RE: [Flashcoders] Ajax and ActionScript 2.0

2006-07-01 Thread Bernard Visscher
  but I see very much job postings with With a good 
 knowledge of PHP, 
  ASP, ASP.NET, XHTML, HTML, CSS, PERL, JS, SQL, C# etc etc...
 
 I could answer that ad, couldn't you? ;-)
No problem ;)
 
 It's actually the part where they want all of those 
 skills and the job only pays $30k that bothers me.
So true!
 
 Here's my sample job posting:
 
 -
 We're a small interactive agency woirking for top clients 
 that we can't tell you about. It's a fun enviornment and 
 we're like a big family.
 
 Requirements: PhD in Physics, 10+ years experience in 
 aerodynamics and aircraft design, 8+ years working experience 
 with particle accelerators, a doctorate in divinity, 
 familiarity with the layout of the human genome, and PhotoShop CS.
 
 Pay: $23k
 
 Oh, and we need you to relocate to Dubai.
 -
 
 ;-)

LOL :D

Bernard

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[Flashcoders] Progressivelly download (and show) a jpg image

2006-07-01 Thread Marcelo de Moraes Serpa

Is it possible somehow to progressivelly show a jpg being loaded via
loadMovie()? The topdown effect that is native in images loaded via
html... as far as I know, It´s only possible to show the image in the flash
player after it has been completely loaded, but I remember seeing an example
of such thing on flashkit once...

Cheers,

Marcelo.
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[Flashcoders] duplicateMovie / setInterval problem

2006-07-01 Thread hervé hubert
Hi I'm trying to duplicate a MC by adding a time delay with setInterval 
It

doesn't seems to work can anyone help?
Thanks alot.


//Code

var container:MovieClip = setUpContainer(); var ln:Number = 30; var
spacer:Number = 0; var newMC:MovieClip;
var listeMC = new Array();
for (var i=1 ; i=30; i++)
{
newMC = container.duplicateMovieClip(clip-+i,
i+10);
newMC._y = (newMC._height + spacer) * i;
newMC._alpha -= i*4;
clearInterval(intervalID);
}
var intervalID =setInterval(setUpContainer,1);


function setUpContainer():MovieClip {
 var mc:MovieClip = this.createEmptyMovieClip(container,
this.getNextHighestDepth());
mc.lineStyle(1, 0xff, 0)
mc.beginFill(0x000, 100);
mc.moveTo(10,0);
mc.lineTo(10,0);
mc.lineTo(10,10);
mc.lineTo(0,10);
mc.lineTo(0,0);
mc._x = 1;
mc._y = 0;
mc.endFill();
return mc;


}

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[Flashcoders] Out of Office June 30 - July 4

2006-07-01 Thread tracey
I will be out of the office June 30 through July 4, returning July 5th in the 
a.m. I will return all messages and emails on Weds. July 5th.
Thanks - 

Tracey Halvorsen
fastspot



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[Flashcoders] Delegate and [self] Argument

2006-07-01 Thread Jeff Jonez

Hi All,

In the delegate class from Steve Webster, there is this line:

var fullArgs:Array = arguments.concat(self.extraArgs, [self]);

I was wondering if anyone knows why there is a reference to self passed to
the handler function. Or how might this be useful? This extra argument could
cause a problem depending upon what your hander function does with
parameters, for example if you have a function with a dynamic number of
variables.

I'm debating whether I should keep this [self] reference in a helper
function I wrote (see below), that is similar to delegate.

JJ


Here's the short helper function I wrote: it executes a function after a
specified delay and repeats the call if the optional 'repeat' variable is
passed in

  //
  // Two ways to use this function
  //delay( timeDelay, target, handler )
  //delay( timeDelay, repeat, target, handler )
   public static function delay( timeDelay:Number ):Void
   {

   // Create the timeDelay function
   var timerDelay:Function = function()
   {

   // Get reference to self
var self:Function = arguments.callee;

   // Augment arguments passed from broadcaster with additional
args
   // Note: The [self] array addition passes a reference to the
callee itself and passes
   // this as a parameter to the handler which could cause
unforseen problems. It is not
   // clear to me why delegate passes this reference.
   var fullArgs:Array = arguments.concat(self.extraArgs, [self]);

self.repeat--;

if( self.repeat == 0 )
{
   clearInterval( self.intervalId );
}

   // Call handler with arguments
   return self.handler.apply(self.target, fullArgs);
   };


   // Pass in local references
 // The arguments passed in have different meaning whether we have
 // repeat variable or not
 if( typeof( arguments[1] ) == number )
 {
timerDelay.repeat  = arguments[1];
timerDelay.target  = arguments[2];
timerDelay.handler = arguments[3];
timerDelay.extraArgs = arguments.slice(4);
 }
 else
 {
timerDelay.repeat  = 1;
timerDelay.target  = arguments[1];
timerDelay.handler = arguments[2];

timerDelay.extraArgs = arguments.slice(3);
 }

   // start the timer interval
 timerDelay.intervalId =  setInterval( timerDelay, timeDelay );
   }
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[Flashcoders] Accurate duration info from the Sound Class

2006-07-01 Thread js
Since mySound.duration reflects *loaded* duration - there is no way to 
get the actual duration of a loaded mp3 through the Sound class.


A work around and what I've been doing: Divide mySound.getBytesLoaded 
by mySound.getBytesTotal to get a percentage of the song that is 
currently loaded; and then take mySound.duration and divide that by 
the percentage loaded. Provided that the duration property of mySound 
is accurately representing the amount of ms loaded, I should arrive at 
 an accurate result.


Unfortunately, both properties do not synchronize 100%, and the 
duration value progressively gains accuracy as the mp3 loads, opposed 
to getting a correct duration immediately.


I would really like to find a more accurate way. Ideally I would like 
to get the complete duration of a loaded mp3 through flash immediately 
upon stream so the end-user doesn't see the progress bar jutting 
backwards and the total duration value slowly increasing as the song 
loads--without depending on external scripts or an xml playlist 
file...etc.


Any help / insight appreciated,
Joseph Sorensen
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Re: [Flashcoders] Accurate duration info from the Sound Class

2006-07-01 Thread js

If I may rephrase that first sentence:

There is no way to get the actual duration of a *loading* mp3 through 
the Sound class.


Regards

js wrote:
Since mySound.duration reflects *loaded* duration - there is no way to 
get the actual duration of a loaded mp3 through the Sound class.


A work around and what I've been doing: Divide mySound.getBytesLoaded by 
mySound.getBytesTotal to get a percentage of the song that is currently 
loaded; and then take mySound.duration and divide that by the percentage 
loaded. Provided that the duration property of mySound is accurately 
representing the amount of ms loaded, I should arrive at  an accurate 
result.


Unfortunately, both properties do not synchronize 100%, and the duration 
value progressively gains accuracy as the mp3 loads, opposed to getting 
a correct duration immediately.


I would really like to find a more accurate way. Ideally I would like to 
get the complete duration of a loaded mp3 through flash immediately upon 
stream so the end-user doesn't see the progress bar jutting backwards 
and the total duration value slowly increasing as the song 
loads--without depending on external scripts or an xml playlist file...etc.


Any help / insight appreciated,
Joseph Sorensen
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Re: [Flashcoders] FLV or MP3 stops during tween

2006-07-01 Thread Vibol Hou
I don't seem to have this issue. NetStream and NetConnection work fine 
in an object as an object variable, instantiated within the object. -V


Dan Rogers wrote:
For the record... I think I finally figured out what the problem was 
with my FLV.


It turns out to have less to do with Tweening functions and more to do 
with the fact that the NetStream class hates to be instantiated into a 
local variable.


As a reference for anyone having trouble with NetStream, FLV and AS2, 
just remember a couple things:


1) NetConnection and NetStream instances should be stored as movieclip 
or object properties, not local variables.
2) If you instantiate NetConnection and NetStream in an AS2 class, make 
sure the class is not instantiated into a local variable, either.


This behavior seems strange to me, and I'm not sure if it's already a 
known bug.  If anyone can shed any further light on this topic, it would 
be appreciated :)


-Dan


On Jun 29, 2006, at 7:52 PM, Dan Rogers wrote:


Hi there, first time on the list...

I am working on a pretty intensive flash UI, which makes use of 
onEnterFrame events, Tween class animations, etc...  and whenever I 
try to stream in an FLV or MP3, the playback completely stops after 
about 5-10 seconds. I can usually make it stop by rolling my mouse 
over a movieclip that uses a Tween to do an alpha fade.


Has anyone had any experience troubleshooting this?  I'm using Flash 8 
and AS2...  and am completely stumped at this point.   I've tried both 
the mx.transitions.Tween and the ZigoTween engine, and they both bring 
the FLV to a halt.


Thanks.
-Dan

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Re: [Flashcoders] Determining when the Stage *stops* resizing

2006-07-01 Thread Matt Bennett

Works an absolute treat. Thanks EKA!

On 6/29/06, eka [EMAIL PROTECTED] wrote:

Hello :)

You can use a setInterval to test the stop of the resizing :)

example :

// o Singleton

StageResizer = {} ;

// o Init Broadcaster

AsBroadcaster.initialize(StageResizer) ; // inject broadcast methods

// o Listen Stage onResize event !

Stage.addListener(StageResizer) ;

// o Public Property

StageResizer.id /*Number*/ = null ;
StageResizer.delay /*Number*/ = 100 ;

// o Public Method

StageResizer.reset = function () {
clearInterval(this.id) ;
this.id = null ;
}

StageResizer.stopResizing = function () {
this.broadcastMessage(onStopResize) ;
this.reset() ;
}

StageResizer.startResizing = function () {
if (this.id == null) {
this.broadcastMessage(onStartResize) ;
}
clearInterval(this.id) ;
   this.id = setInterval(this, stopResizing, this.delay) ;
}

StageResizer.onResize = StageResizer.startResizing ;


// -o TEST

var listener = {} ;
listener.onStartResize = function () {
trace(start resize) ;
}

listener.onStopResize = function () {
trace(stop resize) ;
}

StageResizer.addListener(listener) ;


EKA+ :)




2006/6/29, Matt Bennett [EMAIL PROTECTED]:

 Hello all,

 I've got a perplexing problem and I've run out of ideas to solve it -
 I hope you can help!

 I have an application that runs fullscreen in the browser - so the
 object is set to 100%x100% and the Stage.scaleMode is noScale. The
 application realigns itself via a Stage.onResize listener.

 The problem I have, is determining when the user *stops* resizing the
 Stage (i.e the last Stage onResize event in any given resize). For
 example, the widgets inside my application get resized as the stage
 resizes, and since they too have their own layout code, they need to
 know when they're being resized. Consequently, when the stage stops
 resizing I also need to tell them that they're no longer resizing
 also.

 I've had a couple of ideas on how to solve the problem:
 1. Add some method to the Stage.prototype. I'm not really sure what I
 should be looking for though. Does onMouseUp get registered if the
 mouse is not over the flash window?

 2. The HTML body onResize event gets broadcast when the browser window
 stops resizing, so I thought I might be able to use that. Is there any
 way to send information via flashVars after the movie has loaded?

 Many thanks in advance,
 Matt.
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