Re: [Flashcoders] Missing fl.* AS3 Packages in Flash CS3

2007-05-04 Thread Muzak
The classes (.as files) are not in any classpath for faster compilation (.swc's 
compile faster).

You can find the resources (fla files) on Win XP in:
C:\Program Files\Adobe\Adobe Flash CS3\en\Configuration\Components

The fl package sources (.as files) are in:
C:\Program Files\Adobe\Adobe Flash CS3\en\Configuration\Component 
Source\ActionScript 3.0\User Interface\fl

So if you want to extend one of these classes you'll have to add the 'User 
Interface' directory to the classpath.
As mentioned earlier, doing so will result in slower compiling when using these 
classes (not sure how much slower though).

regards,
Muzak

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul Chang
 Sent: Thursday, May 03, 2007 8:26 PM
 To: Flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Missing fl.* AS3 Packages in Flash CS3

 Hello,

 I recently purchased Flash CS3 as part of CS3.

 To start, I wanted to use the following packages:

 fl.video.FLVPlayback
 fl.controls.Button

 When I tried to import these, I was surprised to get an error that
 these classes could not be found.

 I looked in the directories to see why (Mac OSX). I found the directory:

 Adobe Flash CS3:Configuration:ActionScript 3.0:Classes:fl

 In here, I found the following packages: lang, livepreview, motion,
 transitions

 but no video or controls.

 I don't know if these other ones are built in, but it doesn't appear
 so as a simple import statement causes a compile error.

 Has anyone encountered this issue?

 Thanks in advance,
 Paul



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Re: [Flashcoders] _searchKey???

2007-05-04 Thread Muzak
 _searchKey is added as a variable to all the movieclips on the stage
 and is interfering with extremely basic functionality

What is it exactly that goes haywire?

regards,
Muzak

- Original Message - 
From: Scott Boepple [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, May 04, 2007 2:27 AM
Subject: [Flashcoders] _searchKey???


So I'm working on a project that uses the Flash 8 combobox. Everything
is dandy until an item is selected from the combobox - at that point
_searchKey is added as a variable to all the movieclips on the stage
and is interfering with extremely basic functionality. I found
_searchKey in mx.managers.FocusManagermx.managers.FocusManager in the
First Run/Classes local structure. Apparently it's used to make sure
components don't search for something more than once and uses getTimer
(); That's all good. Glad it's there. Why would that property now be
applied to other mc's on the stage? Any ideas how I could work around
this or should I simply avoid the combobox?



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[Flashcoders] Re: Flash 9 Express Install

2007-05-04 Thread Matt Muller

Branding the interface and serving ads with custom rss took the cake
for me.  But yes those ads and iterabuive bits in the middle me the
video were very cool.  Matt

On 5/3/07, Asai [EMAIL PROTECTED] wrote:

Why don't you check out Geoff Stearn's SWFObject site?  SWFObject
supports express install for any version of the Flash Player.

asai



Matt Muller wrote:
 Anyone know if the 'Express Install' is available for a Flash Player 9
 upgrade yet?

 thanks,

 - MaTT
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[Flashcoders] Programatic anmation to Quicktime/AVI

2007-05-04 Thread pedr browne

Hello,

Got an animation that uses nested MCs and programatic animation. Need to
export it to either AVI or uncompressed Quicktime, and obviously using
Flash's own export is a no-no.

Was wondering how other people would approach this. Have tried a few swf to
AVI apps, but found them prone to dropping frames. To compound matters I am
using a Mac, though I can run PC apps through Parralells.

Any advice gratefully appreciated.

P
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Re: [Flashcoders] stumped video behaviour in AS2/Classes

2007-05-04 Thread sebastian chedal

doh, I'm really sorry. Silly me, thanks!
[btw the constructor had all kinds of other [irrelevant] things in it, hence
why i left it out, sorry! will include next time]

On 5/3/07, Lists [EMAIL PROTECTED] wrote:


Sebastian,

You didn't include the timeline code, but I made some assumptions. I think
the most relevant issue is that your NetConnection and NetStream variables
are local and expire after the function is called. This works:

//in class PostView.as, in com/blabla/
class com.blabla.PostView extends MovieClip {

private var _netConn:NetConnection;
private var _netStream:NetStream;

  public function playVideo () {
_netConn = new NetConnection();
_netConn.connect(null);
_netStream = new NetStream(_netConn);
_netStream.onStatus = function (infoObject:Object) {
 trace (infoObject.code);
}

_root.vid.attachVideo(_netStream);
_netStream.play(video/video.flv);
  }

}

//in timeline
import com.blabla.PostView;

var myVar:PostView = new PostView();
myVar.playVideo();

//


I'm not a fan of classes without constructors, though. If you only
included
a snippet, disregard. If not, you can unify the class and function name
above and omit the last line in the timeline. Or, even throw in a generic
constructor for clarity/possible info.

Rich Shupe


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Re: [Flashcoders] inline graphics with text

2007-05-04 Thread Allandt Bik-Elliott (Receptacle)
sorry to repost but i thought this might have got lost because of the  
time i posted


On 3 May 2007, at 19:13, Allandt Bik-Elliott (Receptacle) wrote:


i've had a quick squizz through the archives but not luck

i'm looking to produce an xml driven site but one of the things  
that would make it a WHOLE lot easier is putting graphics inline  
with the text (to show links within the document) - is there any  
way of doing this or should i attach text boxes to do it?

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[Flashcoders] Re: AS2: Design Pattern: event based or pointer? from model or controller?

2007-05-04 Thread sebastian chedal

Alo,

So I've done some more independant research,

I think I'm going to use an EventDispatcher system from the PageController:

http://www.adobe.com/devnet/flash/articles/creating_events.html

Instead of pointers. As I think this makes more sense.
Ofcourse, any insight from the 'pros' still welcome!

With kind,

Seb.

On 5/3/07, sebastian [EMAIL PROTECTED] wrote:


Hello folks,

My next question is conceptual...

I've made good progress on many of the classes in my application, but
I'm now caught in a dilemma regarding approach.

As mentioned in a previous mail, I'm building a system that can be
divided into two: 1 part does general world 3D animation until the pages
are opened; this was relatively easy to make... the second part of the
system deals with generating pages [its a templating MVC system]; this
is the tough part!

At the center of the application is my class: PageController

Linked to it are 3 other Classes: PageModel [to load new pages],
StatsCollector [to record new pages called] and MouseController [told to
turn off 3D motion when pages are opened].

I was planning on using an object-instance pointer in the PageController
formed during its construction, to tell the associated Classes that a
new event has ocured, but someone pointed out to me that I should be
using an event based system instead [so that's its easier to add new
Classes that listen to the Controller in the future]

Here is what I have:

class com.blabla.PageController {
//Object pointers
private var pageModel:Object;
private var statsCollector:Object;
private var mouseController:Object;
private var urlMapper:Object;
//Page open/close status
private var activeWindow:Boolean;

function PageController (
__pageModel:Object,
__mouseController:Object,
__statsCollector:Object,
__urlMapper:Object)
{
//Pointers:
this.pageModel = __pageModel;
this.statsCollector = __statsCollector;
this.mouseController = __mouseController;
this.urlMapper = __urlMapper;
//Set initial state:
this.activeWindow = false;
}

//this method is called by SWFAddress on url changes:
public function urlChange(__name:String):Void {

// MOUSE CONTROLLER
//set the page active true to turn off
//3D mouse system:

this.activeWindow = true;

//tell 3D mouse system to check status:
this.mouseController.checkWindowStatus();

// PAGE MODEL
//call URL mapper returns an XML file based
//on the url __name
//this XML file is then passed to the pageModel
//which will then notify the PageView of changes

this.pageModel.buildPage (this.urlMapper.convertLink
(__name));

// STATS COLLECTOR
//run the method in 'statscol' with url:

this.statsCollector.callURL(__name);

}

}

So, my question is... is this the right way to be sending events? By
making pointers and calling methods in connected classes? Also, should I
store my activeWindow parameter in the Controller? I have a feeling
its in the wrong Class; but from a Code-clarity perspective it does make
sense to have it here as the controller is a state-dispatcher...?

Or should I be using an event based system instead of pointers? If so,
could someone lightly outline what the difference would be like in such
a set up? I'm not very familiar with using events to drive app like
this. I'd be very thankful.

Here is the latest diagram of the system:
http://www.chedal.org/temp/uml_design_03.png
[this that are blue/green are things I've built until now]

Note I chose to connect the MouseController and StatsCollector to the
PageController instead of the PageModel because if I did so the
PageModel would get very long in terms of code; I want the PageModel to
focus JUST on storing the Templates' data that the View will build [by
refering to the PageModel's loaded data]. Also, if I linked everything
to the PageModel instead, the functionality of the PageController as a
dispatcher would be made redundant... am I right in this thinking?

If you wish I can copy-paste the code of other Classes [assuming I've
written the code!], but I don't think this is necessary to answer my
question.

With kindness,

Sebastian.


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RE: [Flashcoders] Programatic anmation to Quicktime/AVI

2007-05-04 Thread Chris Daubney
Swf2video has always worked for me

http://www.adshareit.com/



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of pedr browne
Sent: 04 May 2007 10:34
To: Flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Programatic anmation to Quicktime/AVI

Hello,

Got an animation that uses nested MCs and programatic animation. Need to
export it to either AVI or uncompressed Quicktime, and obviously using
Flash's own export is a no-no.

Was wondering how other people would approach this. Have tried a few swf to
AVI apps, but found them prone to dropping frames. To compound matters I am
using a Mac, though I can run PC apps through Parralells.

Any advice gratefully appreciated.

P
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Re: [Flashcoders] Programatic anmation to Quicktime/AVI

2007-05-04 Thread Snepo - Arse

Flash CS3 export supports programatic animation.


On 04/05/2007, at 6:33 PM, pedr browne wrote:


Hello,

Got an animation that uses nested MCs and programatic animation.  
Need to

export it to either AVI or uncompressed Quicktime, and obviously using
Flash's own export is a no-no.

Was wondering how other people would approach this. Have tried a  
few swf to
AVI apps, but found them prone to dropping frames. To compound  
matters I am

using a Mac, though I can run PC apps through Parralells.

Any advice gratefully appreciated.

P
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RE: [Flashcoders] inline graphics with text

2007-05-04 Thread Merrill, Jason
 i'm looking to produce an xml driven site but one of the 
things that 
 would make it a WHOLE lot easier is putting graphics inline 
with the 
 text (to show links within the document) - is there any way 
of doing 
 this or should i attach text boxes to do it?

I suggest you try the Flashnewbie list at chattyfig.figleaf.com.

Jason Merrill
Bank of America  
GTO Learning  Leadership Development
eTools  Multimedia Team


 
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[Flashcoders] adding filter to the stage.

2007-05-04 Thread Gustavo Duenas
hi Guys, I've been thinking of this, is possible to add a filter to  
the stage?


like:

stageBlur:BlurFilter = new BlurFilter();


stage.filters=[stageBlur];

I don't know maybe I'm looking for something crazy, but I'd  
appreciate any input you would have guys.


regards





Gustavo Duenas
Creative Director
LEFT AND RIGHT SOLUTIONS LLC
1225 W. Beaver St. Suite 119
Jacksonville, Fl.  32204
904 . 2650330
www.leftandrightsolutions.com


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Re: [Flashcoders] LocalConnection via localhost failure

2007-05-04 Thread Andy Herrman

Try throwing some traces in there along with the Alerts.  For some
reason I've had trouble getting Alert dialogs to appear (I'd make the
call to show it but it would never show up on screen).  I never
figured out why it was happening, but it's possible you're having the
same problem.  Maybe things are working, but the Alert boxes just
aren't displaying for some reason.

 -Andy

On 5/3/07, Stephen Downs [EMAIL PROTECTED] wrote:

That does not fix it :(

I've tried querying the domain property of the connection from both
ends, and it is indeed returned as localhost so I know the movies
are playing in the same sandbox.


On 2007-05-03, at 1:50 PM, John Grden wrote:

 try naming your connection string by leading it with an underscore:

 _lc_reportSending

 On 5/3/07, Stephen Downs [EMAIL PROTECTED] wrote:

 I'm having a tough time getting a simple LocalConnection connection
 working.

 Scenario: Flash 8, AS 2, two separate Flash projectors.

 Procedure:
 1) Projector A starts LocalConnection.connect.
 2) Projector A opens Projector B via fscommand.
 3) Project B initializes, then starts LocalConnection.send using
 connectionName from step A. No arguments are sent.
 4) Nothing happens, no onStatus calls are triggered either on the
 LocalConnection instance or at the System level. The method does not
 get called. Both connect and send calls return true.

 This is all occurring on the localhost sandbox, so I'm pretty sure I
 don't have to deal with security shenanigans. The code is all
 contained in static singleton classes, so the LocalConnection objects
 are class properties.

 I'm probably overlooking something, but my brain is frazzled from
 fiddling with this for the last five hours. Thanks in advance for any
 insights or suggestions.

 Code snippets follow.


 // * From projector A main class:

 // Use alerts as a debug aid.
 import mx.controls.Alert;
 // ...
 public var _reportReceiver_lc:LocalConnection;

 // This gets called from a button -- the initial trigger to open up
 Projector B.
 public function showReport():Void {
 var theTimer:com.plasticbrain.timer.Timer =
 com.plasticbrain.timer.Timer.getInstance();
 // Establish listener for report open event
 _reportReceiver_lc = new LocalConnection();
 // This function doesn't get triggered.
 _reportReceiver_lc.allowDomain =
 function():Boolean {
 Alert.show(allowDomain, Alert);
 return true;
 }
 // This function doesn't get triggered
 either.
 _reportReceiver_lc.allowInsecureDomain =
 function():Boolean {
 Alert.show(allowInsecureDomain,
 Alert);
 return true;
 }
 // *** This is what I want to call from
 Projector
 B connection,
 but it fails!
 _reportReceiver_lc.initReport = function
 ():Void {
 Alert.show(***initReport, Alert);
 }
 var connectionName:String =
 lc_reportSending;
 var sendRes:Boolean =
 _reportReceiver_lc.connect(connectionName);
 Alert.show(showReport: listen=+sendRes+,
 con=+connectionName);
 // Last, open Projector B
 fscommand(exec, Report.app);
 }



 // * From projector B main class:

 import mx.controls.Alert;
 // ...
 public var _reportSender_lc:LocalConnection;

 // This gets called during initialization of Projector B.
 public function initReport():Void {
 // Create object to pass status to main Timer client.
 _reportSender_lc = new LocalConnection();
 // This function doesn't get triggered.
 _reportSender_lc.onStatus = function
 (infoObject:Object) {
 Alert.show(onStatus, Alert);
 switch (infoObject.level) {
 case 'status' :
 Alert.show(connected!, Alert);
 break;
 case 'error' :
 Alert.show(connection error!,
 Alert);
 break;
 }
 };
 var connectionName:String = lc_reportSending;
 var sendRes:Boolean =
 _reportSender_lc.send(connectionName,
 initReport);
 Alert.show(initReport: send=+sendRes
 +,domain=+_reportReceiver_lc.domain()+, con=+connectionName);
 }
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Re: [Flashcoders] Programatic anmation to Quicktime/AVI

2007-05-04 Thread Zeh Fernando

Hello,
Got an animation that uses nested MCs and programatic animation. Need to
export it to either AVI or uncompressed Quicktime, and obviously using
Flash's own export is a no-no.
Was wondering how other people would approach this. Have tried a few swf to
AVI apps, but found them prone to dropping frames. To compound matters I am
using a Mac, though I can run PC apps through Parralells.
Any advice gratefully appreciated.


Actually, you should try CS3's video exporting feature; it works 
perfectly with actionscript code. I've tried exporting very complex 
actionscript sequences - ie, done with Papervision3D - and they work 
perfectly.


The only caveat is not being able to interact with the movie (using the 
mouse/keyboard) while exporting. Other than that, it's the best way to 
export, hands down.


There are ways to do this with previous Flash versions that will more or 
less work, but for a headache-less exporting, I'd suggest one getting 
Flash CS3 trial (somehow) and giving it a whirl.



Zeh
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[Flashcoders] Animating Character Movement

2007-05-04 Thread Holth, Daniel C.

Hello,

I'm working on an project where the user uses the arrows keys to move a
guy in a kayak left and right across the screen.  I have 6 total
animations set up: Paddling Left, Idle Facing Left, Turning Left to
Right, Paddling Right, Idle Facing Right, and Turning Right To Left.

I've never programmed a moving character before, so I'm looking for some
tips on the best way to program this sort of thing.  I started to create
a pseudo-state pattern using a 6 switch statement to figure out what
state the character is currently in and responding accordingly when the
user presses a key.  This seems rather tedious though, and I figured
there must be a better way of doing this.

I think the part I'm having the most trouble with is the 'turning
states'. 

Any feedback greatly appreciated!  I can post some of my current code if
it helps, but I really haven't gotten anywhere productive with it yet.

Thanks!

Daniel Holth
I.S. Programmer



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RE: [Flashcoders] Re: AS2: Design Pattern: event based or pointer? frommodel or controller?

2007-05-04 Thread David Ngo
IMO, EventDispatcher will work well in most cases. If you need a more
flexible or scalable way to handle events, then I'd suggest writing your own
event framework based on the Observer pattern as there are some limitations
to EventDispatcher.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
chedal
Sent: Friday, May 04, 2007 5:24 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Re: AS2: Design Pattern: event based or pointer?
frommodel or controller?

Alo,

So I've done some more independant research,

I think I'm going to use an EventDispatcher system from the PageController:

http://www.adobe.com/devnet/flash/articles/creating_events.html

Instead of pointers. As I think this makes more sense.
Ofcourse, any insight from the 'pros' still welcome!

With kind,

Seb.

On 5/3/07, sebastian [EMAIL PROTECTED] wrote:

 Hello folks,

 My next question is conceptual...

 I've made good progress on many of the classes in my application, but
 I'm now caught in a dilemma regarding approach.

 As mentioned in a previous mail, I'm building a system that can be
 divided into two: 1 part does general world 3D animation until the pages
 are opened; this was relatively easy to make... the second part of the
 system deals with generating pages [its a templating MVC system]; this
 is the tough part!

 At the center of the application is my class: PageController

 Linked to it are 3 other Classes: PageModel [to load new pages],
 StatsCollector [to record new pages called] and MouseController [told to
 turn off 3D motion when pages are opened].

 I was planning on using an object-instance pointer in the PageController
 formed during its construction, to tell the associated Classes that a
 new event has ocured, but someone pointed out to me that I should be
 using an event based system instead [so that's its easier to add new
 Classes that listen to the Controller in the future]

 Here is what I have:

 class com.blabla.PageController {
 //Object pointers
 private var pageModel:Object;
 private var statsCollector:Object;
 private var mouseController:Object;
 private var urlMapper:Object;
 //Page open/close status
 private var activeWindow:Boolean;

 function PageController (
 __pageModel:Object,
 __mouseController:Object,
 __statsCollector:Object,
 __urlMapper:Object)
 {
 //Pointers:
 this.pageModel = __pageModel;
 this.statsCollector = __statsCollector;
 this.mouseController = __mouseController;
 this.urlMapper = __urlMapper;
 //Set initial state:
 this.activeWindow = false;
 }

 //this method is called by SWFAddress on url changes:
 public function urlChange(__name:String):Void {

 // MOUSE CONTROLLER
 //set the page active true to turn off
 //3D mouse system:

 this.activeWindow = true;

 //tell 3D mouse system to check status:
 this.mouseController.checkWindowStatus();

 // PAGE MODEL
 //call URL mapper returns an XML file based
 //on the url __name
 //this XML file is then passed to the pageModel
 //which will then notify the PageView of changes

 this.pageModel.buildPage (this.urlMapper.convertLink
 (__name));

 // STATS COLLECTOR
 //run the method in 'statscol' with url:

 this.statsCollector.callURL(__name);

 }

 }

 So, my question is... is this the right way to be sending events? By
 making pointers and calling methods in connected classes? Also, should I
 store my activeWindow parameter in the Controller? I have a feeling
 its in the wrong Class; but from a Code-clarity perspective it does make
 sense to have it here as the controller is a state-dispatcher...?

 Or should I be using an event based system instead of pointers? If so,
 could someone lightly outline what the difference would be like in such
 a set up? I'm not very familiar with using events to drive app like
 this. I'd be very thankful.

 Here is the latest diagram of the system:
 http://www.chedal.org/temp/uml_design_03.png
 [this that are blue/green are things I've built until now]

 Note I chose to connect the MouseController and StatsCollector to the
 PageController instead of the PageModel because if I did so the
 PageModel would get very long in terms of code; I want the PageModel to
 focus JUST on storing the Templates' data that the View will build [by
 refering to the PageModel's loaded data]. Also, if I linked everything
 to the PageModel instead, the functionality of the PageController as a
 dispatcher would be made redundant... am I right in this thinking?

Re: [Flashcoders] Animating Character Movement

2007-05-04 Thread James Marsden

Hey Dan,

I've had a bit of a struggle with this too. I've tried a few ways of 
doing it, but have settled on having all state/animations in a MovieClip 
on the first frame of the character MovieClip, and then functions to 
show and hide whichever animations you need eg:


turnRightFromLeft()
{
   paddleLeftMC.visible = false;
   idleLeftMC.visible = false;
   idleRightMC.visible = false
 
   idleCentre.gotoAndPlay(turnRightFromLeft); // at the end of this 
animation, it calls back to set 'paddleRightMC.visible = true';

}


It's quite long winded, and you still need a state machine to work out 
which functions you need to call, but the other ways I tried were vastly 
more complex, and introducing a new animation at a later date was a real 
headache.


HTH,

James



Holth, Daniel C. wrote:

Hello,

I'm working on an project where the user uses the arrows keys to move a
guy in a kayak left and right across the screen.  I have 6 total
animations set up: Paddling Left, Idle Facing Left, Turning Left to
Right, Paddling Right, Idle Facing Right, and Turning Right To Left.

I've never programmed a moving character before, so I'm looking for some
tips on the best way to program this sort of thing.  I started to create
a pseudo-state pattern using a 6 switch statement to figure out what
state the character is currently in and responding accordingly when the
user presses a key.  This seems rather tedious though, and I figured
there must be a better way of doing this.

I think the part I'm having the most trouble with is the 'turning
states'. 



Any feedback greatly appreciated!  I can post some of my current code if
it helps, but I really haven't gotten anywhere productive with it yet.

Thanks!

Daniel Holth
I.S. Programmer



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Re: [Flashcoders] inline graphics with text

2007-05-04 Thread Allandt Bik-Elliott (Receptacle)

ah you can just use img

~hangs head in shame and goes back to kindergarten


On 4 May 2007, at 13:41, Merrill, Jason wrote:


i'm looking to produce an xml driven site but one of the

things that

would make it a WHOLE lot easier is putting graphics inline

with the

text (to show links within the document) - is there any way

of doing

this or should i attach text boxes to do it?


I suggest you try the Flashnewbie list at chattyfig.figleaf.com.

Jason Merrill
Bank of America
GTO Learning  Leadership Development
eTools  Multimedia Team



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Re: [Flashcoders] Animating Character Movement

2007-05-04 Thread Robert Brisita
Try the State Pattern.  I have successfully used this in a line of games 
I did for a client.


The Quick and Dirty explanation:
Each state knows what it needs to do.  On a change state the old state 
exits and the new state enters.  On
an update (onEnterFrame) the state is handled (it does what it needs to 
accomplish).  Any state can be interrupted to go into another state.  
Each state implements an interface.


In my games I had a hierarchical state pattern (states within states) 
and the root state was in the game manager
which held all the game logic methods that states could use to 
accomplish whatever task they wanted.


More info (cleaner and clearer) here:
http://www.ai-junkie.com/architecture/state_driven/tut_state1.html

Ciao,
Rob.

James Marsden wrote:

Hey Dan,

I've had a bit of a struggle with this too. I've tried a few ways of 
doing it, but have settled on having all state/animations in a 
MovieClip on the first frame of the character MovieClip, and then 
functions to show and hide whichever animations you need eg:


turnRightFromLeft()
{
   paddleLeftMC.visible = false;
   idleLeftMC.visible = false;
   idleRightMC.visible = false
 
   idleCentre.gotoAndPlay(turnRightFromLeft); // at the end of this 
animation, it calls back to set 'paddleRightMC.visible = true';

}


It's quite long winded, and you still need a state machine to work out 
which functions you need to call, but the other ways I tried were 
vastly more complex, and introducing a new animation at a later date 
was a real headache.


HTH,

James



Holth, Daniel C. wrote:

Hello,

I'm working on an project where the user uses the arrows keys to move a
guy in a kayak left and right across the screen.  I have 6 total
animations set up: Paddling Left, Idle Facing Left, Turning Left to
Right, Paddling Right, Idle Facing Right, and Turning Right To Left.

I've never programmed a moving character before, so I'm looking for some
tips on the best way to program this sort of thing.  I started to create
a pseudo-state pattern using a 6 switch statement to figure out what
state the character is currently in and responding accordingly when the
user presses a key.  This seems rather tedious though, and I figured
there must be a better way of doing this.

I think the part I'm having the most trouble with is the 'turning
states'.

Any feedback greatly appreciated!  I can post some of my current code if
it helps, but I really haven't gotten anywhere productive with it yet.

Thanks!

Daniel Holth
I.S. Programmer



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Re: [Flashcoders] Syntax for dynamically calling a function

2007-05-04 Thread Alistair Colling
Wow, thanks for all your suggestions guys, Lists, I really appreciate  
the time you took to write your detailed response, I like your third  
option the best. David thanks for your suggestion I am going to do  
some further experimentation. I'll also have a look into the Event  
Dispatcher class as this looks interesting but I'm not sure what  
specific benefits it brings me here, I will do more research to find  
out. For the moment I think I will stick with putting this code  
inside my movie clip, and the do_ functions on the main timeline:


this.onPress = function(){
this._parent[do_ + this._name].call();
}
//
Thanks again everyone :)


On 3 May 2007, at 17:59, Lists wrote:


The short answer is, you can invoke the function directly by writing:

this.onPress = function () {
_parent[this._name]();
}

or, if this looks clearer, you can use the call() method

this.onPress = function () {
_parent[this._name].call();
}

However, there are a few issues with this approach.

First, I don't like the fact that there are two things with the  
same name in
the same scope: a function and a movie clip. This might just be me  
being

picky, but I'll show you an example of where this breaks in a moment.

Second, it's not best practice to put scripts inside movie clips. It's
easier to assign these functions from the main timeline.

Third, I'm not sure what this gains you. It's easier to copy and  
paste but,
if you're already going into the movie clip manually, you might as  
well just
type the function name. Maybe if you reused the clip from movie to  
movie
this step would already be done and you'd only have to write the  
function...

Or maybe I'm missing another time saving purpose.

Combining all three of the above issues, you can automatically assign
functions to all your movie clips from the the main timeline by  
writing

this:

(assumes mcs on stage named pictures, help, and home, and  
gets around

same-name-in-same-scope by adding a do_ prefix to the function name)

//
for (var s:String in this) {
if (typeof(this[s]) == movieclip) {
this[x].onPress = function () {
this._parent[do_ + this._name].call();
}
}
}
function do_pictures() {
trace(pictures);
}
function do_help() {
trace(help);
}
function do_home() {
trace(home);
}
//

This will cause EVERY mc in the main timeline to behave this way,  
so this
approach may not be what you want, but it's a proof of concept. You  
could do
this through an array of all mcs you want the function assigned to,  
or even

do it manually like this:

pictures.onPress = function () {
this._parent[do_ + this._name].call();
}

But, again, without some sort of automation in applying the script,  
you lose

the benefit. You might as well just write:

pictures.onPress = function () {
do_pictures();
}

If you want to see an example of the same-name-in-same-scope  
problem, run
the first example above after removing do_ from everything. The  
script
will work but when it goes through and assigns the onPress event  
handler,
it will assign it to the function pictures rather than the mc  
pictures. The

function is seen before the mc in the execution order of the loop.

Finally, if the lowercase string movieclip for typeof is  
confusing, you

can substitute:

if (this[x] instanceof MovieClip) {


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Re: [Flashcoders] Cellrenderer problems

2007-05-04 Thread Lists
Hey Bruce, how are you (beyond this irritation, of course)?

I don't have an existing cell renderer, but I might be able to help if I can
see the code. One thing off the top of my head is that changing the font may
be changing the behavior of the text field/label component so that it is now
trapping your mouse event. You might be able to do something as simple as
change the text field to prevent selectable/editable or something along
those lines.

I say this, vaguely, because I had the exact same symptom in an AS3 project
recently and just set mouseEnabled to false on the text field to solve it.
It's certainly not the same, but it gives us somewhere to look.

Rich Shupe




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Re: [Flashcoders] BitmapData.dispose()

2007-05-04 Thread becline
I'm not sure if its completely necessary, but when I use it, and check the
activity monitor, my cpu usage drops considerably.

- Ben

 I've only just noticed the dispose() method of the BitmapData object. Is
 it
 strictly necessary? That is: if I just let a BitmapData object get garbage
 collected, will the memory fail to be released? And if not, why would we
 need this method instead of plain old delete?

 Danny

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RE: [Flashcoders] _searchKey???

2007-05-04 Thread Scott Boepple
It's specifically killing my buttons (which are movieclips). It's
forcing me to move the mouse slightly before buttons register as
clickable again. But that's really the smaller issue. Main problem is
that the combobox is having its way with movieclips that have nothing to
do with it. I've even tried constantly deleting _searchKey from the
clips it's affecting, but as soon as the variable is set, the stage is
affected.

Scott.

Scott Boepple | Flash Lead | Whittman Hart | 310.788.1900
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Muzak
Sent: Thursday, May 03, 2007 11:11 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] _searchKey???

 _searchKey is added as a variable to all the movieclips on the stage
 and is interfering with extremely basic functionality

What is it exactly that goes haywire?

regards,
Muzak

- Original Message - 
From: Scott Boepple [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, May 04, 2007 2:27 AM
Subject: [Flashcoders] _searchKey???


So I'm working on a project that uses the Flash 8 combobox. Everything
is dandy until an item is selected from the combobox - at that point
_searchKey is added as a variable to all the movieclips on the stage
and is interfering with extremely basic functionality. I found
_searchKey in mx.managers.FocusManagermx.managers.FocusManager in the
First Run/Classes local structure. Apparently it's used to make sure
components don't search for something more than once and uses getTimer
(); That's all good. Glad it's there. Why would that property now be
applied to other mc's on the stage? Any ideas how I could work around
this or should I simply avoid the combobox?



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Re: [Flashcoders] _searchKey???

2007-05-04 Thread Muzak
Ah, that's the annoying focusmanager stealing focus - bug ;-)

http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg22433.html

regards,
Muzak

- Original Message - 
From: Scott Boepple [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, May 04, 2007 7:12 PM
Subject: RE: [Flashcoders] _searchKey???


It's specifically killing my buttons (which are movieclips). It's
forcing me to move the mouse slightly before buttons register as
clickable again. But that's really the smaller issue. Main problem is
that the combobox is having its way with movieclips that have nothing to
do with it. I've even tried constantly deleting _searchKey from the
clips it's affecting, but as soon as the variable is set, the stage is
affected.

Scott.


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RE: [Flashcoders] _searchKey???

2007-05-04 Thread Scott Boepple
You're awesome. I ended up with a more complicated workaround that
basically accomplished the same thing :) Thanks again.

Scott Boepple | Flash Lead | Whittman Hart | 310.788.1900

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Muzak
Sent: Friday, May 04, 2007 11:14 AM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] _searchKey???

Ah, that's the annoying focusmanager stealing focus - bug ;-)

http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg22433.h
tml

regards,
Muzak

- Original Message - 
From: Scott Boepple [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, May 04, 2007 7:12 PM
Subject: RE: [Flashcoders] _searchKey???


It's specifically killing my buttons (which are movieclips). It's
forcing me to move the mouse slightly before buttons register as
clickable again. But that's really the smaller issue. Main problem is
that the combobox is having its way with movieclips that have nothing to
do with it. I've even tried constantly deleting _searchKey from the
clips it's affecting, but as soon as the variable is set, the stage is
affected.

Scott.


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[Flashcoders] flv playback from DVD

2007-05-04 Thread nik crosina

Hi

I am trying tro figurte out what the best way to play back flv's from
DVD would be?

At the moment I am using the following script:

var videoPath = mdm.Application.path+data/av/intro.flv

var nc:NetConnection = new NetConnection();
nc.connect(null);

var ns:NetStream = new NetStream(nc);

IntroClip_video.attachVideo (ns);
ns.play (videoPath);

ns.onStatus = function(info) {
trace(info.code);
if (info.code == NetStream.Play.Stop) { 
gotoAndPlay(10);
}   
};


...but I am not sure it is the best, as some videos never seem to
'finish' so that the application I am developing hands on the last
video frame instead of moving on to frame 10.

Would proper streaming be better, than progressive download?

Thanks!


Nik Crosina
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Re: [Flashcoders] AS2: Design Pattern: event based or pointer? from model or controller?

2007-05-04 Thread eka

Hello :)

To implements MVC or a FrontController in your application you can try to
use the event model of my opensource framework based with the DOM2/3 of the
W3C model events, example :

http://code.google.com/p/vegas/wiki/VegasTutorialsEvents

Vegas page project : http://code.google.com/p/vegas/

Install Vegas : http://code.google.com/p/vegas/wiki/InstallVEGASwithSVN

Tutorial in french to implement Visitor, Observer and FrontController(MVC)
pattern with VEGAS :

http://www.ekameleon.net/blog/index.php?2006/12/13/53--vegas-design-pattern-visitor
http://www.ekameleon.net/blog/index.php?2006/12/16/54--vegas-tutorial-02-design-pattern-mvc-and-observer
http://www.ekameleon.net/blog/index.php?2006/12/22/56--vegas-tutorial-03-design-pattern-mvc-with-frontcontroller
http://www.ekameleon.net/blog/index.php?2006/12/22/57--vegas-tutorial-03-design-pattern-mvc-with-frontcontroller-partie2

you can test this tutorials with the example in the AS2/bin/test/vegas/util
directory of the SVN repository of VEGAS.

To finish i have begin to write a little library based on VEGAS, an
Actionscript Template to creates application with VEGAS :

http://code.google.com/p/astr/

This project is only an opensource example to implements with Vegas a full
application with a global FrontController, MVC , config and localization
model etc... This project is in alpha version but explain the event
implementation of VEGAS.

EKA+ :)

2007/5/3, sebastian [EMAIL PROTECTED]:


Hello folks,

My next question is conceptual...

I've made good progress on many of the classes in my application, but
I'm now caught in a dilemma regarding approach.

As mentioned in a previous mail, I'm building a system that can be
divided into two: 1 part does general world 3D animation until the pages
are opened; this was relatively easy to make... the second part of the
system deals with generating pages [its a templating MVC system]; this
is the tough part!

At the center of the application is my class: PageController

Linked to it are 3 other Classes: PageModel [to load new pages],
StatsCollector [to record new pages called] and MouseController [told to
turn off 3D motion when pages are opened].

I was planning on using an object-instance pointer in the PageController
formed during its construction, to tell the associated Classes that a
new event has ocured, but someone pointed out to me that I should be
using an event based system instead [so that's its easier to add new
Classes that listen to the Controller in the future]

Here is what I have:

class com.blabla.PageController {
//Object pointers
private var pageModel:Object;
private var statsCollector:Object;
private var mouseController:Object;
private var urlMapper:Object;
//Page open/close status
private var activeWindow:Boolean;

function PageController (
__pageModel:Object,
__mouseController:Object,
__statsCollector:Object,
__urlMapper:Object)
{
//Pointers:
this.pageModel = __pageModel;
this.statsCollector = __statsCollector;
this.mouseController = __mouseController;
this.urlMapper = __urlMapper;
//Set initial state:
this.activeWindow = false;
}

//this method is called by SWFAddress on url changes:
public function urlChange(__name:String):Void {

// MOUSE CONTROLLER
//set the page active true to turn off
//3D mouse system:

this.activeWindow = true;

//tell 3D mouse system to check status:
this.mouseController.checkWindowStatus();

// PAGE MODEL
//call URL mapper returns an XML file based
//on the url __name
//this XML file is then passed to the pageModel
//which will then notify the PageView of changes

this.pageModel.buildPage (this.urlMapper.convertLink
(__name));

// STATS COLLECTOR
//run the method in 'statscol' with url:

this.statsCollector.callURL(__name);

}

}

So, my question is... is this the right way to be sending events? By
making pointers and calling methods in connected classes? Also, should I
store my activeWindow parameter in the Controller? I have a feeling
its in the wrong Class; but from a Code-clarity perspective it does make
sense to have it here as the controller is a state-dispatcher...?

Or should I be using an event based system instead of pointers? If so,
could someone lightly outline what the difference would be like in such
a set up? I'm not very familiar with using events to drive app like
this. I'd be very thankful.

Here is the latest diagram of the system:
http://www.chedal.org/temp/uml_design_03.png
[this that are blue/green are things I've built 

RE: [Flashcoders] Syntax for dynamically calling a function

2007-05-04 Thread Jesse Graupmann

My personal favorite is the use of the Delegate loaded with arguments.



//
//  INTERACTION
//


function button_onPress ( btn:MovieClip ) 
{
var data = dataArray [ btn.id ];
var func = this [ 'func_' + data.section ];

func ( data );
}


//
//  EVENTS
//


function func_work ( data:Object ) {trace( data.btn );  }
function func_portfolio ( data:Object ) {   trace( data.id );   }
function func_about ( data:Object ) {   trace( data.section );  }


//
//  UTILS
//


function proxyBEFORE (s:Object, func:Function):Function
{
// from jgDelegate.as
var a:Array = arguments.slice(2, arguments.length);
return function ():Void { func.apply(s, a.concat(arguments));   };
}


//
//  INIT
//


var dataArray = [ {section:'work'}, {section:'portfolio'}, {section:'about'}
];

var len = dataArray.length;
for ( var i = 0; ilen; i++) 
{
var btn = holder [ 'btn_' + dataArray [i].section ];

dataArray[i].id = btn.id = i;
dataArray[i].btn = btn;

btn.onPress = proxyBEFORE ( this, button_onPress, btn );
}



_

Jesse Graupmann
www.jessegraupmann.com   
www.justgooddesign.com/blog/
_



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alistair
Colling
Sent: Friday, May 04, 2007 8:59 AM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Syntax for dynamically calling a function

Wow, thanks for all your suggestions guys, Lists, I really appreciate  
the time you took to write your detailed response, I like your third  
option the best. David thanks for your suggestion I am going to do  
some further experimentation. I'll also have a look into the Event  
Dispatcher class as this looks interesting but I'm not sure what  
specific benefits it brings me here, I will do more research to find  
out. For the moment I think I will stick with putting this code  
inside my movie clip, and the do_ functions on the main timeline:

this.onPress = function(){
this._parent[do_ + this._name].call();
}
//
Thanks again everyone :)


On 3 May 2007, at 17:59, Lists wrote:

 The short answer is, you can invoke the function directly by writing:

 this.onPress = function () {
 _parent[this._name]();
 }

 or, if this looks clearer, you can use the call() method

 this.onPress = function () {
 _parent[this._name].call();
 }

 However, there are a few issues with this approach.

 First, I don't like the fact that there are two things with the  
 same name in
 the same scope: a function and a movie clip. This might just be me  
 being
 picky, but I'll show you an example of where this breaks in a moment.

 Second, it's not best practice to put scripts inside movie clips. It's
 easier to assign these functions from the main timeline.

 Third, I'm not sure what this gains you. It's easier to copy and  
 paste but,
 if you're already going into the movie clip manually, you might as  
 well just
 type the function name. Maybe if you reused the clip from movie to  
 movie
 this step would already be done and you'd only have to write the  
 function...
 Or maybe I'm missing another time saving purpose.

 Combining all three of the above issues, you can automatically assign
 functions to all your movie clips from the the main timeline by  
 writing
 this:

 (assumes mcs on stage named pictures, help, and home, and  
 gets around
 same-name-in-same-scope by adding a do_ prefix to the function name)

 //
 for (var s:String in this) {
 if (typeof(this[s]) == movieclip) {
 this[x].onPress = function () {
 this._parent[do_ + this._name].call();
 }
 }
 }
 function do_pictures() {
 trace(pictures);
 }
 function do_help() {
 trace(help);
 }
 function do_home() {
 trace(home);
 }
 //

 This will cause EVERY mc in the main timeline to behave this way,  
 so this
 approach may not be what you want, but it's a proof of concept. You  
 could do
 this through an array of all mcs you want the function assigned to,  
 or even
 do it manually like this:

 pictures.onPress = function () {
 this._parent[do_ + this._name].call();
 }

 But, again, without some sort of automation in applying the script,  
 you lose
 the benefit. You might as well just write:

 pictures.onPress = function () {
 do_pictures();
 }

 If you want to see an example of the same-name-in-same-scope  
 problem, run
 the first example above after removing do_ from everything. The  
 script
 will work but when it goes through and assigns the onPress event  
 handler,
 it will assign it to the function pictures rather than the mc  
 pictures. The
 function is seen before the mc in the execution order of the loop.

 Finally, if the lowercase string movieclip for typeof is  
 confusing, you
 can substitute:

 if (this[x] instanceof MovieClip) {

___

Re: [Flashcoders] Re: AS2: Design Pattern: event based or pointer? frommodel or controller?

2007-05-04 Thread sebastian

Thanks David and Muzak,

What I've done is used an existing Broadcaster.as class to create 
events, and then created a pointer in the PageController + 
relatedListening classes to the Broadcaster so that they can register 
eventListen + DispatchEvent. I found this conceptually easier to 
implement than:


.addEventListener(click, Delegate.create(this, function));

But I think this also has to do with my unfamiliarity with using this 
design approach... especially in how to make two classes talk to each 
other [all the examples I find have the Delegate function call something 
within the same class; but i need the events to go between classes...?]


So here is how I am doing it... the Broadcaster class:

//THE BROADCASTER
class com.oop.core.Broadcaster {

private var __listeners:Array;

function Broadcaster() {
__listeners = [];
}

	public function addEventListener(evnt:String, lstnr:Object, 
mappedTo:String):Boolean {

var ev:String;
var li:Object;
for (var i in __listeners) {
ev = __listeners[i].event;
li = __listeners[i].listener;
if (ev == evnt  li == lstnr) return false;
}
__listeners.push({event:evnt, listener:lstnr, 
mappedTo:mappedTo});
return true;
}

public function dispatchEvent(evnt:String, params:Object):Void {
var evtObj = {type:evnt, parameters:params};
for (var i:String in __listeners) {
if (__listeners[i].event == evnt) {
__listeners[i].listener[evnt](evtObj);

__listeners[i].listener[__listeners[i].mappedTo](evtObj);
}
}
this[evnt + Handler](evtObj);
}

public function removeEventListener(evnt:String, lstnr:Object):Boolean {
var ev:String;
var li:Object;
for (var i = 0; i  __listeners.length; i++) {
ev = __listeners[i].event;
li = __listeners[i].listener;
if (ev == evnt  li == lstnr) {
__listeners.splice(i, 1);
return true;
}
}
return false;
}

}

And then in each class I want to register to the broadcaster I write:

//THE DISPATCHER
class com.blabla.PageController {

//init pointers:
private var myModel:Object;
private var myBroadcaster:Object;
private var myURLMapper:Object;
//init window state:
private var activeWindow:Boolean;

	public function PageController 
(__myModel:Object,__myBroadcaster:Object,__myURLMapper:Object) {

myModel = __myModel;
myBroadcaster = __myBroadcaster;
myURLMapper = __myURLMapper;
activeWindow = false;
}

public function urlChange (__newURL:String):Void {
if ((__newURL == ) || (__newURL == /)) {
activeWindow = false;
} else {
activeWindow = true;
}
	 
myBroadcaster.dispatchEvent(newURL,{myURL:__newURL,activate:activeWindow,relatedXMLfile:myURLMapper.matchURL(__newURL)});

}

}

//THE EVENT LISTENER
class com.blabla.StatsCollector {
var myBroadcaster:Object;

public function StatsCollector (__myBroadcaster) {
myBroadcaster = __myBroadcaster;
myBroadcaster.addEventListener(newURL,this)
}

public function newURL (__newURL) {
trace (StatsCollector =  + __newURL.parameters.myURL);
}
}

Are there any advantages/disadvantages to the way I am setting up my 
listeners/dispatchers in this way vs. addEventListener(event, 
Delegate.create(this, function));?


I want to make sure I'm doing it right as I will soon be making loads of 
listeners/dispatchers...


thanks again!!!

seb.

David Ngo wrote:

IMO, EventDispatcher will work well in most cases. If you need a more
flexible or scalable way to handle events, then I'd suggest writing your own
event framework based on the Observer pattern as there are some limitations
to EventDispatcher.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
chedal
Sent: Friday, May 04, 2007 5:24 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Re: AS2: Design Pattern: event based or pointer?
frommodel or controller?

Alo,

So I've done some more independant research,

I think I'm going to use an EventDispatcher system from the PageController:

http://www.adobe.com/devnet/flash/articles/creating_events.html

Instead of pointers. As I think this makes more sense.
Ofcourse, any insight from the 

Re: [Flashcoders] flv playback from DVD

2007-05-04 Thread Lists
Do you mean you want to switch from DVD to net-based delivery? You can't
stream from a DVD. If you had a kiosk situation, I guess you could setup a
local server and point to the DVD as your asset repository, but you can't do
that if you're distributing the DVD.

There are a few other things you can do to check for the end of the DVD. You
can check for current time and compare it against the duration parsed from
the metadata (assuming your encoder has added it and it is reliable). You
can let the FLVPlayback component handle the event for you (which has other
issues which have been discussed here, namely seeking).

If you think the playback will be very reliable because the files are local,
you can check for NetStream.Buffer.Empty (The only trouble there is, the
buffer can empty and refill if the playback data transfer is choppy. I had
that happen from my boot drive a day or two ago, because it was chugging on
something else, so it could probably happen with DVD playback.)

There are further options, but I'm drawing a blank at the moment.

Rich Shupe




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Re: [Flashcoders] flv playback from DVD

2007-05-04 Thread nik crosina

Hi Rich,

Thank you for attempting to answer a rather tentative post, I am
finding out more as I am writing this - ...

the main reason why I posted was because the video I got from the
client didn't trigger the script that was supposed ot execute at the
end of the video.

Now it turns out that Flash 8 encoder doesn't do it's job properly
when entering the metadata and I have found that Flix Pro does. Or at
least in such a way that it triggers 'NetStream.Play.Stop' which is
what I would assume is safest when determining whether a clip has
finished playing back.

The DVD is the distribution medium and I have done loads of these with
Director, but not so many with Flash (probably going to change in the
future though).


Nik

On 5/4/07, Lists [EMAIL PROTECTED] wrote:

Do you mean you want to switch from DVD to net-based delivery? You can't
stream from a DVD. If you had a kiosk situation, I guess you could setup a
local server and point to the DVD as your asset repository, but you can't do
that if you're distributing the DVD.

There are a few other things you can do to check for the end of the DVD. You
can check for current time and compare it against the duration parsed from
the metadata (assuming your encoder has added it and it is reliable). You
can let the FLVPlayback component handle the event for you (which has other
issues which have been discussed here, namely seeking).

If you think the playback will be very reliable because the files are local,
you can check for NetStream.Buffer.Empty (The only trouble there is, the
buffer can empty and refill if the playback data transfer is choppy. I had
that happen from my boot drive a day or two ago, because it was chugging on
something else, so it could probably happen with DVD playback.)

There are further options, but I'm drawing a blank at the moment.

Rich Shupe




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--
Nik C
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Re: [Flashcoders] remoting with as3 (not flex)

2007-05-04 Thread Dave Lenz

I was playing with this a while ago too
This is the solution I came up with. I have amfphp installed on my  
server.

First I make a class called 'RemotingService':

package {

import flash.net.NetConnection;
import flash.net.ObjectEncoding;

public class RemotingService extends NetConnection {
function RemotingService(url:String) {
			objectEncoding = ObjectEncoding.AMF3; // verander eventueel naar  
AMF0 voor compatibiliteit

connect(url);
}
}
}

Then a class which does the remoting (with some basic parsing):

package {

import RemotingService;

public class Remoting {
private var rs:RemotingService;

function Remoting() {
}

private function getData() {
			rs = new RemotingService(http://www.someadress.com/_amfphp/ 
gateway.php);

var responder:Responder = new Responder(theresult, 
theproblem);
rs.call(classPath, responder);
}
private function theresult(re:Object):void {
for ( var a in re.serverInfo.initialData ){
for ( var b in re.serverInfo.initialData[a] ){
trace(b+ = 
+re.serverInfo.initialData[a][b]);
};
trace();
};
}
private function theproblem(fault:Object):void {
trace(fault);
}
}
}

Hope this helps.

Greetings
Ypmits


Op 16-apr-2007, om 17:57 heeft Mark Walters het volgende geschreven:

Is there any class that you know of like RecordSet or  
ArrayCollection for

AS3 only projects (not flex)?
I'm looking for a class to handle database query results a little  
easier.


--
Mark Walters

[EMAIL PROTECTED]
http://digitalflipbook.com
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