Re: [Flashcoders] @#$% New iPhone Developer Agr eement Bans the Use of Adobe’s Flash-to-iPhon e Compiler

2010-04-10 Thread Mario Gonzalez
Here's an interesting point I forgot about (not the timing but these  
specific repercussions):


But they announced it within 3 days (!!!) of the Adobe CS5 release.  
Meaning Adobe has no chance to do anything about it - information  
about Flash on iPhone is all over CS5 boxes, webpages, press  
releases, manuals... everywhere


Ouch!
On Apr 9, 2010, at 10:16 PM, Mattheis, Erik (MIN - WSW) wrote:

Thanks for the Theory, Carl - I'd elevate it to a Law: It's about  
harnessing the iPhone/iPad momentum at any cost - forwarded your  
insight to my coworkers. But I wonder how much of this is based on  
the old MS vs Apple war - calculated on the fact there's probably  
more C++ than ActionScript developers out there.


I've been an Apple devotee since the IIc and will probably continue  
to buy Macs for my home computer. Own stock too ... I've a dumb  
Sanyo phone I'm upgrading one of these months, and even before this  
news, it was obvious I should get an Android device.


Apple has always been both a hardware *and* software giant despite  
its small market share, unique. But they seem to be gambling that on  
a gambit that they can leverage their present advantage in mobile  
market to finally be the king. I'm thinking and hoping this hubris  
will bite them back, or at least not succeed.


As a developer, I've tried to wrap my mind around Objective C, and  
that effort made my brain hurt. AS2 to AS3 pleasantly stretched it.  
Dunno, I've a .NET colleague and if you asked him, he'd say he'd  
rather approach developing an iPhone app in C than ActionScript.  
Thus, repeating, maybe Apple is trying to burn Microsoft by  
harnessing the power of the developers they've cultivated  
through .NET.


From: flashcoders-boun...@chattyfig.figleaf.com [flashcoders-boun...@chattyfig.figleaf.com 
] On Behalf Of Mark Winterhalder [mar...@gmail.com]

Sent: Thursday, April 08, 2010 8:45 PM
To: Flash Coders List
Subject: Re: [Flashcoders] @#$% New iPhone Developer Agreement Bans  
the Use of Adobe’s Flash-to-iPhone Compiler


On Fri, Apr 9, 2010 at 3:00 AM, Carl Welch  
carlwelchdes...@gmail.com wrote:
http://daringfireball.net/2010/04/ 
iphone_agreement_bans_flash_compiler


I can't even explain how frustrated I am about apple. I just feel  
that Mr
Job's is just giving the finger to so many people that have  
supported and

promoted his company since day one. ugh.


Frustrated doesn't even begin to describe it.

My theory is that it's about vendor lock-in. Cross platform
development offers a way around it -- if the exact same apps you payed
for and, maybe more importantly, got used to, are available for
Android, then you can switch away from iPhone OS.

Mobile devices always are a compromise. You weight CPU performance
against battery life, make a decision about screen size, and so on.
Apple has a two-sizes-fit-all product line, while a number of
manufacturers produce a growing variety of Android devices.
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Re: [Flashcoders] Known memory leaks in FP10

2010-02-01 Thread Mario Gonzalez
Using an anvil to place a thumbtack approach, you could use flash  
player 10.1 and it's new 'unloadAndStop' method

http://help.adobe.com/en_US/FlashPlatform/beta/reference/actionscript/3/flash/display/Loader.html#unloadAndStop%28%29

Also i've also had instances where the memory profiler crashes the SWF  
once it's loaded.
What I had to do was divert any loading of content, asset heavy  
classes till a few seconds after the initial startup



Mario Gonzalez,
http://onedayitwillmake.com

On Jan 31, 2010, at 2:39 PM, Jer Brand wrote:


I'm sure someone will correct me if I'm wrong, but it's not just
listeners. It's references to objects in the swf you want to unload.
So say if your code creates a reference to a movieClip in that swf,
you have to clear that reference or the GC won't reclaim the memory.

I was also under the impression that any timeline animations would
continue to run unless stopped, until the GC removed them. This might
be especially problematic if said timeline animation has frame script.
I'd guess you've seen this before, but if not:
http://www.gskinner.com/talks/resource-management/ has some good info.
I know he's got other articles on his site on this topic, but my
google skills are failing me at the moment.

Hope this helps.

Jer


On Sun, Jan 31, 2010 at 4:07 AM, Weyert de Boer w...@innerfuse.biz  
wrote:
Hmm, I am reading 8 XML files every 30 seconds using XMLList and  
XML objects. Are you saying that AS3 XML objects have a big memory  
leak? Hopefully, the profiler will work tomorrow so I can try to  
hunt down some issues.


If I remember correctly, I don't need to release timeline  
animations/movieclips manually when removing the SWF, right? As  
long I haven't attached any event handlers to it? Correct?

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[Flashcoders] gotoStopAndWait

2009-08-04 Thread Mario Gonzalez

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[Flashcoders] re: gotoStopAndWait

2009-08-04 Thread Mario Gonzalez

(I think there was a problem when i sent my initial email so resending)

Hey list,

Here's a problem i've had to lesser or greater degrees for pretty much 
ever. I'm sure everyone's come across it.
Depending on what's going on, on the site, or especially if it's during 
the application initialization.


Here's an example scenario,

You have 10 different illustrated pants for a character in a MovieClip, 
each mapped to a different label.
Based on the database information, you load the proper 'pants' swf, then 
switch to the variation of it based on the frame label using gotoAndStop.
However when you try to access, pants.getChildByName('thing') you 
receive null.


Sometimes the assets are just not ready yet, period case closed.

I've tried different solutions to this problem on different projects, 
ranging from

-moving asset initialization function (sometimes just not an option)
-creating a FrameDelay class,
-creating enterframe listener checking then killing itself once the 
asset is accessible,
- and shamefully even sometimes having to use setTimeout with 250 ms 
when the site was live and there was no time for elegant work arounds

--

I'm aware of how the flash player works, that it needs a step sometimes 
to process the assets in the frame.
Does anyone have a kind of magic bullet solution or workaround for this 
or in general i'm interested in hearing how you guys have dealt with 
this problem.

--

Mario Gonzalez
http://www.onedayitwillmake.com



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Re: [Flashcoders] Just a stupid question (hope you can help me)

2009-07-20 Thread Mario Gonzalez
I'm not familiar with the Gaia framework, so I'm not sure what some of 
those function calls (alignSite()) or properties are (__WIDTH).

However all you need to do, is call this on onResize

--
x = int(stage.stageWidth/2 - width/2);
y = int(stage.stageHeight/2 - height/2);
-
Another thing to note, is that width and height will change depending on 
whats on the stage.
If you know that going in you will have stuff that might break the frame 
(even if masked), you want to use your preset width and height in which 
case you just call:

--
x = int(stage.stageWidth/ 2 - 1024/2);
y = int(stage.stageHeight/ 2 - 768/2);
---

You want to make sure you place the center of the stage to the center of 
your object (half it's width).


Hope it helps,
http://onedayitwillmake.com

PWMedia | Paul Wolthuis wrote:

Hi there,

I've got a question.

I'm sort of a scriptdummy and having a problem to make a gaia sit  
fully scalable.
To make it clear, i want the full site to scale  up or down to the  
size of the browserwindow and center it horizontal and vertical.


Hope anyone can help me.
Thanks so far!

Paul

--

package
{
import com.gaiaframework.core.GaiaMain;

import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.events.Event;

public class Main extends GaiaMain
{   
public function Main()
{
super();
siteXML = xml/site.xml;
}
override protected function onAddedToStage(event:Event):void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
alignSite(1024, 768);
super.onAddedToStage(event);
}
override protected function onResize(event:Event):void
{
view.x = Math.round((stage.stageWidth - __WIDTH) / 2);
view.y = Math.round((stage.stageHeight - __HEIGHT) / 2);
}
}
}
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Re: [Flashcoders] Event.RESIZE

2009-07-02 Thread Mario Gonzalez
You have to becareful how you call that, because as you're dragging it 
out, calling about 3-4 times a second.

That could be related to your problem.

You're correct in that they are actually the same thing.

If you're trying to stretch it to the width of the stage, and it started 
out as the width of the stage at creation.

The only thing you need to change is:

clip.scaleX = stage.stageWidth / startWidth; // If it was 1000 at start, 
and stretched the window 2.5 times as big as it was originally, the new 
width will be 2500.



Onedayitwillmake
http://onedayitwillmake.com


Pedro Kostelec wrote:

Hi,

i have a MC (footer background) that is scalled proportionally to the stage
width. I use Event.RESIZE and it works nice if i expand the window from its
borders or corners, but it doesn't work if i click the minimize/maxmize
button.

Aren't the minimize/maximize buttons the same as resizing the window in as3?
How could i make it treatable as a normal resize?

stage.addEventListener(Event.RESIZE, resizeHandler);

function resizeHandler(e:Event):void {
TweenLite.to(Footer_mc, .5,  {alpha:1.0, y:(stage.stageHeight-bottomOffset),
x: stage.stageWidth/2, scaleX:(stage.stageWidth/Footer_mc.width),
ease:Elastic.easeOut, delay:0.2});

}
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Re: [Flashcoders] ReferenceError: Error #1065 issue

2009-06-20 Thread mario
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] does anyone use MonsterDebugger

2009-06-09 Thread Mario Gonzalez

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RE: [Flashcoders] unexpected result with linked classes in embedded swfs

2009-05-19 Thread Mario Gonzalez
You should look into LoaderContext and ApplicationDomain.

I just finished battling a similar problem where flash would tell me at runtime.

Cannot convert elements.gamescr...@b785a to elements.GameScreen
You can control which class flash uses with the loaded class, by specifying it 
in the LoaderContext when you create  the loader.

Mario
http://onedayitwillmake.com

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
Sent: Tuesday, May 19, 2009 9:37 AM
To: Flash Coders List
Subject: RE: [Flashcoders] unexpected result with linked classes in embedded 
swfs

My understanding is that classes are only imported once and have a
single instance in the player - so if .swf A loads in .swf B, and both
use Class X, then if you change class X and re-publish only .swf A, you
will see the change in both .swf and .swf B.  I could be wrong, but that
is my understanding of how the player handles custom classes.


Jason Merrill

Bank of  America   Global Learning
Shared Services Solutions Development

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Andrew
Sinning
Sent: Tuesday, May 19, 2009 9:28 AM
To: Flash Coders
Subject: [Flashcoders] unexpected result with linked classes in embedded
swfs

I'm working in AS2.

The skin-swf that I am embedding into my main movie contains symbols
that are linked to classes.

Objects in my main movie make calls to some of the classes that are
defined in the skin.  In order to get nice code-hinting in Flash Develop

and compile-checking, I import these same classes into some of the
objects in my main-movie.

If I make change to the AS file for a symbol defined in the skin-swf,
but ONLY recompile the main-movie and not the skin-swf, I wouldn't
expect the changes made to take effect, but they do.  Does this make
sense to anyone?

For example: if I add a new function to a class that is linked to a
symbol in the skin-swf, and I call that function from the main-movie.  I

would expect to have to recompile both the skin-swf and the main-movie.

However, what I've found is that I only have to recompile the
main-movie.

It seems that if the class is imported into the main-movie, then those
instructions override the instructions compiled into the skin-swf.
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RE: [Flashcoders] Try... catch......

2009-05-10 Thread Mario Gonzalez
One thing to note, is that try,catch(e:Error) is expensive for the AVM because 
it has to Throw an error.

Maybe not for this example or whatever you're creating, but it's something to 
keep in mind for later.
I see a lot of code we receive riddled with that as a way of hiding run-time 
errors AVM1 style.

Just something to note,

Mario Gonzalez
http://onedayitwillmake.com/
http://wonderfl.kayac.com/user/onedayitwillmake/


From: flashcoders-boun...@chattyfig.figleaf.com 
[flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Paul Andrews 
[p...@ipauland.com]
Sent: Saturday, May 09, 2009 11:27 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Try... catch..

I regret my one word answer because while it answers the question, there's a
question of good practice to consider.

Putting return ball; as  the last line doesn't really help the casual code
reader, because I need to really look hard at the code to realise that if
ball is not explicitly set elsewhere the return value will be null.

However,

catch (e:TypeError ){ return null; }

explicitly shows that if the exception occurs the function will return null.

There's even a good argument for having return null at the end of the code
too, since only one exception will explicitly return null...

It's always better to have explicit code rather than try and save a
statement or two. We've all been down the smart code route though. Guilty
as charged.

Paul





- Original Message -
From: Paul Andrews p...@ipauland.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Saturday, May 09, 2009 4:17 PM
Subject: Re: [Flashcoders] Try... catch..


 Yes.

 - Original Message -
 From: ACE Flash acefl...@gmail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Saturday, May 09, 2009 3:28 PM
 Subject: Re: [Flashcoders] Try... catch..


 Hi Hans,

 Thanks for the code :) I have one more question for the script below

 1. if catch the TypeError, does the last line = return ball will
 execute?

 Thanks a lot


 public function myBall( value:int ):Ball
  {
   var ball:Ball = null;

  try{

 //my code goes here.
  } catch (e:TypeError ){

  }
  return ball;
 }



 On Sat, May 9, 2009 at 2:21 AM, Hans Wichman
 j.c.wich...@objectpainters.com
 wrote:

 Hi,
 yup

 either
 public function myBall( value:int ):Ball
   {
   var ball:Ball

   try{

  //my code goes here.
  return ball;
  } catch (e:TypeError ){
   trace(Whoops);
   }
   return null;
   }

 or

 public function myBall( value:int ):Ball
   {
var ball:Ball = null;

   try{

  //my code goes here.
   } catch (e:TypeError ){

   }
   return ball;
  }
 There are more possibilities, some of which are better practice than
 others,
 but in such a small method, I wouldn't make to much of a fuss about it.

 regards,
 JC


 On Sat, May 9, 2009 at 3:22 AM, ACE Flash acefl...@gmail.com wrote:

  Hi there,
 
  I am trying to add try block in my code, how can I deal it with return
  function?
 
  If the code without any problems, I'd like to return ball ,
  otherwise
 I'd
  like to EXIT or return null.
 
  Thanks
 
  -
 
   public function myBall( value:int ):Ball
 {
 var ball:Ball
 
 try{
 
//my code goes here.
return ball;
} catch (e:TypeError ){
 
 }
 
// shall I add = return null here?
 }
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Re: [Flashcoders] Flash player crashes

2008-06-23 Thread mario gonzalez
I have that happen to me too ALL the time, once it starts on a project 
it's very very hard to track down.

Usually related to garbage collection it only crashes in the IDE right?

I wish i had better advice, but one thing you can do is when you test 
your movie, test using the debugger (control  debug movie (off my head) 
) instead... that way when it crashes it doesn't crash the whole flash 
IDE, just the debugger projector..



Ashim D'Silva wrote:

Hey,

I'm using the Flash IDE CS3 to produce a project in AS3, and Flash is
continually crashing erratically. Is there a way for me to figure out
what's causing it? I can't seem to tie it to any action or recreate
it, but it happens often enough to be a large problem. I would
normally think there isn't much I can do with AS to actually crash the
player, but it seems I have... Please help!

Cheers,

Ashim

--
Random Lines 3D
My online portfolio
www.therandomlines.com
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Re: [Flashcoders] Flash player crashes

2008-06-23 Thread mario gonzalez

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Re: [Flashcoders] movement

2008-04-10 Thread mario gonzalez

Make sure you set the window mode to opaque OR transparent... not default.
That seems to make a huge difference:

wmode not set:
http://hugo.wddg.com/blogfiles/wmode/wmodedefault.html

wmode set to opaque:
http://hugo.wddg.com/blogfiles/wmode/wmodeopaque.html


Both are using the same swf only difference between the two is the tag 
as you can see in the source.

Hope this helps, cus it sure has helped me a ton.


Mario Gonzalez.


Cory Petosky wrote:

My buddy and I were playing with some performance benchmarks we wrote
(put 100 bitmaps on the screen by manual blits to a backing
BitmapData). We weren't surprised that it ran stably at 120 FPS in the
Flash IDE. We were alarmed to discover, however, that the same SWF ran
at a mere 80 FPS in the Flash standalone player and was just under 60
FPS when viewed in the browser.

Windows XP, Flash CS3 Professional, IE7.

On Tue, Apr 8, 2008 at 3:20 PM, David Rogers [EMAIL PROTECTED] wrote:
  

if you are on a mac, try enabling or disabling rosetta in the info panel of
the application icon

 On Apr 8, 2008, at 2:41 PM, Lehr, Theodore M (N-SGIS) wrote:





I have a mc I am moving via AS - it moves at a fine pace in the player
inside flash - but when I view it via the browser, it really slows
down... why would this happen?



ted

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1618 Central Ave NE Suite 130
Minneapolis, MN 55413
Office: 612.216.3924
Mobile: 240.422.9652
Fax: 612.605.9216
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Re: [Flashcoders] possible reasons for crash on compile in flashcs3?

2008-04-08 Thread mario gonzalez

No sir, I'm on good ole' windows xp.

I know one of the ideas about packages is that you can have 2 classes 
that are named the same, as long as they're in different packages.
However at this point, where i have ruled out everything that it could 
be it's time to start ruling out 'that should never happen's so I might 
try renaming all classes that have the same name as one another even if 
they're in different packages.


Forrest Maready wrote:

Hi Mario-
Are you on a Mac? or Leopard 10.5.2? I know the brand new Mac Book Pro's
have been having some weird issues:

http://www.rockonflash.com/blog/?p=109


On Mon, Apr 7, 2008 at 9:29 PM, mario gonzalez [EMAIL PROTECTED] wrote:

  

What might be some possible reasons why the flash IDE crashes on compile?

The problem is that it doesn't crash EACH time, just once in a blue.
This just started though recently when i took an item that was a class
(the path was: landingpage.modules.browser.BrowserContainer), and
broke it into a subclass of a GenericBrowser class (the path was:
utils.browser.GenericBrowserContainer)...
Suddenly it crashes, usually on the second compile, it's pretty
frustrating even though i save often so i have no lost any data.

What might be some possible things that could be causing this crash?
Maybe something to do with variable names?
The subclass has to do it's own imports even if the super class imports
those same classes right? (I'm just trying to rule out EVERYTHING since
its kind of becoming annoying at this point).

Anyone have any ideas?


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[Flashcoders] possible reasons for crash on compile in flashcs3?

2008-04-07 Thread mario gonzalez

What might be some possible reasons why the flash IDE crashes on compile?

The problem is that it doesn't crash EACH time, just once in a blue.
This just started though recently when i took an item that was a class
(the path was: landingpage.modules.browser.BrowserContainer), and
broke it into a subclass of a GenericBrowser class (the path was:
utils.browser.GenericBrowserContainer)...
Suddenly it crashes, usually on the second compile, it's pretty
frustrating even though i save often so i have no lost any data.

What might be some possible things that could be causing this crash?
Maybe something to do with variable names?
The subclass has to do it's own imports even if the super class imports
those same classes right? (I'm just trying to rule out EVERYTHING since
its kind of becoming annoying at this point).

Anyone have any ideas?


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Re: [Flashcoders] Why would this happen?

2007-08-30 Thread mario gonzalez
Well I'm calling getObjectsUnderPoint from the TileEngine. I could see 
if i was calling it from the parent, or the document class, because 
TileEngine would be a child of it.
However calling getObjectsUnderPoint, shouldn't return the calling 
object since that object is not a child of itself.


Anyone have any idea why this is?
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Re: [Flashcoders] Why would this happen?

2007-08-29 Thread mario gonzalez
Well I'm calling getObjectsUnderPoint from the TileEngine. I could see 
if i was calling it from the parent, or the document class, because 
TileEngine would be a child of it.
However calling getObjectsUnderPoint, shouldn't return the calling 
object since that object is not a child of itself.


Anyone have any idea why this is?

Mario Gonzalez wrote:

Why might this happen.
I'm calling getObjectsUnderPoint, and it's returning the calling 
object as part of the array.


---
this.getObjectsUnderPoint(new Point(10, 10));
---
called from the TileEngine instance returns this array:

--
[object TileEngine],[object Tile]
--

checking to see if it's infact the same,

--
trace(this.getObjectsUnderPoint(new Point(10, 10))[0] === this);
--

returns true!?

Documentation states:
/Returns an array of objects that lie under the specified point and 
are *children *(or grandchildren, and so on) of *this 
*DisplayObjectContainer instance/


anyone know why i might be getting this strange behavior?

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Re: [Flashcoders] Why would this happen?

2007-08-29 Thread Mario Gonzalez
My TileEngine class does extend the display list, which is how I'm 
calling 'getObjectsUnderPoint' as a method of TileEngine (by extension 
if sprite).


The documentation states that, that method will return an array with all 
the (and only) CHILDREN of the display object that calls it.


So if i call TileEngine.getObjectsUnderPoint(new Point(x, y)) - it 
should not return itself as part of the list of children it contains.


There's only one instance of TileEngine, as tested with
trace(this.getObjectsUnderPoint(new Point(10, 10))[0] === this) 
//returns true

--

Any other ideas?

Rich Shupe wrote:

Probably your tile engine have extended Sprite or MovieClip and you added it
to the display list. Therefore, the tile engine as a whole is the parent
sprite/mc and the tile is a child of the tile engine. Could that be it?

Rich




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[Flashcoders] Why would this happen?

2007-08-25 Thread Mario Gonzalez

Why might this happen.
I'm calling getObjectsUnderPoint, and it's returning the calling object 
as part of the array.


---
this.getObjectsUnderPoint(new Point(10, 10));
---
called from the TileEngine instance returns this array:

--
[object TileEngine],[object Tile]
--

checking to see if it's infact the same,

--
trace(this.getObjectsUnderPoint(new Point(10, 10))[0] === this);
--

returns true!?

Documentation states:
/Returns an array of objects that lie under the specified point and are 
*children *(or grandchildren, and so on) of *this 
*DisplayObjectContainer instance/


anyone know why i might be getting this strange behavior?

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Re: [Flashcoders] Re: [OT] Improve my design skills

2007-08-18 Thread Mario Gonzalez

Developer is definitely the BEST term to describe that. I also gave up :)

You say coder, to most people they already automatically think c++... 
which makes them intern assume you can't think with the left side of 
your brain.
Graphic designer, from my experience people then assume you know don't 
know a variable from a zebra.


You say developer, and they don't really even know what that actually 
entails, at which point they can ask you what that means and you can 
tell them:


I use code to make things work, during that process I figure out what 
works best /  doesn't work / looks nicest and make changes to it.


mario
http://www.onedayitwillmake.com

Zeh Fernando wrote:

Hey guys,
How would we call someone who likes both coding and graphics (design) 
? A

Graphics Coder ?
I love programming but I also love graphics design - I can see art in 
code
and logic in design! I like mixing both worlds and creating amazing 
things

(that's why I love the flash platform, it makes it easy and obvious this
aspect of design and code being inter-mixed).


I've gave up on finding a definition. Developer is a better term. :)


Zeh
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Re: [Flashcoders] stage.stageWidth annoyance

2007-08-07 Thread mario gonzalez

Anyone???

Is using timeout for this just standard practice?

mario gonzalez wrote:
When I compile the SWF (flash 9 / as3.0) I have a function which uses 
stage.stageWidth to create a grid.


For the children of any object, I of course use Event.ADDED_TO_STAGE 
to avoid getting a null reference to stage. However this is for my 
document class.
The hacky work around that I have is to put the function on a timeout. 
I feel like this shouldn't have to be done, and there must be some way 
of getting the right dimensions of the stage from flash on creation.


Does this happen to other people?
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[Flashcoders] stage.stageWidth annoyance

2007-08-06 Thread mario gonzalez
When I compile the SWF (flash 9 / as3.0) I have a function which uses 
stage.stageWidth to create a grid.


For the children of any object, I of course use Event.ADDED_TO_STAGE to 
avoid getting a null reference to stage. However this is for my document 
class.
The hacky work around that I have is to put the function on a timeout. I 
feel like this shouldn't have to be done, and there must be some way of 
getting the right dimensions of the stage from flash on creation.


Does this happen to other people?
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Re: [Flashcoders] just a site

2007-07-11 Thread mario gonzalez

Thanks dude!

I know it's a bit annoying in a sense, but the main reason i do that is 
so that whatever flash experiment you're looking at has
isn't sharing the cpu with the main page. If you're like me, you would a 
bunch of them in tabs and view them one by one that way, so i just 
basically wanted to let each have the browsers full focus as much as 
possible.




Hans Wichman wrote:

Hi Mario,

pretty cool!
Only thing is that its taking me to long to navigate.
I always like to have list that i can click 1,2,3. On your site the menu
moves in, i click something and the whole page disappears, no matter if I
hold down shift or not.
Could you open all the links in a new window?

Besides that, cool stuff on there:))

greetz
JC


On 7/11/07, mario gonzalez [EMAIL PROTECTED] wrote:


I been wanting to put my site together in some form, something simple
that just parsed my directory and spit out some xml of stuff i randomly
make usually to test out something...

so finally i put it together, and here's what i got... of the stuff i
have on the site, since it is what it is... stuff i've made for no
reason and usually not finished it's not always awesome but there is
some cool stuff on there.


http://onedayitwillmake.com/
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Re: [Flashcoders] just a site

2007-07-11 Thread mario gonzalez
Oh yeah, one neat thing to do is if you leave the mouse over the logo, 
they'll fly to it until you take your mouse off.

http://onedayitwillmake.com/
mario gonzalez wrote:

Thanks dude!

I know it's a bit annoying in a sense, but the main reason i do that 
is so that whatever flash experiment you're looking at has
isn't sharing the cpu with the main page. If you're like me, you would 
a bunch of them in tabs and view them one by one that way, so i just 
basically wanted to let each have the browsers full focus as much as 
possible.




Hans Wichman wrote:

Hi Mario,

pretty cool!
Only thing is that its taking me to long to navigate.
I always like to have list that i can click 1,2,3. On your site the menu
moves in, i click something and the whole page disappears, no matter 
if I

hold down shift or not.
Could you open all the links in a new window?

Besides that, cool stuff on there:))

greetz
JC


On 7/11/07, mario gonzalez [EMAIL PROTECTED] wrote:


I been wanting to put my site together in some form, something simple
that just parsed my directory and spit out some xml of stuff i randomly
make usually to test out something...

so finally i put it together, and here's what i got... of the stuff i
have on the site, since it is what it is... stuff i've made for no
reason and usually not finished it's not always awesome but there is
some cool stuff on there.


http://onedayitwillmake.com/
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Re: [Flashcoders] just a site

2007-07-11 Thread mario gonzalez

Lol, you got it dude.

Muzak wrote:

http://osflash.org/flashcoders/etiquette


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[Flashcoders] just a site

2007-07-10 Thread mario gonzalez
I been wanting to put my site together in some form, something simple 
that just parsed my directory and spit out some xml of stuff i randomly 
make usually to test out something...


so finally i put it together, and here's what i got... of the stuff i 
have on the site, since it is what it is... stuff i've made for no 
reason and usually not finished it's not always awesome but there is 
some cool stuff on there.



http://onedayitwillmake.com/
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[Flashcoders] Tweener as3 garbage collection

2007-07-01 Thread mario gonzalez

Hey dudes,

We're working on a as3 project here using Tweener as our animation 
package, and i thought i'd pass along a tip that was driving me mad.


Anyone who's used as3 knows the steep learning curve that is taming the 
memory usuage. Making sure nothing references an object, takes some 
serious foresight and lots guess and check when trying to track down the 
left over references.
One of my favorite features in tweener is being able to pass in a in a 
function, or even create small anon-function the fact I can refer to 
'this' within it.


Well the problem is that in as3, if you pass the function like that when 
you go to clear all the objects, you'll notice that the
memory usage does not go down. For whatever reason in tweener, at least 
for now... something is still holding on to it. (even if you call remove 
all tweens)


The solution is ugly but simple, don't make anonymous functions in the 
function that calls tweener, OR write a anon function as the call back 
(onUpdate: function(){}.


Write a function in your class and pass the object in as a param
onUpdate: classFunction, onUpdateParams: [obj]

Once you do that the problem just goes away, and when you remove the 
object the memory will be released.


Hope this helps someone, cus i was going mad
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[Flashcoders] Embedding fonts from library AS3

2007-06-13 Thread mario gonzalez

What do you guys find the best way to embed fonts is?

I tried embedding a font using the [embedd] metatag in the class, that 
was no go.
Then I said, ah screw it, ill just create an empty dynamic textbox, and 
embed the font that way... that worked however
I could not get the font to appear as bitmap text, if i set the dynamic 
textbox to 'bitmap text', the font no longer got imported.


What I ended up doing was embedding the font from the library, and now i 
say font = new whateverFont.fontName that works great, but i can't 
control what characters get embedded and basically it embeds the whole 
thing.



What method do you guys normally use?
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[Flashcoders] stage resize question

2007-05-25 Thread Ing. Mario Falomir

Hi all, i need some orientation :) Does any body know any documentation
around the internet or anywhere else, or can put me on track on how to
resize the stage of a movie (and rearreange the objects ) according to the
user screen resolution ? Im trying to hide the browser scroll bars all the
time so I can use my own within my swf movie, but obviously when I change my
screen resolution ( from w 1024 to w 800  ) all gets messed up. Something
like www.pierinc.com.

Thanks in advanced!

Cheers
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Re: [Flashcoders] stage resize question

2007-05-25 Thread Ing. Mario Falomir

perfect, thanks a lot Bob.

On 5/25/07, Bob Wohl [EMAIL PROTECTED] wrote:


use the Stage object and listeners. Set the embed and object's height 
width to 100%, reposition via a stage listener.

hth.
B.

On 5/25/07, Ing. Mario Falomir [EMAIL PROTECTED] wrote:

 Hi all, i need some orientation :) Does any body know any documentation
 around the internet or anywhere else, or can put me on track on how to
 resize the stage of a movie (and rearreange the objects ) according to
the
 user screen resolution ? Im trying to hide the browser scroll bars all
the
 time so I can use my own within my swf movie, but obviously when I
change
 my
 screen resolution ( from w 1024 to w 800  ) all gets messed up.
Something
 like www.pierinc.com.

 Thanks in advanced!

 Cheers
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Re: [Flashcoders] Fonts on a Mac not working in Flash

2007-01-26 Thread Mario Piepenbrink
just for fun some of the fonts get named differently when in the  
dropdown where for instance a bold version of a font would be named  
'B Fontname' this happens to about 10% of my fonts, good thing is  
that they always are named that way so it isn't random. Flash is  
probably picking up on the internal naming of the font I guess. When  
using CSS or font on OSX you will have to use the name as in the  
dropdown.


e.g. happy hunting

cheers,
mario



On Jan 26, 2007, at 1:59 AM, Chris W. Paterson wrote:

So, I copied them to the system library and even enable them in  
font book but the font will now show up in my font drop down...  It  
works fine in photoshop.  I tried restarting the flash IDE over and  
over and even rebooting my Mac like 6 times!


it's an open type font (.otf).  Has anyone ever had this problem?

Thanks in advance!
Chris









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Re: Re: [Flashcoders] Book recommendation for multiuser games / apps

2006-10-27 Thread Ing. Mario Falomir

Hi Jobe, I also have the mx 2004, which I liked very much btw,  of the Flash
Game Demisifyed , are you planning an AS3 version of the book ?? :)



On 10/26/06, Chris Allen [EMAIL PROTECTED] wrote:


On 10/26/06, slangeberg [EMAIL PROTECTED] wrote:
 Have people had any experience with the Red5 server (
http://osflash.org/red5)?
 If so, how does it compare to other products such as ElectroServer? I've
 downloaded Red5, but haven't had time to try it out.

Hi Scott,

I have experience with it as I'm part of the Red5 team developing the
product. The main difference between Red5 and a server like Electro
server is that Red5 supports many types of protocols (RTMP, AMF,
XML-RPC, XMLSocket (soon to come)), where as ElectroServer only uses
the XMLSocket connection built into Flash. RTMP allows you to steam
video and audio to and from the Flash player making video chat
applications possible. You can't do that with XMLSocket.

The other nice thing about Red5 is its ability to tap into other
server-side APIs very easily, so one example might be an existing MMO
game server engine could be used with Flash using Red5 as a sort of
proxy.

At any rate I'm not too familiar with ElectroServer, so I'm not
comfortable comparing them feature by feature. ElectroServer certainly
looks like it has a nice client side API though (just based on what I
saw on their website). Something like that for Red5 doesn't exists at
the moment, but there's no reason why someone couldn't easily create
one and wrap the NetConnection stuff like they have with XMLSocket.

I hope that helps a little. If you have more questions please ask and
I suggest that you sign up on the Red5 mailing list as there are many
more experienced people that will help you there.

-Chris
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Re: [Flashcoders] Center align multiline textfield?

2006-10-10 Thread mario
Call me silly (not to my face) but as far as I know autoSize works  
perfectly well on multiline textfields, the only caveat is that you  
actually have to write it properly


'autoSize' instead of 'autosize' (notice the capital 'S')

Keep in mind that with centered text the textfield will only size in  
the vertical not in the horizontal.



cheers,
mario



Quoting Jake Prime [EMAIL PROTECTED]:


Autosize doesn't work in multiline textfields. If you think about it,
when you set autosize to true (or right or center) you are asking
Flash to shrink the textfield to the smallest size possible to fit the
text. This is fine in a single line textfield, but with a mulitline
field Flash won't know whether to make the field shorter, narrower or
a combination.

As Giles has mentioned, use TextFormat.align:

var format:TextFormat = new TextFormat();
format.align = center;
subhead.setTextFormat( format );

Jake

On 10/10/06, Keith Reinfeld [EMAIL PROTECTED] wrote:

Blake,

Use the paragraph tag's align attribute:

htmlText='p align=centerfont face=KnockoutHTF51Middleweight size=16
color=#ffSI.com\'s Peter King says T.O. is going to explode
before long, but Dallas is tough enough to survive./font/p';


-Keith
http://home.mn.rr.com/keithreinfeld



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Perdue,
Blake
Sent: Tuesday, October 10, 2006 10:26 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Center align multiline textfield?

I'm trying to get a multiline textfield to be center aligned. Here's the
code:

this.createTextField('subhead',20,1,435,434,200);

with (this.subhead) {

   html=true;

   embedFonts=true;

   selectable=false;

   wordWrap=true;

   multiline=true;

   autosize='center';

   htmlText='font face=KnockoutHTF51Middleweight size=16
color=#ffSI.com\'s Peter King says T.O. is going to explode
before long, but Dallas is tough enough to survive./font';

}



The autosize seems to only work for single line textfields, not
multiline. Anyone know how to accomplish this? Thanks.



Blake Perdue | 212.522.1292 | AIM: blakepCNN



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Re: [Flashcoders] Q: slightly OT, SWFObject, UFO and Full Browser Flash

2006-09-30 Thread mario
Both the latest version of 'ufo'  (Unobtrusive Flash Object) and   
SWFObject (was Flash Object) fully support fullbrowser flash on IE   
and Firefox. The stage listener object correctly 'hears' onResize   
events from the browser and content is dynamically centered.


However in both browsers(in my test version using the latest UFO   
with default settings) the content gets cropped on the top if the   
browser window is shortened below a minumum height.


As well, in IE, there is a small background bar visible at the top   
of the page.



Could you post the url to your example so we can have a look?

The correct implementation UFO can be seen at our site http://www.refunk.com/.

cheers,
mario


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Re: [Flashcoders] How do you manage your classes?

2006-09-26 Thread mario

Hi,

the current setup we use in our company is that we have a core library  
that holds all of our core-code we reuse all the time, this core is  
stored and maintained in SVN. This library is imported as a linked  
library in Eclipse (e.g. its more like an alias/shortcut to the core).  
Other project specific code gets developed on project level on their  
respective package level.


If for some reason we need to enhance some of the core-code we do this  
on the project level (your settings should _ALWAYS_ first look in your  
local project before looking in the core). This way you can test the  
enhancements against other older projects or unittests you might have  
written before committing them back into the core.


The last important step we take is to make a copy of the core into the  
project folder when we complete developement, this is to make sure  
that when the core gets updated later on we have a working copy of the  
core just in case (backward compatibility breaking in an upgrade).


Hope this helps.

cheers,
mario











Quoting Dan Rogers [EMAIL PROTECTED]:


Flashcoders,

I've been wondering how other flash developers deal with AS2/AS3 class
management on both a project-based and common library level, while
addressing the need to package up source code for a given project to
deliver to a team member or client.

I've used version control before, as well as doing the common classpath
thing for shared classes... but when it's time to deliver the source
code to someone, I would have to go in and hunt for all the classes I
used on a project and copy them to the FLA directory (and recreate the
com.package... structure as well).  Sometimes it seems faster to simply
create the AS files along with the FLA (in a single package), and copy
over utility files as needed.  But then you get into duplicate classes
scattered over multiple projects.

Can anyone provide any insight to a system that works well for them?
For example, does anyone run custom shell scripts (such as rsync) that
sync the current project with the main classpath directory?

Thanks,
-Danro
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Re: [Flashcoders] Net Debugger not working

2006-08-16 Thread Ing. Mario Falomir

I have that problem too, so I use the Log instead :)

On 8/16/06, Elena Blanco [EMAIL PROTECTED] wrote:


Hello Everyone --

I am building a Flash Web application that uses Flash Remoting.



I've been using the net debugger before with no problems whatsoever. Now
though, the debugger no longer works -- the debugger window opens, but it
now has no content whatsoever. The application works fine, flash remoting
is
working great with the app server, but I no longer receive ANY trace
statements, or other messages within the debugger.



I'm still calling the NetDebug.initialize() method to initialize the net
debugger -- call is made when the form first loads.



Anybody else have this problem? If so, do you know how to fix it? (I am
using Flash Professional 8)

Thank you for the help,



Elena

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[Flashcoders] Question about FLEX2 - AS3 interactiing with Laser Scanners ...

2006-04-28 Thread Ing. Mario Falomir
I dont know if this make sense,  I need to develop an application that
captures data read by a Laser Scanner, however before getting into the
process (trying to avoid Delphi) I was wondering if this kind of
functionality could be accomplish with AS3 and FLEX2 ?

Thanks in advanced
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Re: [Flashcoders] Question about FLEX2 - AS3 interactiing withLaserScanners ...

2006-04-28 Thread Ing. Mario Falomir
Thanks for all your comments and suggestions :) Amazingly it worked, the
scanner works like any input device ( such keyboard ) and I just drag an
input text field to stage , run the test and scan a bar code and its value
was entered in the input field :) Great!

Thanks!

On 4/28/06, JesterXL [EMAIL PROTECTED] wrote:

 http://www.barcoder.nu/

 - Original Message -
 From: JesterXL [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Friday, April 28, 2006 2:14 PM
 Subject: Re: [Flashcoders] Question about FLEX2 - AS3 interactiing
 withLaserScanners ...


 http://www.impossibilities.com/blog/entry_blog-155.php

 http://weblogs.macromedia.com/jd/archives/2005/08/player_card_rea.cfm

 - Original Message -
 From: Ing. Mario Falomir [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Friday, April 28, 2006 1:12 PM
 Subject: [Flashcoders] Question about FLEX2 - AS3 interactiing with
 LaserScanners ...


 I dont know if this make sense,  I need to develop an application that
 captures data read by a Laser Scanner, however before getting into the
 process (trying to avoid Delphi) I was wondering if this kind of
 functionality could be accomplish with AS3 and FLEX2 ?

 Thanks in advanced
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Re: [Flashcoders] Split Pane component??

2006-04-05 Thread Ing. Mario Falomir
here is a good one:

http://www.joangarnet.com/blog/archives/2005/07/release_v2_fram_1.php

On 4/5/06, Mike Anderson [EMAIL PROTECTED] wrote:

 Hello All,

 I am trying like crazy, to find a Split Pane Component that works as
 well as Flex's version.

 I found one (and only ONE) somewhere on the Flash Exchange, but the docs
 are mostly in another language, and it's really buggy.  The one I found
 is actually free, and has a high rating level - but I am just not having
 good luck with it.

 Thanks for all your help on this,

 Mike

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Re: [Flashcoders] Counter in function assigned inside a for loop

2006-03-31 Thread Ing. Mario Falomir
Hi Alex, here is an example that could help you and illustrate how to
accomplish what you want

var totalMovieClips:Number = 3;

for ( var i = 0; i  totalMovieClips; i ++ )
{
_root['mc' + i].indexPos = i;

_root[ 'mc' + i ].onRelease = function()
{
trace( 'mc' + this.indexPos + ' onRelease' );
}

_root[ 'mc' + i ].onRollOver = function()
{
trace( 'mc' + this.indexPos + ' onRollOver' );
}

_root[ 'mc' + i ].onRollOut = function()
{
trace( 'mc' + this.indexPos + ' onRollOut' );
}
}

On 3/30/06, Alejandro Diaz [EMAIL PROTECTED] wrote:

 Heya guys,

 I am assigning the button behaviors to a set of movieclips through a
 for loop, however, I am coming up against something where I know what
 is happening, but don't know how to fix it.

 Basically, inside that for loop I assign each of the button behaviors
 as a function but I don't know how to evaluate the counter in the
 function, rather than having it just literally written into it.
 instead of section_+ _root.i  being  section_1, section_2, etc...it
 is literally written in each of the buttons as section_+_root.i  and
 so each button has exactly the same code and all go to the last
 section (last value of i) when clicked.

 How can I have it so that each function has the proper code it in? is
 this even the proper way to go about this? Is there a way to 'force'
 the evaluation of that counter in that function when it is being
 assigned to the MC?



 code:

 function buttonBehavior ():Void  {
 for (_root.i=1;_root.i8;_root.i++) {
 _root[mb_+_root.i].onRollOver = function() {
this.gotoAndPlay(over);
 }
 _root[mb_+_root.i].onRollOut = function() {
this.gotoAndPlay(out);
 }
 _root[mb_+_root.i].onRelease = function() {
_root.gotoAndPlay(display_frame);
loadMovie(section_+_root.i+.swf, load_target);
 }


 }
 }

 (btw, I added the _root. to each of the i's so that the function could
 'see' it.

 thanks in advance!
 -Alex
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Re: [Flashcoders] Counter in function assigned inside a for loop

2006-03-31 Thread Ing. Mario Falomir
oops I missed paste it complete...
var totalMovieClips:Number = 3;

for ( var i = 0; i  totalMovieClips; i ++ )
{
_root['mc' + i].indexPos = i;

_root[ 'mc' + i ].onRelease = function()
{
trace( 'mc' + this.indexPos + ' onRelease' );
}

_root[ 'mc' + i ].onRollOver = function()
{
trace( 'mc' + this.indexPos + ' onRollOver' );
}

_root[ 'mc' + i ].onRollOut = function()
{
trace( 'mc' + this.indexPos + ' onRollOut' );
}
}

On 3/30/06, Ing. Mario Falomir [EMAIL PROTECTED] wrote:

 Hi Alex, here is an example that could help you and illustrate how to
 accomplish what you want

 var totalMovieClips:Number = 3;

 for ( var i = 0; i  totalMovieClips; i ++ )
 {
 _root['mc' + i].indexPos = i;

 _root[ 'mc' + i ].onRelease = function()
 {
 trace( 'mc' + this.indexPos + ' onRelease' );
 }

 _root[ 'mc' + i ].onRollOver = function()
 {
 trace( 'mc' + this.indexPos + ' onRollOver' );
 }

 _root[ 'mc' + i ].onRollOut = function()
 {
 trace( 'mc' + this.indexPos + ' onRollOut' );

 }
 }

 On 3/30/06, Alejandro Diaz [EMAIL PROTECTED] wrote:
 
  Heya guys,
 
  I am assigning the button behaviors to a set of movieclips through a
  for loop, however, I am coming up against something where I know what
  is happening, but don't know how to fix it.
 
  Basically, inside that for loop I assign each of the button behaviors
  as a function but I don't know how to evaluate the counter in the
  function, rather than having it just literally written into it.
  instead of section_+ _root.i  being  section_1, section_2, etc...it
  is literally written in each of the buttons as section_+_root.i  and
  so each button has exactly the same code and all go to the last
  section (last value of i) when clicked.
 
  How can I have it so that each function has the proper code it in? is
  this even the proper way to go about this? Is there a way to 'force'
  the evaluation of that counter in that function when it is being
  assigned to the MC?
 
 
 
  code:
 
  function buttonBehavior ():Void  {
  for (_root.i=1;_root.i8;_root.i++) {
  _root[mb_+_root.i].onRollOver = function() {
 this.gotoAndPlay(over);
  }
  _root[mb_+_root.i].onRollOut = function() {
 this.gotoAndPlay(out);
  }
  _root[mb_+_root.i].onRelease = function() {
 _root.gotoAndPlay(display_frame);
 loadMovie(section_+_root.i+.swf, load_target);
  }
 
 
  }
  }
 
  (btw, I added the _root. to each of the i's so that the function could
  'see' it.
 
  thanks in advance!
  -Alex
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Re: [FlashCoders] BitmapData.dispose()

2006-03-24 Thread Ing. Mario Falomir
Yes,  BMP Obj remains in memory, you need to have a reference to that Object
so you can dispose it later.

import flash.display.BitmapData;
var bitmap:BitmapData;

function createBitmap():Void {
   bitmap = new BitmapData(500, 500, false, 0xFF);
   _root.attachBitmap(bitmap, 0);
}

clickObj = {};

clickObj.onMouseDown = function()
{
_root.bitmap.dispose();
}

Mouse.addListener( clickObj );

createBitmap();

On 3/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello,

 Quick question.

 private function createBitmap():Void {
 var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF);
 clip.attachBitmap(bitmap, 0);
 }

 If I never execute .dispose() on the bitmap, does it remain in memory?
 It seems logical to me that it remains there only until the function is
 finished. It's a local variable so I would expect the memory gets freed
 as soon as the local variable dies.

 Thanks!

 Regards,
 Dimtirios Bendilas
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Re: [Flashcoders] MD5 Class in AS2.0?

2006-03-02 Thread Ing. Mario Falomir
Here is a prototype :), it could be useful and you could make a class out of
it :)

http://www.sephiroth.it/proto_detail.php?id=51

Cheers

On 3/2/06, jim [EMAIL PROTECTED] wrote:

 Check out http://www.meychi.com/ they have one.

 Jim

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Hill
 Sent: 02 March 2006 16:53
 To: Flashcoders mailing list
 Subject: [Flashcoders] MD5 Class in AS2.0?

 I see a couple older MD5 classes in 1.0. Is there a 2.0 version floating
 around somewhere?

 Thanks
 Chris
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Re: [Flashcoders] XML Driven Application Driving me crazy :)

2006-02-01 Thread Ing. Mario Falomir
Yep, the main part of the problem is the huge amount of data that it is
handling, I guess... It doesnt query a DB , we generate all the needed info,
such as catalogs for example, in the form of XML files. We did it this way
because since its an app its going to be in CDs we did not want to force the
end user to install MySQL (or whatever DBManager) and the required DB data
in order to run the application, not to mention that the people that is
going to use the app it's mainly politicians (PC = solitarie, word ) so
installing extra stuff was not an option at all :)

Anyway, phase 1 was completed , sometimes get a little slow, because all of
the parsing, iterations, filling grids and charting upon the XML data, but
the reason why I was looking for some suggestions it's because phase 2 of
the project will involve more data :S and I have to follow the same XML
approach, but i wanted to know how do you guys do to smooth things a little
bit and make things more solid.

Thanks for all your comments :)
Mario
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[Flashcoders] XML Driven Application Driving me crazy :)

2006-01-31 Thread Ing. Mario Falomir
Hi, I need some advice from you guys :) I have an XML Driven FLash APP,
basically it's a tool that displays charts and data in grids, containers,
etc...that my client will handout in CDs. So at the beginning of the
development process I thought XML would suit perfectly in the purpose of
this app. But it happened that the DB used to generate the apporpiate XML
files that my app consume had grown amazingly so eventually my app
(exclusively the part that searches for an specific registry entry) turns
very slow and sometimes (rarely but happens) it crashes due to the
exhaustive loops and interations i do in order to the search/display data of
an specific registry and filtering functions.

So i thouhgt, upon your experience,  to ask how would you do to optimize
this thing or what its the best way to do the queries to an XML in order
smooth things a little bit more :) Or what approaches (or guidelines ) do
you use when you have to develop an app. that will have XML to serve as its
DB. Do you load everysingle XML at once ? on demand ? etc ?

Thanks in advanced!
Mario
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Re: [Flashcoders] XML Driven Application Driving me crazy :)

2006-01-31 Thread Ing. Mario Falomir
well, I will definetely take a look at it , thanks!

On 1/31/06, Daniel Smith [EMAIL PROTECTED] wrote:

 
   
   On 1/31/06, Ing. Mario Falomir [EMAIL PROTECTED] wrote:
 Hi, I need some advice from you guys :) I have an XML Driven FLash
 APP,

 Would it be possible to format the data as JSON on the server side?
 It'd be much lighter weight ...

 http://www.crockford.com/JSON/
 specifically: http://www.crockford.com/JSON/JSON.as

 Daniel

 --
 Daniel Smith  - Sonoma County, CA
 dls [at] daniel [dot] org - AIM: SonomaDaniel
 http://daniel.org/blog- http://resume.daniel.org
 FlexiPhoto is in Alpha!   - http://FlexiPhoto.org
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