Re: [Flashcoders] accessing embedded cue point names

2009-06-22 Thread Kenneth Kawamoto
cuePoint event object has info property, which is an object contains properties such as name, 
time, and type. In your situation you would just fire some actions depending on the name of the 
cue point.


Kenneth Kawamoto
http://www.materiaprima.co.uk/

Sam Brown wrote:

Hi list,

Quick question that should be straightforward, but I'm having trouble
finding the answer in the help docs:

I've got a video with embedded event cue points in it.This is an FLV
component with instance name myVid.

I can fire events via
  myVid.addEventListner(MetadataEvent.CUE_POINT,
doSomething);

which works fine, but I want to listen directly for the individual cue
points by name. Is there a CUE_POINT.NAME property or something similar that
will allow me to fire events based on the cue point name:string?

Any advice is greatly appreciated.

Sam

PS. should I embed the cue point as Navigation cue point as opposed to Event
cue points?

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[Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Jiri

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to each 
node. This weight would have to determine the probability the nodes get 
selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?

Much appreciated,

Jiri
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Re: [Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Paul Andrews

Jiri wrote:

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to each 
node. This weight would have to determine the probability the nodes 
get selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?
Sum all of the node weights, then generate a random number within that 
range.


Now you have to find the node corresponding to that number. This can be 
done by traversing the nodes in sequence. As you traverse the nodes sum 
the weight until the value generated is within the range - then you have 
the right node.


You can optimise this by using an array of pointers, or keeping the 
weights in an external array, but that may be more or less interesting 
depending on the number of nodes involved and what optimisation you need.


Paul




Much appreciated,

Jiri
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Re: [Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Jiri

Thank you i understand it. Could u please elloborate on the last part
..You can optimise this by using an array of pointers..

Do you mean that this;

a weight=5
b weight=1
c weight=2

First calculated the range for each node.
A = 0 - 5
B = 6 - 7
C = 8 - 10

Then store in an array like so?
Array[0-5] = A
Array[6-7] = B
Array[8-10] = C

Last step get a random number between 0 - 10 = for instance 5

//result is then
return Array[5] as XML


If this is what you mean, would this approach not take a 'relatively' 
big amount of memory?


JIri

Paul Andrews wrote:

Jiri wrote:

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to each 
node. This weight would have to determine the probability the nodes 
get selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?
Sum all of the node weights, then generate a random number within that 
range.


Now you have to find the node corresponding to that number. This can be 
done by traversing the nodes in sequence. As you traverse the nodes sum 
the weight until the value generated is within the range - then you have 
the right node.


You can optimise this by using an array of pointers, or keeping the 
weights in an external array, but that may be more or less interesting 
depending on the number of nodes involved and what optimisation you need.


Paul




Much appreciated,

Jiri
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Re: [Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Paul Andrews

Jiri wrote:

Thank you i understand it. Could u please elloborate on the last part
..You can optimise this by using an array of pointers..

Do you mean that this;

a weight=5
b weight=1
c weight=2

First calculated the range for each node.
A = 0 - 5
B = 6 - 7
C = 8 - 10

Then store in an array like so?
Array[0-5] = A
Array[6-7] = B
Array[8-10] = C

Last step get a random number between 0 - 10 = for instance 5

//result is then
return Array[5] as XML


If this is what you mean, would this approach not take a 'relatively' 
big amount of memory?
You don't have to store the node itself, just a reference to it, so no 
it wouldn't be a memory hog. It could even just be the numerical index 
of the node.


Paul




JIri

Paul Andrews wrote:

Jiri wrote:

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to 
each node. This weight would have to determine the probability the 
nodes get selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?
Sum all of the node weights, then generate a random number within 
that range.


Now you have to find the node corresponding to that number. This can 
be done by traversing the nodes in sequence. As you traverse the 
nodes sum the weight until the value generated is within the range - 
then you have the right node.


You can optimise this by using an array of pointers, or keeping the 
weights in an external array, but that may be more or less 
interesting depending on the number of nodes involved and what 
optimisation you need.


Paul




Much appreciated,

Jiri
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Re: [Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Anthony Pace

An easy way is to if say you have 3 objects in a list given a weight

options[0].weight = 1;
options[1].weight = 3;
options[2].weight = 4;

instead of having it have three selections, you could add the weights 
and make it have 8 to choose from that point to the option.


choice[0]=0;
choice[1]=1;
choice[2]=1;
choice[3]=1;
choice[4]=2;
choice[5]=2;
choice[6]=2;
choice[7]=2;


Jiri wrote:

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to each 
node. This weight would have to determine the probability the nodes 
get selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?

Much appreciated,

Jiri
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RE: [Flashcoders] ReferenceError: Error #1065 issue

2009-06-22 Thread Robert Leisle
Thanks Mario!

I actually found the solution to this. It was my own mistake, of course.
I've got a base level swf loading in a child swf which contains the super
class and subclass mentioned below. Turns out the loading swf also uses the
super class, and I hadn't recompiled it in the process. It was loading the
older version of the super class into memory first, so the updated
definition compiled into the child swf was not being used.

Thanks again for your response,
Bob


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of mario
Sent: Saturday, June 20, 2009 4:52 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ReferenceError: Error #1065 issue

If you override that function like so, does it compile (to make sure the 
override is correct) and do you see the trace (to make sure the call is 
correct)?

override protected function  mthGetPDataTag(stgInput:String) :String
{
trace('call worked')
return '';
}
--

Mario Gonzalez
http://onedayitwillmake.com
Senior Developer | WDDG.com


Leisle wrote:
 Hi list,

 This should be simple, but for some reason refuses to cooperate. I'm
working
 in AS3, CS3.
 I've got a super class (HsSegment) and a subclass (HsSegment_qtd1), both
are
 public. In the super class are the definitions for many methods, including
 this definition:

 protected function mthGetPDataTag(stgInput:String):String
 {
   //...Do stuff and return a String...
 }

 In the subclass I've got the call to this method:
 var stgEg:String = mthGetPDataTag(stgInput);

  When testing in the IDE this works fine. When testing in the browser I
get
 a runtime error,
  ReferenceError: Error #1065: Variable
 hs.segments.classes:HsSegment_qtd1::mthGetPDataTag is not defined.
   
 I've googled and found plenty of questions around this, but no answers,
 other than 'make your classes public', which they are.
 The other methods in the super class are defined and called essentially
this
 same way and work fine in both IDE and browser. What makes this one
special?

 What am I missing? Any help is appreciated.

 Thanks,
 Bob


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Re: [Flashcoders] Determining probablity of a random pick.

2009-06-22 Thread Jiri

I see, that makes sense.

Cheers.

Jiri

Paul Andrews wrote:

Jiri wrote:

Thank you i understand it. Could u please elloborate on the last part
..You can optimise this by using an array of pointers..

Do you mean that this;

a weight=5
b weight=1
c weight=2

First calculated the range for each node.
A = 0 - 5
B = 6 - 7
C = 8 - 10

Then store in an array like so?
Array[0-5] = A
Array[6-7] = B
Array[8-10] = C

Last step get a random number between 0 - 10 = for instance 5

//result is then
return Array[5] as XML


If this is what you mean, would this approach not take a 'relatively' 
big amount of memory?
You don't have to store the node itself, just a reference to it, so no 
it wouldn't be a memory hog. It could even just be the numerical index 
of the node.


Paul




JIri

Paul Andrews wrote:

Jiri wrote:

Hello list,

I have an XMLList that can vary in length. I pick a random node each 
time using the simple method below:


code
var tRandom:int = int(Math.random()*tXMLSource.nodes.length() );
return tXMLSource.nodes[tRandom]
/code

Now i would like to change it, so that I can specify a weight to 
each node. This weight would have to determine the probability the 
nodes get selected out when a random pick is being performed.


Does anybody know how to build such an algorithm?
Sum all of the node weights, then generate a random number within 
that range.


Now you have to find the node corresponding to that number. This can 
be done by traversing the nodes in sequence. As you traverse the 
nodes sum the weight until the value generated is within the range - 
then you have the right node.


You can optimise this by using an array of pointers, or keeping the 
weights in an external array, but that may be more or less 
interesting depending on the number of nodes involved and what 
optimisation you need.


Paul




Much appreciated,

Jiri
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[Flashcoders] using Bitmap for hitArea

2009-06-22 Thread Andrew Sinning
If I draw a circle using the Graphics and Shape classes, and then add 
the shape to a sprite, I can use the sprite for the hitArea of another 
sprite and it works just fine.  Everything within the circle is a hit, 
everything outside of it is a miss.


However, if I create a sprite containing a Bitmap drawn from this same 
circle and try to use this sprite for the hitArea, the entire rectangle 
becomes the hit area.  I've played around with different alpha-levels, 
using white and black, and using the opaqueBackground setting.  Nothing 
seems to work.  Am i missing  something or is this a known limitation?


I'm using AS3 under Flash CS3.

Thanks!
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Re: [Flashcoders] using Bitmap for hitArea

2009-06-22 Thread Leandro Ferreira
BitmapData.hitTest:
http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Partsfile=1410.html


  Leandro Ferreira


On Mon, Jun 22, 2009 at 19:21, Andrew Sinning and...@learningware.comwrote:

 If I draw a circle using the Graphics and Shape classes, and then add the
 shape to a sprite, I can use the sprite for the hitArea of another sprite
 and it works just fine.  Everything within the circle is a hit, everything
 outside of it is a miss.

 However, if I create a sprite containing a Bitmap drawn from this same
 circle and try to use this sprite for the hitArea, the entire rectangle
 becomes the hit area.  I've played around with different alpha-levels, using
 white and black, and using the opaqueBackground setting.  Nothing seems to
 work.  Am i missing  something or is this a known limitation?

 I'm using AS3 under Flash CS3.

 Thanks!
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