[Flashcoders] font embedding hell
Sorry to bug ya with a newbie question, but the figleaf server seems to be down so I couldn't search the archive. I'm failing miserably to embed any font - as a library or otherwise - for a dynamic or static text field. I tried two ways: * Using the embed button and choosing the characters. * Embedding the font as a symbol. I've tried alternate fonts, and these do not seem to embed either. I've tried two fonts so far - I'm attempting to embed them on a Macintosh computer. Berthold Akzidenz Grotes Helvetica Neu Bold Condensed. In either case - I get the missing font dialogue when I open the flash file containing the text fields mapped to these fonts. Are there any known workarounds/remedies for common problems with this. Thanks, August -- - August Gresens Technical Director Black Hammer Productions, NYC [EMAIL PROTECTED] - ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] font embedding hell
Hi ! You must have the font installed in the system where you are developing. On 5/12/06, August Gresens [EMAIL PROTECTED] wrote: Sorry to bug ya with a newbie question, but the figleaf server seems to be down so I couldn't search the archive. I'm failing miserably to embed any font - as a library or otherwise - for a dynamic or static text field. I tried two ways: * Using the embed button and choosing the characters. * Embedding the font as a symbol. I've tried alternate fonts, and these do not seem to embed either. I've tried two fonts so far - I'm attempting to embed them on a Macintosh computer. Berthold Akzidenz Grotes Helvetica Neu Bold Condensed. In either case - I get the missing font dialogue when I open the flash file containing the text fields mapped to these fonts. Are there any known workarounds/remedies for common problems with this. Thanks, August -- - August Gresens Technical Director Black Hammer Productions, NYC [EMAIL PROTECTED] - ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
FW: [Flashcoders] sprouts data structure
FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders mailing list Subject: [Flashcoders] sprouts data structure I have a request for a game called sprouts. The game starts with a few randomly distributed dots. There is one move and 2 restrictions. Move: draw a line for a dot to itself (a loop) or to another dot. Any line drawn has a new dot on it. Restriction 1: no more than 3 lines from any dot. Restriction 2: no lines can cross. Simple game, but the data structure to keep track of the game and in particular to handle restriction 2 is a bear. How do you tell when a dot has been encircled by a line? The game is, of course based on graph theory, and you can represent a graph in several ways, but how to determine that it remains planar? I haen't begun to think about the visual part of this, if I don't have a reasonable data structure I can't teach a computer to play the game. Any ideas? Hints? Wildly improbable ideas? -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Loader, LockRoot and diferences
Hi list, almost I already finish this interactive and have some simple questions. http://www.movimiento-digital.com/discovery/pa_runwayInteractivo/ensamblado9b.html 1. which is the best method for load my content, internal loader or external. at this time the interactive has internal loader but the text and the loaded animation appear until the eighty percent, I gess that is because I have a lot of attach movies in my code, Q. which parameters I need to add so that the text and loader animation appear from the beginning? or I unavoidably need to use an external loader. 2. Still I do not understand very well the lockRoot function, somebody can give a simple explanation of its operation? 3. Wich are the diferences betwen the SWFObject and the method from Adobe?, which recommends to me to use? If you have recommendations about the interactive I apreciate. tnx Ing. Juan Anzaldo Tel Cel. 614 427-6523 Blog : http://janzaldo.blogspot.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Loader, LockRoot and diferences
1. I use the Loader component exclusively, just because of its inherent callback methods. It's much easier to code for than using createEmptyMovieClip and all that stuff. 2. _lockroot, when set to true for a particular movieclip, specifies that _root refers to its _root as opposed to referring to the _root of the movieclip that loads it. In other words, if you have MovieA.swf that loads MovieB.swf and you set this._lockroot to true in MovieB.swf, any reference to _root in MovieB will reference only MovieB's root. If _lockroot is set to false in MovieB then any reference to _root will bubble up to MovieA's root. 3. I would definitely recommend using SWFObject as opposed to Adobe's solution. Adobe's solution is not as robust and doesn't do anything in the way of automatically activating the Flash Player in IE nor does it allow you to easily specify which version of the Flash Player the swf is slated for. On 5/12/06, Juan Anzaldo [EMAIL PROTECTED] wrote: Hi list, almost I already finish this interactive and have some simple questions. http://www.movimiento-digital.com/discovery/pa_runwayInteractivo/ensamblado9b.html 1. which is the best method for load my content, internal loader or external. at this time the interactive has internal loader but the text and the loaded animation appear until the eighty percent, I gess that is because I have a lot of attach movies in my code, Q. which parameters I need to add so that the text and loader animation appear from the beginning? or I unavoidably need to use an external loader. 2. Still I do not understand very well the lockRoot function, somebody can give a simple explanation of its operation? 3. Wich are the diferences betwen the SWFObject and the method from Adobe?, which recommends to me to use? If you have recommendations about the interactive I apreciate. tnx Ing. Juan Anzaldo Tel Cel. 614 427-6523 Blog : http://janzaldo.blogspot.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: FW: [Flashcoders] sprouts data structure
My first thought was an adjacency list with something to indicate forbidden edges (for a dot inside a cycle), so it might help. The problem isn't that simple though, as more and more moves are made whose in what cycle and can make waht move is a good deal less than clear. On 5/12/06, André Goliath [EMAIL PROTECTED] wrote: FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders mailing list Subject: [Flashcoders] sprouts data structure I have a request for a game called sprouts. The game starts with a few randomly distributed dots. There is one move and 2 restrictions. Move: draw a line for a dot to itself (a loop) or to another dot. Any line drawn has a new dot on it. Restriction 1: no more than 3 lines from any dot. Restriction 2: no lines can cross. Simple game, but the data structure to keep track of the game and in particular to handle restriction 2 is a bear. How do you tell when a dot has been encircled by a line? The game is, of course based on graph theory, and you can represent a graph in several ways, but how to determine that it remains planar? I haen't begun to think about the visual part of this, if I don't have a reasonable data structure I can't teach a computer to play the game. Any ideas? Hints? Wildly improbable ideas? -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] font embedding hell
This should work. On the machine were the fonts are installed. create a new flash file, create a font symbols for your target fonts. Right click on them in your library, and click on Linkage properties and make sure the Export for actionscript and export of runtime sharing are checked fill in the url for the name of the swf file and an identifier for the font. I did this before and called mine fontlib.swf. Export that movie. In your target movie go to File Import Open External Library and point to the flash file where the target font symbol was created. Copy the font symbol from that library to your target movie's library. And if you click on the font symbol in your library the check box for Import for runtime sharing should be and the URL should point to the swf files with the font embedding. If haven't tested this using two different platforms, but essentially the font should be embedded in that external swf file so it should be there where ever you take it. If that works, when you choose a font the identifier of that font symbol should show up in the font list with a * star beside it. On May 12, 2006, at 1:58 PM, MBDI ICSC Rodrigo E. Curiel Salazar wrote: Hi ! You must have the font installed in the system where you are developing. On 5/12/06, August Gresens [EMAIL PROTECTED] wrote: Sorry to bug ya with a newbie question, but the figleaf server seems to be down so I couldn't search the archive. I'm failing miserably to embed any font - as a library or otherwise - for a dynamic or static text field. I tried two ways: * Using the embed button and choosing the characters. * Embedding the font as a symbol. I've tried alternate fonts, and these do not seem to embed either. I've tried two fonts so far - I'm attempting to embed them on a Macintosh computer. Berthold Akzidenz Grotes Helvetica Neu Bold Condensed. In either case - I get the missing font dialogue when I open the flash file containing the text fields mapped to these fonts. Are there any known workarounds/remedies for common problems with this. Thanks, August -- - August Gresens Technical Director Black Hammer Productions, NYC [EMAIL PROTECTED] - ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] XML attributes with - in the name
All, I'm reading a SMIL file, and it has regions with - in an attribute name (z-index). Obviously, if I refer to the attrib explicitly, like XMLnode.attributes.z-index, it'll read that as a minus. Should I use XMLNode.attributes[z-index]? Is this kosher? Thanks! -g ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] XML attributes with - in the name
I would use the XPath for AS2 class from xfactorstudio.com. This will allow you to do a much more elegant retrieval of the attribute in question. TF On 5/12/06, Rifled Cloaca [EMAIL PROTECTED] wrote: All, I'm reading a SMIL file, and it has regions with - in an attribute name (z-index). Obviously, if I refer to the attrib explicitly, like XMLnode.attributes.z-index, it'll read that as a minus. Should I use XMLNode.attributes[z-index]? Is this kosher? Thanks! -g ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Re: Loader, LockRoot and diferences
If I use _level0 instead of _root, its the same behavior? Ing. Juan Anzaldo Tel Cel. 614 427-6523 Blog : http://janzaldo.blogspot.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Listener: 'Best Practice'
Greetings Experts, I'm writing to ask a 'best practice' question for how I should add a Stage Listener to trigger a function that resizes components nested throughout my project to fit inside the resized window. Which of these is considered 'best practice'? 1) Attach a single Stage Listener to the _root level that triggers a single function, which in turns, calls a resize function in every MovieClip that I need to resize an object? OR 2) Place a Stage listener in each and every Movie Clip that contains an object that will need to be resized so that it is triggered in the movie clip? OR 3) Does it not matter? Thank you, thank you, thank you... Doug Coning Senior Web Development Programmer FORUM Solutions, LLC This e-mail and any attachment(s) are intended for the specified recipient(s) only and are legally protected. If you have received this communication in error, please reply to sender's e-mail address with notification of the error and then destroy this message in all electronic and physical forms. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] good JSFL Newsgroup or Message Forum?
I'm looking for a good JSFL Newsgroup or Message Forum. Please give me good recommendations. --Keith H-- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] good JSFL Newsgroup or Message Forum?
Extend Flash is really good http://lists.flashguru.co.uk/mailman/listinfo/extendflash Julian Dolce | Senior Creative Technologist FUEL INDUSTRIES tel: 613.224.6738 x241 www.fuelindustries.com blog.fuelindustries.com www.fuelgames.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Friday, May 12, 2006 4:06 PM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] good JSFL Newsgroup or Message Forum? I'm looking for a good JSFL Newsgroup or Message Forum. Please give me good recommendations. --Keith H-- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] MovieClipLoader Script Timeout Bug?
Posted this yesterday but it looks like there was a problem with the list, sorry if some people get it twice. I think I may have come across a bug in the intrinisc MovieClipLoader class. When loading a large file using an instance of this class on a slow connection, the script timeout error is thrown if the content takes longer than ~ 1 minute to load. Replacing the MovieClipLoader with old fashioned loadMovie resolves the issue. This can be demonstrated with the following code: - Empty FLA with emptymovieclip on stage instance name container import mx.utils.Delegate; class ContentLoader extends Object { private var mcl:MovieClipLoader; public function ContentLoader () { loadContent (); } private function loadContent () : Void { mcl = new MovieClipLoader (); mcl.onLoadProgress = Delegate.create (this, onLoadProgress); mcl.loadClip (myFile.swf, _level0.container); } private function onLoadProgress (target:MovieClip, loadedBytes:Number, totalBytes:Number) : Void { trace (bytesLoaded: + bytesLoaded); } } Anyone else encounter this issue? Kinda freaks me out because I have used MovieClipLoader a LOT in past projects and now I'm thinking users with very slow connections might be encountering this issue. Clark ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: FW: [Flashcoders] sprouts data structure
(I am re-sending this message - somehow, I got a disk full error message from the flashcoders server) -- Not sure what you mean by: How do you tell when a dot has been encircled by a line? I do not understand why we need to keep track of cycles? What is the relation with your game constraints? I am assuming these are straight lines, right? ...or can they be of any shape? Essentially what you (seem to) want is simply checking if any line crosses when the user interacts with a dot or a line. In other words, block the user from drawing a line that will cross another one. Just for that, you do not need to keep track of all the possibilities in advance... A straight array of dots and lines should be enough for this. ...or I must be missing something. I know that doing an intersection check on a complete graph can be a lengthy task but: Since this an interactive, human-driven game - you can reduce the verification processing by just checking one move at a time. The processing time will be at least linear (e.g. not exponential). So it should not be too too bad - especially if the number of segments should fit on a screen in a human-readable form ( 200 ?). my 0,02$ B. 2006/5/12, Weldon MacDonald [EMAIL PROTECTED]: My first thought was an adjacency list with something to indicate forbidden edges (for a dot inside a cycle), so it might help. The problem isn't that simple though, as more and more moves are made whose in what cycle and can make waht move is a good deal less than clear. On 5/12/06, André Goliath [EMAIL PROTECTED] wrote: FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders mailing list Subject: [Flashcoders] sprouts data structure I have a request for a game called sprouts. The game starts with a few randomly distributed dots. There is one move and 2 restrictions. Move: draw a line for a dot to itself (a loop) or to another dot. Any line drawn has a new dot on it. Restriction 1: no more than 3 lines from any dot. Restriction 2: no lines can cross. Simple game, but the data structure to keep track of the game and in particular to handle restriction 2 is a bear. How do you tell when a dot has been encircled by a line? The game is, of course based on graph theory, and you can represent a graph in several ways, but how to determine that it remains planar? I haen't begun to think about the visual part of this, if I don't have a reasonable data structure I can't teach a computer to play the game. Any ideas? Hints? Wildly improbable ideas? -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] [Job] Nike Jordan team: Blast Radius.com
Blast Radius is looking to Hire Senior AS2 OOP Flash developers for our Vancouver and possibly San Francisco Offices. If you, or someone you know are interested in working with the Nike Jordan brand team ( see www.jumpman23.com ), please send a copy of your CV and relevant code samples to cary.newfeldt *at* blastradius.com. Regards, Cary. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] HashMap?
I would be a little surprised. There does not seem to be any way to control the hash parameters and every array would have a lot of wasted space for nothing and without any way to control the hash size and the percent utilization, you would not get a lot of advantage for the big arrays. The Java HashMap defaults are pretty modest and would yield less than optimal performance with a big array. You can set the parameters if you have a big array and know a bit about the randomness of your keys to get fast lookups with a reasonable trade-off in wasted space Perhaps someone who knows the Flash Player internals could tell for sure. Ron Bernard Poulin wrote: mmm... Are you implying that ActionScript objects are not hashmaps? I thought they were *all* hashmaps (even Arrays are hashmaps). Every method call that you do involves at least one hash lookup. B. 2006/5/10, Ron Wheeler [EMAIL PROTECTED]: It appears that a HashMap is a Java class that uses a hash on the key to store its keys and values. http://java.sun.com/j2se/1.4.2/docs/api/java/util/HashMap.html This would speed up lookup if you have a large set of keys. If you do not need the speed or do not have a large collection of keys to store, an array object would seem to give the same functionality in ActionScript. This leaves the implementation of the array to Flash and it is likely a simple structure that has to be searched sequentially (by the Flash VM) to get the associated value. It you really need a hashing array that can handle large numbers of key/value pairs, you probably have to write one. This is an old concept and you can likely find a few design ideas and probably some code if you search for it. If you are converting code and want to create a HashMap class that has the same methods as HashMap in Java, you could fake the internal storage technology with a simple Array. it would be faster for a small set of values and would get a bit slower as the number of keys increased. You could start with a dumb HashMap class and then make it a true hashing data store later without having to rewrite your code. HashMap was only added to Java in Java 1.1 and they lived without it before then. Ron Joshua Graham wrote: Bit strange, but that works, thanks. Joshua On 10 May 2006, at 12:06, Lee McColl-Sylvester wrote: Well, in AS2, it's called an object ;) Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joshua Graham Sent: 10 May 2006 11:19 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] HashMap? Is there an AS3 equivalent of the java HashMap? Basically, I just need the ability to set key/value pairs quickly/ easily. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Equidistant points on an ellipse!
Hi again, got distracted by this last night, here is some VERY messy code to dash a line on an elipse ummm, there's no comments there either ... but I'll rewrite it with comments if anyone's interested :) (the angular segments are also shown for reference) it's a CPU hog, probably not good at all for anything animated, but if you're just creating static images ... http://www.pixelassembly.com/testing/ellispeSegs.swf http://www.pixelassembly.com/testing/ellispeSegs.fla cheers, glenn On 11/05/2006, at 11:49 AM, pixelassembly wrote: Hi, just to clarify, are you trying to get the equal sided polygon into your elipse, or are you wanting the points equal distance along the circumfrence ? also why are you not getting accurate results when using a large point set ? a) you need a crazy level of accuracy ? b) the maths doesn't quite work ? with a large point set, are you calculating the cumulative distance (point to point around the circumference) or the direct distance between points (for an equal sided polygon) sorry, no answers, only questions :) glenn - Original Message - From: Peter Gehring [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, May 11, 2006 4:31 AM Subject: [Flashcoders] Equidistant points on an ellipse! I'm really hoping someone can help... I need to plot points at an equal distance along the circumfrence of an Ellipse. As it turns out, I'm pretty bad at geometry, which doesn't help. I can plot the ellipse, but because I'm using sine/cos and incrementing with theta the points are crunched towards the outside of the major radius. I've tried a bunch of different approaches- recording lots (5000) of points, then stepping through each to compare actual distance but I'm not getting nearly accurate results this way. I've looked at drawing dotted/dashed curves from drawing api/custom classes but no luck. If I could affect theta at the same rate the ellipse is plotted I think I'd be ok, but I can't quite grasp it. I've read all sorts of impossiblilites about this,and a lot of people having miserable experience with this sort of thing (one guy spent 8 years trying to fit an equal-sided polygon in to an ellipse). But- at the end of the day I can go to the Flash IDE and draw an ellipse and stroke it with an equally spaced dotted line! I just need to do this dynamically and record the points... Any thoughts? Thanks much, Peter [sorry if this is a duplicate] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Restrict textarea
Hello all, I googled and read the livedocs and searched the archives for this to no avail. How can one restrict carriage returns and newlines in TextInput and TextArea components? I tried input_ti.restrict = \u0020-\u007F; and input_ti.restrict = ^\u-\u0019; but no luck with those. There appears to be some sort of carriage returns or new line characters that are getting through. Hope you can advise or send me a link. Thanks in advance. -- Jonathan Berry, M.A. IT Consultant 619.306.1712(m) [EMAIL PROTECTED] www.mindarc.com --- This E-mail is covered by the Electronic Communications Privacy Act, 18 U.S.C. ?? 2510-2521 and is legally privileged. This information is confidential information and is intended only for the use of the individual or entity named above. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution or copying of this communication is strictly prohibited. --- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: FW: [Flashcoders] sprouts data structure
The reqiurement is that the software be able to play the game, so I need a data structure to store the game position for analysis. The intersection check is moot until I can store the current state of the game, update it, and analyze the potential moves. If moves are made that create a cycle, then the possibility of a vertex, or even a subgraph, being contained by that cycle exists, which removes the possibility of edges to a vertex outside the cycle, but not to the vertexes in the cycle. That would have to be incorperated into the data structure. I think the adjacency list might store the position, but then the AI for the game will be very tough to do. As for the intersection check this will work to prevent an illegal move, but the tougher part will be making the computer move if the best move is a line that loops around other vertices. Or maybe I should forget programming and try my hand at cartooning! On 5/12/06, Bernard Poulin [EMAIL PROTECTED] wrote: (I am re-sending this message - somehow, I got a disk full error message from the flashcoders server) -- Not sure what you mean by: How do you tell when a dot has been encircled by a line? I do not understand why we need to keep track of cycles? What is the relation with your game constraints? I am assuming these are straight lines, right? ...or can they be of any shape? Essentially what you (seem to) want is simply checking if any line crosses when the user interacts with a dot or a line. In other words, block the user from drawing a line that will cross another one. Just for that, you do not need to keep track of all the possibilities in advance... A straight array of dots and lines should be enough for this. ...or I must be missing something. I know that doing an intersection check on a complete graph can be a lengthy task but: Since this an interactive, human-driven game - you can reduce the verification processing by just checking one move at a time. The processing time will be at least linear (e.g. not exponential). So it should not be too too bad - especially if the number of segments should fit on a screen in a human-readable form ( 200 ?). my 0,02$ B. 2006/5/12, Weldon MacDonald [EMAIL PROTECTED]: My first thought was an adjacency list with something to indicate forbidden edges (for a dot inside a cycle), so it might help. The problem isn't that simple though, as more and more moves are made whose in what cycle and can make waht move is a good deal less than clear. On 5/12/06, André Goliath [EMAIL PROTECTED] wrote: FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders mailing list Subject: [Flashcoders] sprouts data structure I have a request for a game called sprouts. The game starts with a few randomly distributed dots. There is one move and 2 restrictions. Move: draw a line for a dot to itself (a loop) or to another dot. Any line drawn has a new dot on it. Restriction 1: no more than 3 lines from any dot. Restriction 2: no lines can cross. Simple game, but the data structure to keep track of the game and in particular to handle restriction 2 is a bear. How do you tell when a dot has been encircled by a line? The game is, of course based on graph theory, and you can represent a graph in several ways, but how to determine that it remains planar? I haen't begun to think about the visual part of this, if I don't have a reasonable data structure I can't teach a computer to play the game. Any ideas? Hints? Wildly improbable ideas? -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Weldon MacDonald ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your
RE: [Flashcoders] Restrict textarea
Jonathon, I'm not sure I understand...A user is inputting the special characters as they type? Matthew -Original Message- From: [EMAIL PROTECTED] on behalf of Jonathan Berry Sent: Fri 5/12/2006 6:24 PM To: Flashcoders mailing list Subject: [Flashcoders] Restrict textarea Hello all, I googled and read the livedocs and searched the archives for this to no avail. How can one restrict carriage returns and newlines in TextInput and TextArea components? I tried input_ti.restrict = \u0020-\u007F; and input_ti.restrict = ^\u-\u0019; but no luck with those. There appears to be some sort of carriage returns or new line characters that are getting through. Hope you can advise or send me a link. Thanks in advance. -- Jonathan Berry, M.A. IT Consultant 619.306.1712(m) [EMAIL PROTECTED] www.mindarc.com --- This E-mail is covered by the Electronic Communications Privacy Act, 18 U.S.C. ?? 2510-2521 and is legally privileged. This information is confidential information and is intended only for the use of the individual or entity named above. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution or copying of this communication is strictly prohibited. --- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] scrollpane, dynamic forms, and refreshPane issues
I am building a dynamic foom inside of a ScrollPane. I am actually using ScrollPane.contentPath and setting it to a blank clip from the library, and then targeting that blank clip to build the form in by using ScrollPane.content. So I build the forms fields and assign some default text for the TextInput components i've attached. The first few fields the show their text fine, but the ones lower down in the form (that you need to scroll down to see) dont show their text, even though I know they are being assigned ok since they trace out ok. So ScrollPane.refreshPane() sounded like what I need, except that when I do a refreshPane, I lose everything...all of my form fields disappear. Anyone know the right way to go about this scenario? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] scrollpane, dynamic forms, and refreshPane issues
refreshPane reloads the content of the pane. This is different than it used to be in Flash MX. The undocumented way to to refresh the contents of the pane is: sp.setScrollProperties(sp.content._width, 1, sp.content._height, 1); That doesn't help with your issue of text not appearing, though. Are you using embedded fonts? Scrollpanes use masking and sometimes this might cause an issue. Are you using Flash 7 or Flash 8? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] [Q] What's the relationship with the setFocus and the ComboBox component???
Howdy... :) Maybe there is something I am missing here but I've been scratching my head off for a couple hour, so I thought that I'd ask here and keep scraching... Okay... Open up a new Flash file in Flash MX 2004... Create an input textField on the stage and give it an instance name of 'test_txt'... Add this simple script in another layer... this.test_txt.onSetFocus = function () { trace(onSetFocus : + this.text); } this.test_txt.onKillFocus = function () { trace(onKillFocus : + this.text); } Test movie and you should see that both events get fired when you click inside/outside of the textField... Now, wicked part... Add a V2 ComboBox component to the stage from the Components panel... Delete it from the stage so that the library can have the component... Do the test movie again... Click inside the textField and you will get onSetFocus... Click outside the textField and you will see the onKillFocus AND onSetFocus at the same time... So, the textField gets focused again... Now, delete the ComboBox from the library and do the test movie again... It's back to normal... What am I missing here??? Anybody??? :confused: CyanBlue ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] [Q] What's the relationship with the setFocus and the ComboBox component???
Hi, This doens't occur only if you put up a V2 component on stage. But you try to do with any of the component. Put any component on stage and then remove that from stage. you input text field won't leave the focus even after you click outside. i.e. It will fire kill focus and then again set focus. But if you create any small movie cilp and remove that from stage and then try this it textfield will not except the focus again. i.e. if you click outside the textfield it won't fire set focus again. Moreover it's not occuring in case you put V1 i.e. MX component on stage and then remove from stage. The reason why it occurs in case of V2 components only is a bit strange to me as well. It can be due the classes/scripting written for V2 components? Might be someone who has done some deeper coding with V2 components can comment on it. Thanks, Vivek ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: FW: [Flashcoders] sprouts data structure
oh my apologies, I really did not realize that you had to implement an actual player and thus do all the AI. Actually had no clue about what this game really looked like. I understand it a bit better now: The game plays with 2 players, lines are not straight, new dots can be placed anywhere on the line, one wins when its opponent cannot do a move. Interestingly enough, the outcome is somehow deterministic: from Wikipedia: http://en.wikipedia.org/wiki/Sprouts_(game) []By enumerating all possible moves, one can show that the first player is guaranteed a win in games involving three, four, or five spots. The second player can always win a game started with one, two, or six spots. At Bell Labs http://en.wikipedia.org/wiki/Bell_Labs in 1990http://en.wikipedia.org/wiki/1990, David Applegatehttp://en.wikipedia.org/w/index.php?title=David_Applegateaction=edit, Guy Jacobsonhttp://en.wikipedia.org/w/index.php?title=Guy_Jacobsonaction=edit, and Daniel Sleator http://en.wikipedia.org/wiki/Daniel_Sleator used a lot of computer http://en.wikipedia.org/wiki/Computer power to push the analysis out to eleven spots. They found that the first player has a winning strategy when the number of spots divided by six leaves a remainder of three, four, or five, and conjectured that this pattern continues beyond eleven spots.[] Regards, B. 2006/5/12, Weldon MacDonald [EMAIL PROTECTED]: The reqiurement is that the software be able to play the game, so I need a data structure to store the game position for analysis. The intersection check is moot until I can store the current state of the game, update it, and analyze the potential moves. If moves are made that create a cycle, then the possibility of a vertex, or even a subgraph, being contained by that cycle exists, which removes the possibility of edges to a vertex outside the cycle, but not to the vertexes in the cycle. That would have to be incorperated into the data structure. I think the adjacency list might store the position, but then the AI for the game will be very tough to do. As for the intersection check this will work to prevent an illegal move, but the tougher part will be making the computer move if the best move is a line that loops around other vertices. Or maybe I should forget programming and try my hand at cartooning! On 5/12/06, Bernard Poulin [EMAIL PROTECTED] wrote: (I am re-sending this message - somehow, I got a disk full error message from the flashcoders server) -- Not sure what you mean by: How do you tell when a dot has been encircled by a line? I do not understand why we need to keep track of cycles? What is the relation with your game constraints? I am assuming these are straight lines, right? ...or can they be of any shape? Essentially what you (seem to) want is simply checking if any line crosses when the user interacts with a dot or a line. In other words, block the user from drawing a line that will cross another one. Just for that, you do not need to keep track of all the possibilities in advance... A straight array of dots and lines should be enough for this. ...or I must be missing something. I know that doing an intersection check on a complete graph can be a lengthy task but: Since this an interactive, human-driven game - you can reduce the verification processing by just checking one move at a time. The processing time will be at least linear (e.g. not exponential). So it should not be too too bad - especially if the number of segments should fit on a screen in a human-readable form ( 200 ?). my 0,02$ B. 2006/5/12, Weldon MacDonald [EMAIL PROTECTED]: My first thought was an adjacency list with something to indicate forbidden edges (for a dot inside a cycle), so it might help. The problem isn't that simple though, as more and more moves are made whose in what cycle and can make waht move is a good deal less than clear. On 5/12/06, André Goliath [EMAIL PROTECTED] wrote: FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders mailing list Subject: [Flashcoders] sprouts data structure I have a request for a game called sprouts. The game starts with a few randomly distributed dots. There is one move and 2 restrictions. Move: draw a line for a dot to itself (a loop) or to another dot. Any line drawn has a new dot on it. Restriction 1: no more than 3 lines from any dot. Restriction 2: no lines can cross. Simple game, but the data structure to keep track of the game and in particular to handle restriction 2 is a bear. How do you tell when a dot has been encircled by a line? The game is, of course based on graph theory, and you can represent a graph in several ways,
Re: [Flashcoders] Restrict textarea
Users are copying and pasting from a command line program and we are getting some special characters that are coming through. On 5/12/06, Matthew Simpson [EMAIL PROTECTED] wrote: Jonathon, I'm not sure I understand...A user is inputting the special characters as they type? Matthew --- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] HashMap?
I cannot say for AS3 implementation because I never tried it. (Which is the original subject of this topic.) In AS1, AS2 and javascript, I am pretty sure that all objects (including Arrays) are key/value maps. (i.e. Associative arrays) http://en.wikipedia.org/wiki/Associative_array#JavaScript It is very possible that the internal implementation is not a hashmap, but I still think it is a highly efficient map of some sort because this is so central to the language. ...at least this is what I think. I might be completely wrong. B. 2006/5/12, Ron Wheeler [EMAIL PROTECTED]: I would be a little surprised. There does not seem to be any way to control the hash parameters and every array would have a lot of wasted space for nothing and without any way to control the hash size and the percent utilization, you would not get a lot of advantage for the big arrays. The Java HashMap defaults are pretty modest and would yield less than optimal performance with a big array. You can set the parameters if you have a big array and know a bit about the randomness of your keys to get fast lookups with a reasonable trade-off in wasted space Perhaps someone who knows the Flash Player internals could tell for sure. Ron Bernard Poulin wrote: mmm... Are you implying that ActionScript objects are not hashmaps? I thought they were *all* hashmaps (even Arrays are hashmaps). Every method call that you do involves at least one hash lookup. B. 2006/5/10, Ron Wheeler [EMAIL PROTECTED]: It appears that a HashMap is a Java class that uses a hash on the key to store its keys and values. http://java.sun.com/j2se/1.4.2/docs/api/java/util/HashMap.html This would speed up lookup if you have a large set of keys. If you do not need the speed or do not have a large collection of keys to store, an array object would seem to give the same functionality in ActionScript. This leaves the implementation of the array to Flash and it is likely a simple structure that has to be searched sequentially (by the Flash VM) to get the associated value. It you really need a hashing array that can handle large numbers of key/value pairs, you probably have to write one. This is an old concept and you can likely find a few design ideas and probably some code if you search for it. If you are converting code and want to create a HashMap class that has the same methods as HashMap in Java, you could fake the internal storage technology with a simple Array. it would be faster for a small set of values and would get a bit slower as the number of keys increased. You could start with a dumb HashMap class and then make it a true hashing data store later without having to rewrite your code. HashMap was only added to Java in Java 1.1 and they lived without it before then. Ron Joshua Graham wrote: Bit strange, but that works, thanks. Joshua On 10 May 2006, at 12:06, Lee McColl-Sylvester wrote: Well, in AS2, it's called an object ;) Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joshua Graham Sent: 10 May 2006 11:19 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] HashMap? Is there an AS3 equivalent of the java HashMap? Basically, I just need the ability to set key/value pairs quickly/ easily. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: