Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-14 Thread Gregory N
Glen,
 ...you can have your class in the app folder
 called SystemCore.as this looks like it extends a display object

Not exactly :-)
If It extends Sprite, the result is grey-gradient standard flex bg,
w/o any traces of my objects. Trace commands are executed nice,
however.
If I make the main class extending mx.core.Application then, in
addition to tracing messages,  I can see my (white) background and
initializing progress bar.
But:
===
[Fault] exception, information=TypeError: Error #1034: Type Coercion
failed: cannot convert mx.core::[EMAIL PROTECTED] to
mx.core.IUIComponent.
Fault, addingChild() at Container.as:3301
===
where FlexSprite is used in code:

var triangle:FlexSprite = new FlexSprite( );
// drawing a triangle...
addChild(triangle);

And it's addChild() that causes the error (no error with addChild() commented).

So far, it looks strange for me, as the argument's type of
mx.core.Application.addChild() is DisplayObject.

Thoughts?


Glen Pike wrote:
 You can write pure AS3 files for Flex - all MXML gets compiled
 down to AS3 before it is compiled to bytecode.

 (I had done followed an example online which has a pure AS3
 component - once it is written, you add the package to your namespace
 and add an MXML tag in your code to add it to the stage.)

 Like with the workaround on the forum you posted - if you have added
 your package path to the namespace ( xmlns:app=app.*), you can write
 your code in an AS file rather than an MXML file, then you write it as
 you would any other class file - no need for Script tags  mixing mxml /
 as code.
 ?xml version=1.0 encoding=utf-8?
 mx:Application horizontalScrollPolicy=off
 xmlns:mx=http://www.adobe.com/2006/mxml; xmlns:app=app.*
 layout=absolute frameRate=30
 app:SystemCore id=sysCore width=100% height=100%/
 /mx:Application

 So the above example, you can have your class in the app folder
 called SystemCore.as this looks like it extends a display object or
 similar as it has width and height attributes - not sure about extending
 other classes.

--
Best regards,
GregoryN

http://GOusable.com
Flash components development.
Usability services.
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RE: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Cor
Thx Muzak, but this is about IE.
Flash can load up to maximum 4 items at once.
 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Muzak
Verzonden: donderdag 14 februari 2008 2:08
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Multiple moviecliploaders

Guess again:
http://www.google.com/search?hl=enq=windows+simultaneous+downloadsmeta=
http://support.microsoft.com/kb/282402

- Original Message -
From: Cor [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, February 13, 2008 6:17 PM
Subject: Re: [Flashcoders] Multiple moviecliploaders


I tkink that 4 object at a time
 
  EECOLOR [EMAIL PROTECTED] schreef:
 If I remember well the MovieClip loader can only load 2 images
 simultaniously. This also might be a browser restriction.
 
 
 Greetz Erik

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[Flashcoders] swf preview in mac oox finder

2008-02-14 Thread Robin Burrer

Hi All,

does anybody know if there a way to preview swf file in the finder?

I found this tool:
http://www.eltima.com/products/swf-live-preview/

I need something for the mac though.


Thanks


Robin

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Re: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Muzak

Then I guess what Jason posted makes sense.. HTTP1.0 - 4 requests.


- Original Message - 
From: Cor [EMAIL PROTECTED]

To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 3:03 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders



Thx Muzak, but this is about IE.
Flash can load up to maximum 4 items at once.



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RE: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Cor
M, maybe I did understand it incorrect?
Sorry, I am dutch... 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Muzak
Verzonden: donderdag 14 februari 2008 15:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Multiple moviecliploaders

Then I guess what Jason posted makes sense.. HTTP1.0 - 4 requests.


- Original Message -
From: Cor [EMAIL PROTECTED]
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 3:03 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders


 Thx Muzak, but this is about IE.
 Flash can load up to maximum 4 items at once.
 

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Re: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Glen Pike

Thought it was the Australians week to apologize? :)

Cor wrote:

M, maybe I did understand it incorrect?
Sorry, I am dutch... 


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Muzak
Verzonden: donderdag 14 februari 2008 15:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Multiple moviecliploaders

Then I guess what Jason posted makes sense.. HTTP1.0 - 4 requests.


- Original Message -
From: Cor [EMAIL PROTECTED]
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 3:03 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders


  

Thx Muzak, but this is about IE.
Flash can load up to maximum 4 items at once.




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[Flashcoders] Making a mac projector go fullscree n AS£

2008-02-14 Thread Matt Muller
Hi, I have a presentation I have built on my PC which needs to run on a mac.
I save the macintosh projector file out and tun the file on a mac.
It opens in a window, i.e. not fullscreen. So the bottom of the presentation
gets cut off.

I am using...

stage.displayState = StageDisplayState.FULL_SCREEN;

to go fullscreen. This works fine on a PC.

Any ideas appreciated!

Thanks,

MaTT
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Re: [Flashcoders] AS3 Api writing

2008-02-14 Thread Sidney de Koning

Hi Mark,

Thanks for all the extensive information, think i got all the theory 
coverd, now it up to uml'ling and then coding.


Thanks!

Sid

Mark Lapasa wrote:
I honestly think from what you've said so far, you're already on 
track. You've got quite a bit to get started. My only recommendation 
would be if you can have your client objects either interacting with 
an Interface class or a Facade instead of accessing directly the 
concrete class/implementation of your services.


By introducing an abstraction layer, you can 1) change the underlying 
implementation such that it adheres to a public declared interface. 
Connected client objects will not be too adversely affected by change 
since it is loosely coupled to the core implementation details of your 
api. 2) you can implement stub/dummy/hard code so that when client 
objects hit your API, they get the expected results in which case they 
don't know if they are getting the real deal or not. Once you have 
this in place, it's a matter of getting your internals of the api to 
actually deliver what the stub/dummy/hard code is responding back to 
client objects.


I think to a certain degree, you need to wear at least two hats. One 
is how is your API going to work internally. The other is how easy 
will it be to access the services your API will provide. I think 
librarification of code is well worth the trouble if it's going to be 
reused in more than one project.


Also the other bit of advice that I think people would agree is to 
keep it as simple as possible. It's very easy to offer an API with a 
ga-billion methods when client objects are only interested in a few if 
not one method call.






Sidney de Koning wrote:

He Glen,

Thanks for your post;
What i want to do is this; take data from an external source (an API 
for some service) and write a wrapper for flash (i found the right 
termonoligy :) )
But there is not that much documentation on writing this. Any good 
resources will help.


Thanks,

Sidney

Glen Pike wrote:

Hi,

   Do you mean you want to write Web Services or the AS3 code to use 
these?


   For the former, you would probably want to look on other lists as 
this will be server side code - for PHP, the only thing I can 
recommend is to look at Pear's libraries for common web services and 
see if you can extend the base classes to roll your own.  There are 
also lots of other libraries out there - CakePHP had some if I 
remember rightly.  Programmable Web http://www.programmableweb.com/ 
has a good list of API's available and may also mention some stuff 
that has been done in Flash already.


   For AS3, I would look at the documentation provided by the 
web-service providers and think about duplicating these functions on 
the client side...


   Have a look at the structure of some of the things I have 
mentioned - take them apart.  You will probably see common 
functionality:


   A set of functions duplicating the server side functions you can 
call, some error handling and some response handling.


   If you are making a solid class, you will probably have to deal 
with asynchronicity - you can't block your client code waiting for 
something to happen on the server side as this is unreliable, 
instead, you will need to think about the EventListener model, etc.


   I remembered a good tutorial on the Devnet site which is really 
useful for thinking about any application that talks to servers 
somewhere:


   http://www.adobe.com/devnet/flex/articles/blueprint.html

   The article provides source code to download, but the main point 
is that it separates the services from the rest of the application 
really nicely - what you want to do.


   Have a look at Flashr too - this was a nice example of something 
that provided a really nice interface to the Flickr web service.


   Glen

Sidney de Koning wrote:

Sounds like a very good tip :)

The thing is i want to start writing my own api's. But i have no 
idea where to begin, what is a good starting point for me?


Cheers, Sid

Mark Lapasa wrote:

(If you already know about this, my apologies in advance)

A useful API is a well documented one. If you haven't already 
looked into it, ASDoc is a code documentation tool that will 
generate your documentation based on how you apply the ASDoc 
syntax in your code.


Glen Pike wrote:

Hi,
 Have not written anything myself, but have played with quite 
a few AS2 ones.


   The SWXFormat project has quite a few API's for some of the 
services you mentioned, but they are still working on porting SWX 
to AS3.


   I guess one thing to suggest would be to get involved with the 
project and help them write the API's for these things.


   Yahoo is pretty up on Flash and has just released a few useful 
things.


   http://developer.yahoo.com/flash/

   The Adobe labs site has some examples links here:
 
http://labs.adobe.com/wiki/index.php/ActionScript_3:resources:apis:libraries 



   Hope this helps.

   Glen
 
Sidney de Koning wrote:

Re: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Muzak

Well from what I understand, this is not a Flash/IE/.. etc.. thing, but an 
OS/server thing, defined by an HTTP standard.
HTTP 1.1 Server - 2 simultaneous connections
HTTP 1.0 Server - 4 simultaneous connections

Muzak

- Original Message - 
From: Cor [EMAIL PROTECTED]

To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 4:02 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders



M, maybe I did understand it incorrect?
Sorry, I am dutch... 


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Muzak
Verzonden: donderdag 14 februari 2008 15:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Multiple moviecliploaders

Then I guess what Jason posted makes sense.. HTTP1.0 - 4 requests.


- Original Message -
From: Cor [EMAIL PROTECTED]
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 3:03 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders



Thx Muzak, but this is about IE.
Flash can load up to maximum 4 items at once.





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Re: [Flashcoders] pure AS3 app to use mx.* stuff

2008-02-14 Thread Cory Petosky
Flex apps override addChild to only allow things that implement
IUIComponent. If you need to add a child that's just a plain display
object, manipulate the rawChildren property instead.

On 2/14/08, Gregory N [EMAIL PROTECTED] wrote:
 Glen,
   ...you can have your class in the app folder

  called SystemCore.as this looks like it extends a display object


 Not exactly :-)
  If It extends Sprite, the result is grey-gradient standard flex bg,
  w/o any traces of my objects. Trace commands are executed nice,
  however.
  If I make the main class extending mx.core.Application then, in
  addition to tracing messages,  I can see my (white) background and
  initializing progress bar.
  But:
  ===
  [Fault] exception, information=TypeError: Error #1034: Type Coercion
  failed: cannot convert mx.core::[EMAIL PROTECTED] to
  mx.core.IUIComponent.
  Fault, addingChild() at Container.as:3301
  ===
  where FlexSprite is used in code:

  var triangle:FlexSprite = new FlexSprite( );
  // drawing a triangle...
  addChild(triangle);

  And it's addChild() that causes the error (no error with addChild() 
 commented).

  So far, it looks strange for me, as the argument's type of
  mx.core.Application.addChild() is DisplayObject.

  Thoughts?



  Glen Pike wrote:
   You can write pure AS3 files for Flex - all MXML gets compiled
   down to AS3 before it is compiled to bytecode.
  
   (I had done followed an example online which has a pure AS3
   component - once it is written, you add the package to your namespace
   and add an MXML tag in your code to add it to the stage.)
  
   Like with the workaround on the forum you posted - if you have added
   your package path to the namespace ( xmlns:app=app.*), you can write
   your code in an AS file rather than an MXML file, then you write it as
   you would any other class file - no need for Script tags  mixing mxml /
   as code.
   ?xml version=1.0 encoding=utf-8?
   mx:Application horizontalScrollPolicy=off
   xmlns:mx=http://www.adobe.com/2006/mxml; xmlns:app=app.*
   layout=absolute frameRate=30
   app:SystemCore id=sysCore width=100% height=100%/
   /mx:Application
  
   So the above example, you can have your class in the app folder
   called SystemCore.as this looks like it extends a display object or
   similar as it has width and height attributes - not sure about extending
   other classes.


 --

 Best regards,
  GregoryN
  
  http://GOusable.com
  Flash components development.
  Usability services.
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RE: [Flashcoders] Multiple moviecliploaders

2008-02-14 Thread Cor
THANKS Muzak! 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Muzak
Verzonden: donderdag 14 februari 2008 17:18
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Multiple moviecliploaders

Well from what I understand, this is not a Flash/IE/.. etc.. thing, but an
OS/server thing, defined by an HTTP standard.
HTTP 1.1 Server - 2 simultaneous connections HTTP 1.0 Server - 4
simultaneous connections

Muzak

- Original Message -
From: Cor [EMAIL PROTECTED]
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 4:02 PM
Subject: RE: [Flashcoders] Multiple moviecliploaders


 M, maybe I did understand it incorrect?
 Sorry, I am dutch... 
 
 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Muzak
 Verzonden: donderdag 14 februari 2008 15:45
 Aan: Flash Coders List
 Onderwerp: Re: [Flashcoders] Multiple moviecliploaders
 
 Then I guess what Jason posted makes sense.. HTTP1.0 - 4 requests.
 
 
 - Original Message -
 From: Cor [EMAIL PROTECTED]
 To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
 Sent: Thursday, February 14, 2008 3:03 PM
 Subject: RE: [Flashcoders] Multiple moviecliploaders
 
 
 Thx Muzak, but this is about IE.
 Flash can load up to maximum 4 items at once.
 
 

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[Flashcoders] ERROR : Adobe AIR update beta 3 for Flash CS3 Professional – Updated 12/14/07

2008-02-14 Thread Matt Muller
Hi I have installed the beta 3 update and run the cleanup script. It creates
the air file successfully but the air file gives the following error.

The application could not be installed because the AIR file is damaged. Try
obtaining a new AIR file from the application author.

Any ideas?

cheers,

MaTT
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[Flashcoders] Framerate performance

2008-02-14 Thread Elia Morling
Does the bit-rate used in images affect flash frame rate? For examples are 
8-bit images faster or will Flash auto-convert them to 16-bit when rendering 
to the screen.


Thanks
Elia Morling 
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Re: [Flashcoders] Framerate performance

2008-02-14 Thread Steven Sacks

Yes.


Elia Morling wrote:
Does the bit-rate used in images affect flash frame rate? For examples 
are 8-bit images faster or will Flash auto-convert them to 16-bit when 
rendering to the screen.


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Re: [Flashcoders] Framerate performance

2008-02-14 Thread Elia Morling

Yes, they are faster or yes Flash auto-converts them to 16-bit? :)

Elia

- Original Message - 
From: Steven Sacks [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 14, 2008 9:52 PM
Subject: Re: [Flashcoders] Framerate performance



Yes.


Elia Morling wrote:
Does the bit-rate used in images affect flash frame rate? For examples 
are 8-bit images faster or will Flash auto-convert them to 16-bit when 
rendering to the screen.


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Re: [Flashcoders] Framerate performance

2008-02-14 Thread Steven Sacks
Common sense dictates that a 32 bit pixel takes more rendering 
computation than a 16 bit pixel or an 8 bit pixel.

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RE: [Flashcoders] Framerate performance

2008-02-14 Thread Kerry Thompson
Steven Sacks wrote:
 
 Common sense dictates that a 32 bit pixel takes more rendering
 computation than a 16 bit pixel or an 8 bit pixel.

The 32-bit pixel includes an 8-bit alpha channel, and that in itself takes
more rendering time.

Your graphics card actually has more impact on rendering time than the color
depth. All modern graphics cards do the rendering in hardware, of course,
though that wasn't always the case.

I did some benchmarking while I was working at Disney, and we found that
24-bit graphics actually rendered faster than 16-bit. The underlying reason
is simple--with 24 bits, each byte represents a color (red, green, or blue),
and it's easy for the firmware on the graphics card to work with a
straightforward 3 bytes.

16-bit graphics are another story. You still have to represent red, green,
and blue. Basic math tells you that each color gets 5 bits--but what do you
do with the other bit? A 1-bit alpha channel? Ignore it? Do 6-5-5, or 5-6-5?
Different manufacturers, and different systems, treat it differently.

Down on the hardware level, the 16-bit graphic presents other challenges.
You have to take the 16-bit word and peel off the relevant bits, and pop
them into the byte-size registers. If you're familiar with Assembly
language, you know that involves a lot of ROR, SHL, and the like. It happens
in hardware (actually firmware), so it's pretty fast, but the 24-bit
graphics are still easier to handle.

As far as 8-bit graphics, they are really just 24-bit graphics with a
limited range of colors (the palette). Instead of representing an actual
color, each byte is an index into a palette, so there's an additional step
there that must be performed during rendering.

It's not so simple after all.

Cordially,

Kerry Thompson


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[Flashcoders] Testing

2008-02-14 Thread Glen Pike

0-1-0-1
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01736 759321
www.glenpike.co.uk http://www.glenpike.co.uk
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RE: [Flashcoders] Testing

2008-02-14 Thread Kerry Thompson
 0-1-0-1

5


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Re: [Flashcoders] Framerate performance

2008-02-14 Thread Steven Sacks
If you import a large PNG with no alpha you will have slower frame rates 
than importing the same images as a JPG even at 100% compression, 
regardless of the Flash export settings for that image.  You could set 
the PNG to export as an 80% JPG and it will still perform worse than if 
you imported a 100% JPG to begin with.


The hows and whys are interesting to know, but irrelevant.  Your 
animations will slow down if Flash has to deal with a larger source 
file.  I've done my own testing and have proven it to be true.  Since I 
can't depend on the end user having a great video card, it's more 
important to maximize performance across the board by importing 100% 
JPGs when transparent PNGs are not necessary.

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Re: [Flashcoders] Framerate performance

2008-02-14 Thread Elia Morling

Thankyou this was the reply I wanted.

Elia

- Original Message - 
From: Kerry Thompson [EMAIL PROTECTED]

To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Sent: Friday, February 15, 2008 12:11 AM
Subject: RE: [Flashcoders] Framerate performance



Steven Sacks wrote:


Common sense dictates that a 32 bit pixel takes more rendering
computation than a 16 bit pixel or an 8 bit pixel.


The 32-bit pixel includes an 8-bit alpha channel, and that in itself takes
more rendering time.

Your graphics card actually has more impact on rendering time than the 
color

depth. All modern graphics cards do the rendering in hardware, of course,
though that wasn't always the case.

I did some benchmarking while I was working at Disney, and we found that
24-bit graphics actually rendered faster than 16-bit. The underlying 
reason
is simple--with 24 bits, each byte represents a color (red, green, or 
blue),

and it's easy for the firmware on the graphics card to work with a
straightforward 3 bytes.

16-bit graphics are another story. You still have to represent red, green,
and blue. Basic math tells you that each color gets 5 bits--but what do 
you
do with the other bit? A 1-bit alpha channel? Ignore it? Do 6-5-5, or 
5-6-5?

Different manufacturers, and different systems, treat it differently.

Down on the hardware level, the 16-bit graphic presents other challenges.
You have to take the 16-bit word and peel off the relevant bits, and pop
them into the byte-size registers. If you're familiar with Assembly
language, you know that involves a lot of ROR, SHL, and the like. It 
happens

in hardware (actually firmware), so it's pretty fast, but the 24-bit
graphics are still easier to handle.

As far as 8-bit graphics, they are really just 24-bit graphics with a
limited range of colors (the palette). Instead of representing an actual
color, each byte is an index into a palette, so there's an additional step
there that must be performed during rendering.

It's not so simple after all.

Cordially,

Kerry Thompson


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[Flashcoders] online compiler project

2008-02-14 Thread Gabino Travassos

Hi Flashcoders,

Could you point me in the right direction for this? I've sampled some trial 
applications, but I'm not sure I'm on the right path.


Requirements:
- Linux server hosted compiler
- takes swf, xml, jpeg, text, whatever and compiles to Win EXE and OSX app
- one file result

Something like your typical swf 2 exe compiler, except it happens from a 
server in a Linux environment.


Many thanks.

Gabino Travassos 



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[Flashcoders] AS3 singleton not working across multiple loaded swf

2008-02-14 Thread Patrick Matte | BLITZ
The only way I have been able to use a singleton across loaded swfs in AS3 is 
if it was first referenced in the main swf.

Any other singleton I use that are not referenced in the main swf work only 
within the swf they are contained into.

Is this a normal behavior in AS3 ? Does it have anything to do with 
ApplicationDomain?



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[Flashcoders] Minimize Tearing

2008-02-14 Thread Elia Morling
Are there any tricks for minimizing tearing? Like always run at 60hz? Is 
there any way to control vsynch?


Thanks,
Elia 
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Re: [Flashcoders] Minimize Tearing

2008-02-14 Thread Jason Van Cleave
_quality=BEST may help you at some costs

http://livedocs.adobe.com/flash/8/main/2509.html

On Thu, Feb 14, 2008 at 10:06 PM, Elia Morling [EMAIL PROTECTED] wrote:

 Are there any tricks for minimizing tearing? Like always run at 60hz? Is
 there any way to control vsynch?

 Thanks,
 Elia
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Re: [Flashcoders] Minimize Tearing

2008-02-14 Thread Elia Morling

Will keeping the number of displayobjects down and using a buffer image help 
any?

Thanks
Elia

- Original Message - 
From: Jason Van Cleave [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Friday, February 15, 2008 6:21 AM
Subject: Re: [Flashcoders] Minimize Tearing



_quality=BEST may help you at some costs

http://livedocs.adobe.com/flash/8/main/2509.html

On Thu, Feb 14, 2008 at 10:06 PM, Elia Morling [EMAIL PROTECTED] wrote:


Are there any tricks for minimizing tearing? Like always run at 60hz? Is
there any way to control vsynch?

Thanks,
Elia
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