[Flashcoders] Design Work in London, UK

2007-03-26 Thread Trevor Burton
Hi List,

 

This is OT, I know, but I know a lot of flashers come from a design
background... so here goes.

 

VirtueFusion (www.virtuefusion.com http://www.virtuefusion.com/ ) are
looking to hire good designers to work on a range of online gambling
games. Currently our main product is Bingo - we produce Bingo apps for
just about everyone - William Hill, Ladbrokes, Mecca etc. etc. But we
also produce a range of other games and you'd be invited to come up with
new concepts for games, new takes on old games, all ideas are welcome,
the management are very open to new ideas, if it sounds good they'll
give it a go and if it works you'll be rewarded!

 

Location: Covent Garden, London, UK

 

Skills: Proficiency in the usual stuff, Photoshop, Illustrator etc.etc. 

 

Experience: Not nearly as important as a good eye for detail, design
talent and a willingness to learn all the secrets of the online gambling
industry!

 

Salary: Negotiable - depends on experience and how impressive you are at
interview (this is not a lie to make it sound more impressive - I know
this from personal experience!)

 

If anyone's interested they can drop me a line offlist and I'll be happy
to give you any more details or anything you need. They're a great firm
to work for - you'll be working with my flash team and if you want to
pick up some serious actionscript knowledge at the same time then
there's all the more reason to hire you! They're really looking for
full-timers but get in touch anyway even if you're looking for something
contract/temporary.

 

Trevor Burton

Flash Developer

 

Virtue Fusion Ltd

14-16 Betterton Street 

Covent Garden 

London

WC2H 9AH

 

Tel: +44 (0) 20 7420 6420

Fax: +44(0) 20 7420 6449

Mob: +44(0) 7990 813 039

 

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RE: [Flashcoders] AS3 ApplicationDomain example fails to compile

2007-03-20 Thread Trevor Burton
I've just figured this out myself - I was going to blog the results but
I haven't organized it yet. If you contact me off list I'd be happy to
go into detail

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Douglas
Pearson
Sent: 16 March 2007 07:05
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] AS3 ApplicationDomain example fails to compile

Does anyone have a simple example of compiling AS3 classes into one SWF
and
loading and accessing them from a second SWF?

The example from Programming ActionScript 3.0 showing how to do this
doesn't seem to compile:
http://livedocs.adobe.com/flex/201/html/wwhelp/wwhimpl/js/html/wwhelp.ht
m?hr
ef=Part5_ProgAS_155_1.html

With Error: Type was not found or was not a compile-time constant:
Greeter
as soon as the loaded class is referenced.

Doug

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[Flashcoders] Rates of pay in Europe...

2007-03-12 Thread Trevor Burton
Hi list, this is totally OT - so would be great if you could reply
off-list...

My girlfriend and i are looking at getting out of the UK for a bit - and
moving to live and work in Europe.

I'm wondering if anyone working as a Flash Developer in Europe (France
or Spain in particular) or who knows could tell me what the going rate
is for Flash work is in those countries... Now i don't necessarily need
to know what YOU earn, just what i could expect to earn as a
middleweight Flash developer.

thanks. T

 

Trevor Burton

Flash Developer

 

Virtue Fusion Ltd

14-16 Betterton Street

Covent Garden

London

WC2H 9AH

 

Tel: +44 (0) 20 7420 6420

Fax: +44(0) 20 7420 6449

 

 

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RE: [Flashcoders] Flash diagnostic tools

2007-02-01 Thread Trevor Burton
I had similar issues a while ago - there's not a great deal out there,
there's asprof ( http://www.nochump.com/asprof/ )- which you'll need to
integrate with your code - I've never used it but it looks like it'll do
what it says on the tin - there's also Xray ( http://osflash.org/xray )
- which is pretty cool for messing about in the guts of your swf at
runtime (also handles as3 now) - other than that check the archives of
this list for logging tools, there have been a couple of discussions
lately of stuff that may help you out.

Hope that's a bit helpful

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Ham
Sent: 01 February 2007 20:40
To: FlashCoders
Subject: [Flashcoders] Flash diagnostic tools

I am working on a Flash app and it is starting to exhibit some  
performance problems. Is there any tool or technique people use to  
analyze Flash apps as they are running? Aside from the beloved trace 
() of course?

Thanks for any advice you can offer,

OK
DAH
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Re: [Flashcoders] AS 2 Logging Library

2007-01-25 Thread Trevor Burton

i use a custom-built logging thing at work, at home i use ALCON - and have
just started looking at xRay

On 1/25/07, Andy Herrman [EMAIL PROTECTED] wrote:


I'm looking for a good logging library compatible with Flash 7 along
the lines of log4j.  I found this one, which looks exactly like what I
want:

http://code.audiofarm.de/Logger/

but it won't build with MTASC (works fine in the FlashIDE though).
Does anyone know if there's a version of it that works with MTASC, or
other similar libraries that do?  I saw log4f, which is an extension
of the one I found, but it looks like the extensions were all for
Flex, which I don't use.

What do you all use for logging?  Up till now I had my own simple
logging classes written, but I keep finding myself extending it, and
I've gotten to the point where it would be better to find a full
logging solution instead of continuing to work on mine (originally
mine was really simple, but keeps getting more and more complicated).

   -Andy
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Re: [Flashcoders] AS 2 Logging Library

2007-01-25 Thread Trevor Burton

i added to ALCON some bits and bobs to make it stamp the log with the
classname - it prepends a timestamp, too... but obviously not enough for you
needs...

On 1/25/07, Hans Wichman [EMAIL PROTECTED] wrote:


Hi,
you might want to take a look at xflas2, at osflash.org/xflas2
It says alpha, but I've used it (and wrote it) for the last year and
haven't
found any problems.
It comes with a bunch of examples.

What I like most about it, is the flexibililty and the filter options.

Basicly if you use:
Logger.log (foo);

it will print:
Classname-methodname says:foo

Take a look if you like. Flash IDE and Mtasc compatible, no differences in
usage or functionality.

greetz
JC



On 1/25/07, eka [EMAIL PROTECTED] wrote:

 Hello :)

 With my licence you can do commercial, free application etc.

 You can use an other licence with my framework and your work keep this
 licence ;) For me openSource if open ... the objective is to
considerate
 my work and the time passed to implement the libraries :)

 No problem to use VEGAS in your applications ;)

 EKA+ :)


 2007/1/25, Andy Herrman [EMAIL PROTECTED]:
 
  I looked at VEGAS actually, but wasn't sure whether I could use it.
  I'm not really clear on how the Mozilla license handles linking.
  Specifically, if I don't modify any of the VEGAS code and simply use
  its classes and such in my own code, does my code have to fall under
  the MPL?  I couldn't really tell from reading the license.  If it will
  require my code to be MPL (or any other open source license) I won't
  be able to use it, as the company isn't going to allow that.
 
 -Andy
 
  On 1/25/07, eka [EMAIL PROTECTED] wrote:
   Hello :)
  
   you can use my openSource framework VEGAS :
http://vegas.riaforge.org/
  
   the AS2 logging tool in the vegas.logging package is based on the
   mx.loggingAS3 framework :)
  
   You can try the examples in the AS2/trunk/bin/test/vegas/logging
  directory
   of the Subversion.
  
   My framework is MTASC and FDT compatible.
  
   EKA+ :)
  
   2007/1/25, Andy Herrman [EMAIL PROTECTED]:
   
I'm looking for a good logging library compatible with Flash 7
along
the lines of log4j.  I found this one, which looks exactly like
what
 I
want:
   
http://code.audiofarm.de/Logger/
   
but it won't build with MTASC (works fine in the FlashIDE though).
Does anyone know if there's a version of it that works with MTASC,
 or
other similar libraries that do?  I saw log4f, which is an
extension
of the one I found, but it looks like the extensions were all for
Flex, which I don't use.
   
What do you all use for logging?  Up till now I had my own simple
logging classes written, but I keep finding myself extending it,
and
I've gotten to the point where it would be better to find a full
logging solution instead of continuing to work on mine (originally
mine was really simple, but keeps getting more and more
 complicated).
   
   -Andy
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Re: Re[2]: [Flashcoders] External libraries

2007-01-23 Thread Trevor Burton

i seem to remember having to rework my Delegate class to run with mtasc -
what's the error it's giving you?

On 1/23/07, Andy Herrman [EMAIL PROTECTED] wrote:


If I add the -mx parameter to MTASC (I'm working through FlashDevelop)
it removes the error, but the Delegate class doesn't work anymore
(Delegate.create returns undefined).

   -Andy

On 1/23/07, Andy Herrman [EMAIL PROTECTED] wrote:
 Hmm...I just tried building using MTASC and I'm getting an error in
 one of the mx classes.  It's choking on mx.utils.Delegate (variables
 aren't typed).  Is there a way to keep MTASC from being too strict on
 the built in mx classes?

-Andy

 On 1/22/07, Francis Chary [EMAIL PROTECTED] wrote:
  It's doesn't have to be that way. On the last project I did, I used
MTASC
  for about 90% of the development, then switched to the Flash IDE
during the
  last week. As long as you can start your application with the same
line of
  code, it doesn't really matter which compiler you use.
 
  Basically, in FlashDevelop, I had a static main function that started
the
  app thusly:
 
  var newMenu:MenuController = new MenuController();
 
  In the Flash IDE, I used the same line of code, but I put it in frame
1
  instead. It amounts to the same thing though.
 
  Francis
 
  On 1/22/07, Andy Herrman [EMAIL PROTECTED] wrote:
  
   So, I actually use FlashDevelop to write my code, and just switch to
   the Flash IDE to build (I really dislike the IDE).
  
   The problem with using it has nothing to do with installing it or
   being able to run it on my machine.  The problem is that MTASC would
   essentially be responsible for things that go into production.  If
   Flash has some bug that causes problems the company could get
support,
   but it's not really the same with MTASC.
  
   That said, if things can be set up to use both at once then I
probably
   could use it during development, and just use Flash to do the final
   compile.  I think I might try that.
  
   I know MTASC is stricter, which is actually a reason I want to use
it.
   Unfortunately the 2 big flash movies that I have been working on I
   inherited when the only guy in the company who knew flash quit (I
   mainly did Java with some C++), and they used just the Flash IDE, so
I
   have no idea how easy/hard it would be to get MTASC working with
   those.
  
   I might give it a try for the new project I'm working on though.  If
I
   can get it working nicely with FD (not that I think that will be
hard)
   then it would make me happy.
  
 -Andy
  
   On 1/22/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote:
I think you have a misconception about MTASC.  It isn't a
replacement
for Flash (unless you're a G like Ben Jackson), it's a 3rd party
compiler for Flash.
   
When Flash compiles, it recompresses all the media (graphics,
sound,
components) as it compiles.  All MTASC does is injects code into
the
swf.  So, you can update your classes and use MTASC to compile and
cut
your compile time down to less than a second where Flash can take
many
(some of my FLAs take over 30 seconds!).
   
To use MTASC, you need to be writing AS2 classes, as any timeline
code
or #include code changes won't be updated using MTASC.  FLASC is
an easy
to use GUI for MTASC that runs as a panel in the Flash IDE and
it's how
I use MTASC (beats learning to write those long command lines).
   
Using FLASC from the beginning of a project is ideal, because
MTASC is
stricter than the Flash IDE compiler.  A benefit of its strictness
is it
forces you to be a better coder.  If you jump into the middle of a
project with FLASC, it will probably take you a bit to get it
going.  It
will only really benefit you if your FLAs take more than a second
or two
to compile.  If you're waiting 5-10 seconds every time you make a
change, it might be worth your time to install FLASC.
   
As far as your corporatation goes, you're still using
Flash.  FLASC is a
panel inside of Flash.  You'll have to get MTASC, which is just an
executable that sits in your Program Files folder, but it doesn't
require installation - you download it and put it there
manually.  No
administrator access required.
   
HTH,
Steven
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Re: [Flashcoders] External libraries

2007-01-22 Thread Trevor Burton

ok, i work on a setup that sounds like it's what you're aiming for... i've
recently started working with MTASC and swfmill in order to get file sizes
down to a minimum and streamline the build process - what i do at the moment
is this (simplified)

1 - all code is compiled into a library using mtasc
2 - all assets are compiled into 'skin' swf using the flash ide

3 - for each skin swf i use swfmill to create a linkage between an empty
movieclip in the skin's library and a base class for the UI component i'll
want to use. This means that when the skin is compiled in the flash ide it
doesn't automatically drag in all the other classes that are referenced and
i don't have to create exclude.xml files.

4 - i have a 'core' class which loads all the necessary library and skin
files and instantiates things where necessary to get the app going.

This is probably a little bit over the top for what you're describing above
but for a large-scale application such as this it works very well and
prevents unnecessary duplicate importing of classes.

I went down the same path trying to get attachMovie to work using all sorts
of approaches and had no luck - this seems to me to be the cleanest approach
for what i need.

t

On 1/22/07, Andy Herrman [EMAIL PROTECTED] wrote:


I'm beginning work on a new project that will need to have a brandable
UI and I'm looking for suggestions on how to proceed.  I'm pretty new
to Flash development, so I don't really know if there's a standard way
of doing this.

What I would like to do is have the main application's SWF load a
second SWF which contains all of the UI components (images,
animations, buttons, etc).  This way I could allow branding by just
providing an SWF with different UI components.  However, I can't
figure out if there's a way to access the library of one SWF in
another SWF.

For example, I have my main.swf and brand.swf.  Main.swf has nothing
except some AS code.  Brand.swf has a button in its library called
testButton, which is exported for AS use.

What I want to do is create an instance of testButton within
Main.swf, but attachMovie doesn't work (I'm guessing it can't see
library items from the other SWF).  Is there a way to do attachMovie
on clips in another SWF's library?

The other option I've heard about is to have the default branding
stuff defined in the main.swf, and then you can somehow have an
external SWF override the ones you want to override.  I'm not sure I
like doing this as it require things to be defined in the main SWF's
FLA, which I like to keep to a minimum (since the FLA is binary it's
hard to manage it in source control for things like merging, so I'd
like to have as little in the FLA as possible).

Is there any way to do what I'm trying (use clips in another SWF's
library), or any other ways to do branding like this?  Thanks!

   -Andy
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Re: [ Ticket #1310 ] Re: [Flashcoders] Flash Tracer / FF2

2007-01-16 Thread Trevor Burton

i'm getting them too

T

On 1/16/07, slangeberg [EMAIL PROTECTED] wrote:


Anyone know why zocoSites Support ( [EMAIL PROTECTED] ) is sending me
these support ticket emails, regarding messages sent to this forum??

PS. I never submitted anything to any help desk!

-Scott

-- Forwarded message --
From: zocoSites Support [EMAIL PROTECTED]
Date: 16 Jan 2007 05:35:04 +
Subject: [ Ticket #1310 ] Re: [Flashcoders] Flash Tracer / FF2
To: [EMAIL PROTECTED]

A new ticket with ID 1310 has been submitted to the Help Desk by
slangeberg
from server1.zocoloco.com.
Please retain the ticket identification number for future references.
Below
is a copy of the ticket.
-
Where can I find info on the logger (flex 2/ as3)? is it available
publicly?



Thanks,



-Scott



On 1/9/07, John Grden [EMAIL PROTECTED] wrote:



 LOL, i'm getting there I promise!!



 I have Xray logger for Flex2 / as3 apps and have been using that for a

 while

 now.  But as for a connector that does the inspection, I'm working on it

 now.  There's been a lot of requests ;)



 On 1/9/07, slangeberg [EMAIL PROTECTED] wrote:

 

  Does XRay work with AS3 / Flex 2 apps?

 

  -Scott

 

  On 1/8/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote:

  

   There's a standalone debug executable available too at

  

   http://www.osflash.org/xray/

  

  

   BLITZ | Steven Sacks - 310-551-0200 x208

  

  

-Original Message-

From: [EMAIL PROTECTED]

[mailto:[EMAIL PROTECTED] On Behalf

Of [EMAIL PROTECTED]

Sent: Monday, January 08, 2007 3:54 PM

To: Flashcoders mailing list

Subject: Re: [Flashcoders] Flash Tracer / FF2

   

I can do you one better. Download the XRay connector and

classes from Blitz agency and use this link

http://www.rockonflash.com/xray/flex/Xray.html and tell me

what you think ;)

   

T

   

- Original Message -

From: Eric Lee [EMAIL PROTECTED]

To: 'Flashcoders mailing list' 
flashcoders@chattyfig.figleaf.com

Sent: Monday, January 08, 2007 5:42 PM

Subject: [Flashcoders] Flash Tracer / FF2

   

 For those of you who haven't used it, there's a cool FF

plugin called

 Flash

 Tracer (https://addons.mozilla.org/firefox/3469/) that lets

you view any

 traces generated by a SWF within firefox.







 My problem is that, since upgrading to FF2, I haven't been

able to get it

 to

 work properly. Has anyone had similar issues / know of a fix?







 Thanks!



 -Eric







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  --

 

  : : ) Scott

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 --

 [  JPG  ]

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--



: : ) Scott

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-


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[Flashcoders] ComboBox woes

2007-01-10 Thread Trevor Burton

I'm having a bit of a nightmare with the ComboBox component.



I have a small application that attaches a combobox instance to the stage
via actionscript… I've used _lockroot = true to make sure it works correctly
and all is fine except that I can't seem to access the ListComponent part of
the component. When you open the combo box you see all the names – but
they're in Times New Roman and there's no onRollOver color – I can access
the font face and color and stuff but I can't change the onRollOver to make
it work and guess what? That's exactly what the client wants… any ideas?



T
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RE: [Flashcoders] MVC pattern problem

2006-12-13 Thread Trevor Burton
Why do your buttons all need references to different models?

If they really do use different models then I'd create different views to
render them and different controllers to control them.

If they're all using the same model then just pass a reference to the button
(this) to the controller, the controller can then check whatever it needs on
the button before calling a function on the model.

T


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roberto
Scordino
Sent: 13 December 2006 11:35
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] MVC pattern problem

Hi,
I'm trying to use the Mvc pattern for the first time and I'm guessing
if I'm using the best method to achieve a goal.
Now the thing is working... only not sure there is a better mode!

This is the problem:
1) in my fla there are some movieclip containing button, they are
called elem1_mc.bottone_btn, elem2_mc.bottone_btn etc.
2)  in a cycle in the View I do
_rootMc.elementiAvatar_mc[elem+i+_mc].model=_model;
_rootMc.elementiAvatar_mc[elem+i+_mc].bottone_btn.onRelease =
Delegate.create(_rootMc.elementiAvatar_mc[elem+i+_mc],
_controller.onElementiAvatarReleased);

3) in the Controller there is this function
public function onElementiAvatarReleased() {
var elementClicked:Number =
Number(arguments.caller.target._name.substr(4, 1));
var model:AvatarModel = arguments.caller.target.model;
model.changeCurrentElementTo(elementClicked);
}

4) finally in the Model there is the function
public function changeCurrentElementTo(newCurrentElement:Number) {
_typeCurrent=newCurrentElement;
var stringa:String = changed Current Element To:
+newCurrentElement;
var stato:Result = new Result(true, stringa);
broadcastMessage(onChangedElementType, stato);
readElementi();
}

the broadcastMessage tell the view to update itself according to the
new state of Model

I hope this is clear...

My question there is a method to do this without use
arguments.caller.target?

if you are a curious one can have a look at
www.imageinaction.net/avatar but at the moment is no finished...

Thank you
Roberto

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23:17
 

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RE: [Flashcoders] Re: MVC pattern problem

2006-12-13 Thread Trevor Burton
If you want to take this a step further then think about creating a custom
button class - the button class can extend MovieClip - be given a reference
to the view's controller when it's created and simply overwrite onRelease
with something like:

Public function onRelease():Void
{
Controller.onRelease(this);
}


Create the onRelease method in your controller interface and whenever you
need to handle a button click it's there if you need it - just implement the
onRelease function in your concrete classes and it's there.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roberto
Scordino
Sent: 13 December 2006 16:50
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Re: MVC pattern problem

thank you now I understand I will clean my code to use your neat
solution... 
Roberto

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23:17
 

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RE: [Flashcoders] Boids algorithm in as2 or as3?

2006-12-07 Thread Trevor Burton
Ar you still looking for this? I wrote a 3D implementation a while ago
from Conrad Parker's pseudocode - if you're still looking I'll scare It
up for you.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John
Grden
Sent: 07 December 2006 18:19
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Boids algorithm in as2 or as3?

awesome, that page implemented the javascript version of it ;)

Thanks Matthais!

On 12/7/06, Matthias Dittgen [EMAIL PROTECTED] wrote:
 you could start probably start here:

 http://www.vergenet.net/~conrad/boids/
 http://www.vergenet.net/~conrad/boids/pseudocode.html

 Have fun,
 Matthias
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RE: [Flashcoders] Class seemingly left out of compile

2006-12-06 Thread Trevor Burton
Have you tried clearing the ASO cache? (under Control menu in the Flash
IDE)

Sure you have, Just a thought.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Ganz
Sent: 06 December 2006 22:15
To: Flashcoders mailing list
Subject: [Flashcoders] Class seemingly left out of compile

hi. 

it appears that one of my classes that i've been updating in eclipse is
not being included in the compile i do from the flash IDE. 

both IDEs point to the same project folder. 

has anyone experienced this before? i'm a little at a loss. 

thanks. -- matt. 
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RE: [Flashcoders] Q: Performance of AS3 vs Java

2006-12-06 Thread Trevor Burton
I'm with you there, brother, 3D is useful for games, though.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of eric
dolecki
Sent: 06 December 2006 20:58
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Q: Performance of AS3 vs Java

I'm not too keen on seeing 3D interfaces and spinning/whirling items
anytime
soon. That includes product items for the most part too.

- e.

On 12/6/06, Merrill, Jason [EMAIL PROTECTED] wrote:

 That rocks.  I'm blown away.  I wonder if Adobe is working 3D into
Flash
 IDE 9.  Microsoft just released WPF/E and Expression Blend will be
 available for purchase in Q2 2007 - the Flash competitor that does 3D.
 I wonder if the Flash 9 IDE will be available before - say Q1 2007...

 Jason Merrill
 Bank of America
 Learning  Organizational Effectiveness







 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Christian Giordano
 Sent: Wednesday, December 06, 2006 1:54 PM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Q: Performance of AS3 vs Java
 
 slangeberg wrote:
  Regarding performance, FP9 is showing some nice 3D potential (for
a
  1-2meg
  VM):
 
  http://www.papervision3d.org/demos/seahorse/
 
 Papervision is for Flash 8 and as far as i know, in terms of
 graphics, the performance between AS2 + FP8 and AS3 + FP9 are
 almost the same.
 
 Then of course all the Math computations (frequently used in
 3D) are faster. So yes, probably for 3D AS3 could help. I'm
 still waiting to make proper tests though.
 
 
 Best, chr
 
 --
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[Flashcoders] foreign language character weirdness

2006-11-24 Thread Trevor Burton
Hi all,

 

I have a problem with using Swedish characters in a textfield in flash…

 

If I create a text field using a simple setup in the flash IDE actions panel 
and send some Swedish characters to populate it then all works fine, the 
characters display as they should….

 

Now, I have a function that creates a textfield dynamically in the framework 
I’m working with and outputs text like so:

 

outputText.setText(Ä\nÀ\nÁ\nÉ\nË\nÖ\nÜ\n);

 

the problem is that the output I get back displays the correct character but 
then outputs an extra character afterwards, like this

 

Ä

À

Á

É

Ë

Ö

Ü

 

Now, assuming that this all displays correctly when it hits the list, has 
anyone seen anything like this before? I’m assuming it’s a character-encoding 
issue because if I replace the contents of setText() with the html character 
codes then it displays correctly – but if I paste in the character from 
somewhere it won’t have it…

 

Can anyone point me in the right direction? 

 

 

 

 


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15:22
 
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RE: [Flashcoders] Italic text being chopped

2006-11-14 Thread Trevor Burton
What font are you using? I've had a similar issue with ascenders in the past
rather than descenders but turned out to be a dodgy font.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch
Sent: 14 November 2006 10:49
To: Flashcoders
Subject: [Flashcoders] Italic text being chopped

My ps, qs, gs, ys and js are having their tails chopped off when made italic
in a static text field. I've played about with the line spacing and
indenting but to no avail.

I thought it would be a simple fix but nothing I'm doing is working. Any
ideas?

Thanks

Adrian

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RE: [Flashcoders] Italic text being chopped

2006-11-14 Thread Trevor Burton
If it's Verdana then I doubt it's the font - my problem was with Channel 4's
custom font (you'd think they'd have spent some money getting someone to
create it correctly).

If it's only descenders getting cropped then have you tried outlining your
text boxes to see if there's anything going on there? - how are you setting
the style on the textfield - TextFormat or Styles?

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch
Sent: 14 November 2006 11:45
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Italic text being chopped

Cheers T.

It's verdana, 11, bitmap text (no anti-alias).

I'm stuck with this due to brand guidelines.

Any other ideas?

Adrian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Trevor
Burton
Sent: 14 November 2006 11:31
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Italic text being chopped


What font are you using? I've had a similar issue with ascenders in the past
rather than descenders but turned out to be a dodgy font.

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch
Sent: 14 November 2006 10:49
To: Flashcoders
Subject: [Flashcoders] Italic text being chopped

My ps, qs, gs, ys and js are having their tails chopped off when made italic
in a static text field. I've played about with the line spacing and
indenting but to no avail.

I thought it would be a simple fix but nothing I'm doing is working. Any
ideas?

Thanks

Adrian

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[Flashcoders] Garbage Collection in FP8

2006-11-09 Thread Trevor Burton
Can anyone point me to some solid information about FP8's Garbage Collection
process? I read the article here -
http://www.kaourantin.net/2005/09/garbage-collection-in-flash-player-8.html
but i'm looking for some more in-depth stuff. or perhaps there's a tool to
view the GC working?

 

I'm working on a fairly processor-intensive app and am having problems
getting rid of unused objects before replacing them. Flash is telling me
they've been removed but my computer's processor is telling me different!

 

Any suggestions would be most appreciated.

 

T

 

 

 

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RE: [Flashcoders] Garbage Collection in FP8

2006-11-09 Thread Trevor Burton
Thanks Ian,

What you've said is the principles we were working on here... the problem we
have is that if you're playing a game (which, in itself is fairly
processor-intensive) and you leave the game to return to the lobby - and
then play another game - when the second game is created the whole thing
behaves as if two games are playing - as if the old game was never destroyed
but is somehow playing 'in the background' - but listing objects when you're
back in the lobby shows there's nothing there. FP8 gives you the glorious
'script running slowly' alert but FP7 and FP9 continue to run, just more
slowly.

So what I thought *might* have been happening was that, despite a heroic
effort by one of my colleagues to hunt down and '=null' every reference in
every class he could find, because there was suddenly a huge amount of free
memory the GC was not triggered, so, when the player moves from lobby to
second game those objects are still in memory, and that - having the same
names as references was somehow 'resurrecting' them - some sort of
Frankenstein object reference!  Arrrggghhh.

Seems unlikely, I know, but it's got us all foxed as to what's actually
going on here - and as it doesn't happen in FP7 or FP9 it's a little
confusing and GC in FP8 seemed like a likely culprit

Any thoughts, ideas, suggestions (despite just throwing in the towel and
going freelance) ?

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
Sent: 09 November 2006 11:12
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Garbage Collection in FP8

On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote:
 Can anyone point me to some solid information about FP8's Garbage
Collection
 process? I read the article here -

http://www.kaourantin.net/2005/09/garbage-collection-in-flash-player-8.html
 but i'm looking for some more in-depth stuff. or perhaps there's a tool to
 view the GC working?

 I'm working on a fairly processor-intensive app and am having problems
 getting rid of unused objects before replacing them. Flash is telling me
 they've been removed but my computer's processor is telling me different!


Hi Trevor,

  Having old/unused objects around shouldn't affect the processor load
much, unless those objects are actually _doing_ something - being
animated, executing code once a frame, executing code on an interval,
making http requests etc., or being iterated through by your code for
some reason.

  The only way that 'inactive' objects should mash the processor is if
they are pushing the memory requirements way up and thrashing your
machine in disk-swapping.

  I think there are, somewhere (Google it - I'm afraid I can't
remember, as I don't use them), tricks/hacks for making the GC fire.

  All I can suggest is that before deleting an object you make sure
you've stopped it doing anything that it shouldn't be doing - see my
list at the beginning of the mail. :-)

  How are you deleting objects? A simple 'delete' doesn't do it, if
there are other outstanding references to the object; in fact, delete
is a bit of pointless keyword. It doesn't work in any way like the C++
delete operator; its only real use is to kill off a property on an
object. You've got to clear all references, or the object still hangs
around.

Quick example:

var a=new Object();

myObject.someProp=a;
trace(myObject.someProp); // (object)
delete myObject.someProp;
trace(myObject.someProp); // undefined
trace(a); // (object) - it still exists!

a=null; // Could achieve the same thing with delete a

Now the object created on the first line is elegible for destruction,
whenever Flash's GC gets around to it.

As an aside, if I'd put myObject.someProp=null in there instead of
delete myObject.someProp, it'd all be pretty much the same; only
difference is if I did a for...in on myObject the key 'someProp' would
still exist.

HTH,
  Ian
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RE: [Flashcoders] Garbage Collection in FP8

2006-11-09 Thread Trevor Burton
Ian,

We do load different swfs - the game itself consists of several 'modules'
(the game itself, a navigation bar, mini-games that run within the main game
etc.etc.) when you move to the lobby all the current objects are destroyed
and the clips removed and the lobby is created from scratch - then that's
destroyed when the player moves to a new game...

The weird thing is that however many times you go through this
game-lobby-game process the 'grinding' that occurs seems to happen only on
the first time you return to a game... after that it stays the same
(incredibly high, but the same) - what you'd expect if it was GC or
something would be that the process would get multiplied...

There's a lot of XML getting passed around when a new game starts so we're
looking at that, too.

If there's ever a solution found and it turns out to be GC or something I'll
let you know what it was, cause it could be useful to others... the
application is pretty big and I'm not sure if we're just hitting the limit
of how much the player can actually cope with (I'll have to actually start
learning AS3 by the looks of things!)

Thanks for your help Ian, If anything else occurs to you about this do let
me know...

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
Sent: 09 November 2006 11:59
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Garbage Collection in FP8

On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote:
 Thanks Ian,

 What you've said is the principles we were working on here... the problem
we
 have is that if you're playing a game (which, in itself is fairly
 processor-intensive) and you leave the game to return to the lobby - and
 then play another game - when the second game is created the whole thing
 behaves as if two games are playing - as if the old game was never
destroyed
 but is somehow playing 'in the background' - but listing objects when
you're
 back in the lobby shows there's nothing there. FP8 gives you the glorious
 'script running slowly' alert but FP7 and FP9 continue to run, just more
 slowly.

 So what I thought *might* have been happening was that, despite a heroic
 effort by one of my colleagues to hunt down and '=null' every reference in
 every class he could find, because there was suddenly a huge amount of
free
 memory the GC was not triggered, so, when the player moves from lobby to
 second game those objects are still in memory, and that - having the same
 names as references was somehow 'resurrecting' them - some sort of
 Frankenstein object reference!  Arrrggghhh.

 Seems unlikely, I know, but it's got us all foxed as to what's actually
 going on here - and as it doesn't happen in FP7 or FP9 it's a little
 confusing and GC in FP8 seemed like a likely culprit

 Any thoughts, ideas, suggestions (despite just throwing in the towel and
 going freelance) ?

 T

Well - how are you loading the games?

Are the games seperate .swf files?

Are you getting rid of them (whether they are seperate or not) with
removeMovieClip()? If not, how _are_ you getting rid of them?

I have a framework here where I constantly load in different modules
(.swfs) and 'play' them; then removeMovieClip and switch to another.
Never have any problems.

Ian
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RE: [Flashcoders] Garbage Collection in FP8

2006-11-09 Thread Trevor Burton
Ian,

It's true what they say about great minds... just before I read your reply I
was working on something unrelated and noticed I had to use unloadMovie()
instead of removeMovieClip() and a little light came on... (very dim, but
it's there) - I'll have a look and see if it makes a difference.

I understand what you're saying about the levels... the game itself is bingo
- the minigames are games-within-a-game... basically the game is so
stultifying (cause flash dabs the cards for you) that there's slot machines
in there to play while you find out how much money you've lost (sorry,
won)... the lobby allows you to select which club you want to play in. 

Thanks again

T

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
Sent: 09 November 2006 13:30
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Garbage Collection in FP8

The first time that you return to a game..?

It sounds very much like you're not destroying the movieclips for each
mini-game, and that you're creating them under unique names/ids or on
unique depths; and when you return to the same game, it's recreated
over the old copy of itself, replacing the movieclip that was created
last time around.

So, going in to mini game A followed by mini game B we end up with:

main
+ --- gameA (should have been removed but wasn't)
+ --- gameB

Then back to game A

main
+--- gameA (replaced by the new copy)
+--- gameB (should have been removed but wasn't)

Does that make any sense? Pure speculation on my part, but seems to
match the symptoms.

Are you really, truly, 100% sure about removeMovieClip() being called? :-D
You could try doing a for...in... on the parent movie to list its
children - to see if anything's hanging around.

Do you call unloadMovie()? Might be worth it to see if it makes a
difference (I can't remember if either of our frameworks has it,
offhand - can check if need be).

Basically we've had two frameworks that sound like they're set up in
exactly the way you describe; and they've worked from flash player 7
thru 9 happily with none of these symptoms. Some of the 'modules'
pretty intensive stuff.

Ian

On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote:
 Ian,

 We do load different swfs - the game itself consists of several 'modules'
 (the game itself, a navigation bar, mini-games that run within the main
game
 etc.etc.) when you move to the lobby all the current objects are destroyed
 and the clips removed and the lobby is created from scratch - then that's
 destroyed when the player moves to a new game...

 The weird thing is that however many times you go through this
 game-lobby-game process the 'grinding' that occurs seems to happen only on
 the first time you return to a game... after that it stays the same
 (incredibly high, but the same) - what you'd expect if it was GC or
 something would be that the process would get multiplied...

 There's a lot of XML getting passed around when a new game starts so we're
 looking at that, too.

 If there's ever a solution found and it turns out to be GC or something
I'll
 let you know what it was, cause it could be useful to others... the
 application is pretty big and I'm not sure if we're just hitting the limit
 of how much the player can actually cope with (I'll have to actually start
 learning AS3 by the looks of things!)

 Thanks for your help Ian, If anything else occurs to you about this do let
 me know...

 T
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[Flashcoders] Extending MovieClip without touching the Library

2006-11-02 Thread Trevor Burton
Morning List!

 

I've been asked to take a look at this:

 

http://osflash.org/flashcoders/as2#creating_a_class_instance_based_on_moviec
lip_without_a_symbol_in_the_library

 

and find out whether:

 

the suggested implementation in the link is not a hack that relies on a
bug in the Flash plug-in and is a genuine solution that will serve us
through any future plug-ins.

 

Does anyone know if this is a 'hack' and will be stable in future. Although
I'm thinking that future plug-ins are going to be focusing on compiling AS3
and the current virtual machine will remain unchanged so not affecting the
functionality of this trick. Would be great to know for sure though.

 

T

 

 

 

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[Flashcoders] buttons not active on mac

2006-10-26 Thread Trevor Burton
I have a site at http://venues.or-media.com http://venues.or-media.com/
that doesn't work on a mac, you're supposed to be able to click on one those
logos and the site loads the relevant xml document to build itself.

 

You can drill straight to the main site by going to
http://venues.or-media.com?venue=savoy
http://venues.or-media.com/?venue=savoy  and still no joy - none of the
buttons are clickable on mac, yet it works perfectly on PC

 

Has anyone seen this before? Does anyone have any ideas.. I've racked my
brains and now they're melting!

 

Any suggestions would be gratefully appreciated.

 

T

 

 

 

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[Flashcoders] FW: Domino Game

2005-12-30 Thread Trevor Burton
Hi List
 
I'm trying to create a dominos game and I'm having trouble - anyone seen
anything similar in flash or any pointers for how to approach this (no,
I'm not being paid for this - it's a personal project so you're not
doing any work for me!) or just advice or hints on how to get started -
 
 I'm specifically after how to approach 'dealing' the dominos (taking
the 28 original dominos and randomly assigning them to either of two
players) and how to approach the 'logic' of game moves (how to decide
whether someone can move a particular domino onto the board or not. 
 
Thanks in advance for any pearls of wisdom, no matter how small, oh, and
happy new year to everyone.
 
Trevor
 
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RE: [Flashcoders] FW: Domino Game

2005-12-30 Thread Trevor Burton
Thanks Danny, I'll have to do some work and see how I get on.

Cheers again.

t

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Danny
Kodicek
Sent: 30 December 2005 11:40
To: Flashcoders mailing list
Subject: Re: [Flashcoders] FW: Domino Game

 I'm specifically after how to approach 'dealing' the dominos (taking
 the 28 original dominos and randomly assigning them to either of two
 players)

That's easy enough. Take a list of dominos (probably a list of
two-element 
arrays like [0,0]) and randomise it. Here's a simple randomise function
(NB: 
it destroys the original list):

function randomise(tArray:Array) {
var tRet:Array = new Array()
while (tArray.length0) {
var r:Number=Math.floor(Math.random()*tArray.length)
tRet.push(tArray[r])
tArray.splice(0,1)
}
return tRet
}

(Warning: email code may be flawed...)

and how to approach the 'logic' of game moves (how to decide
 whether someone can move a particular domino onto the board or not.

I would keep hold of a variable for each of the two ends of the chain 
(assuming you're not allowing side-branching). When they want to add a 
domino, just check if either of its elements matches either of these 
numbers; if so, it can be added.

You'll find the most tricky bit of logic will be fitting the dominoes
into 
the space. To keep it simple, I'd arrange them in a loop around the
outside 
of the game area. Make sure the 28 dominoes will fit in the space, then
just 
build in either direction from the starting point. Guaranteed success :)

HTH
Danny 

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