Re: [Flashcoders] FPS question

2009-04-01 Thread Anthony Pace

Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth 
connection, would be to send a message to the server, telling it to send 
the stream at a reduced quality; thus, the size and quality of each 
frame would be greatly reduced on a slow connection.  Yet, if a pause is 
acceptable,  creating a buffer for the content and playing the buffered 
content, while waiting for new content to download and be placed in the 
buffer for later playing, would be an option.  Your suggestion, sounds 
like it would result in you playing the stream in slow motion.


Another idea would be to tell the server to reduce the amount, or 
drop, the frames sent; yet, this would not be 30fps, as the fps would 
drop based on the users connection. 

E.G.  if 30 fps plays well on 300KB downstream, but the user can only 
download solidly at 100KB, you could only send approximately 1/3 (maybe 
less to be safe) of the frames safely allocated for that second while 
ensuring no delays in matching frames to audio; therefore, frames  
1..4..7..10..13..16..19..22..25..28.. would be sent per second out of 
the regular 30fps.  (I hope I am not missing something and sounding 
stupid here)


This is really just theory, and is easier to say than to put into 
practise; yet, it is not so difficult to figure out, that you couldn't 
pull it off if you were somewhat decent with a server side language like 
php and know how to manipulate files by searching for index of frame 
identifying start and end keys in the hex to flush out as video stream.  
When I say it sounds so easy; yet, making it stable enough not to crash 
a server with multiple simultaneous connections might be something 
different.  Now that I think of it, can php even handle this? or would a 
c module be needed to make things run totally stable?


I know this won't really help other than to see why your logic is off, 
and maybe give you some ideas of how video is really transfered; yet, I 
hope you can make use of it.  I have worked a little, very little, with 
video in the past; thus, I am not an expert, so if anyone has any ideas 
that would make my statements look stupid, I hope he or she will speak up.


Thanks,
Anthony Pace

Paul Andrews wrote:

How would you equate bandwidth with FPS?

Seems to me that a loading Movie will need to load different assets at 
different times, so You may need 100K loaded at one frame followed by 
no new assets until 200 frames later when 150K needs to be loaded for 
a particular frame.


How can you possibly balance the load?

Paul
- Original Message - From: Karl DeSaulniers 
k...@designdrumm.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Tuesday, March 31, 2009 7:54 PM
Subject: Re: [Flashcoders] FPS question


Close. I am trying to basically see if I can control how fast my 
movie plays according to the type of stream it is receiving. If slow 
on bandwidth play faster, if normal or high bandwidth play at normal 
fps.  So that when their is low bandwidth while loading page, the 
user never  knows or sees it. No lag if you will.


Sent from losPhone

On Mar 31, 2009, at 1:24 PM, Paul Andrews p...@ipauland.com wrote:

I'm pretty confused by your requested, so I've probably got this  
wrong.


You're trying to slow down a playing movie because it's not  
streaming it's content fast enough to play at the true frame rate?


Paul



- Original Message - From: Karl DeSaulniers 
k...@designdrumm.com


To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Tuesday, March 31, 2009 7:10 PM
Subject: Re: [Flashcoders] FPS question


Sorry I guess I was not clear on my first post, but I am looking  
to find out how to ready how much stream I am getting and adjust  
my  frame rate of the movie (swf) accordingly. Main part of my  
question  is to figure out how to get the stream info so to be 
able  to adjust  the FPS to it. Better?? Thanks for any input.


Anthony, thanks for the FPS link, that will come in handy.
BTW I am still coding in AS2 for this project.



Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Mar 31, 2009, at 12:04 PM, Anthony Pace wrote:

Sorry I didn't respond earlier... passed out last night and just   
woke up.


http://www.flashperfection.com/tutorials/AS3-Dynamically-Change- 
The- Frame-Rate-09765.html


Should help you out.

Karl DeSaulniers wrote:

in this i mean movie = swf .
i am not necessarily asking about just a moviclip but the whole 
movie.

Hope that clarifies.

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Mar 30, 2009, at 8:47 PM, Anthony Pace wrote:

First you say swf, and yes, controlling the frame rate for an  
swf is doable; yet, then you say movie... do you mean movie  
clip, or stream?


Karl DeSaulniers wrote:
Ok here is a new one. Is there a way to control the way your  
swf plays according to the bandwidth it's getting?


For eg: control how fast FPS your movie plays according to the 
stream of info it's getting from the server? If the 

Re: [Flashcoders] FPS question

2009-04-01 Thread Karl DeSaulniers

Anthony,
I am going to have to buy you a steak dinner for all the input you  
have given me. (unless your vegetarian, then make it a shiitake steak)

Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of  
terminology and experience made it sound like some unfathomable  
procedure.
The only thing is your getting it backwards on how my movie was going  
to play. Oh and I am talking about a Flash swf movie (not video  
necessarily). The theory about sending some sort of packets to the  
server and bouncing back what an how to play the swf is what this is  
really about now that I have read your reply. Thanks. My theory was  
to set up a code to read the stream of data coming in to the browser,  
interp. it, talk to the swf and play the swf faster (skipping frames  
as you suggested) if the connection was slow and playing at regular  
frame rate when the stream was good. Never playing slow. That is  
exactly what I am trying to defeat. The skipping of frames or  
increase in fps, which may produce the same, was to give the effect  
that nothing had happened when presented with a slow connection. But,  
I see what you are saying with combining with a server language to  
implement it. Maybe coldfusion? I don't think that PHP could handle  
that, but, I know PEARL could. But I would like to see a flash server  
engine sometime in the near future. Something that launched and  
controlled your own applications for your website and/or a built in  
flash database.. hello Adobe!!!  I wouldn't even mind a component for  
that... :P



Thanks again,
I think your suggestion has put me on the right path.. once again. :)

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:


Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth  
connection, would be to send a message to the server, telling it to  
send the stream at a reduced quality; thus, the size and quality of  
each frame would be greatly reduced on a slow connection.  Yet, if  
a pause is acceptable,  creating a buffer for the content and  
playing the buffered content, while waiting for new content to  
download and be placed in the buffer for later playing, would be an  
option.  Your suggestion, sounds like it would result in you  
playing the stream in slow motion.


Another idea would be to tell the server to reduce the amount, or  
drop, the frames sent; yet, this would not be 30fps, as the fps  
would drop based on the users connection.
E.G.  if 30 fps plays well on 300KB downstream, but the user can  
only download solidly at 100KB, you could only send approximately  
1/3 (maybe less to be safe) of the frames safely allocated for that  
second while ensuring no delays in matching frames to audio;  
therefore, frames  1..4..7..10..13..16..19..22..25..28.. would be  
sent per second out of the regular 30fps.  (I hope I am not missing  
something and sounding stupid here)


This is really just theory, and is easier to say than to put into  
practise; yet, it is not so difficult to figure out, that you  
couldn't pull it off if you were somewhat decent with a server side  
language like php and know how to manipulate files by searching for  
index of frame identifying start and end keys in the hex to flush  
out as video stream.  When I say it sounds so easy; yet, making it  
stable enough not to crash a server with multiple simultaneous  
connections might be something different.  Now that I think of it,  
can php even handle this? or would a c module be needed to make  
things run totally stable?


I know this won't really help other than to see why your logic is  
off, and maybe give you some ideas of how video is really  
transfered; yet, I hope you can make use of it.  I have worked a  
little, very little, with video in the past; thus, I am not an  
expert, so if anyone has any ideas that would make my statements  
look stupid, I hope he or she will speak up.


Thanks,
Anthony Pace

Paul Andrews wrote:

How would you equate bandwidth with FPS?

Seems to me that a loading Movie will need to load different  
assets at different times, so You may need 100K loaded at one  
frame followed by no new assets until 200 frames later when 150K  
needs to be loaded for a particular frame.


How can you possibly balance the load?

Paul
- Original Message - From: Karl DeSaulniers  
k...@designdrumm.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Tuesday, March 31, 2009 7:54 PM
Subject: Re: [Flashcoders] FPS question


Close. I am trying to basically see if I can control how fast my  
movie plays according to the type of stream it is receiving. If  
slow on bandwidth play faster, if normal or high bandwidth play  
at normal fps.  So that when their is low bandwidth while loading  
page, the user never  knows or sees it. No lag if you will.


Sent from losPhone

On Mar 31, 2009, at 1:24 PM, Paul Andrews p...@ipauland.com  

Re: [Flashcoders] FPS question

2009-04-01 Thread Paul Andrews

Karl,

Despite what has been suggested, this will still only have a chance of 
working work for some flash Movies written in a certain way. Many of my 
flash movies are only one frame, sometimes just a handful of frames, so your 
attempt to smoothly run a high-bandwidth movie on a slow connection would 
fail for movies like mine - either because they load a lot of assets at a 
particular frame, or because they load assets via code during the movie. 
Either or both of these scenarios would default your mechanism.


Maybe I have missed this somewhere - is a pre-loader out of the question?

Paul

- Original Message - 
From: Karl DeSaulniers k...@designdrumm.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 9:22 AM
Subject: Re: [Flashcoders] FPS question



Anthony,
I am going to have to buy you a steak dinner for all the input you  have 
given me. (unless your vegetarian, then make it a shiitake steak)

Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of  terminology 
and experience made it sound like some unfathomable  procedure.
The only thing is your getting it backwards on how my movie was going  to 
play. Oh and I am talking about a Flash swf movie (not video 
necessarily). The theory about sending some sort of packets to the  server 
and bouncing back what an how to play the swf is what this is  really 
about now that I have read your reply. Thanks. My theory was  to set up a 
code to read the stream of data coming in to the browser,  interp. it, 
talk to the swf and play the swf faster (skipping frames  as you 
suggested) if the connection was slow and playing at regular  frame rate 
when the stream was good. Never playing slow. That is  exactly what I am 
trying to defeat. The skipping of frames or  increase in fps, which may 
produce the same, was to give the effect  that nothing had happened when 
presented with a slow connection. But,  I see what you are saying with 
combining with a server language to  implement it. Maybe coldfusion? I 
don't think that PHP could handle  that, but, I know PEARL could. But I 
would like to see a flash server  engine sometime in the near future. 
Something that launched and  controlled your own applications for your 
website and/or a built in  flash database.. hello Adobe!!!  I wouldn't 
even mind a component for  that... :P



Thanks again,
I think your suggestion has put me on the right path.. once again. :)

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:


Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth 
connection, would be to send a message to the server, telling it to  send 
the stream at a reduced quality; thus, the size and quality of  each 
frame would be greatly reduced on a slow connection.  Yet, if  a pause is 
acceptable,  creating a buffer for the content and  playing the buffered 
content, while waiting for new content to  download and be placed in the 
buffer for later playing, would be an  option.  Your suggestion, sounds 
like it would result in you  playing the stream in slow motion.


Another idea would be to tell the server to reduce the amount, or 
drop, the frames sent; yet, this would not be 30fps, as the fps  would 
drop based on the users connection.
E.G.  if 30 fps plays well on 300KB downstream, but the user can  only 
download solidly at 100KB, you could only send approximately  1/3 (maybe 
less to be safe) of the frames safely allocated for that  second while 
ensuring no delays in matching frames to audio;  therefore, frames 
1..4..7..10..13..16..19..22..25..28.. would be  sent per second out of 
the regular 30fps.  (I hope I am not missing  something and sounding 
stupid here)


This is really just theory, and is easier to say than to put into 
practise; yet, it is not so difficult to figure out, that you  couldn't 
pull it off if you were somewhat decent with a server side  language like 
php and know how to manipulate files by searching for  index of frame 
identifying start and end keys in the hex to flush  out as video stream. 
When I say it sounds so easy; yet, making it  stable enough not to crash 
a server with multiple simultaneous  connections might be something 
different.  Now that I think of it,  can php even handle this? or would a 
c module be needed to make  things run totally stable?


I know this won't really help other than to see why your logic is  off, 
and maybe give you some ideas of how video is really  transfered; yet, I 
hope you can make use of it.  I have worked a  little, very little, with 
video in the past; thus, I am not an  expert, so if anyone has any ideas 
that would make my statements  look stupid, I hope he or she will speak 
up.


Thanks,
Anthony Pace

Paul Andrews wrote:

How would you equate bandwidth with FPS?

Seems to me that a loading Movie will need to load different  assets at 
different times, so You may need 

Re: [Flashcoders] FPS question

2009-04-01 Thread Paul Andrews

default your mechanism?

LOL defeat your mechanism?

Paul
- Original Message - 
From: Paul Andrews p...@ipauland.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 1:36 PM
Subject: Re: [Flashcoders] FPS question



Karl,

Despite what has been suggested, this will still only have a chance of 
working work for some flash Movies written in a certain way. Many of my 
flash movies are only one frame, sometimes just a handful of frames, so 
your attempt to smoothly run a high-bandwidth movie on a slow connection 
would fail for movies like mine - either because they load a lot of assets 
at a particular frame, or because they load assets via code during the 
movie. Either or both of these scenarios would default your mechanism.


Maybe I have missed this somewhere - is a pre-loader out of the question?

Paul

- Original Message - 
From: Karl DeSaulniers k...@designdrumm.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 9:22 AM
Subject: Re: [Flashcoders] FPS question



Anthony,
I am going to have to buy you a steak dinner for all the input you  have 
given me. (unless your vegetarian, then make it a shiitake steak)

Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of  terminology 
and experience made it sound like some unfathomable  procedure.
The only thing is your getting it backwards on how my movie was going  to 
play. Oh and I am talking about a Flash swf movie (not video 
necessarily). The theory about sending some sort of packets to the 
server and bouncing back what an how to play the swf is what this is 
really about now that I have read your reply. Thanks. My theory was  to 
set up a code to read the stream of data coming in to the browser, 
interp. it, talk to the swf and play the swf faster (skipping frames  as 
you suggested) if the connection was slow and playing at regular  frame 
rate when the stream was good. Never playing slow. That is  exactly what 
I am trying to defeat. The skipping of frames or  increase in fps, which 
may produce the same, was to give the effect  that nothing had happened 
when presented with a slow connection. But,  I see what you are saying 
with combining with a server language to  implement it. Maybe coldfusion? 
I don't think that PHP could handle  that, but, I know PEARL could. But I 
would like to see a flash server  engine sometime in the near future. 
Something that launched and  controlled your own applications for your 
website and/or a built in  flash database.. hello Adobe!!!  I wouldn't 
even mind a component for  that... :P



Thanks again,
I think your suggestion has put me on the right path.. once again. :)

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:


Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth 
connection, would be to send a message to the server, telling it to 
send the stream at a reduced quality; thus, the size and quality of 
each frame would be greatly reduced on a slow connection.  Yet, if  a 
pause is acceptable,  creating a buffer for the content and  playing the 
buffered content, while waiting for new content to  download and be 
placed in the buffer for later playing, would be an  option.  Your 
suggestion, sounds like it would result in you  playing the stream in 
slow motion.


Another idea would be to tell the server to reduce the amount, or 
drop, the frames sent; yet, this would not be 30fps, as the fps  would 
drop based on the users connection.
E.G.  if 30 fps plays well on 300KB downstream, but the user can  only 
download solidly at 100KB, you could only send approximately  1/3 (maybe 
less to be safe) of the frames safely allocated for that  second while 
ensuring no delays in matching frames to audio;  therefore, frames 
1..4..7..10..13..16..19..22..25..28.. would be  sent per second out of 
the regular 30fps.  (I hope I am not missing  something and sounding 
stupid here)


This is really just theory, and is easier to say than to put into 
practise; yet, it is not so difficult to figure out, that you  couldn't 
pull it off if you were somewhat decent with a server side  language 
like php and know how to manipulate files by searching for  index of 
frame identifying start and end keys in the hex to flush  out as video 
stream. When I say it sounds so easy; yet, making it  stable enough not 
to crash a server with multiple simultaneous  connections might be 
something different.  Now that I think of it,  can php even handle this? 
or would a c module be needed to make  things run totally stable?


I know this won't really help other than to see why your logic is  off, 
and maybe give you some ideas of how video is really  transfered; yet, I 
hope you can make use of it.  I have worked a  little, very little, with 
video in the past; thus, I am not an  expert, so if anyone has any ideas 
that 

[Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Gustavo Duenas



Hi Coders I have this code, is for a dynamic tween., pretty easy  
actually but when the logo hits floor(645 value y) I would like to  
have something else, because the logo is a movie clip, there is the  
code.


stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,  
logoCacao.y,

645, 2, true);

//here is my problem when I try to calculate, when it hits the floor 
(645)


if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I rather  
have some fresh ideas or pointer what am I missing.


Gustavo





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Re: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Taka Kojima
You need to use an event listener, (or if it's as2 assign an
onComplete function). Not to be rude, but you should probably go out
and buy a book on ActionScript -- this is a very basic question, and
where I can answer this in depth, it really won't do you much good in
the long run without a good grasp of basics.

-  Taka

On Wed, Apr 1, 2009 at 11:11 AM, Gustavo Duenas
gdue...@leftandrightsolutions.com wrote:


 Hi Coders I have this code, is for a dynamic tween., pretty easy actually
 but when the logo hits floor(645 value y) I would like to have something
 else, because the logo is a movie clip, there is the code.

 stop();
 import fl.transitions.Tween;
 import fl.transitions.easing.*;



 var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
 logoCacao.y,
 645, 2, true);

 //here is my problem when I try to calculate, when it hits the floor(645)

 if(logoCacao.y=645){
 trace(I'm here);
 }

 it would work with =, but no with = or ==
 any ideas, I've been trying to resolve this too much time, I rather have
 some fresh ideas or pointer what am I missing.

 Gustavo





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 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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RE: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Cor
Gustavo,

The IF statement is over before your logoCacao is on 645 so it is never
triggered.

Use a timer like this:

Var t:Timer = new Timer(10);
t.addEventListener(TimerEvent.TIMER, time_tick);
t.start();

function time_tick(e:TimerEvent):void{
if(logoCacao.y=645){
trace(I'm here);
t.removeEventListener(TimerEvent.TIMER, time_tick);
t.stop();
t=null;
}
}

HTH
Cor


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
Duenas
Sent: woensdag 1 april 2009 20:12
To: Flash Coders List
Subject: [Flashcoders] how can I set the end of a dynamic tween



Hi Coders I have this code, is for a dynamic tween., pretty easy  
actually but when the logo hits floor(645 value y) I would like to  
have something else, because the logo is a movie clip, there is the  
code.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,  
logoCacao.y,
645, 2, true);

//here is my problem when I try to calculate, when it hits the floor 
(645)

if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I rather  
have some fresh ideas or pointer what am I missing.

Gustavo





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Re: [Flashcoders] FPS question

2009-04-01 Thread Taka Kojima
I believe the standard way of handling this is to have three different
versions of your movie.

low, normal and high quality (how you down the file size is totally
dependent on you, could be dropping frames, could be lower rez,
whatever). Which one gets loaded in can be determined by connection
speed, I think this is pretty much the norm way of doing it, and while
Anthony's solution is good in theory, I think it would be too much of
a pain in the ars, not to mention a butt load of server-side
processing every time a user loads your site.

- Taka

On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com wrote:
 default your mechanism?

 LOL defeat your mechanism?

 Paul
 - Original Message - From: Paul Andrews p...@ipauland.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 1:36 PM
 Subject: Re: [Flashcoders] FPS question


 Karl,

 Despite what has been suggested, this will still only have a chance of
 working work for some flash Movies written in a certain way. Many of my
 flash movies are only one frame, sometimes just a handful of frames, so your
 attempt to smoothly run a high-bandwidth movie on a slow connection would
 fail for movies like mine - either because they load a lot of assets at a
 particular frame, or because they load assets via code during the movie.
 Either or both of these scenarios would default your mechanism.

 Maybe I have missed this somewhere - is a pre-loader out of the question?

 Paul

 - Original Message - From: Karl DeSaulniers
 k...@designdrumm.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 9:22 AM
 Subject: Re: [Flashcoders] FPS question


 Anthony,
 I am going to have to buy you a steak dinner for all the input you  have
 given me. (unless your vegetarian, then make it a shiitake steak)
 Your input is right on the money. ;)
 You basically have said what I was trying to, but my lack of  terminology
 and experience made it sound like some unfathomable  procedure.
 The only thing is your getting it backwards on how my movie was going  to
 play. Oh and I am talking about a Flash swf movie (not video necessarily).
 The theory about sending some sort of packets to the server and bouncing
 back what an how to play the swf is what this is really about now that I
 have read your reply. Thanks. My theory was  to set up a code to read the
 stream of data coming in to the browser, interp. it, talk to the swf and
 play the swf faster (skipping frames  as you suggested) if the connection
 was slow and playing at regular  frame rate when the stream was good. Never
 playing slow. That is  exactly what I am trying to defeat. The skipping of
 frames or  increase in fps, which may produce the same, was to give the
 effect  that nothing had happened when presented with a slow connection.
 But,  I see what you are saying with combining with a server language to
  implement it. Maybe coldfusion? I don't think that PHP could handle  that,
 but, I know PEARL could. But I would like to see a flash server  engine
 sometime in the near future. Something that launched and  controlled your
 own applications for your website and/or a built in  flash database.. hello
 Adobe!!!  I wouldn't even mind a component for  that... :P


 Thanks again,
 I think your suggestion has put me on the right path.. once again. :)

 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com

 On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:

 Hi Karl,

 The only way to make 30fps play consistently on a lower bandwidth
 connection, would be to send a message to the server, telling it to send 
 the
 stream at a reduced quality; thus, the size and quality of each frame would
 be greatly reduced on a slow connection.  Yet, if  a pause is acceptable,
  creating a buffer for the content and  playing the buffered content, while
 waiting for new content to  download and be placed in the buffer for later
 playing, would be an  option.  Your suggestion, sounds like it would result
 in you  playing the stream in slow motion.

 Another idea would be to tell the server to reduce the amount, or
 drop, the frames sent; yet, this would not be 30fps, as the fps  would
 drop based on the users connection.
 E.G.  if 30 fps plays well on 300KB downstream, but the user can  only
 download solidly at 100KB, you could only send approximately  1/3 (maybe
 less to be safe) of the frames safely allocated for that  second while
 ensuring no delays in matching frames to audio;  therefore, frames
 1..4..7..10..13..16..19..22..25..28.. would be  sent per second out of the
 regular 30fps.  (I hope I am not missing  something and sounding stupid
 here)

 This is really just theory, and is easier to say than to put into
 practise; yet, it is not so difficult to figure out, that you  couldn't 
 pull
 it off if you were somewhat decent with a server side  language like php 
 and
 know how to manipulate files by searching for  index of frame 

Re: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Taka Kojima
Sorry Cor,

Don't mean to contradict you, but there is also a
TweenEvent.MOTION_CHANGE event which gets fired whenever the tween
value changes.

Of course, a Timer would work as well.

On Wed, Apr 1, 2009 at 11:53 AM, Cor c...@chello.nl wrote:
 Just FYI.
 I guess it depends on what you are trying to achieve.
 With the Timer option you could trace every position of the tween and
 interact on values.


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Taka Kojima
 Sent: woensdag 1 april 2009 20:43
 To: Flash Coders List
 Subject: Re: [Flashcoders] how can I set the end of a dynamic tween

 Actually, probably better off using a TweenEvent, instead of a Timer.

 stop();
 import fl.transitions.Tween;
 import fl.transitions.easing.*;


 var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
 logoCacao.y,
 645, 2, true);

 ballXTween.addEventListener(TweenEvent.MOTION_FINISH, onComplete);

 function onComplete(e:TweenEvent):void{
 removeEventListener(TweenEvent.MOTION_FINISH, onComplete);
 //here is my problem when I try to calculate, when it hits the floor(645)
 if(logoCacao.y=645){
 trace(I'm here);
 }

 }


 On Wed, Apr 1, 2009 at 11:33 AM, Cor c...@chello.nl wrote:
 Gustavo,

 The IF statement is over before your logoCacao is on 645 so it is never
 triggered.

 Use a timer like this:

 Var t:Timer = new Timer(10);
 t.addEventListener(TimerEvent.TIMER, time_tick);
 t.start();

 function time_tick(e:TimerEvent):void{
 if(logoCacao.y=645){
 trace(I'm here);
 t.removeEventListener(TimerEvent.TIMER, time_tick);
 t.stop();
 t=null;
 }
 }

 HTH
 Cor


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
 Duenas
 Sent: woensdag 1 april 2009 20:12
 To: Flash Coders List
 Subject: [Flashcoders] how can I set the end of a dynamic tween



 Hi Coders I have this code, is for a dynamic tween., pretty easy
 actually but when the logo hits floor(645 value y) I would like to
 have something else, because the logo is a movie clip, there is the
 code.

 stop();
 import fl.transitions.Tween;
 import fl.transitions.easing.*;



 var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
 logoCacao.y,
 645, 2, true);

 //here is my problem when I try to calculate, when it hits the floor
 (645)

 if(logoCacao.y=645){
 trace(I'm here);
 }

 it would work with =, but no with = or ==
 any ideas, I've been trying to resolve this too much time, I rather
 have some fresh ideas or pointer what am I missing.

 Gustavo





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[Flashcoders] [JOB] Flex Developer - Telecommute | 50/hour

2009-04-01 Thread Beau Gould (OSS)
Our Hackensack, NJ client provides creative digital media solutions for
its customers to meet the evolving demands of today's business
environment by utilizing the innovative technology, systems and software
applications.

They need a few senior Flex Developers for an intense 2-4 month
commitment starting ASAP.  They prefer people to work onsite in
Hackensack, NJ (Near Giants Stadium) but they will consider
telecommuters if no local candidates can be found. 

REQUIRED EXPERIENCE: 
* Cairngorm framework 
* HTTP requests/web methods/remote objects 
* OOP/Module based development 
* XML 
* Ability to program client side streaming media flash applications 

DESIRED EXPERIENCE:  
* CSS  HTML a plus 
* Server Side ActionScript a plus 
* Knowledge of Adobe AIR is a plus 
* C# a plus 
* SFL a plus 

When applying, please elaborate on your experience with the required
experience and submit your resume along with your hourly requirements to
bg @ capitalmarketsp.com 

Beau Gould 
Executive Advisor 
Capital Markets Placement 
bg @ capitalmarketsp.com 

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Re: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Gustavo Duenas
Well I did, but was a Event.On_Complete, instead of the one you  
mentioned later, anyway thanks for your help.



gus


On Apr 1, 2009, at 2:29 PM, Taka Kojima wrote:


You need to use an event listener, (or if it's as2 assign an
onComplete function). Not to be rude, but you should probably go out
and buy a book on ActionScript -- this is a very basic question, and
where I can answer this in depth, it really won't do you much good in
the long run without a good grasp of basics.

-  Taka

On Wed, Apr 1, 2009 at 11:11 AM, Gustavo Duenas
gdue...@leftandrightsolutions.com wrote:



Hi Coders I have this code, is for a dynamic tween., pretty easy  
actually
but when the logo hits floor(645 value y) I would like to have  
something

else, because the logo is a movie clip, there is the code.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
logoCacao.y,
645, 2, true);

//here is my problem when I try to calculate, when it hits the  
floor(645)


if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I  
rather have

some fresh ideas or pointer what am I missing.

Gustavo





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Gustavo A. Duenas
Creative Director
LEFT AND RIGHT SOLUTIONS
904.  265 0330 - 904. 386 7958
www.leftandrightsolutions.com
Jacksonville - Florida




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Re: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Paul Andrews
Since the Tween ends with y=645, the test is superfluous and also a bit mad 
since the easing is set to Bounce, so it may reach 645 more than once during 
the course of the motion.


Paul
- Original Message - 
From: Taka Kojima t...@gigafied.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 7:43 PM
Subject: Re: [Flashcoders] how can I set the end of a dynamic tween



Actually, probably better off using a TweenEvent, instead of a Timer.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;


var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut, 
logoCacao.y,

645, 2, true);

ballXTween.addEventListener(TweenEvent.MOTION_FINISH, onComplete);

function onComplete(e:TweenEvent):void{
removeEventListener(TweenEvent.MOTION_FINISH, onComplete);
//here is my problem when I try to calculate, when it hits the floor(645)
if(logoCacao.y=645){
trace(I'm here);
}

}


On Wed, Apr 1, 2009 at 11:33 AM, Cor c...@chello.nl wrote:

Gustavo,

The IF statement is over before your logoCacao is on 645 so it is never
triggered.

Use a timer like this:

Var t:Timer = new Timer(10);
t.addEventListener(TimerEvent.TIMER, time_tick);
t.start();

function time_tick(e:TimerEvent):void{
if(logoCacao.y=645){
trace(I'm here);
t.removeEventListener(TimerEvent.TIMER, time_tick);
t.stop();
t=null;
}
}

HTH
Cor


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
Duenas
Sent: woensdag 1 april 2009 20:12
To: Flash Coders List
Subject: [Flashcoders] how can I set the end of a dynamic tween



Hi Coders I have this code, is for a dynamic tween., pretty easy
actually but when the logo hits floor(645 value y) I would like to
have something else, because the logo is a movie clip, there is the
code.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
logoCacao.y,
645, 2, true);

//here is my problem when I try to calculate, when it hits the floor
(645)

if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I rather
have some fresh ideas or pointer what am I missing.

Gustavo





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Re: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Gustavo Duenas
Thanks Taka and Cor, I did the TweenEvent.Motion_Change or  
motion_finish and it works.
The tween event are not in any part of my book, or should I look  
better. Anyway, didn't have idea they existed.

Thanks.

Gustavo.
On Apr 1, 2009, at 3:01 PM, Taka Kojima wrote:


Sorry Cor,

Don't mean to contradict you, but there is also a
TweenEvent.MOTION_CHANGE event which gets fired whenever the tween
value changes.

Of course, a Timer would work as well.

On Wed, Apr 1, 2009 at 11:53 AM, Cor c...@chello.nl wrote:

Just FYI.
I guess it depends on what you are trying to achieve.
With the Timer option you could trace every position of the tween and
interact on values.


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of  
Taka Kojima

Sent: woensdag 1 april 2009 20:43
To: Flash Coders List
Subject: Re: [Flashcoders] how can I set the end of a dynamic tween

Actually, probably better off using a TweenEvent, instead of a Timer.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;


var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
logoCacao.y,
645, 2, true);

ballXTween.addEventListener(TweenEvent.MOTION_FINISH, onComplete);

function onComplete(e:TweenEvent):void{
removeEventListener(TweenEvent.MOTION_FINISH, onComplete);
//here is my problem when I try to calculate, when it hits the  
floor(645)

if(logoCacao.y=645){
trace(I'm here);
}

}


On Wed, Apr 1, 2009 at 11:33 AM, Cor c...@chello.nl wrote:

Gustavo,

The IF statement is over before your logoCacao is on 645 so it is  
never

triggered.

Use a timer like this:

Var t:Timer = new Timer(10);
t.addEventListener(TimerEvent.TIMER, time_tick);
t.start();

function time_tick(e:TimerEvent):void{
if(logoCacao.y=645){
trace(I'm here);
t.removeEventListener(TimerEvent.TIMER, time_tick);
t.stop();
t=null;
}
}

HTH
Cor


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of  
Gustavo

Duenas
Sent: woensdag 1 april 2009 20:12
To: Flash Coders List
Subject: [Flashcoders] how can I set the end of a dynamic tween



Hi Coders I have this code, is for a dynamic tween., pretty easy
actually but when the logo hits floor(645 value y) I would like to
have something else, because the logo is a movie clip, there is the
code.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
logoCacao.y,
645, 2, true);

//here is my problem when I try to calculate, when it hits the floor
(645)

if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I rather
have some fresh ideas or pointer what am I missing.

Gustavo





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Re: [Flashcoders] how can I set the end of a dynamic tween(solved)

2009-04-01 Thread Gustavo Duenas

solved, I did as Taka said, and it works perfectly thanks.


On Apr 1, 2009, at 3:12 PM, Paul Andrews wrote:

Since the Tween ends with y=645, the test is superfluous and also a  
bit mad since the easing is set to Bounce, so it may reach 645 more  
than once during the course of the motion.


Paul
- Original Message - From: Taka Kojima t...@gigafied.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 7:43 PM
Subject: Re: [Flashcoders] how can I set the end of a dynamic tween



Actually, probably better off using a TweenEvent, instead of a Timer.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;


var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,  
logoCacao.y,

645, 2, true);

ballXTween.addEventListener(TweenEvent.MOTION_FINISH, onComplete);

function onComplete(e:TweenEvent):void{
removeEventListener(TweenEvent.MOTION_FINISH, onComplete);
//here is my problem when I try to calculate, when it hits the  
floor(645)

if(logoCacao.y=645){
trace(I'm here);
}

}


On Wed, Apr 1, 2009 at 11:33 AM, Cor c...@chello.nl wrote:

Gustavo,

The IF statement is over before your logoCacao is on 645 so it is  
never

triggered.

Use a timer like this:

Var t:Timer = new Timer(10);
t.addEventListener(TimerEvent.TIMER, time_tick);
t.start();

function time_tick(e:TimerEvent):void{
if(logoCacao.y=645){
trace(I'm here);
t.removeEventListener(TimerEvent.TIMER, time_tick);
t.stop();
t=null;
}
}

HTH
Cor


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of  
Gustavo

Duenas
Sent: woensdag 1 april 2009 20:12
To: Flash Coders List
Subject: [Flashcoders] how can I set the end of a dynamic tween



Hi Coders I have this code, is for a dynamic tween., pretty easy
actually but when the logo hits floor(645 value y) I would like to
have something else, because the logo is a movie clip, there is the
code.

stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;



var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
logoCacao.y,
645, 2, true);

//here is my problem when I try to calculate, when it hits the floor
(645)

if(logoCacao.y=645){
trace(I'm here);
}

it would work with =, but no with = or ==
any ideas, I've been trying to resolve this too much time, I rather
have some fresh ideas or pointer what am I missing.

Gustavo





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RE: [Flashcoders] how can I set the end of a dynamic tween

2009-04-01 Thread Cor
Your welcome.
You can also look in the class it self.

HTH
Cor


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gustavo
Duenas
Sent: woensdag 1 april 2009 21:21
To: Flash Coders List
Subject: Re: [Flashcoders] how can I set the end of a dynamic tween

Thanks Taka and Cor, I did the TweenEvent.Motion_Change or  
motion_finish and it works.
The tween event are not in any part of my book, or should I look  
better. Anyway, didn't have idea they existed.
Thanks.

Gustavo.
On Apr 1, 2009, at 3:01 PM, Taka Kojima wrote:

 Sorry Cor,

 Don't mean to contradict you, but there is also a
 TweenEvent.MOTION_CHANGE event which gets fired whenever the tween
 value changes.

 Of course, a Timer would work as well.

 On Wed, Apr 1, 2009 at 11:53 AM, Cor c...@chello.nl wrote:
 Just FYI.
 I guess it depends on what you are trying to achieve.
 With the Timer option you could trace every position of the tween and
 interact on values.


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of  
 Taka Kojima
 Sent: woensdag 1 april 2009 20:43
 To: Flash Coders List
 Subject: Re: [Flashcoders] how can I set the end of a dynamic tween

 Actually, probably better off using a TweenEvent, instead of a Timer.

 stop();
 import fl.transitions.Tween;
 import fl.transitions.easing.*;


 var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
 logoCacao.y,
 645, 2, true);

 ballXTween.addEventListener(TweenEvent.MOTION_FINISH, onComplete);

 function onComplete(e:TweenEvent):void{
 removeEventListener(TweenEvent.MOTION_FINISH, onComplete);
 //here is my problem when I try to calculate, when it hits the  
 floor(645)
 if(logoCacao.y=645){
 trace(I'm here);
 }

 }


 On Wed, Apr 1, 2009 at 11:33 AM, Cor c...@chello.nl wrote:
 Gustavo,

 The IF statement is over before your logoCacao is on 645 so it is  
 never
 triggered.

 Use a timer like this:

 Var t:Timer = new Timer(10);
 t.addEventListener(TimerEvent.TIMER, time_tick);
 t.start();

 function time_tick(e:TimerEvent):void{
 if(logoCacao.y=645){
 trace(I'm here);
 t.removeEventListener(TimerEvent.TIMER, time_tick);
 t.stop();
 t=null;
 }
 }

 HTH
 Cor


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of  
 Gustavo
 Duenas
 Sent: woensdag 1 april 2009 20:12
 To: Flash Coders List
 Subject: [Flashcoders] how can I set the end of a dynamic tween



 Hi Coders I have this code, is for a dynamic tween., pretty easy
 actually but when the logo hits floor(645 value y) I would like to
 have something else, because the logo is a movie clip, there is the
 code.

 stop();
 import fl.transitions.Tween;
 import fl.transitions.easing.*;



 var ballXTween:Tween = new Tween(logoCacao, y,Bounce.easeInOut,
 logoCacao.y,
 645, 2, true);

 //here is my problem when I try to calculate, when it hits the floor
 (645)

 if(logoCacao.y=645){
 trace(I'm here);
 }

 it would work with =, but no with = or ==
 any ideas, I've been trying to resolve this too much time, I rather
 have some fresh ideas or pointer what am I missing.

 Gustavo





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Re: [Flashcoders] FPS question

2009-04-01 Thread Anthony Pace

Hi Paul,

I agree.  I suggested my methods with regard to movie downloading.  
Doing what Karl wants with an swf would mean that you would have the 
capability to isolate frames of the swf server side before sending, and 
I don't know enough about the swf file structure and how it is read by 
the player to say if its even possible.


Anybody know something I don't about this, which wouldn't be hard, 
please tell me.


Thanks,
Anthony Pace

Paul Andrews wrote:

Karl,

Despite what has been suggested, this will still only have a chance of 
working work for some flash Movies written in a certain way. Many of 
my flash movies are only one frame, sometimes just a handful of 
frames, so your attempt to smoothly run a high-bandwidth movie on a 
slow connection would fail for movies like mine - either because they 
load a lot of assets at a particular frame, or because they load 
assets via code during the movie. Either or both of these scenarios 
would default your mechanism.


Maybe I have missed this somewhere - is a pre-loader out of the question?

Paul

- Original Message - From: Karl DeSaulniers 
k...@designdrumm.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 9:22 AM
Subject: Re: [Flashcoders] FPS question



Anthony,
I am going to have to buy you a steak dinner for all the input you  
have given me. (unless your vegetarian, then make it a shiitake steak)

Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of  
terminology and experience made it sound like some unfathomable  
procedure.
The only thing is your getting it backwards on how my movie was 
going  to play. Oh and I am talking about a Flash swf movie (not 
video necessarily). The theory about sending some sort of packets to 
the  server and bouncing back what an how to play the swf is what 
this is  really about now that I have read your reply. Thanks. My 
theory was  to set up a code to read the stream of data coming in to 
the browser,  interp. it, talk to the swf and play the swf faster 
(skipping frames  as you suggested) if the connection was slow and 
playing at regular  frame rate when the stream was good. Never 
playing slow. That is  exactly what I am trying to defeat. The 
skipping of frames or  increase in fps, which may produce the same, 
was to give the effect  that nothing had happened when presented with 
a slow connection. But,  I see what you are saying with combining 
with a server language to  implement it. Maybe coldfusion? I don't 
think that PHP could handle  that, but, I know PEARL could. But I 
would like to see a flash server  engine sometime in the near future. 
Something that launched and  controlled your own applications for 
your website and/or a built in  flash database.. hello Adobe!!!  I 
wouldn't even mind a component for  that... :P



Thanks again,
I think your suggestion has put me on the right path.. once again. :)

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:


Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth 
connection, would be to send a message to the server, telling it to  
send the stream at a reduced quality; thus, the size and quality of  
each frame would be greatly reduced on a slow connection.  Yet, if  
a pause is acceptable,  creating a buffer for the content and  
playing the buffered content, while waiting for new content to  
download and be placed in the buffer for later playing, would be an  
option.  Your suggestion, sounds like it would result in you  
playing the stream in slow motion.


Another idea would be to tell the server to reduce the amount, or 
drop, the frames sent; yet, this would not be 30fps, as the fps  
would drop based on the users connection.
E.G.  if 30 fps plays well on 300KB downstream, but the user can  
only download solidly at 100KB, you could only send approximately  
1/3 (maybe less to be safe) of the frames safely allocated for that  
second while ensuring no delays in matching frames to audio;  
therefore, frames 1..4..7..10..13..16..19..22..25..28.. would be  
sent per second out of the regular 30fps.  (I hope I am not missing  
something and sounding stupid here)


This is really just theory, and is easier to say than to put into 
practise; yet, it is not so difficult to figure out, that you  
couldn't pull it off if you were somewhat decent with a server side  
language like php and know how to manipulate files by searching for  
index of frame identifying start and end keys in the hex to flush  
out as video stream. When I say it sounds so easy; yet, making it  
stable enough not to crash a server with multiple simultaneous  
connections might be something different.  Now that I think of it,  
can php even handle this? or would a c module be needed to make  
things run totally stable?


I know this won't really help other than to see why your logic is  
off, and maybe give you 

Re: [Flashcoders] FPS question

2009-04-01 Thread Anthony Pace

Hello Taka,

I agree with you; as well, with regard to the swf, it would take a ton 
of in depth knowledge and understanding about its file structure, and 
how it handles tweens, that I don't have right now, in order for me to 
say if its even possible.


Thanks.
Anthony Pace

Taka Kojima wrote:

I believe the standard way of handling this is to have three different
versions of your movie.

low, normal and high quality (how you down the file size is totally
dependent on you, could be dropping frames, could be lower rez,
whatever). Which one gets loaded in can be determined by connection
speed, I think this is pretty much the norm way of doing it, and while
Anthony's solution is good in theory, I think it would be too much of
a pain in the ars, not to mention a butt load of server-side
processing every time a user loads your site.

- Taka

On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com wrote:
  

default your mechanism?

LOL defeat your mechanism?

Paul
- Original Message - From: Paul Andrews p...@ipauland.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 1:36 PM
Subject: Re: [Flashcoders] FPS question




Karl,

Despite what has been suggested, this will still only have a chance of
working work for some flash Movies written in a certain way. Many of my
flash movies are only one frame, sometimes just a handful of frames, so your
attempt to smoothly run a high-bandwidth movie on a slow connection would
fail for movies like mine - either because they load a lot of assets at a
particular frame, or because they load assets via code during the movie.
Either or both of these scenarios would default your mechanism.

Maybe I have missed this somewhere - is a pre-loader out of the question?

Paul

- Original Message - From: Karl DeSaulniers
k...@designdrumm.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 9:22 AM
Subject: Re: [Flashcoders] FPS question


  

Anthony,
I am going to have to buy you a steak dinner for all the input you  have
given me. (unless your vegetarian, then make it a shiitake steak)
Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of  terminology
and experience made it sound like some unfathomable  procedure.
The only thing is your getting it backwards on how my movie was going  to
play. Oh and I am talking about a Flash swf movie (not video necessarily).
The theory about sending some sort of packets to the server and bouncing
back what an how to play the swf is what this is really about now that I
have read your reply. Thanks. My theory was  to set up a code to read the
stream of data coming in to the browser, interp. it, talk to the swf and
play the swf faster (skipping frames  as you suggested) if the connection
was slow and playing at regular  frame rate when the stream was good. Never
playing slow. That is  exactly what I am trying to defeat. The skipping of
frames or  increase in fps, which may produce the same, was to give the
effect  that nothing had happened when presented with a slow connection.
But,  I see what you are saying with combining with a server language to
 implement it. Maybe coldfusion? I don't think that PHP could handle  that,
but, I know PEARL could. But I would like to see a flash server  engine
sometime in the near future. Something that launched and  controlled your
own applications for your website and/or a built in  flash database.. hello
Adobe!!!  I wouldn't even mind a component for  that... :P


Thanks again,
I think your suggestion has put me on the right path.. once again. :)

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:



Hi Karl,

The only way to make 30fps play consistently on a lower bandwidth
connection, would be to send a message to the server, telling it to send the
stream at a reduced quality; thus, the size and quality of each frame would
be greatly reduced on a slow connection.  Yet, if  a pause is acceptable,
 creating a buffer for the content and  playing the buffered content, while
waiting for new content to  download and be placed in the buffer for later
playing, would be an  option.  Your suggestion, sounds like it would result
in you  playing the stream in slow motion.

Another idea would be to tell the server to reduce the amount, or
drop, the frames sent; yet, this would not be 30fps, as the fps  would
drop based on the users connection.
E.G.  if 30 fps plays well on 300KB downstream, but the user can  only
download solidly at 100KB, you could only send approximately  1/3 (maybe
less to be safe) of the frames safely allocated for that  second while
ensuring no delays in matching frames to audio;  therefore, frames
1..4..7..10..13..16..19..22..25..28.. would be  sent per second out of the
regular 30fps.  (I hope I am not missing  something and sounding stupid
here)

This is really just theory, and is easier 

Re: [Flashcoders] FPS question

2009-04-01 Thread Taka Kojima
Back to the original issue at hand. I think that is is definitely not
optimal to be relying upon somebody's connection speed/bandwidth to
determine fps and/or how to display content.

I believe that's why people use preloaders.

On Wed, Apr 1, 2009 at 1:03 PM, Anthony Pace anthony.p...@utoronto.ca wrote:
 Hello Taka,

 I agree with you; as well, with regard to the swf, it would take a ton of in
 depth knowledge and understanding about its file structure, and how it
 handles tweens, that I don't have right now, in order for me to say if its
 even possible.

 Thanks.
 Anthony Pace

 Taka Kojima wrote:

 I believe the standard way of handling this is to have three different
 versions of your movie.

 low, normal and high quality (how you down the file size is totally
 dependent on you, could be dropping frames, could be lower rez,
 whatever). Which one gets loaded in can be determined by connection
 speed, I think this is pretty much the norm way of doing it, and while
 Anthony's solution is good in theory, I think it would be too much of
 a pain in the ars, not to mention a butt load of server-side
 processing every time a user loads your site.

 - Taka

 On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com wrote:


 default your mechanism?

 LOL defeat your mechanism?

 Paul
 - Original Message - From: Paul Andrews p...@ipauland.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 1:36 PM
 Subject: Re: [Flashcoders] FPS question




 Karl,

 Despite what has been suggested, this will still only have a chance of
 working work for some flash Movies written in a certain way. Many of my
 flash movies are only one frame, sometimes just a handful of frames, so
 your
 attempt to smoothly run a high-bandwidth movie on a slow connection
 would
 fail for movies like mine - either because they load a lot of assets at
 a
 particular frame, or because they load assets via code during the movie.
 Either or both of these scenarios would default your mechanism.

 Maybe I have missed this somewhere - is a pre-loader out of the
 question?

 Paul

 - Original Message - From: Karl DeSaulniers
 k...@designdrumm.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 9:22 AM
 Subject: Re: [Flashcoders] FPS question




 Anthony,
 I am going to have to buy you a steak dinner for all the input you
  have
 given me. (unless your vegetarian, then make it a shiitake steak)
 Your input is right on the money. ;)
 You basically have said what I was trying to, but my lack of
  terminology
 and experience made it sound like some unfathomable  procedure.
 The only thing is your getting it backwards on how my movie was going
  to
 play. Oh and I am talking about a Flash swf movie (not video
 necessarily).
 The theory about sending some sort of packets to the server and
 bouncing
 back what an how to play the swf is what this is really about now that
 I
 have read your reply. Thanks. My theory was  to set up a code to read
 the
 stream of data coming in to the browser, interp. it, talk to the swf
 and
 play the swf faster (skipping frames  as you suggested) if the
 connection
 was slow and playing at regular  frame rate when the stream was good.
 Never
 playing slow. That is  exactly what I am trying to defeat. The skipping
 of
 frames or  increase in fps, which may produce the same, was to give the
 effect  that nothing had happened when presented with a slow
 connection.
 But,  I see what you are saying with combining with a server language
 to
  implement it. Maybe coldfusion? I don't think that PHP could handle
  that,
 but, I know PEARL could. But I would like to see a flash server  engine
 sometime in the near future. Something that launched and  controlled
 your
 own applications for your website and/or a built in  flash database..
 hello
 Adobe!!!  I wouldn't even mind a component for  that... :P


 Thanks again,
 I think your suggestion has put me on the right path.. once again. :)

 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com

 On Apr 1, 2009, at 2:50 AM, Anthony Pace wrote:



 Hi Karl,

 The only way to make 30fps play consistently on a lower bandwidth
 connection, would be to send a message to the server, telling it to
 send the
 stream at a reduced quality; thus, the size and quality of each frame
 would
 be greatly reduced on a slow connection.  Yet, if  a pause is
 acceptable,
  creating a buffer for the content and  playing the buffered content,
 while
 waiting for new content to  download and be placed in the buffer for
 later
 playing, would be an  option.  Your suggestion, sounds like it would
 result
 in you  playing the stream in slow motion.

 Another idea would be to tell the server to reduce the amount, or
 drop, the frames sent; yet, this would not be 30fps, as the fps
  would
 drop based on the users connection.
 E.G.  if 30 fps plays well on 300KB downstream, but the user can  only
 download solidly 

Re: [Flashcoders] FPS question

2009-04-01 Thread Karl DeSaulniers
Yes you are correct about the preliaders and the different versions of  
sites per connection speed.


Here is what I am experiencing and why I am lookijng for this  
solution. I have a preloader on my site and it preloads fine. But even  
with the preload I still get a lag when it starts playing. There is no  
way I am building three sites every time I make a site. So I wanted to  
have a streaming script watch the stream and adjust accordingly so  
that there would be no lag. I have been to many flash site that load  
significantly faster than mine and they have more in them. Alas too a  
lot of my animations are animations and not tween animations. I am not  
the best coder (as you can tell) so I am relying on animation to  
suffice. This is not the best practice I know, but bills need to be  
paid and I have no time to go back to school. I am self taught and so  
the industry standards on how to do this, I have not been introduced  
to. I don't mean to sound like the biggest idiot, but in AS I guess I  
am. Thanks for your input on this. Everything helps.


Sent from losPhone

On Apr 1, 2009, at 3:51 PM, Taka Kojima t...@gigafied.com wrote:


Back to the original issue at hand. I think that is is definitely not
optimal to be relying upon somebody's connection speed/bandwidth to
determine fps and/or how to display content.

I believe that's why people use preloaders.

On Wed, Apr 1, 2009 at 1:03 PM, Anthony Pace  
anthony.p...@utoronto.ca wrote:

Hello Taka,

I agree with you; as well, with regard to the swf, it would take a  
ton of in
depth knowledge and understanding about its file structure, and how  
it
handles tweens, that I don't have right now, in order for me to say  
if its

even possible.

Thanks.
Anthony Pace

Taka Kojima wrote:


I believe the standard way of handling this is to have three  
different

versions of your movie.

low, normal and high quality (how you down the file size is totally
dependent on you, could be dropping frames, could be lower rez,
whatever). Which one gets loaded in can be determined by connection
speed, I think this is pretty much the norm way of doing it, and  
while
Anthony's solution is good in theory, I think it would be too much  
of

a pain in the ars, not to mention a butt load of server-side
processing every time a user loads your site.

- Taka

On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com  
wrote:




default your mechanism?

LOL defeat your mechanism?

Paul
- Original Message - From: Paul Andrews p...@ipauland.com 


To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 1:36 PM
Subject: Re: [Flashcoders] FPS question





Karl,

Despite what has been suggested, this will still only have a  
chance of
working work for some flash Movies written in a certain way.  
Many of my
flash movies are only one frame, sometimes just a handful of  
frames, so

your
attempt to smoothly run a high-bandwidth movie on a slow  
connection

would
fail for movies like mine - either because they load a lot of  
assets at

a
particular frame, or because they load assets via code during  
the movie.

Either or both of these scenarios would default your mechanism.

Maybe I have missed this somewhere - is a pre-loader out of the
question?

Paul

- Original Message - From: Karl DeSaulniers
k...@designdrumm.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 9:22 AM
Subject: Re: [Flashcoders] FPS question





Anthony,
I am going to have to buy you a steak dinner for all the input  
you

 have
given me. (unless your vegetarian, then make it a shiitake steak)
Your input is right on the money. ;)
You basically have said what I was trying to, but my lack of
 terminology
and experience made it sound like some unfathomable  procedure.
The only thing is your getting it backwards on how my movie was  
going

 to
play. Oh and I am talking about a Flash swf movie (not video
necessarily).
The theory about sending some sort of packets to the server and
bouncing
back what an how to play the swf is what this is really about  
now that

I
have read your reply. Thanks. My theory was  to set up a code  
to read

the
stream of data coming in to the browser, interp. it, talk to  
the swf

and
play the swf faster (skipping frames  as you suggested) if the
connection
was slow and playing at regular  frame rate when the stream was  
good.

Never
playing slow. That is  exactly what I am trying to defeat. The  
skipping

of
frames or  increase in fps, which may produce the same, was to  
give the

effect  that nothing had happened when presented with a slow
connection.
But,  I see what you are saying with combining with a server  
language

to
 implement it. Maybe coldfusion? I don't think that PHP could  
handle

 that,
but, I know PEARL could. But I would like to see a flash  
server  engine
sometime in the near future. Something that launched and   
controlled

your
own applications for your 

Re: [Flashcoders] FPS question

2009-04-01 Thread Taka Kojima
Alright, well my two cents is that the problem isn't what you think it
is, and here's why:

I build a lot of sites and the reason it's chugging is not anything to
do with streaming... if you truly do have a preloader, and it does
load in 100% before playing, it's not a streaming issue. It seems to
be a CPU issue.

If the computers with slower connections you are testing on are older
computers (which for some reason is usually the case) then it may seem
like it's the connection speed, where in fact it is the CPU chugging.

The idea that animating on the timeline is x amount slower than doing
it through code is a myth that's not true. It is true that you can
optimize some thing through code, but unless you're doing some crazy
animation stuff then that's likely not the issue either.

The proper solution: bring down the cpu usage, which isn't an exact
science you'll just have to futz around with things and use common
sense, such as using blank keyframes when things are off the stage,
making sure you aren't animating a lot of vectors (and if you are use
bitmap caching), etc.

- Taka

On Wed, Apr 1, 2009 at 2:27 PM, Karl DeSaulniers k...@designdrumm.com wrote:
 Please excuse the auto correction of my email client. It doesn't always know
 what I am trying to say. :p

 That's preloaders not preliaders

 Sent from losPhone

 On Apr 1, 2009, at 4:17 PM, Karl DeSaulniers k...@designdrumm.com wrote:

 Yes you are correct about the preliaders and the different versions of
 sites per connection speed.

 Here is what I am experiencing and why I am lookijng for this solution. I
 have a preloader on my site and it preloads fine. But even with the preload
 I still get a lag when it starts playing. There is no way I am building
 three sites every time I make a site. So I wanted to have a streaming script
 watch the stream and adjust accordingly so that there would be no lag. I
 have been to many flash site that load significantly faster than mine and
 they have more in them. Alas too a lot of my animations are animations and
 not tween animations. I am not the best coder (as you can tell) so I am
 relying on animation to suffice. This is not the best practice I know, but
 bills need to be paid and I have no time to go back to school. I am self
 taught and so the industry standards on how to do this, I have not been
 introduced to. I don't mean to sound like the biggest idiot, but in AS I
 guess I am. Thanks for your input on this. Everything helps.

 Sent from losPhone

 On Apr 1, 2009, at 3:51 PM, Taka Kojima t...@gigafied.com wrote:

 Back to the original issue at hand. I think that is is definitely not
 optimal to be relying upon somebody's connection speed/bandwidth to
 determine fps and/or how to display content.

 I believe that's why people use preloaders.

 On Wed, Apr 1, 2009 at 1:03 PM, Anthony Pace anthony.p...@utoronto.ca
 wrote:

 Hello Taka,

 I agree with you; as well, with regard to the swf, it would take a ton
 of in
 depth knowledge and understanding about its file structure, and how it
 handles tweens, that I don't have right now, in order for me to say if
 its
 even possible.

 Thanks.
 Anthony Pace

 Taka Kojima wrote:

 I believe the standard way of handling this is to have three different
 versions of your movie.

 low, normal and high quality (how you down the file size is totally
 dependent on you, could be dropping frames, could be lower rez,
 whatever). Which one gets loaded in can be determined by connection
 speed, I think this is pretty much the norm way of doing it, and while
 Anthony's solution is good in theory, I think it would be too much of
 a pain in the ars, not to mention a butt load of server-side
 processing every time a user loads your site.

 - Taka

 On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com wrote:


 default your mechanism?

 LOL defeat your mechanism?

 Paul
 - Original Message - From: Paul Andrews p...@ipauland.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 1:36 PM
 Subject: Re: [Flashcoders] FPS question




 Karl,

 Despite what has been suggested, this will still only have a chance
 of
 working work for some flash Movies written in a certain way. Many of
 my
 flash movies are only one frame, sometimes just a handful of frames,
 so
 your
 attempt to smoothly run a high-bandwidth movie on a slow connection
 would
 fail for movies like mine - either because they load a lot of assets
 at
 a
 particular frame, or because they load assets via code during the
 movie.
 Either or both of these scenarios would default your mechanism.

 Maybe I have missed this somewhere - is a pre-loader out of the
 question?

 Paul

 - Original Message - From: Karl DeSaulniers
 k...@designdrumm.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, April 01, 2009 9:22 AM
 Subject: Re: [Flashcoders] FPS question




 Anthony,
 I am going to have to buy you a steak dinner for all the input you
 

Re: [Flashcoders] FPS question

2009-04-01 Thread Anthony Pace

http://library.forum.nokia.com/index.jsp?topic=/Flash_Lite_Developers_Library/GUID-8EFDF519-AB3B-4FAC-804B-8FDFD08F9968.html
Most of it should apply

Some basic keys are:

   * reduce the use of filters
   * reduce the detail of your bitmaps
   * try not to rotate objects with filters on them
   * reduce the amount of objects you have on the stage being animated
 at once
   * reduce the use of alpha effects
   * reuse objects where possible instead of making new one, as each
 object needs to be stored in memory




Taka Kojima wrote:

Alright, well my two cents is that the problem isn't what you think it
is, and here's why:

I build a lot of sites and the reason it's chugging is not anything to
do with streaming... if you truly do have a preloader, and it does
load in 100% before playing, it's not a streaming issue. It seems to
be a CPU issue.

If the computers with slower connections you are testing on are older
computers (which for some reason is usually the case) then it may seem
like it's the connection speed, where in fact it is the CPU chugging.

The idea that animating on the timeline is x amount slower than doing
it through code is a myth that's not true. It is true that you can
optimize some thing through code, but unless you're doing some crazy
animation stuff then that's likely not the issue either.

The proper solution: bring down the cpu usage, which isn't an exact
science you'll just have to futz around with things and use common
sense, such as using blank keyframes when things are off the stage,
making sure you aren't animating a lot of vectors (and if you are use
bitmap caching), etc.

- Taka

On Wed, Apr 1, 2009 at 2:27 PM, Karl DeSaulniers k...@designdrumm.com wrote:
  

Please excuse the auto correction of my email client. It doesn't always know
what I am trying to say. :p

That's preloaders not preliaders

Sent from losPhone

On Apr 1, 2009, at 4:17 PM, Karl DeSaulniers k...@designdrumm.com wrote:



Yes you are correct about the preliaders and the different versions of
sites per connection speed.

Here is what I am experiencing and why I am lookijng for this solution. I
have a preloader on my site and it preloads fine. But even with the preload
I still get a lag when it starts playing. There is no way I am building
three sites every time I make a site. So I wanted to have a streaming script
watch the stream and adjust accordingly so that there would be no lag. I
have been to many flash site that load significantly faster than mine and
they have more in them. Alas too a lot of my animations are animations and
not tween animations. I am not the best coder (as you can tell) so I am
relying on animation to suffice. This is not the best practice I know, but
bills need to be paid and I have no time to go back to school. I am self
taught and so the industry standards on how to do this, I have not been
introduced to. I don't mean to sound like the biggest idiot, but in AS I
guess I am. Thanks for your input on this. Everything helps.

Sent from losPhone

On Apr 1, 2009, at 3:51 PM, Taka Kojima t...@gigafied.com wrote:

  

Back to the original issue at hand. I think that is is definitely not
optimal to be relying upon somebody's connection speed/bandwidth to
determine fps and/or how to display content.

I believe that's why people use preloaders.

On Wed, Apr 1, 2009 at 1:03 PM, Anthony Pace anthony.p...@utoronto.ca
wrote:


Hello Taka,

I agree with you; as well, with regard to the swf, it would take a ton
of in
depth knowledge and understanding about its file structure, and how it
handles tweens, that I don't have right now, in order for me to say if
its
even possible.

Thanks.
Anthony Pace

Taka Kojima wrote:
  

I believe the standard way of handling this is to have three different
versions of your movie.

low, normal and high quality (how you down the file size is totally
dependent on you, could be dropping frames, could be lower rez,
whatever). Which one gets loaded in can be determined by connection
speed, I think this is pretty much the norm way of doing it, and while
Anthony's solution is good in theory, I think it would be too much of
a pain in the ars, not to mention a butt load of server-side
processing every time a user loads your site.

- Taka

On Wed, Apr 1, 2009 at 6:44 AM, Paul Andrews p...@ipauland.com wrote:



default your mechanism?

LOL defeat your mechanism?

Paul
- Original Message - From: Paul Andrews p...@ipauland.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 01, 2009 1:36 PM
Subject: Re: [Flashcoders] FPS question



  

Karl,

Despite what has been suggested, this will still only have a chance
of
working work for some flash Movies written in a certain way. Many of
my
flash movies are only one frame, sometimes just a handful of frames,
so
your
attempt to smoothly run a high-bandwidth movie on a slow connection
would
fail for movies like mine - either because they 

Re: [Flashcoders] FPS question

2009-04-01 Thread Karl DeSaulniers

Perfect thank you...


Karl DeSaulniers
Design Drumm
http://designdrumm.com

On Apr 1, 2009, at 5:34 PM, Anthony Pace wrote:

http://library.forum.nokia.com/index.jsp?topic=/ 
Flash_Lite_Developers_Library/GUID-8EFDF519- 
AB3B-4FAC-804B-8FDFD08F9968.html

Most of it should apply

Some basic keys are:

   * reduce the use of filters
   * reduce the detail of your bitmaps
   * try not to rotate objects with filters on them
   * reduce the amount of objects you have on the stage being animated
 at once
   * reduce the use of alpha effects
   * reuse objects where possible instead of making new one, as each
 object needs to be stored in memory




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