Re: [Flashcoders] Runtime sharing: best practice

2007-01-10 Thread gantulga tsenguun
hi Dont write mail again

Stefan Thurnherr [EMAIL PROTECTED] wrote:  Hi Michael,

I face the same problem you're describing: most of my UI controls are
in a shared SWF (source.swf), which is then used by several of my
dest.swf files.

I did some testing, and found it impossible to do a preloader with a
progress bar for (or within) dest.swf that takes into account the
loading time for source.swf. So what I currently do is using a
metaloader.swf with two progress bars. I first load source.swf and
indicate the progress on the first progress bar. Upon onLoadComplete I
start loading dest.swf.

The playhead then hits frame 1 and attempts to load source.swf. As
this file is now already cached locally, dest.swf progresses to frame
2 with virtually no shared-library-caused delay.

HTH,
stefan.



On 1/5/07, Mendelsohn, Michael wrote:
 Hi list...

 For a swf, dest.swf posted online, what is the best way to make
 available all of assets it uses that are imported as runtime sharing
 from a source.swf? Should I do a loadMovie(source.swf) from within
 dest.swf?

 Thanks,
 - Michael M.

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RE: [Flashcoders] Runtime sharing: best practice

2007-01-09 Thread Mendelsohn, Michael
Thanks very much Stefan.  I had been suspecting that would be the way to
do it.  I appreciate your post.

- MM




Hi Michael,

I face the same problem you're describing: most of my UI controls are
in a shared SWF (source.swf), which is then used by several of my
dest.swf files.

I did some testing, and found it impossible to do a preloader with a
progress bar for (or within) dest.swf that takes into account the
loading time for source.swf. So what I currently do is using a
metaloader.swf with two progress bars. I first load source.swf and
indicate the progress on the first progress bar. Upon onLoadComplete I
start loading dest.swf.

The playhead then hits frame 1 and attempts to load source.swf. As
this file is now already cached locally, dest.swf progresses to frame
2 with virtually no shared-library-caused delay.

HTH,
 stefan.

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Re: [Flashcoders] Runtime sharing: best practice

2007-01-08 Thread Stefan Thurnherr

Hi Michael,

I face the same problem you're describing: most of my UI controls are
in a shared SWF (source.swf), which is then used by several of my
dest.swf files.

I did some testing, and found it impossible to do a preloader with a
progress bar for (or within) dest.swf that takes into account the
loading time for source.swf. So what I currently do is using a
metaloader.swf with two progress bars. I first load source.swf and
indicate the progress on the first progress bar. Upon onLoadComplete I
start loading dest.swf.

The playhead then hits frame 1 and attempts to load source.swf. As
this file is now already cached locally, dest.swf progresses to frame
2 with virtually no shared-library-caused delay.

HTH,
stefan.



On 1/5/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote:

Hi list...

For a swf, dest.swf posted online, what is the best way to make
available all of assets it uses that are imported as runtime sharing
from a source.swf?  Should I do a loadMovie(source.swf) from within
dest.swf?

Thanks,
- Michael M.

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Re: [Flashcoders] Runtime sharing: best practice

2007-01-05 Thread Ian Thomas

Hi Michael,
  If you're using shared assets through the method you described in your
earlier email, the Flash runtime should automatically load the shared
library without you having to do anything. However, you can only be sure
they'll have loaded by frame 2 of dest.swf.

 You do need to make sure that the path between the two files is the same
as the path you specified when you set up the runtime sharing - use relative
paths rather than absolute. (e.g. ./shared.swf)

 Something I only discovered recently (but which should have been obvious)
- if you only reference one shared symbol in dest.swf, you can actually
still access _all_ the shared symbols via actionscript. Neat. :-)

Ian

On 1/5/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote:


Hi list...

For a swf, dest.swf posted online, what is the best way to make
available all of assets it uses that are imported as runtime sharing
from a source.swf?  Should I do a loadMovie(source.swf) from within
dest.swf?

Thanks,
- Michael M.

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RE: [Flashcoders] Runtime sharing: best practice

2007-01-05 Thread Mendelsohn, Michael
Sounds great, Ian.  But, I also want to make a loading progress bar, so
what should the progress bar be looking at to measure percentage loaded?
Is it just simply getBytesLoaded + total, or do I have to take into
consideration in that calculation the assets.swf?

- MM




Hi Michael,
   If you're using shared assets through the method you described in
your
earlier email, the Flash runtime should automatically load the shared
library without you having to do anything. However, you can only be sure
they'll have loaded by frame 2 of dest.swf.

  You do need to make sure that the path between the two files is the
same
as the path you specified when you set up the runtime sharing - use
relative
paths rather than absolute. (e.g. ./shared.swf)

  Something I only discovered recently (but which should have been
obvious)
- if you only reference one shared symbol in dest.swf, you can actually
still access _all_ the shared symbols via actionscript. Neat. :-)

Ian

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