[Flashcoders] scoping issue (?) with static, recursive function

2007-04-24 Thread me myself

Okay, so I have an FLA with a series of embedded movieclips:

garden  tree  branch  twig  flower.

I want a static function -- in an as 2.0 class -- that, when given
flower, returns tree. In other words, you can give in an embedded
movieclip and it finds that clips ALMOST outermost parent.

Here's my class  function:

class com.research.StaticRecurse
{
public static function
getOuterMostParent(mc:MovieClip,mcRoot:MovieClip):MovieClip
{
if (mc._parent._name == garden)
{
trace(inside getOuterMostParent:  + mc);
return mc;
}
else
{
getOuterMostParent(mc._parent);
}
}
}


and inside the fla, I use the following code:

import com.research.StaticRecurse;

var innerMostChild:MovieClip = garden.tree.branch.twig.flower;
var mc:MovieClip = StaticRecurse.getOuterMostParent(innerMostChild);
trace(outside getOutMostParent:  + mc);

the trace is as follows:

inside getOuterMostParent: _level0.garden.tree
outside getOutMostParent: undefined

As you can see, the first trace -- which works beautifully -- occurs
RIGHT BEFORE the return statement. But the value that's actually
returned is undefined. I've never encountered anything like this
before. To me, it seems as if I'm doing this:

function x():Number
{
 var n:Number = 1000;
 trace(n); //1000
 return n;
}

trace(x()); //undefined

... which would be insane. I'm guessing it's a scoping issue that has
to do with recursion and the fact that this is a static function
(which it kind of has to be). Why is this happening? Is there a
workaround? Thanks!
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Re: [Flashcoders] scoping issue (?) with static, recursive function

2007-04-24 Thread me myself

duh!

Thanks, Andy.

On 4/24/07, Andy Herrman [EMAIL PROTECTED] wrote:

You need a 'return' before the recursive call:


class com.research.StaticRecurse
{
   public static function
getOuterMostParent(mc:MovieClip,mcRoot:MovieClip):MovieClip
   {
   if (mc._parent._name == garden)
   {
   trace(inside getOuterMostParent:  + mc);
   return mc;
   }
   else
   {
   // Add a return here:
   return getOuterMostParent(mc._parent);
   }
   }
}

  -Andy

On 4/24/07, me myself [EMAIL PROTECTED] wrote:
 Okay, so I have an FLA with a series of embedded movieclips:

 garden  tree  branch  twig  flower.

 I want a static function -- in an as 2.0 class -- that, when given
 flower, returns tree. In other words, you can give in an embedded
 movieclip and it finds that clips ALMOST outermost parent.

 Here's my class  function:

 class com.research.StaticRecurse
 {
 public static function
 getOuterMostParent(mc:MovieClip,mcRoot:MovieClip):MovieClip
 {
 if (mc._parent._name == garden)
 {
 trace(inside getOuterMostParent:  + mc);
 return mc;
 }
 else
 {
 getOuterMostParent(mc._parent);
 }
 }
 }


 and inside the fla, I use the following code:

 import com.research.StaticRecurse;

 var innerMostChild:MovieClip = garden.tree.branch.twig.flower;
 var mc:MovieClip = StaticRecurse.getOuterMostParent(innerMostChild);
 trace(outside getOutMostParent:  + mc);

 the trace is as follows:

 inside getOuterMostParent: _level0.garden.tree
 outside getOutMostParent: undefined

 As you can see, the first trace -- which works beautifully -- occurs
 RIGHT BEFORE the return statement. But the value that's actually
 returned is undefined. I've never encountered anything like this
 before. To me, it seems as if I'm doing this:

 function x():Number
 {
   var n:Number = 1000;
   trace(n); //1000
   return n;
 }

 trace(x()); //undefined

 ... which would be insane. I'm guessing it's a scoping issue that has
 to do with recursion and the fact that this is a static function
 (which it kind of has to be). Why is this happening? Is there a
 workaround? Thanks!
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[Flashcoders] File works in Flash 9 player but not in 8

2007-03-22 Thread me myself

Here's a really weird one: I created a Flash 8 swf -- using
Actionscript 2.0 -- compiled it as a Flash 8 swf, but it doesn't work
in the Flash 8 player. It does, however, work in the Flash 9 player.

The file loads data in from multiple xml files. It actually works
fine, even in Flash 8, if I only try to load from nine xml files, but
as-soon-as I ad a tenth file, it stops working. By stops working, I
mean that when the swf runs, I only see the Stage background.

This same swf (without being changed in any way or recompiled) works
fine in the Flash 9 player.

The 8 player doesn't seem to be balking at the amount of xml, because
if I cut the code from the tenth xml file and paste it into the 9th
file, everything works fine. It just seems to choke on ten files.

//works in Flash player 8 and 9
var strXmlPath:String =
file1.xml,flie2.xml,file3.xml,file4.xml,file5.xml,file6.xml,file7.xml,file8.xml,file9.xml;

//works only in Flash player 9
//var strXmlPath:String =
file1.xml,flie2.xml,file3.xml,file4.xml,file5.xml,file6.xml,file7.xml,file8.xml,file9.xml,file10.xml;

var xml:XML = new XML();
var arrXmlPaths:Array = new Array();
var arrXmlLoaders:Array = new Array();
var numXmlFilesLoaded:Number = 0;

function parseXML(str:String):Void
{
var xml:XML = new XML();
var strXml:String;

xml.ignoreWhite = true;

arrXmlPaths = str.split(,); //get list of xml files
for (var i:Number = 0; i  arrXmlPaths.length; i++)
{
strXml = arrXmlPaths[i];
arrXmlLoaders[i] = new XML();
arrXmlLoaders[i].ignoreWhite = true;
arrXmlLoaders[i].onLoad = xmlFileDoneLoading;
arrXmlLoaders[i].load(strXml);
}
}

function xmlFileDoneLoading():Void
{
numXmlFilesLoaded++;
divideXmlIntoArrays(this);

   //have all the xml files loaded?
if (numXmlFilesLoaded == arrXmlPaths.length)
{
parseMediaArray();
parseMediaHolderArrayAndMakeMediaHolders();
parseAndSetUpImmediateRelationships();
}
}
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[Flashcoders] Re: File works in Flash 9 player but not in 8

2007-03-22 Thread me myself

In case it matters, the problems occur after 11 xml files, not 10.

On 3/22/07, me myself [EMAIL PROTECTED] wrote:

Here's a really weird one: I created a Flash 8 swf -- using
Actionscript 2.0 -- compiled it as a Flash 8 swf, but it doesn't work
in the Flash 8 player. It does, however, work in the Flash 9 player.

The file loads data in from multiple xml files. It actually works
fine, even in Flash 8, if I only try to load from nine xml files, but
as-soon-as I ad a tenth file, it stops working. By stops working, I
mean that when the swf runs, I only see the Stage background.

This same swf (without being changed in any way or recompiled) works
fine in the Flash 9 player.

The 8 player doesn't seem to be balking at the amount of xml, because
if I cut the code from the tenth xml file and paste it into the 9th
file, everything works fine. It just seems to choke on ten files.

//works in Flash player 8 and 9
var strXmlPath:String =
file1.xml,flie2.xml,file3.xml,file4.xml,file5.xml,file6.xml,file7.xml,file8.xml,file9.xml;

//works only in Flash player 9
//var strXmlPath:String =
file1.xml,flie2.xml,file3.xml,file4.xml,file5.xml,file6.xml,file7.xml,file8.xml,file9.xml,file10.xml;

var xml:XML = new XML();
var arrXmlPaths:Array = new Array();
var arrXmlLoaders:Array = new Array();
var numXmlFilesLoaded:Number = 0;

function parseXML(str:String):Void
{
var xml:XML = new XML();
var strXml:String;

xml.ignoreWhite = true;

arrXmlPaths = str.split(,); //get list of xml files
for (var i:Number = 0; i  arrXmlPaths.length; i++)
{
strXml = arrXmlPaths[i];
arrXmlLoaders[i] = new XML();
arrXmlLoaders[i].ignoreWhite = true;
arrXmlLoaders[i].onLoad = xmlFileDoneLoading;
arrXmlLoaders[i].load(strXml);
}
}

function xmlFileDoneLoading():Void
{
numXmlFilesLoaded++;
divideXmlIntoArrays(this);

//have all the xml files loaded?
if (numXmlFilesLoaded == arrXmlPaths.length)
{
parseMediaArray();
parseMediaHolderArrayAndMakeMediaHolders();
parseAndSetUpImmediateRelationships();
}
}


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Re: [Flashcoders] too many lines in one frame

2007-03-21 Thread me myself

Maybe, but the AS file was 115kb, and it had been working fine for
months (during which time it was well over 32kb). I'm wondering if
it's more about reaching some frame-AS limit than filesize. Or is 32kb
a soft limit, after which thinks may or may not get flaky?

On 3/20/07, Muzak [EMAIL PROTECTED] wrote:

Sounds like you ran into the 32 KB limit:
http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_14437

quote
32 KB: This is the limit in file size for any single ActionScript script such 
as a class.
If you require a larger file, try breaking up your code into smaller parts or 
delegating responsibilities to other classes.
/quote

regards,
Muzak

- Original Message -
From: me myself [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, March 20, 2007 9:37 PM
Subject: [Flashcoders] too many lines in one frame


 This may be a well-known issue, and it may have been posted here
 before, but I thought I'd write a quick note about an obscure problem
 I've been dealing with for the last two days (Flash 8, AS 2.0):

 I had an AS file that is over 4000 lines long. I know this is a sign
 of bad code, and it IS bad code. But it's legacy code. When I get a
 chance, I'll rewrite it and divide it up into classes.

 Anyway, this file was sucked into frame one, via an #include.

 As I added code, I started to notice weird problems. I pulled my hair
 out debugging, because the problems had nothing to do with the code I
 was adding. I'd add something like num=2, and all of the sudden a
 movieclip would vanish (trace(mc._name) gave me undefined). I removed
 num=2, and the movieclip came back (trace(mc._name) yielded mc).
 Sometimes, even adding a comment would case strange errors.

 To my surprise, I eventually figured out that the errors were caused
 by the number of lines of code. If I added two lines, no problem. If I
 added a third, I'd get errors. It didn't matter what that line was or
 where I inserted it. I got errors.

 I started googling for too many lines and actionscript and found
 various forums where someone had posted a similar story. Usually,
 people responded by saying, You must be mistaken. It doesn't matter
 how many lines of code you use.

 I fixed the problem by dividing the code up into two AS files and
 loading one into the first frame and the other into the second.


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[Flashcoders] too many lines in one frame

2007-03-20 Thread me myself

This may be a well-known issue, and it may have been posted here
before, but I thought I'd write a quick note about an obscure problem
I've been dealing with for the last two days (Flash 8, AS 2.0):

I had an AS file that is over 4000 lines long. I know this is a sign
of bad code, and it IS bad code. But it's legacy code. When I get a
chance, I'll rewrite it and divide it up into classes.

Anyway, this file was sucked into frame one, via an #include.

As I added code, I started to notice weird problems. I pulled my hair
out debugging, because the problems had nothing to do with the code I
was adding. I'd add something like num=2, and all of the sudden a
movieclip would vanish (trace(mc._name) gave me undefined). I removed
num=2, and the movieclip came back (trace(mc._name) yielded mc).
Sometimes, even adding a comment would case strange errors.

To my surprise, I eventually figured out that the errors were caused
by the number of lines of code. If I added two lines, no problem. If I
added a third, I'd get errors. It didn't matter what that line was or
where I inserted it. I got errors.

I started googling for too many lines and actionscript and found
various forums where someone had posted a similar story. Usually,
people responded by saying, You must be mistaken. It doesn't matter
how many lines of code you use.

I fixed the problem by dividing the code up into two AS files and
loading one into the first frame and the other into the second.
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[Flashcoders] Full-time position in NYC for AS Developer

2007-02-16 Thread me myself

Hi. I'm the lead AS Developer at a company that is deeply hooked into the
music and entertainment industries. We're doing some cutting-edge stuff with
Flash and social networks, and we need another good AS person.

We offer a competitive salary, equity, an intellectually-stimulating and
creative environment -- with plenty of possibilities for employees to
innovate. We're also a laid-back group of guys who like to laugh while we
work.

Please send resumes an inquiries to...

Marcus Geduld
Senior Flash and UI Developer, Nabbr.biz
[EMAIL PROTECTED]
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[Flashcoders] flv sometimes playing sound only

2007-01-08 Thread me myself

I've posted a few times here about my video woes, and I thought I'd solved
them all, but now there's a new one and it's really vexing:

Sometimes the video is playing, but every once in a while, only the sound
will play.

It particularly seems to be a problem the first time the swf loads -- or if
you clear your cache and then reload it. If you reload without clearing the
cache, it works fine. It's as if the player needs to be primed by trying to
play the video once and failing. After that, it works.

Some details:

--the video is being loaded via rtmp.
--I'm using the flvPlayback component's activeVideoPlayerIndex and
visibleVideoPlayerIndex properties to load videos into new players.
--I've read that when using the rtmp protocol, you sometimes have to leave
off the .flv extension from the path inside the .load() method. I am. It
makes no difference.
--I'm using the latest version of the component.

You can see the swf here:

http://bandtools.nabbr.com/bandtools/media/thepack/thepack04.html

It's somewhat hard to reproduce the problem (sound but no video). It may or
may not happen to you the first time you play it (and they be fine on a
refresh). It may or may not happen to you if you clear the cache before
playing.
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Re: [Flashcoders] twilight zone: flvPlayback doesn't work if there are too many functions in the fla!

2006-12-31 Thread me myself

Thanks! Actually, things are going well -- except for the video problems.
You guys have been a big help with those.

Happy New Year!

On 12/31/06, Yehia Shouman [EMAIL PROTECTED] wrote:


You can fix your minor issue by going to the publish settings and beside
the
dropdown list of the actionscript version, click the button beside it, I
dont have flash installed on my machine. So you need to click this button
and select to export your code to frame 2.

then make ur preloader in frame 1, and leave frame 2 empty, then put ur
stuff in frame 3
make your preloader jump to frame 3 when all loaded, and Good luck ! You
seem to need some :)


On 12/28/06, me myself [EMAIL PROTECTED] wrote:

 PROBLEMS SOLVED

 Both problems -- 2nd-video-not-playing and too-many-functions -- were
 fixed
 when I upgraded to the new flvPlayback component. Using
 NetConnection/Netstream also worked, but I'm going to stick with the
 component for a while.

 ONE MINOR PROBLEM LEFT

 When I was using the old version of the component, I set its classes to
 load
 in frame 2, because frame 1 was a preloader. For some reason, the new
 version of the flvPlayback component doesn't work unless I load the
 classes
 in frame 1. Which screws up the preloader. The actual component isn't on
 stage until Frame 2, but I have to load its classes in frame 1. Why?
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Re: [Flashcoders] setInterval creates tooltip, then kills it

2006-12-31 Thread me myself

Is there any reason why you need your tooltip text to be selectable?
Selectable text gives you the i-beam cursor when you roll over it, and the
i-beam interferes with button events. Try this...

myTextField.selectable = false;

On 12/29/06, Mendelsohn, Michael [EMAIL PROTECTED] wrote:


Thanks, Grégoire.  Your thought process seemed to work.  I also ended up
having to include a check for whether or not the tooltip MC was undefined
onEnterFrame.

- MM


class toolbarFunctions extends MovieClip {
private var tipID:Number;
function toolbarFunctions() {
}
function onRollOver():Void {
this.tipID = setInterval(this, displayTip, 1000);
}
function displayTip():Void {
// create text container...
// check to see if it was getting created again and again...
if (_root.tooltip == undefined) {
_root.createEmptyMovieClip(tooltip, 20);
_root.tooltip.createTextField(tip, 1, 0, 0, 100,
100);
_root.tooltip.tip.text = tooltip;
// make text follow mouse...
_root.tooltip.onEnterFrame = function():Void  {
var coord:Object = {xx:_root._xmouse,
yy:_root._ymouse};
this._x = coord.xx;
this._y = coord.yy;
};
clearInterval(this.tipID);
}
}
}

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[Flashcoders] twilight zone: flvPlayback doesn't work if there are too many functions in the fla!

2006-12-28 Thread me myself

Hi. Thanks for the help with my last flvPlayback issue (2nd movie wasn't
playing). Now I have a new one, and it's really freaky: the video was
playing fine and then all the sudden it stopped playing. It stopped when I
added a new function to my code. The weird thing is that the function had
NOTHING to do with the component. It was just a function that took in a
string, parsed it, and returned a parsed value. I wasn't even calling the
function. Just having the function in my code -- without calling it --
stopped the flvPlayback component from working. By the way, everything else
worked fine (it's a complex swf that reads in xml, does a bunch of as
drawing, etc.) No syntax error. Nothing. Everything works except for the
flvPlayback component. And when I comment out the function, the component
starts working again.

It gets weirder!

A co-worker of mine, who doesn't know anything about Flash, suggested that
maybe I'd exceeded the number of functions I'm allowed to have in one file.
I scoffed at that. The file isn't that long (1200 lines of code -- long, but
I've seen longer). But to placate him, I deleted the function and created
another one -- a dummy function -- that looks like this function
xyz():Void{} and to my shock, it also stopped the player. If I commented it
out, the player worked again. I have now done a bunch of tests and have
concluded that if I keep the number of functions at exactly what it was
before I added my string-processing function, the component works; if I add
any more, it doesn't. It doesn't matter what the new functions are named or
what they do -- the component doesn't like them. And it's ONLY a problem for
the component. Everything else is fine with however many functions I put in
the code. So it seems that the component DOES place a limit on the number of
functions you can have in your code.

WHY?

WHAT CAN I DO?

I'm thinking of ditching the component altogether and hand-coding a video
player. But I don't want to go to all that trouble if it's not going to
help!
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[Flashcoders] twilight zone: flvPlayback doesn't work if there are too many functions in the fla!

2006-12-28 Thread me myself

PROBLEMS SOLVED

Both problems -- 2nd-video-not-playing and too-many-functions -- were fixed
when I upgraded to the new flvPlayback component. Using
NetConnection/Netstream also worked, but I'm going to stick with the
component for a while.

ONE MINOR PROBLEM LEFT

When I was using the old version of the component, I set its classes to load
in frame 2, because frame 1 was a preloader. For some reason, the new
version of the flvPlayback component doesn't work unless I load the classes
in frame 1. Which screws up the preloader. The actual component isn't on
stage until Frame 2, but I have to load its classes in frame 1. Why?
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[Flashcoders] 2nd rtmp video doesn't play

2006-12-26 Thread me myself

Join Date: Dec 2006
Posts: 2
 *2nd Video Doesn't Play!*
--
Hi. I'm trying to play two videos in the flvplayback component. The first
one is playing; the second isn't. Both paths are rtmp paths. I've read on
various message boards that you should remove the .flv extension from the
second path, but that doesn't help.

In my move, the component is called flvPlayer. There's a button called btn.
What's wrong with this code?

//these first two lines work fine.
flvPlayer.load(rtmp://path/to/media1.flv);
flvPlayer.play();

btn.onRelease = function():Void
{
//this doesn't work
flvPlayer.load(rtmp://path/to/media2.flv); //I've also tried without the
.flv
flvPlayer.play();
}

When I click the button, the first flv does stop playing, the skin on the
flvplayback component shows those little barber-pole stripes as if it's
loading a second flv, and then the loading animation stops. And that's it.
No video plays.

Just to be clear, everything works fine if both videos come from http urls,
but if they come from rtmp urls, only the first video plays.
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