScrollBar (function)
  ScrollableTextBox (function)
 
  Zefxis is my package, so everything game related should be in there.
  If I expand any of the other objects, like applications or games,
  at the end all I get is functions. So no actual object instances.
 
  _level0 shows:
 
  _level0 (movieclip)
  appPanels (movieclip)
  onAppChangeFocus (function)
  onLoad (function)
  sound_manager (movieclip)
 
  And if I expand anything in the tree all I get is movieclips
  and movieclip functions.
 
 
  What am I doing wrong? I'm still confused.
 
  I remember I used to be able to see object instances
  back when the application was still AdminTool.
 
 
  Thanks for the help
 
  Regards,
  Dimitrios
 
 
  - Original Message -
  From: John Grden [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Sunday, December 18, 2005 5:13 AM
  Subject: Re: [FlashCoders] game slowing down - eventListener
 
 
  YES!  that's a great tip - you don't have to start at _level0 in your
  snapshots - it's just the default ;)
 
  I'm surprised that the non-recursive searches posed a problem.  Once you
  start with a single snapshot, you should be able to click on objects in
  the
  treeview and have it expand on demand.
 
  On 12/17/05, MyName [EMAIL PROTECTED] wrote:
  
   Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my
  desktop
   project got about 140 classes and many circular references. It'll take
   forever to take a snapshot from level0 with recursive option on. The
   snapshot returns nodes of the 1st tier from level0 if recursive option
  is
   turned off. But nothing will show up when clicking on a node that is
 too
   complex.  So, what I had to do is to take a snapshot from a deep down
   path.
   For example in my case:
   _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
   point, things seem started looking ok.
  
   Thanks,
  
   Doug
  
   - Original Message -
   From: John Grden [EMAIL PROTECTED]
   To: Flashcoders mailing list 

Re: [Flashcoders] Drawing dotted lines

2005-12-21 Thread Éric Thibault

Super

I'm building my demo app

Thanks a million times!

Iv wrote:


Hello Йric,

http://www.dembicki.org/index-eng.html

try this:
http://www.dembicki.org/FreeSelector.as
http://www.dembicki.org/RectangularSelector.as




 




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===

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Réseau de valorisation de l'enseignement
Université Laval, pavillon Félix-Antoine Savard
Québec, Canada
Tel.: 656-2131 poste 18015
Courriel : [EMAIL PROTECTED]

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confidencialidad http://www.rec.ulaval.ca/lce/securite/confidentialite.htm

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RE: [Flashcoders] Faster code?

2005-12-21 Thread Nick Weekes
Beware thy micro-optimisations, for thy bring thee doom pain and misery


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Ribau
Sent: 21 December 2005 16:16
To: 'Flashcoders mailing list'
Subject: [Flashcoders] Faster code?

Anyone know of good optimizations to make to code so that it'll run 
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.

-- 
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php
Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Spike
That's not 100% true.

You must have a Flex license for the server where the swf is served
from, but you don't have to have Flex installed on it.

I've worked with a couple of clients who use this configuration.

Spike

On 12/21/05, JesterXL [EMAIL PROTECTED] wrote:
 Nope, Flex 1 and Flex 1.5.

 Flex 1 and Flex 1.5 require a server if you wish to remain legal.  While you
 can easily create SWF's from Flex 1 and Flex 1.5 and run them independently,
 unless they were served from a server that has Flex 1 or 1.5 installed,
 that's illegal.

 Flex 2 does not have this legal requirement, and once you create a SWF, you
 can do whatever you want with it.

 - Original Message -
 From: Adrian Showater [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 9:11 AM
 Subject: [Flashcoders] RE: Flex vs OpenLaszo


 JesterXL, please clarify:

 Flex 1.5 and 2 allow you to compile stand alone SWF's.  Flex 1.5, however,
 requires the Flex server to be installed on the box where the SWF is
 deployed to.

 Am I correct in assuming that you mean that Flex 1 requires the server while
 all subsequent versions do not?


 Adrian Showalter
 Software Developer
 Holmes BizNet
 www.HolmesBizNet.com http://www.HolmesBizNet.com
 330.893.3901 ext 102

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Re: [Flashcoders] Can an object delete itself?

2005-12-21 Thread Cedric Muller

maybe I am just thinking out loud (and my mind is a tricky one)
but, don't you delete an object's instances and not directly the class 
itself (how could it delete itself ?) ?

like:

var baddieInstance = new Baddie();

... later ...

baddieInstance.die(); 	// internal deletion process (like 
removeListener ,)

delete(baddieInstance); // instance deletion

??

Cedric


Nice one - thanks Andreas. :o)

Andreas Rønning wrote:


Mark Burvill wrote:


Hi all,
I've just started transitioning to AS2 (so go easy on me), and have 
a question about a game I'm building...


I have a Baddie object which handles a baddie on the screen, and 
when one gets killed, and has finished it's death animation, I'm 
running a method within the Baddie object called die() which deletes 
the associated movieClip, and then is meant to delete the baddie 
Object itself, but it doesn't seem to work


   public function die():Void {
   trace (deleting);
   removeMovieClip (baddie_mc);
   delete this;
   trace (Am i still alive?);
   }

The movieclip is successfully removed, but I would expect the second 
trace Am I still alive NOT to appear as the object has been 
deleted, but it does.
I read somewhere that it is illegal for an object to delete itself - 
is this true?

Is there another easy way of doing this?

Thanks! :o)

Mark

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No sir, objects do not delete themselves. For my projects i have an 
external destructor function, for instance:



//enemy class
class Enemy{
   private var creator:Object;
   private var myClip:MovieClip;
   public function Enemy(c:Object){
  creator = c;
   }
   public function death():Void{
  playSound(explosion); //for instance
  removeMovieClip(myClip);
   }
   public function destroy():Void{
  creator.destroyEnemy(this);
   }
}

//whatever deploys the enemies
var enemies:Array;
function addEnemy(){
   enemies.push(new Enemy());
}
function destroyEnemy(e:Enemy){
   for(var i = enemies.length;i--;){
  if(enemies[i]==e){
 enemies[i].death();
 enemies.splice(i,1);
 break;
  }
   }
}

Didnt give this much thought so its probably not brilliant, but you 
get the idea


- A
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Re: [Flashcoders] Faster code?

2005-12-21 Thread JesterXL
Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run 
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.

-- 
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php
Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread JesterXL
How do you have a license for a server, but not have Flex installed on it? 
Could I do this with one of my web hosting providers then?

- Original Message - 
From: Spike [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:27 AM
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo


That's not 100% true.

You must have a Flex license for the server where the swf is served
from, but you don't have to have Flex installed on it.

I've worked with a couple of clients who use this configuration.

Spike

On 12/21/05, JesterXL [EMAIL PROTECTED] wrote:
 Nope, Flex 1 and Flex 1.5.

 Flex 1 and Flex 1.5 require a server if you wish to remain legal.  While 
 you
 can easily create SWF's from Flex 1 and Flex 1.5 and run them 
 independently,
 unless they were served from a server that has Flex 1 or 1.5 installed,
 that's illegal.

 Flex 2 does not have this legal requirement, and once you create a SWF, 
 you
 can do whatever you want with it.

 - Original Message -
 From: Adrian Showater [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 9:11 AM
 Subject: [Flashcoders] RE: Flex vs OpenLaszo


 JesterXL, please clarify:

 Flex 1.5 and 2 allow you to compile stand alone SWF's.  Flex 1.5, 
 however,
 requires the Flex server to be installed on the box where the SWF is
 deployed to.

 Am I correct in assuming that you mean that Flex 1 requires the server 
 while
 all subsequent versions do not?


 Adrian Showalter
 Software Developer
 Holmes BizNet
 www.HolmesBizNet.com http://www.HolmesBizNet.com
 330.893.3901 ext 102

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Re: [Flashcoders] RE: Job Opportunity in Tucson

2005-12-21 Thread Chris Hill

Wow, this is fantastic. Thanks for all your help in getting the word out!
Chris

John Olson wrote:


Chris --

I passed this info along to a friend of mine who teaches at Tucson Design
College.  Good luck.

- John O. 

 



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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Mike Boutin
So OpenLaszlo may be a better solution as it does not need a OpenLaszlo 
licence to have a standalone swf on the server?


- Original Message - 
From: Spike [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 8:27 AM
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo


That's not 100% true.

You must have a Flex license for the server where the swf is served
from, but you don't have to have Flex installed on it.

I've worked with a couple of clients who use this configuration.

Spike

On 12/21/05, JesterXL [EMAIL PROTECTED] wrote:

Nope, Flex 1 and Flex 1.5.

Flex 1 and Flex 1.5 require a server if you wish to remain legal.  While 
you
can easily create SWF's from Flex 1 and Flex 1.5 and run them 
independently,

unless they were served from a server that has Flex 1 or 1.5 installed,
that's illegal.

Flex 2 does not have this legal requirement, and once you create a SWF, 
you

can do whatever you want with it.

- Original Message -
From: Adrian Showater [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 9:11 AM
Subject: [Flashcoders] RE: Flex vs OpenLaszo


JesterXL, please clarify:

Flex 1.5 and 2 allow you to compile stand alone SWF's.  Flex 1.5, 
however,

requires the Flex server to be installed on the box where the SWF is
deployed to.

Am I correct in assuming that you mean that Flex 1 requires the server 
while

all subsequent versions do not?


Adrian Showalter
Software Developer
Holmes BizNet
www.HolmesBizNet.com http://www.HolmesBizNet.com
330.893.3901 ext 102

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RE: [Flashcoders] Faster code?

2005-12-21 Thread Nick Weekes
lol that's what I was thinking of looking at that site, couldn't put a name
to it tho...

good spot Jessie.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JesterXL
Sent: 21 December 2005 16:38
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Faster code?

Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run 
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.

-- 
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php
Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] Faster code?

2005-12-21 Thread Mark Ribau

lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.  
The goal is more to create a system for making easy virtual tours of 
either real locations or fantasy worlds.  Got any thoughts/suggestions?


JesterXL wrote:


Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run 
faster in Flash?


If you're bored, check out what we're doing with flash at www.mapwing.com.

 


--
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Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

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RE: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Merrill, Jason
How do you have a license for a server, but not have Flex installed on
it?
Could I do this with one of my web hosting providers then?

Check with Adobe, but in November Macromedia Sales told me as long as we
had a legal Flex 1.5 license installed in one location, they would allow
us to take the .swfs produced on the server and move them to a different
server where Flex was not installed as long as the server owner was the
same entity.  

i.e. Company A owns one Flex 1.5 license and has server1 and server2
in house.  Company B does not have a Flex license. Company A's server1
has Flex installed, company A's server2 does not.  We could move .swfs
from Company A's server1 to server2, but not to any of Company B's
servers.

At least, that's how it was explained to me. 

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






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[Flashcoders] mp4 to flv

2005-12-21 Thread Luke Hamilton
There seem to be plenty of windows apps that you can purchase that will 
convert mp4, avi, mov, etc to .FLV .. but does anyone know of a 
plugin/app/script that will convert .mp4 to .flv in a linux server 
environment with PHP, PERL, CGI or the like?

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[Flashcoders] simple frame jump not rendering??

2005-12-21 Thread Charles Parcell
This is so utterly basic I find it amazing that is an issue at all.

In frame 1 of my movie I have 'gotoAndStop(myFrameLabel);' When i test the
movie I do not see the content of the frame it should be jumpping to.

So, I try 'gotoAndPlay(myFrameLabel);' and place 'stop();' on the frame
that is labeled.  Still not showing me the content on the labeled frame.

Lastly, I remove the 'stop();' from the labeled frame and place 'stop();' on
the frame just past the labeled frame. I also make sure that my content
layers span both the labeled frame and the frame after.  In this case I DO
see the content that is on the labeled frame.

What the hell is up with this? A simple gotoAndStop(); should have been all
that was needed. Has anyone else had this issue? Anyone know how to fix it
so that it works as expected?

FYI - Using Flash 8 Pro on Win XP SP2

Charles P.
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Re: [Flashcoders] Faster code?

2005-12-21 Thread JesterXL
Dude, no, she runs great, looks hot, and makes me want to fill up the dots 
like you made dots on the map in Legend of Zelda.

What part don't you like?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:

Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.



-- 
Mark Ribau
Lead Windows Developer | My Tech Blog
http://www.redbugtech.com/blogs/mark.php
Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function)
 sound_manager (movieclip)

 And if I expand anything in the tree all I get is movieclips
 and movieclip functions.


 What am I doing wrong? I'm still confused.

 I remember I used to be able to see object instances
 back when the application was still AdminTool.


 Thanks for the help

 Regards,
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Sunday, December 18, 2005 5:13 AM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 YES!  that's a great tip - you don't have to start at _level0 in your
 snapshots - it's just the default ;)

 I'm surprised that the 

Re: [Flashcoders] Faster code?

2005-12-21 Thread Mark Winterhalder
On 12/21/05, Mark Ribau [EMAIL PROTECTED] wrote:
 Anyone know of good optimizations to make to code so that it'll run
 faster in Flash?

functions: avoid, if at all possible.
methods of intrinsic classes are ok (e.g. Math.round()), but calling
an AS function  is very slow.
if you have to use functions, try to make them methods of some object
to force the compiler to use function2. i don't know what it depends
on, but i've found that declaring a function on its own sometimes
results in the normal function bytecode, which means there are only
four registers, so you rely on getVariable/setVariable which is slower
then registers (and with function2 you have 256 of them).

the fastest loop through an array is:
  var len = myArray.length;
  while( len-- ) {
...
  }
yes, it's faster then for..in.

it's been a while since i've tested it, but - is *slightly* faster than +.

use local vars. this is probably the most important one, apart from
avoiding functions.

accessing an array is *not* faster than accessing an object.

instead of
var foo = Math.floor( bar );
use
var foo = bar|0;

of course, what will bring you the most in performance is to improve
your algorithms and data structures.

wait for AS3.

hth,
mark

--
http://snafoo.org/
jabber: [EMAIL PROTECTED]
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Re: [Flashcoders] Scrolling Landscape by Mouse position

2005-12-21 Thread Charles Parcell
You simply get the distance from the mouse to a point (the stage center for
example) and use that to alter the image._x property.  You can also add in
the _y property if you want to pan up and down too.

Charles P.


On 12/20/05, Kevin Aebig [EMAIL PROTECTED] wrote:

 Hey all,



 I've seen a few examples of a scenic landscape that is scrolled to view
 more by the mouse cursor and can't seem to find any references to them a
 la
 google. Does anyone have a clue where to find these sources or have an
 example handy?



 I've just gotten pinned by my boss to have this done by the end of the
 day,
 or I'd do it from scratch.



 Cheers,



 Kevin

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RE: [Flashcoders] mp4 to flv

2005-12-21 Thread Henry @ Tonic
Luke,

You may want to check out FFmpeg: http://ffmpeg.sourceforge.net/index.php

It's been a while, but I think this'll do the necessary conversion on the linux 
commandline, so should be pretty easy to wrap with a script...

Cheers,
Henry

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Luke
Hamilton
Sent: 21 December 2005 17:06
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] mp4 to flv


There seem to be plenty of windows apps that you can purchase that will 
convert mp4, avi, mov, etc to .FLV .. but does anyone know of a 
plugin/app/script that will convert .mp4 to .flv in a linux server 
environment with PHP, PERL, CGI or the like?
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Re: [Flashcoders] simple frame jump not rendering??

2005-12-21 Thread Chris Hill
It could be that the frame is not loaded when the first frame is loaded. 
Try this:



stop();
function onEnterFrame(){
   if(_root.getBytesTotal() == _root.getBytesLoaded()){
  onEnterFrame = null;
  gotoAndStop(myFrameLabel);
   }
}

If that works, then your problem is that the frame is not loaded.
C

Charles Parcell wrote:


This is so utterly basic I find it amazing that is an issue at all.

In frame 1 of my movie I have 'gotoAndStop(myFrameLabel);' When i test the
movie I do not see the content of the frame it should be jumpping to.

So, I try 'gotoAndPlay(myFrameLabel);' and place 'stop();' on the frame
that is labeled.  Still not showing me the content on the labeled frame.

Lastly, I remove the 'stop();' from the labeled frame and place 'stop();' on
the frame just past the labeled frame. I also make sure that my content
layers span both the labeled frame and the frame after.  In this case I DO
see the content that is on the labeled frame.

What the hell is up with this? A simple gotoAndStop(); should have been all
that was needed. Has anyone else had this issue? Anyone know how to fix it
so that it works as expected?

FYI - Using Flash 8 Pro on Win XP SP2

Charles P.
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[Flashcoders] Is Adobe settings manager usable ?

2005-12-21 Thread erixtekila

Hi,


Do someone of you (or your clients) ever use the settings manager ? See  
:
http://www.macromedia.com/support/documentation/en/flashplayer/help/ 
settings_manager06.html


Do you feel confortable to delete / manage an entry in this small  
scrollpane with an invisible scroller.

The more you get SharedObjects, the thiner it goes.

My opinion is that is it purely unusable.
Don't tell for my clients…

Please guys and gals, give us your thoughts on this application.
If there is a real use for most of us, perhaps someone could do  
something on Adobe side ?


Come on, security concern goes with usability !
---
erixtekila
http://blog.v-i-a.net/
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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Danton Chin
How expensive is a Flex 1.5 license? And will that change when Flex 2 is 
available?


Regards,
Danton

Merrill, Jason wrote:


How do you have a license for a server, but not have Flex installed on
 


it?
 


Could I do this with one of my web hosting providers then?
 



Check with Adobe, but in November Macromedia Sales told me as long as we
had a legal Flex 1.5 license installed in one location, they would allow
us to take the .swfs produced on the server and move them to a different
server where Flex was not installed as long as the server owner was the
same entity.  


i.e. Company A owns one Flex 1.5 license and has server1 and server2
in house.  Company B does not have a Flex license. Company A's server1
has Flex installed, company A's server2 does not.  We could move .swfs
from Company A's server1 to server2, but not to any of Company B's
servers.

At least, that's how it was explained to me. 


Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






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[Flashcoders] can somebody answer my component name limit question please?

2005-12-21 Thread PR Durand

Hi there,

I've asked about the limit of a package+class name in the class link 
textfield within the component definition in the library... But nobody 
answered and I really need help!
So, the package name is limited to 64 bytes, so we can't write more than 
64 characters, and then this doesn't work:

com.customerdomainname.entity.web.project.eshop.shoppingcart.SCManager
I can't change the class path or name. What is the other way please?
Thanx for answers.

PR
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Re: [Flashcoders] mp4 to flv

2005-12-21 Thread Luke Hamilton

henry, may the gods smile down on you this holiday!

lh

Henry @ Tonic wrote:

Luke,

You may want to check out FFmpeg: http://ffmpeg.sourceforge.net/index.php

It's been a while, but I think this'll do the necessary conversion on the linux 
commandline, so should be pretty easy to wrap with a script...

Cheers,
Henry

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Luke
Hamilton
Sent: 21 December 2005 17:06
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] mp4 to flv


There seem to be plenty of windows apps that you can purchase that will 
convert mp4, avi, mov, etc to .FLV .. but does anyone know of a 
plugin/app/script that will convert .mp4 to .flv in a linux server 
environment with PHP, PERL, CGI or the like?

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Re: [Flashcoders] Is Adobe settings manager usable ?

2005-12-21 Thread Steve Webster
Do someone of you (or your clients) ever use the settings manager ?  
See :
http://www.macromedia.com/support/documentation/en/flashplayer/help/ 
settings_manager06.html


Every client we've walked through the settings manager thinks that  
thing is an image. Heck, when I first went there I thought it was an  
image, part of a page instructing you on how to open the settings  
manager on your own computer.


I'd be interested to know what the reasons were for the settings  
manager being on a macromedia web page rather than in a local  
dialogue box.


--
Steve Webster
Head of Development

Featurecreep Ltd.
www.featurecreep.com
14 Orchard Street, Bristol, BS1 5EH
0117 905 5047


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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Hans Wichman

Hi,
all principles aside (it should work etc), cant u just put _global.gameRef 
= game; at the end of initGame, just so that u can test it?

using _global.gameRef as path, should give u a direct link to your game object.

greetz
Hans

At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote:

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function)
 sound_manager (movieclip)

 And if I expand anything in the tree all I get is movieclips
 and movieclip functions.


 What am I doing wrong? I'm still confused.

 I remember I used to be able to see object instances
 back when the application was still AdminTool.


 Thanks for the help

 Regards,
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list 

Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread JesterXL
As of April 1st, 2005 Flex 1.5 was $15k per CPU; not sure about FlexBuilder 
licenses.

Flex 2's FlexBuilder + Flex Framework is guessed to be about $1k, no server 
required.  Not sure what's up with the Enterprise Services 2 and Charting 
Components 2; don't know their pricing yet.

- Original Message - 
From: Danton Chin [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 12:25 PM
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo


How expensive is a Flex 1.5 license? And will that change when Flex 2 is
available?

Regards,
Danton

Merrill, Jason wrote:

How do you have a license for a server, but not have Flex installed on


it?


Could I do this with one of my web hosting providers then?



Check with Adobe, but in November Macromedia Sales told me as long as we
had a legal Flex 1.5 license installed in one location, they would allow
us to take the .swfs produced on the server and move them to a different
server where Flex was not installed as long as the server owner was the
same entity.

i.e. Company A owns one Flex 1.5 license and has server1 and server2
in house.  Company B does not have a Flex license. Company A's server1
has Flex installed, company A's server2 does not.  We could move .swfs
from Company A's server1 to server2, but not to any of Company B's
servers.

At least, that's how it was explained to me.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






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This message is for the designated recipient only and may contain 
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Re: [Flashcoders] can somebody answer my component name limit questionplease?

2005-12-21 Thread JesterXL
You're screwed.  64 is the limit, homey, sorry.

What I've done twice in the past is merely re-factor the package name; just 
find  replace all customerdomainname to cdn.

- Original Message - 
From: PR Durand [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 12:29 PM
Subject: [Flashcoders] can somebody answer my component name limit 
questionplease?


Hi there,

I've asked about the limit of a package+class name in the class link
textfield within the component definition in the library... But nobody
answered and I really need help!
So, the package name is limited to 64 bytes, so we can't write more than
64 characters, and then this doesn't work:
com.customerdomainname.entity.web.project.eshop.shoppingcart.SCManager
I can't change the class path or name. What is the other way please?
Thanx for answers.

PR
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Re: [Flashcoders] simple frame jump not rendering??

2005-12-21 Thread Charles Parcell
That indeed does work.  I still find it baffling that even if the content is
not loaded that it should render the frame properly once it was loaded.

Thanks,
Charles P.


On 12/21/05, Chris Hill [EMAIL PROTECTED] wrote:

 It could be that the frame is not loaded when the first frame is loaded.
 Try this:


 stop();
 function onEnterFrame(){
 if(_root.getBytesTotal() == _root.getBytesLoaded()){
onEnterFrame = null;
gotoAndStop(myFrameLabel);
 }
 }

 If that works, then your problem is that the frame is not loaded.
 C

 Charles Parcell wrote:

 This is so utterly basic I find it amazing that is an issue at all.
 
 In frame 1 of my movie I have 'gotoAndStop(myFrameLabel);' When i test
 the
 movie I do not see the content of the frame it should be jumpping to.
 
 So, I try 'gotoAndPlay(myFrameLabel);' and place 'stop();' on the frame
 that is labeled.  Still not showing me the content on the labeled frame.
 
 Lastly, I remove the 'stop();' from the labeled frame and place 'stop();'
 on
 the frame just past the labeled frame. I also make sure that my content
 layers span both the labeled frame and the frame after.  In this case I
 DO
 see the content that is on the labeled frame.
 
 What the hell is up with this? A simple gotoAndStop(); should have been
 all
 that was needed. Has anyone else had this issue? Anyone know how to fix
 it
 so that it works as expected?
 
 FYI - Using Flash 8 Pro on Win XP SP2
 
 Charles P.
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RE: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-21 Thread Merrill, Jason
15k.  When Flexbuilder 2 comes out, you can create .swfs without the
server, and it is rumored to be under $1000.  Flex Enterprise Services 2
(the server version) will likely be back up in the 10-15k range, but I
haven't heard any rumored pricing on that yet. 

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Danton Chin
Sent: Wednesday, December 21, 2005 12:26 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo

How expensive is a Flex 1.5 license? And will that change when Flex 2
is
available?

Regards,
Danton

Merrill, Jason wrote:

How do you have a license for a server, but not have Flex installed
on


it?


Could I do this with one of my web hosting providers then?



Check with Adobe, but in November Macromedia Sales told me as long as
we
had a legal Flex 1.5 license installed in one location, they would
allow
us to take the .swfs produced on the server and move them to a
different
server where Flex was not installed as long as the server owner was
the
same entity.

i.e. Company A owns one Flex 1.5 license and has server1 and
server2
in house.  Company B does not have a Flex license. Company A's
server1
has Flex installed, company A's server2 does not.  We could move
.swfs
from Company A's server1 to server2, but not to any of Company B's
servers.

At least, that's how it was explained to me.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






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This message is for the designated recipient only and may contain
privileged or
confidential information. If you have received it in error, please
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immediately and delete the original. Any other use of this e-mail by
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prohibited.
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
no problemo!

one thing you might do is make it a public var for now and see if it shows
up where you think it should.  That might be one reason you can't see it ;)

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 At the timeline of my .fla file all I have is:

 import com.zefxis.games.myGame.Application;
 Application.main(_root)

 Structure outlines of Application class:

 class com.zefxis.games.gameName.Application {

 ...
 ...
 private var game:Game;
 ...


 private function Application() {
 // code
 }

 static function main(...) {
 // code
 }

 private function initGame():Void {
 // coce
 game = new Game(.);
 }

 ...
 ...

 }

 So, all I want is to find the game object.
 I've been playing around for hours now and I can't find it, either
 inside the _level0 tree or the _global.com tree.

 What you said makes sense and that's what I'm trying to do.
 Go deep in the tree, copy the path and then with the new snapshot
 use recursion and go even deeper. But all I find is Functions.

 Thank you for helping here, John.

 Dimitrios

 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 6:21 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 ah, if it's under com, you're good.  It'll get searched.

 The thing with global is that, you're only going to see the class
 definitions (functions/props), unless it's a static class.

 So, I would stick with _level0, and try to type in the path as deep as you
 can recal to start the snapshot, if that makes sense.

 Does that all make sense?

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  John,
 
  At the Class Packages array,
  should I add just zefxis or com.zefxis?
  Cause that's where my class package resides.
 
  I did what you told me about the XRay component in the timeline.
  The project is pretty huge (more than 150 classes) and there is
  a real problem with recursive ON (it actually freezes the player)
 
  I tried going pretty deep in the tree and then enable recursive,
  but still I'm having trouble. I only see some objects. And if I click
  on them, then I only see functions again.
 
  I'm looking in _global.com.zefxis. etc, right? I guess that's where
  I should be looking, not the _level0 tree.
 
  Sorry John, I don't have it online.
 
  Regards,
  Dimitrios
 
 
 
 
  - Original Message -
  From: John Grden [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Wednesday, December 21, 2005 3:11 PM
  Subject: Re: [FlashCoders] game slowing down - eventListener
 
 
  1.  Put Xray back on stage in the _level0 timeline.
 
  2.  Click on it and select the parameters tab.
 
  3.  in the Class Packages array, add Zefxis
 
  4.  Republish and try a snapshot again.
 
  This time, it should at least show you the true class names/paths.  I
  actually realized yesterday that if the connector wasn't on stage, the
  ClassPath engine isn't initialized (more on that later).
 
  In the older versions of the AdminTool, it used to only do Recursive
  searches and it would recurse objects at the same time as
  movieclips.  That
  proved to be a huge task that caused script timeout errors left and
 right.
  Now, I list objects/movieclips (including arrays), but only movieclip's
  get
  recursed.  If you want to drill down through an object, just click on
 it,
  and drill down through the property inspector.
 
  So, republish after doing the above.  If you have it online, do you mind
  if
  I try and look through it with Xray?  Let me know,
 
  Thanks,
 
  John
 
  On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
  
   Hello again,
  
   I've been doing test all this time
   but I still haven't found what I'm looking for.
  
   I'm not able to find the actual objects.
  
   When in _global I only see class names (functions).
   If I view _level0 or any movieclip child I only see movieclips
   (I'm not using classes that extend MovieClip)
  
   e.g.
  
   _global.com shows:
  
   blitzagency (object)
   darronschall (object)
   robertpenner (object)
   xfactorstudio (object)
   zefxis (object)
   applications (object)
   games (object)
   control (object)
   List (function)
   ScrollBar (function)
   ScrollableTextBox (function)
  
   Zefxis is my package, so everything game related should be in there.
   If I expand any of the other objects, like applications or games,
   at the end all I get is functions. So no actual object instances.
  
   _level0 shows:
  
   _level0 (movieclip)
   appPanels (movieclip)
   onAppChangeFocus (function)
   onLoad (function)
   sound_manager (movieclip)
  
   And if I expand anything in the tree all I get is movieclips
   and movieclip functions.
  
  
   What am I doing wrong? I'm still confused.
  
   I remember I used to be able to see object instances
   back 

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Judah Frangipane

Hi Dimirtrios,

I've had a couple issues with intervals in the past. I'm not sure why 
but sometimes they would not get deleted. This would cause build up as 
they kept getting created.


I have a enumerator class that has a process timer on it. This would 
trace out the time in milliseconds from the beginning of a process to 
the end of it. I was going to release this class but I found some 
problems with it. I'll make another attempt and try and post it in the 
next day or so.


Judah

Dimitrios Bendilas wrote:


Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - From: Cedric Muller [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries 
of the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

My God Hans, that's a brilliant idea!
It worked like a charm! I can finally see!


Thanks man!

Dimitrios



- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com; 
Flashcoders mailing list flashcoders@chattyfig.figleaf.com

Sent: Wednesday, December 21, 2005 7:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
all principles aside (it should work etc), cant u just put _global.gameRef 
= game; at the end of initGame, just so that u can test it?
using _global.gameRef as path, should give u a direct link to your game 
object.


greetz
Hans

At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote:

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and 
right.

Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function)
   

Re: [Flashcoders] simple frame jump not rendering??

2005-12-21 Thread Chris Hill
Flash is built to be streamable, so it will play what is available, and 
(unfortunately) fail silently if what it needs isn't available. So its 
important that you make sure the content you're expecting to be there is 
loaded before you attempt to do anything with it. This is a 'feature' of 
flash, as it allows you versatility over the way you load your content, 
although most people just load the entire movie before going to town.


Happy Flashing!
Chris

Charles Parcell wrote:


That indeed does work.  I still find it baffling that even if the content is
not loaded that it should render the frame properly once it was loaded.

Thanks,
Charles P.


On 12/21/05, Chris Hill [EMAIL PROTECTED] wrote:
 


It could be that the frame is not loaded when the first frame is loaded.
Try this:


stop();
function onEnterFrame(){
   if(_root.getBytesTotal() == _root.getBytesLoaded()){
  onEnterFrame = null;
  gotoAndStop(myFrameLabel);
   }
}

If that works, then your problem is that the frame is not loaded.
C

Charles Parcell wrote:

   


This is so utterly basic I find it amazing that is an issue at all.

In frame 1 of my movie I have 'gotoAndStop(myFrameLabel);' When i test
 


the
   


movie I do not see the content of the frame it should be jumpping to.

So, I try 'gotoAndPlay(myFrameLabel);' and place 'stop();' on the frame
that is labeled.  Still not showing me the content on the labeled frame.

Lastly, I remove the 'stop();' from the labeled frame and place 'stop();'
 


on
   


the frame just past the labeled frame. I also make sure that my content
layers span both the labeled frame and the frame after.  In this case I
 


DO
   


see the content that is on the labeled frame.

What the hell is up with this? A simple gotoAndStop(); should have been
 


all
   


that was needed. Has anyone else had this issue? Anyone know how to fix
 


it
   


so that it works as expected?

FYI - Using Flash 8 Pro on Win XP SP2

Charles P.
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[Flashcoders] Combobox none selected

2005-12-21 Thread Merrill, Jason
Been racking my brains over this for a while now, checked the archives,
help docs etc.  I have a ComboBox, and would just like to capture the
default item, even if the user does not select anything in the Combo
box. That way, something is always chosen no matter what the user does.


Currently, my code is:

//( locations_cb is my combobox)
function change(evt){
evt.target.selected = evt.target.selectedItem.label
}
locations_cb.addEventListener(change, this);

create_btn.onRelease = function(){
myFunction(locations_cb.selected, [...morevalues])
}

This works, but only as long as something is selected from the combobox.
If nothing is selected by the user, the value gets passed as [object
Object] - I understand why if nothing is selected, but how do I
overcome this - by automatically setting something to be selected?  If
so, how?

I tried this when the frame containing my form is loaded:

locations_cb.selectedIndex=0; 

and this: 

locations_cb.selectedItem = myDefaultStringValue;

with no luck, and a million other things based on what I read in the
help files.  I was thinking I could set the selected to be something by
default.  Not sure how to have an item in a combo box selected by
default so a value is always captured.  Thanks.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com







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Re: [Flashcoders] reverse play FLV?

2005-12-21 Thread Matt Muller
Yeah I just did this, on the timeline using laco tween and timeline tweens,
you need to use sorenson squeeze for on2,
its the only one that gives you proper 1:1 keyframe placement for a smooth
playback. its pretty good and easy to do.

Im going to try and get the flv playback ccomponent to play in reverse next
as playing videos on the timeline is ok, but not great.

MaTT

On 12/21/05, Dechesne, Elvin [EMAIL PROTECTED] wrote:


 That's something I havent tried yet, sounds like a good idea, thanks!
 Cheers
 elvin

 did you try rendering the flv with more keyframes ? works fine for me...

 cheers,
 kerem

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RE: [Flashcoders] AS3 : load transparent png and use it as mask

2005-12-21 Thread Ralph Caraveo
Hey,

Not sure if you found a solution but Quasimondo is doing a similar
technique.  He uses jpg files because they are much smaller in file
size...but he also loads in their .png masks and applies them over the
.jpgs 

He saved a lot of bandwidth with this technique.

http://www.quasimondo.com/archives/000594.php

-Ralph 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Latcho
Sent: Wednesday, December 21, 2005 1:04 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] AS3 : load transparent png and use it as mask

did you found a sollution ? I'm interested.

Latcho

Thierry V. wrote:
 Hi list !!

 I want to do the following :


 1. load a png with transparency via a flash.display.Loader 2. apply 
 some changes to the bitmap loaded 3. apply the bitmap as mask under 
 another content.


 My problem is that I don't know what to use to do the second 
 process... I think I do use the threshold method of the bitmapData, 
 but I don't know exactly how...

 My png is a simple content with transparency. I want to set a flag on 
 each transparent pixels to have only the content displayed as mask, 
 not a plain rect...

 If anybody can share a sample, it would be helpfull :)


 Thanks in advance


 Thierry
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Re: [Flashcoders] Faster code?

2005-12-21 Thread Mark Ribau
Well, there's no specific place right now.  I'm in the process of 
rewriting the whole code base.  Right now, everything is an a instance 
of Object (or an array) with properties (or named indexes) sitting on 
_root, and lots of global functions and such.  I'm making it more object 
oriented by making components and using classes.


I don't know what you mean about the dots in LoZ.  I can't remember that.

JesterXL wrote:

Dude, no, she runs great, looks hot, and makes me want to fill up the dots 
like you made dots on the map in Legend of Zelda.


What part don't you like?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:

 


Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.



   




--
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Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] Faster code?

2005-12-21 Thread JesterXL
Making it more OOP will slow it down, lol!

In Legend of Zelda, when you would go from room to room in a dungeon, it'd 
actually cut out holes in this map showing you what rooms you've been to. 
Yours actually fills in existing dots.  Yours is a better concept, because 
while you're exploring, it's still nice to know where you can go.

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 1:25 PM
Subject: Re: [Flashcoders] Faster code?


Well, there's no specific place right now.  I'm in the process of
rewriting the whole code base.  Right now, everything is an a instance
of Object (or an array) with properties (or named indexes) sitting on
_root, and lots of global functions and such.  I'm making it more object
oriented by making components and using classes.

I don't know what you mean about the dots in LoZ.  I can't remember that.

JesterXL wrote:

Dude, no, she runs great, looks hot, and makes me want to fill up the dots
like you made dots on the map in Legend of Zelda.

What part don't you like?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:



Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.







-- 
Mark Ribau
Lead Windows Developer | My Tech Blog
http://www.redbugtech.com/blogs/mark.php
Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

Hi Judah,

Like a profiler you mean?

I think I had seen something like this for Flash but I'm not sure.
That'll be great if you can post it.

Thanks,

Dimitrios

- Original Message - 
From: Judah Frangipane [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 7:53 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi Dimirtrios,

I've had a couple issues with intervals in the past. I'm not sure why 
but sometimes they would not get deleted. This would cause build up as 
they kept getting created.


I have a enumerator class that has a process timer on it. This would 
trace out the time in milliseconds from the beginning of a process to 
the end of it. I was going to release this class but I found some 
problems with it. I'll make another attempt and try and post it in the 
next day or so.


Judah

Dimitrios Bendilas wrote:


Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - From: Cedric Muller [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries 
of the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [Flashcoders] Faster code?

2005-12-21 Thread Mark Ribau
We're going to add to the flash program that the red points will turn 
orange if you've been there (so that it works just like the standalone 
windows or mac program).


Shame about the slow down though.  Hopefully it doesn't too much!!  At 
least as time goes on, we have to worry less about older computers. :-P


JesterXL wrote:


Making it more OOP will slow it down, lol!

In Legend of Zelda, when you would go from room to room in a dungeon, it'd 
actually cut out holes in this map showing you what rooms you've been to. 
Yours actually fills in existing dots.  Yours is a better concept, because 
while you're exploring, it's still nice to know where you can go.


- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 1:25 PM
Subject: Re: [Flashcoders] Faster code?


Well, there's no specific place right now.  I'm in the process of
rewriting the whole code base.  Right now, everything is an a instance
of Object (or an array) with properties (or named indexes) sitting on
_root, and lots of global functions and such.  I'm making it more object
oriented by making components and using classes.

I don't know what you mean about the dots in LoZ.  I can't remember that.

JesterXL wrote:

 


Dude, no, she runs great, looks hot, and makes me want to fill up the dots
like you made dots on the map in Legend of Zelda.

What part don't you like?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:



   


Your trying to optimize Myst?

- Original Message - 
From: Mark Ribau [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at www.mapwing.com.





 




 




--
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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Re: [Flashcoders] Combobox none selected

2005-12-21 Thread Helen Triolo

Merrill, Jason wrote:


Currently, my code is:

//( locations_cb is my combobox)
function change(evt){
evt.target.selected = evt.target.selectedItem.label
}
locations_cb.addEventListener(change, this);

create_btn.onRelease = function(){
myFunction(locations_cb.selected, [...morevalues])
}

This works, but only as long as something is selected from the combobox.
If nothing is selected by the user, the value gets passed as [object
Object] - I understand why if nothing is selected, but how do I
overcome this - by automatically setting something to be selected?  If
so, how?

I tried this when the frame containing my form is loaded:

locations_cb.selectedIndex=0; 
 



That line does the job for me (in another project, in which I have that 
line right after the one in which I set the combobox dataProvider).  I'm 
not sure what you're referring to by locations_cb.selected in your 
function call though -- shouldn't that be locations_cb.selectedItem?  
(or selectedIndex)


Helen


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[Flashcoders] Formatting date/time in datagrid

2005-12-21 Thread Hindman, Jeff
Coders,

  This may have already been addressed before, but I couldn't find it in the 
archives ...

  Is there a way to format a date/time object in Access that's brought into a 
datagrid as H:MM:SS?  I've tried averything I can think of ... and the 
available documentation is less than helpful.

  Thanks !

  -- Jeff H.
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[Flashcoders] amfphp database editing question

2005-12-21 Thread Helen Triolo
I'm trying to get amfphp to work for simple database editing.  It 
selects and displays records in a datagrid fine, and when I select one 
and click a Delete button, it gets deleted from the database, but my 
onDeleteScore function is not called (even though the NC debugger shows 
Result: (boolean) true).  I'm not sure how to set up the service and 
pending call variables when multiple operations are done -- do you 
create one service object and one pendingCall object and then assign 
different relayResponder objects to the pc.responder each time a new 
operation is done?  Or should a new pendingCall object be created for 
each operation?  (or a new service object altogether?)  I tried a 
variety of different ways and never can get my onDeleteScore function to 
be called.   Code for the delete part:


// this is never called
function onDeleteScore(re:ResultEvent) {
   trace('result='+re.result);
   scores_dg.removeItemAt(deleteIndex);
   msg_ta.text = Record was deleted;
}

function deleteRecord() {
   // remember which element of the array is to be deleted
   deleteIndex = scores_dg.selectedIndex;
   // get the id of the record to delete, to pass it to deleterecord.php
   var id:Number = scores_dg.selectedItem.record;
  
   // (tried new pc and same pc used for select operation -- neither 
worked)

   var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
   pc.responder = new RelayResponder(this, onDeleteScore, onDbError);
}

delete_btn.addEventListener(click, deleteRecord);

thanks for any suggestions/advice,
Helen



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RE: [Flashcoders] Combobox none selected

2005-12-21 Thread Merrill, Jason
My_cb.selected is simply set to capture the value of the current item
selected in my change event listener.  It's a custom property I set and
pass on.  

-- shouldn't that be locations_cb.selectedItem?

If I do that without selecting anything in my combobox, it captures as
[object Object]

If I select something with that code, it captures as undefined.

SelectedIndex will only return the number of the index at the selected
item.

Any other ideas?

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Helen Triolo
Sent: Wednesday, December 21, 2005 1:47 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Combobox none selected

Merrill, Jason wrote:

Currently, my code is:

//( locations_cb is my combobox)
function change(evt){
 evt.target.selected = evt.target.selectedItem.label
}
locations_cb.addEventListener(change, this);

create_btn.onRelease = function(){
 myFunction(locations_cb.selected, [...morevalues])
}

This works, but only as long as something is selected from the
combobox.
If nothing is selected by the user, the value gets passed as [object
Object] - I understand why if nothing is selected, but how do I
overcome this - by automatically setting something to be selected?
If
so, how?

I tried this when the frame containing my form is loaded:

locations_cb.selectedIndex=0;



That line does the job for me (in another project, in which I have
that
line right after the one in which I set the combobox dataProvider).
I'm
not sure what you're referring to by locations_cb.selected in your
function call though -- shouldn't that be locations_cb.selectedItem?
(or selectedIndex)

Helen


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Re: [Flashcoders] amfphp database editing question

2005-12-21 Thread JesterXL
This is correct:

var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
pc.responder = new RelayResponder(this, onDeleteScore, onDbError);

However, not sure why your result/fault functions aren't getting called, 
even weirder is your seeing the NCD saying it did.  Your code that you've 
posted looks good.  Are those functions defined in the same place, you just 
didn't post 'em?

- Original Message - 
From: Helen Triolo [EMAIL PROTECTED]
To: Flashcoders Mailing List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 2:01 PM
Subject: [Flashcoders] amfphp database editing question


I'm trying to get amfphp to work for simple database editing.  It
selects and displays records in a datagrid fine, and when I select one
and click a Delete button, it gets deleted from the database, but my
onDeleteScore function is not called (even though the NC debugger shows
Result: (boolean) true).  I'm not sure how to set up the service and
pending call variables when multiple operations are done -- do you
create one service object and one pendingCall object and then assign
different relayResponder objects to the pc.responder each time a new
operation is done?  Or should a new pendingCall object be created for
each operation?  (or a new service object altogether?)  I tried a
variety of different ways and never can get my onDeleteScore function to
be called.   Code for the delete part:

// this is never called
function onDeleteScore(re:ResultEvent) {
trace('result='+re.result);
scores_dg.removeItemAt(deleteIndex);
msg_ta.text = Record was deleted;
}

function deleteRecord() {
// remember which element of the array is to be deleted
deleteIndex = scores_dg.selectedIndex;
// get the id of the record to delete, to pass it to deleterecord.php
var id:Number = scores_dg.selectedItem.record;

// (tried new pc and same pc used for select operation -- neither
worked)
var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
pc.responder = new RelayResponder(this, onDeleteScore, onDbError);
}

delete_btn.addEventListener(click, deleteRecord);

thanks for any suggestions/advice,
Helen



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Re: [Flashcoders] Faster code?

2005-12-21 Thread Éric Thibault
It similar to this site : 
http://www.pere-lachaise.com/perelachaise.php?lang=en


A+

Mark Ribau wrote:

Well, there's no specific place right now.  I'm in the process of 
rewriting the whole code base.  Right now, everything is an a instance 
of Object (or an array) with properties (or named indexes) sitting on 
_root, and lots of global functions and such.  I'm making it more 
object oriented by making components and using classes.


I don't know what you mean about the dots in LoZ.  I can't remember that.

JesterXL wrote:

Dude, no, she runs great, looks hot, and makes me want to fill up the 
dots like you made dots on the map in Legend of Zelda.


What part don't you like?

- Original Message - From: Mark Ribau [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:

 


Your trying to optimize Myst?

- Original Message - From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at 
www.mapwing.com.




  








--
===

Éric Thibault
Programmeur analyste
Réseau de valorisation de l'enseignement
Université Laval, pavillon Félix-Antoine Savard
Québec, Canada
Tel.: 656-2131 poste 18015
Courriel : [EMAIL PROTECTED]

===

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confidencialidad http://www.rec.ulaval.ca/lce/securite/confidentialite.htm

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Re: [Flashcoders] amfphp database editing question

2005-12-21 Thread Helen Triolo
Thanks for the reply! As I was typing in more explanation, I realized 
what was wrong. This


delete_btn.addEventListener(click, deleteRecord);

should be

delete_btn.addEventListener(click, Delegate.create(this, 
deleteRecord)); to make the scope right to find onDeleteScore.


Made the change and it works. So in general, it's correct to create a 
single Service instance and then use a different PendingCall instance 
for each operation?


Helen

JesterXL wrote:


This is correct:

var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
pc.responder = new RelayResponder(this, onDeleteScore, onDbError);

However, not sure why your result/fault functions aren't getting called, 
even weirder is your seeing the NCD saying it did.  Your code that you've 
posted looks good.  Are those functions defined in the same place, you just 
didn't post 'em?


- Original Message - 
From: Helen Triolo [EMAIL PROTECTED]

To: Flashcoders Mailing List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 2:01 PM
Subject: [Flashcoders] amfphp database editing question


I'm trying to get amfphp to work for simple database editing.  It
selects and displays records in a datagrid fine, and when I select one
and click a Delete button, it gets deleted from the database, but my
onDeleteScore function is not called (even though the NC debugger shows
Result: (boolean) true).  I'm not sure how to set up the service and
pending call variables when multiple operations are done -- do you
create one service object and one pendingCall object and then assign
different relayResponder objects to the pc.responder each time a new
operation is done?  Or should a new pendingCall object be created for
each operation?  (or a new service object altogether?)  I tried a
variety of different ways and never can get my onDeleteScore function to
be called.   Code for the delete part:

// this is never called
function onDeleteScore(re:ResultEvent) {
   trace('result='+re.result);
   scores_dg.removeItemAt(deleteIndex);
   msg_ta.text = Record was deleted;
}

function deleteRecord() {
   // remember which element of the array is to be deleted
   deleteIndex = scores_dg.selectedIndex;
   // get the id of the record to delete, to pass it to deleterecord.php
   var id:Number = scores_dg.selectedItem.record;

   // (tried new pc and same pc used for select operation -- neither
worked)
   var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
   pc.responder = new RelayResponder(this, onDeleteScore, onDbError);
}

delete_btn.addEventListener(click, deleteRecord);

thanks for any suggestions/advice,
Helen



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--
Helen Triolo
Flash Programmer/Instructor, Web Developer
http://flash-creations.com • http://i-technica.com
ph: 301.424.6037 • email: [EMAIL PROTECTED]





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Re: [Flashcoders] amfphp database editing question

2005-12-21 Thread JesterXL
Yup!

- Original Message - 
From: Helen Triolo [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 2:26 PM
Subject: Re: [Flashcoders] amfphp database editing question


Thanks for the reply! As I was typing in more explanation, I realized
what was wrong. This

delete_btn.addEventListener(click, deleteRecord);

should be

delete_btn.addEventListener(click, Delegate.create(this,
deleteRecord)); to make the scope right to find onDeleteScore.

Made the change and it works. So in general, it's correct to create a
single Service instance and then use a different PendingCall instance
for each operation?

Helen

JesterXL wrote:

This is correct:

var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
pc.responder = new RelayResponder(this, onDeleteScore, onDbError);

However, not sure why your result/fault functions aren't getting called,
even weirder is your seeing the NCD saying it did.  Your code that you've
posted looks good.  Are those functions defined in the same place, you just
didn't post 'em?

- Original Message - 
From: Helen Triolo [EMAIL PROTECTED]
To: Flashcoders Mailing List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 2:01 PM
Subject: [Flashcoders] amfphp database editing question


I'm trying to get amfphp to work for simple database editing.  It
selects and displays records in a datagrid fine, and when I select one
and click a Delete button, it gets deleted from the database, but my
onDeleteScore function is not called (even though the NC debugger shows
Result: (boolean) true).  I'm not sure how to set up the service and
pending call variables when multiple operations are done -- do you
create one service object and one pendingCall object and then assign
different relayResponder objects to the pc.responder each time a new
operation is done?  Or should a new pendingCall object be created for
each operation?  (or a new service object altogether?)  I tried a
variety of different ways and never can get my onDeleteScore function to
be called.   Code for the delete part:

// this is never called
function onDeleteScore(re:ResultEvent) {
trace('result='+re.result);
scores_dg.removeItemAt(deleteIndex);
msg_ta.text = Record was deleted;
}

function deleteRecord() {
// remember which element of the array is to be deleted
deleteIndex = scores_dg.selectedIndex;
// get the id of the record to delete, to pass it to deleterecord.php
var id:Number = scores_dg.selectedItem.record;

// (tried new pc and same pc used for select operation -- neither
worked)
var pc:PendingCall  = _service.deleteScore(scores_dg.selectedItem.id);
pc.responder = new RelayResponder(this, onDeleteScore, onDbError);
}

delete_btn.addEventListener(click, deleteRecord);

thanks for any suggestions/advice,
Helen



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-- 
Helen Triolo
Flash Programmer/Instructor, Web Developer
http://flash-creations.com • http://i-technica.com
ph: 301.424.6037 • email: [EMAIL PROTECTED]





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Re: [Flashcoders] Scrolling Landscape by Mouse position

2005-12-21 Thread Duncan Reid
Maybe a little late here as your deadline was EOD yesterday but it might
help out in the archives for later...

It kinda sounds like your looking for a parallax scroller, if so

there is a chapter from an FOE book here:
http://www.friendsofed.com/books/1590592212/2212.pdf

or an old source from flashkit:
http://www.flashkit.com/movies/Effects/Eye_Candy/Parallax-Ashley_W-6442/index.php

I also believe Eric Dolecki had one on his old site a while back...

Dunc


On 12/20/05, Kevin Aebig [EMAIL PROTECTED] wrote:

 Hey all,



 I've seen a few examples of a scenic landscape that is scrolled to view
 more by the mouse cursor and can't seem to find any references to them a
 la
 google. Does anyone have a clue where to find these sources or have an
 example handy?



 I've just gotten pinned by my boss to have this done by the end of the
 day,
 or I'd do it from scratch.



 Cheers,



 Kevin

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RE: [Flashcoders] reverse play FLV?

2005-12-21 Thread Ted.Grubb
Well since you're embedding the flv on the timeline why not just call
this function on the last frame?

reversePlay = function() {
reverseInt = setInterval(function() {
gotoAndStop(_currentframe-1);
}, 32);
}

Ted Grubb
Interactive Developer
Digital Wave Technologies, Inc.
www.digitalwave.com

Main Office: 215-544-1200
Direct Line: 215-544-1036
Cell: 267-625-9641
Fax: 215-359-1750
[EMAIL PROTECTED]

-Original Message-
From: Dechesne, Elvin [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, December 21, 2005 5:19 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] reverse play FLV?

Hi there,
 
I have an issue regarding playing FLV embedded on the timeline in
reverse
order. Im using a simple script to check if the playhead has reached the
end
of the video and then reverse plays it. However, this seems to choke the
player, my guess is the codec can't cope with this. Processor
performance
leaps from 10% to a staggering 70-80%. Is there a workaround for this,
or
should I simply abandon the idea to use this method?
 
Many thanks for any advice,
 
Elvin Dechesne
satama interactive
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Re: [Flashcoders] Scrolling Landscape by Mouse position

2005-12-21 Thread eric dolecki
http://www.ericd.net/main20_test.html

but the base source was @ flashcoders.

edolecki

On 12/21/05, Duncan Reid [EMAIL PROTECTED] wrote:

 Maybe a little late here as your deadline was EOD yesterday but it might
 help out in the archives for later...

 It kinda sounds like your looking for a parallax scroller, if so

 there is a chapter from an FOE book here:
 http://www.friendsofed.com/books/1590592212/2212.pdf

 or an old source from flashkit:

 http://www.flashkit.com/movies/Effects/Eye_Candy/Parallax-Ashley_W-6442/index.php

 I also believe Eric Dolecki had one on his old site a while back...

 Dunc


 On 12/20/05, Kevin Aebig [EMAIL PROTECTED] wrote:
 
  Hey all,
 
 
 
  I've seen a few examples of a scenic landscape that is scrolled to
 view
  more by the mouse cursor and can't seem to find any references to them a
  la
  google. Does anyone have a clue where to find these sources or have an
  example handy?
 
 
 
  I've just gotten pinned by my boss to have this done by the end of the
  day,
  or I'd do it from scratch.
 
 
 
  Cheers,
 
 
 
  Kevin
 
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[Flashcoders] IE vs Firefox performance

2005-12-21 Thread Mike Boutin
I recently installed and have been using Firefox as my main browser.  I 
have noticed that all my flash sites  in firefox perform noticably 
slower than they do in internet explorer.  Is this an issue with firefox 
plugin itself or should I just go back to oh no internet explorer.



Mike Boutin
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Re: [Flashcoders] Faster code?

2005-12-21 Thread Mark Ribau
That's very cool.  Do you know if the tour is dynamic?  I.E. you don't 
have to create a whole new template and work only in Flash in order for 
it to make a tour?  Our software creates a project file, which any of 
our viewers (windows, os x, or flash) can natively just open and view.  
I went to the Artifica website, but it was in French.


Éric Thibault wrote:

It similar to this site : 
http://www.pere-lachaise.com/perelachaise.php?lang=en


A+

Mark Ribau wrote:

Well, there's no specific place right now.  I'm in the process of 
rewriting the whole code base.  Right now, everything is an a 
instance of Object (or an array) with properties (or named indexes) 
sitting on _root, and lots of global functions and such.  I'm making 
it more object oriented by making components and using classes.


I don't know what you mean about the dots in LoZ.  I can't remember 
that.


JesterXL wrote:

Dude, no, she runs great, looks hot, and makes me want to fill up 
the dots like you made dots on the map in Legend of Zelda.


What part don't you like?

- Original Message - From: Mark Ribau [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:53 AM
Subject: Re: [Flashcoders] Faster code?


lol. Indeed. :-)

Good job at recognizing some of the inspiration behind the interface.
The goal is more to create a system for making easy virtual tours of
either real locations or fantasy worlds.  Got any thoughts/suggestions?

JesterXL wrote:

 


Your trying to optimize Myst?

- Original Message - From: Mark Ribau [EMAIL PROTECTED]
To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 11:16 AM
Subject: [Flashcoders] Faster code?


Anyone know of good optimizations to make to code so that it'll run
faster in Flash?

If you're bored, check out what we're doing with flash at 
www.mapwing.com.




  












--
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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[Flashcoders] Creating a customizable Button Component ?

2005-12-21 Thread Mark Ribau


I have a regular Button 'movie clip'.  I want to add functionality by 
enabling a repeating click for it.  Initially I tried to just cast the 
Button to a RepeatingButton (which extends Button) in the class code, 
but that didn't work.


Any ideas on how to make it drag/drop/drawable like a normal Button clip 
in Flash, but have it have the extended functionality and be reusable?  
I only want the extended functionality to be reusable, I want the 
graphical parts to be unique per instance.


--
Mark Ribau
Lead Windows Developer | My Tech Blog 
http://www.redbugtech.com/blogs/mark.php

Redbug Technologies, Inc. http://www.redbugtech.com - www.redbugtech.com
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[Flashcoders] need :: code for this nav behavior..

2005-12-21 Thread artur

(im in a tight spot!)

tenbyten.org/10x10.html

thanks

artur

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RE: [Flashcoders] Combobox none selected

2005-12-21 Thread Merrill, Jason
Yeah, I know, I tried that before, but it was always tracing
undefined.  This was the only way it seemed to work.  Now that I
reworked it, giving your comment a second go, it does seem to work -
maybe the change event handler was messing things up. I took that out,
and it works now. Must have had something wrong from the start.

As usual, always something stupid. 

Thanks.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Robert Chyko
Sent: Wednesday, December 21, 2005 2:31 PM
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Combobox none selected

I guess I just don't see why you are saving my_cb.selected at all when
it is already store in cbInstance.selectedItem.

You could just get rid of your change handler altogether in your
original scenario and just pass the selectedItem from the combobox.

So instead of:
//( locations_cb is my combobox)
function change(evt){
  evt.target.selected = evt.target.selectedItem.label
}
locations_cb.addEventListener(change, this);

create_btn.onRelease = function(){
  myFunction(locations_cb.selected, [...morevalues])
}

Just use:
create_btn.onRelease = function(){
  myFunction(locations_cb.selectedItem.label, [...morevalues])
}



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Merrill,
Jason
Sent: Wednesday, December 21, 2005 2:07 PM
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Combobox none selected


My_cb.selected is simply set to capture the value of the current item
selected in my change event listener.  It's a custom property I set
and
pass on.

-- shouldn't that be locations_cb.selectedItem?

If I do that without selecting anything in my combobox, it captures as
[object Object]

If I select something with that code, it captures as undefined.

SelectedIndex will only return the number of the index at the selected
item.

Any other ideas?

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Helen Triolo
Sent: Wednesday, December 21, 2005 1:47 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Combobox none selected

Merrill, Jason wrote:

Currently, my code is:

//( locations_cb is my combobox)
function change(evt){
   evt.target.selected = evt.target.selectedItem.label
}
locations_cb.addEventListener(change, this);

create_btn.onRelease = function(){
   myFunction(locations_cb.selected, [...morevalues])
}

This works, but only as long as something is selected from the
combobox.
If nothing is selected by the user, the value gets passed as
[object
Object] - I understand why if nothing is selected, but how do I
overcome this - by automatically setting something to be selected?
If
so, how?

I tried this when the frame containing my form is loaded:

locations_cb.selectedIndex=0;



That line does the job for me (in another project, in which I have
that
line right after the one in which I set the combobox dataProvider).
I'm
not sure what you're referring to by locations_cb.selected in your
function call though -- shouldn't that be locations_cb.selectedItem?
(or selectedIndex)

Helen


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Re: [Flashcoders] need :: code for this nav behavior..

2005-12-21 Thread eric dolecki
sam wan made something like that a long time ago I think...

http://www.samuelwan.com/downloads/com.samuelwan.eidt/fisheyemenu/FisheyeMenuDemo.html
http://www.samuelwan.com/downloads/com.samuelwan.eidt/fisheyemenu/fisheyemenu.zip

enjoy!

edolecki

On 12/21/05, artur [EMAIL PROTECTED] wrote:

 (im in a tight spot!)

 tenbyten.org/10x10.html

 thanks

 artur

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[Flashcoders] Q: Strategies for loading large classes

2005-12-21 Thread bitstreams
Hi
I'm trying to reduce the 1st frame load hit for some large external class files.

Examining my size report  I see 73395  bytes of   ActionScript 2.0 Classes 
being loaded on the first frame. So I assume these class files must load before 
even my preloader can play...which means a few seconds of 'nothingness'...

Can anyone suggest some strategies for dealing with this??

Thanks in advance
Jim Bachalo

[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] IE vs Firefox performance

2005-12-21 Thread JesterXL
There was an old bug with Moz, but I remember people reporting Firefox would 
not give you enough CPU cycles, so you framerate suffered.  It was clearly 
posted as a Firefox problem, but not sure if 1.5 remedies it or not.

Ref:
https://bugzilla.mozilla.org/show_bug.cgi?id=106397

- Original Message - 
From: Mike Boutin [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 2:46 PM
Subject: [Flashcoders] IE vs Firefox performance


I recently installed and have been using Firefox as my main browser.  I
have noticed that all my flash sites  in firefox perform noticably
slower than they do in internet explorer.  Is this an issue with firefox
plugin itself or should I just go back to oh no internet explorer.


Mike Boutin
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Re: [Flashcoders] need :: code for this nav behavior..

2005-12-21 Thread artur

thanks!


eric dolecki wrote:


sam wan made something like that a long time ago I think...

http://www.samuelwan.com/downloads/com.samuelwan.eidt/fisheyemenu/FisheyeMenuDemo.html
http://www.samuelwan.com/downloads/com.samuelwan.eidt/fisheyemenu/fisheyemenu.zip

enjoy!

edolecki

On 12/21/05, artur [EMAIL PROTECTED] wrote:
 


(im in a tight spot!)

tenbyten.org/10x10.html

thanks

artur

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--
*.: artur :.
www.artur.com http://www.artur.com/ :: *industrial strength design
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Re: [Flashcoders] Q: Strategies for loading large classes

2005-12-21 Thread JesterXL
- frame 1, preloader only + stop()
- frame 2, classes + components off-stage (File  Publish Settings, Flash 
Tab, ActionScript 2 class button, Export frame 2), make all components NOT 
export in first frame
- frame 3, all of your code for app

- Original Message - 
From: [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:47 PM
Subject: [Flashcoders] Q: Strategies for loading large classes


Hi
I'm trying to reduce the 1st frame load hit for some large external class 
files.

Examining my size report  I see 73395  bytes of   ActionScript 2.0 Classes 
being loaded on the first frame. So I assume these class files must load 
before even my preloader can play...which means a few seconds of 
'nothingness'...

Can anyone suggest some strategies for dealing with this??

Thanks in advance
Jim Bachalo

[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'
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RE: [Flashcoders] Can an object delete itself?

2005-12-21 Thread Steven Sacks
If you're going to constantly be creating enemies, you might want to simple
do a check of existing enemies and if an enemy is dead, delete it when you
create one.  

The important thing to note is that an enemy cannot call the destroyEnemy()
method of its manager because then it's still the same thread (the method is
being called from the object you're trying to delete).  It has to happen
independantly outside the object.  If you want the enemies to manage
themselves, it is best to just give them a boolean property called dead (for
instance) and then check independantly for dead enemies somewhere else.

enemies = {};
function createEnemy() {
for (var a in enemies) {
if (enemies[a].dead) {
for (var b in enemies[a]) {
delete enemies[a][b];
}
delete enemies[a];
}
}
// code to create an enemy
// enemies[enemyID] = new Baddie();
}
enemies[enemyID].dead = true;
Or
baddie.onKilled = function() {
this.dead = true;
}


Notice that I've gone through and deleted level one props/methods inside the
enemy object.  If you apply methods to an enemy object after you instantiate
it, you should delete those methods before you delete the object or they get
orphaned and memory waste can occur.  Hence, my delete loop through the
enemy object before deleting it.

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RE: [Flashcoders] Faster code?

2005-12-21 Thread Steven Sacks
 the fastest loop through an array is:
   var len = myArray.length;
   while( len-- ) {
 ...
   }
 yes, it's faster then for..in.

Not always. Sometimes, this loop is faster than a while (i--)

for (var i = items.length; --i - (-1); ) {
...
}

It's ugly, yes, but it is faster than while (i--) depending on how many
items you're iterating through.  Run some tests if you don't believe me.  :)

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RE: [Flashcoders] Combobox none selected

2005-12-21 Thread Steven Sacks
You have to wait one frame before selecting an item in the combo box.  Flash
needs to have one frame to draw/instantiate the combo box before you select
something on it from code.

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RE: [Flashcoders] can somebody answer my component name limitquestionplease?

2005-12-21 Thread Steven Sacks
 com.customerdomainname.entity.web.project.eshop.shoppingcart.SCManager

 find  replace all customerdomainname to cdn.

I'm going to assume customerdomainname actually varies here.

Sometimes, people really go overkill with this type of organization. You
really don't need to make that many levels.  I mean, you're convoluting it
by making it so deep, and you're not taking advantage of what OOP can really
do.

There have to be common methods to all the shopping carts, right?  Make a
shopping cart class that is independent of whoever the customer is, and if
you need custom methods for specific customers, just extend the methods of
the generic shopping cart class.

shoppingcart
customerdomain.shoppingcart extends shoppingcart

I find no compelling reason to organize my classes to such extents.  I'd
rather not have to dig down through 6 folders to find a class if I don't
have to.  Yes, a certain amount of organization is good.

inc/ui
inc/shoppingcart
inc/data

etc.


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Re: [Flashcoders] Faster code?

2005-12-21 Thread Paul BH
I think these are all great, but if I can be the voice of caution for
a moment...

remember that when you write code, it is for 2 interpreters:

1) the Actionscript VM
2) the person who has to go back and change stuff at a later date,
which may or may not be you...

Its often very easy to forget number 2 - so, while writing doing
things like avoiding function calls may be faster for 1) it can end up
making things a lot slower for 2)

Also, when you go through your code  optimise it, make sure you are
efficient with your efforts - you will probably find you can nail down
key performance spikes to just a few functions / algorithms... be
careful not to optimise to death, and try and measure your gains at
each step

I'm not saying code shouldnt be optimised at the expense of (human)
readability, just that sometimes it gets a little overdone...

ta

PBH

On 12/21/05, Steven Sacks [EMAIL PROTECTED] wrote:
  the fastest loop through an array is:
var len = myArray.length;
while( len-- ) {
  ...
}
  yes, it's faster then for..in.

 Not always. Sometimes, this loop is faster than a while (i--)

 for (var i = items.length; --i - (-1); ) {
...
 }

 It's ugly, yes, but it is faster than while (i--) depending on how many
 items you're iterating through.  Run some tests if you don't believe me.  :)

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RE: [Flashcoders] CORRECTION: Firefox flash plugin problem?

2005-12-21 Thread Steven Sacks
Remember the days when Flash was touted as the cross-platform cross-browser
solution for making webpages without having to deal with all the differences
between them and it would look and act the same no matter where it was
displayed?

Those were the days.

 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Henry @ Tonic
 Sent: Wednesday, December 21, 2005 8:08 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] CORRECTION: Firefox flash plugin problem?
 
 Hey Hans (and the rest of the list)
 
 Did anyone ever come up with a solution to this? I'm 
 experiencing similar problems with input fields in the 
 Firefox plugin - specifically, special characters are 
 becoming garbled,  as if the user's international keyboard 
 mapping has been set wrongly. The same SWF behaves fine in IE.
 
 I too am pulling my hair out - I've made sure all possible 
 characters are embedded in the input text fields and have 
 tried exporting (to Flash 6) from both Flash 8 and MX 2004.
 
 Any pointers would be gratefully recieved :)
 
 Henry

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RE: [Flashcoders] Game plays beautiful on PC/ not on mac. wtf?

2005-12-21 Thread Steven Sacks
What's your frame rate set to?
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Kurt Dommermuth
 Sent: Wednesday, December 21, 2005 6:35 AM
 To: Flashcoders mailing list
 Subject: [Flashcoders] Game plays beautiful on PC/ not on mac. wtf?
 
 Hi all,
 
 I'm really frustrated with something and hope someone out 
 there can help.
 
 I have this game 
 
 http://www.asherbartos.com/xmas2005/
 
 plays very well on my 1.7 ghz pc laptop.
 
 plays horribly on a dual 1.2 mac.
 
 some things simply don't work, on the Mac like the arrow keys.
 
 that sucks, but the performance is what is driving me nuts.
 
 I expect to take a hit on the mac, but this is beyond 
 anything I anticipated.
 
 is there code you should just simply stay away from on the Mac?
 
 I used a couple of listeners for arrow key control.  a couple of 
 setIntervals.  nothing too hard core at all...  most of the 
 code is below 
 if anyone cares to take a look.
 
 thanks for any help anyone can offer.
 
 Kurt
 
 goSanta = function()
 {
   this.gotoAndStop(2);
   var spd:Number = _root.variableSpeed;
   var mX:Number = this._x;
   var targ:Number = (_root._xmouse -  mX)/spd;
   if(_root.variableSpeed1)
   {
   _root.variableSpeed = 1;
   }
   this._x += targ;
 }
 
 stopGame = function()
 {
   clearInterval(goDrink);
   clearInterval(goTimer);
   delete _root.santa.onEnterFrame;
   _root.santa._x = -100;
 }
 
 santasWasted = function()
 {
   clearInterval(goDrinks);
   delete _root.santa.onEnterFrame;
   _root.santa.gotoAndPlay(passOut);
 }
 
 startGame = function()
 {
   s.stop();
   _root.santa.tween(_y,440,.5,'easeOutBack');
   attachSFX(_root.closingScreen,start,start,50);
   _root.variableSpeed = 1;
   _root.closingScreen.gotoAndStop(1);
   _root.gotoAndStop(playGame);
   _root.santa.onEnterFrame = goSanta;
   _root.scoreBoard.meter.tween(_yscale,.5,.3);
   _root.count = 0;
   secondsLeft = 0;
   clearInterval(goDrink);
   goDrink = setInterval(drinkGenerator,700);
   clearInterval(goTimer);
   goTimer = setInterval(startTimer,1000);
 }
 
 
 fallingDrink = function()
 {
   this._y+=this.spd;
   if(this._y  340  this._y  420)
   {
   if 
 (this.hitTest(_root.santa.santasMouth))
   {
   
 attachSFX(this,this.sfx,sfx,20);
   _root.variableSpeed += 
 this.potency;
   var perLoaded = 
 int((_root.variableSpeed/20)*100);
   
 _root.scoreBoard.meter.tween(_yscale,perLoaded,.4);
   
 _root.santa.santasMouth.gotoAndPlay(2);
   if(_root.variableSpeed 
  20) //santa drank too much
   {
   _root.santasWasted();
   }
   this.removeMovieClip();
   }
   }
   //kill clip if drop too far
   if(this._y  550)
   {
   trace(mc dead)
   this.removeMovieClip();
   }
 }
 
 
 drinkGenerator = function()
 {
   var myDepth = _root.drinkContainer.getNextHighestDepth();
   var randSpd = getRandomNumber(12,6);
   var randX = getRandomNumber(660,105);
   var randomID = getRandomNumber(_root.gameItems.length-1,0)
   var randomItem = _root.gameItems[[randomID]][0];
 
   _root.drinkContainer.createEmptyMovieClip(mc+myDepth,myDepth);
   
 _root.drinkContainer[mc+myDepth].attachMovie(randomItem,drink,1);
   _root.drinkContainer[mc+myDepth].drink._x = randX;
   _root.drinkContainer[mc+myDepth].drink.spd = randSpd;
   _root.drinkContainer[mc+myDepth].drink.potency = 
 _root.gameItems[[randomID]][1];
   _root.drinkContainer[mc+myDepth].drink.sfx = 
 _root.gameItems[[randomID]][2];
   
   _root.drinkContainer[mc+myDepth].drink.onEnterFrame = 
 fallingDrink;
 }
 
 attrition = function()
 {
   if(_root.variableSpeed  1)
   {
   _root.variableSpeed -=.5
   var perLoaded = int((_root.variableSpeed/20)*100);
   _root.scoreBoard.meter.tween(_yscale,perLoaded,.4);
   }
 }
 
 startTimer = function()
 {
   _root.attrition();
   _root.scoreBoard.score = 0;
   _root.count++
   secondsLeft = _root.totalSecondsToPlay - _root.count;
   _root.scoreBoard.timer = secondsLeft + :00;
   if(secondsLeft = 0)
   {
   if(_root.variableSpeed  12)
   {
   _root.closingScreen.gotoAndStop(tooJolly);
   

Re: [Flashcoders] Faster code?

2005-12-21 Thread JesterXL
What I want to know is who is paying for #2?  Very rarely do I ever get time 
to comment anything, and even if I did, the code I commented changes the 
next day, rendering the whole endeavor fruitless.

...not to mention most service work is always a custom job/rewrite anyway.

- Original Message - 
From: Paul BH [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 4:49 PM
Subject: Re: [Flashcoders] Faster code?


I think these are all great, but if I can be the voice of caution for
a moment...

remember that when you write code, it is for 2 interpreters:

1) the Actionscript VM
2) the person who has to go back and change stuff at a later date,
which may or may not be you...

Its often very easy to forget number 2 - so, while writing doing
things like avoiding function calls may be faster for 1) it can end up
making things a lot slower for 2)

Also, when you go through your code  optimise it, make sure you are
efficient with your efforts - you will probably find you can nail down
key performance spikes to just a few functions / algorithms... be
careful not to optimise to death, and try and measure your gains at
each step

I'm not saying code shouldnt be optimised at the expense of (human)
readability, just that sometimes it gets a little overdone...

ta

PBH

On 12/21/05, Steven Sacks [EMAIL PROTECTED] wrote:
  the fastest loop through an array is:
var len = myArray.length;
while( len-- ) {
  ...
}
  yes, it's faster then for..in.

 Not always. Sometimes, this loop is faster than a while (i--)

 for (var i = items.length; --i - (-1); ) {
...
 }

 It's ugly, yes, but it is faster than while (i--) depending on how many
 items you're iterating through.  Run some tests if you don't believe me. 
 :)

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RE: [Flashcoders] Combobox none selected

2005-12-21 Thread Merrill, Jason
Thanks - that doesn't seem to be the problem in this case, but thanks
for the tip.  I got it working.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Steven Sacks
Sent: Wednesday, December 21, 2005 4:30 PM
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Combobox none selected

You have to wait one frame before selecting an item in the combo box.
Flash
needs to have one frame to draw/instantiate the combo box before you
select
something on it from code.

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