RE: [Flashcoders] reverse play FLV?

2005-12-22 Thread Dechesne, Elvin
Yah, that's what Im doing and its not working. I ommitted to mention I'm
using Flash 8 FLV with an alpha channel. 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 
Sent: woensdag 21 december 2005 20:37
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] reverse play FLV?

Well since you're embedding the flv on the timeline why not just call this
function on the last frame?

reversePlay = function() {
reverseInt = setInterval(function() {
gotoAndStop(_currentframe-1);
}, 32);
}

Ted Grubb


-Original Message-
From: Dechesne, Elvin [mailto:[EMAIL PROTECTED]
Sent: Wednesday, December 21, 2005 5:19 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] reverse play FLV?

Hi there,
 
I have an issue regarding playing FLV embedded on the timeline in reverse
order. Im using a simple script to check if the playhead has reached the end
of the video and then reverse plays it. However, this seems to choke the
player, my guess is the codec can't cope with this. Processor performance
leaps from 10% to a staggering 70-80%. Is there a workaround for this, or
should I simply abandon the idea to use this method?
 
Many thanks for any advice,
 
Elvin Dechesne
satama interactive
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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-22 Thread Cedric Muller

commercial crap:
remember Generator ?
1.5k just to dynamically load JPGs in it ...
marketing crap really


15k.  When Flexbuilder 2 comes out, you can create .swfs without the
server, and it is rumored to be under $1000.  Flex Enterprise Services 
2

(the server version) will likely be back up in the 10-15k range, but I
haven't heard any rumored pricing on that yet.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com











-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Danton Chin
Sent: Wednesday, December 21, 2005 12:26 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo

How expensive is a Flex 1.5 license? And will that change when Flex 2

is

available?

Regards,
Danton

Merrill, Jason wrote:

How do you have a license for a server, but not have Flex 
installed

on




it?



Could I do this with one of my web hosting providers then?




Check with Adobe, but in November Macromedia Sales told me as long 
as

we

had a legal Flex 1.5 license installed in one location, they would

allow

us to take the .swfs produced on the server and move them to a

different

server where Flex was not installed as long as the server owner was

the

same entity.

i.e. Company A owns one Flex 1.5 license and has server1 and

server2

in house.  Company B does not have a Flex license. Company A's

server1

has Flex installed, company A's server2 does not.  We could move

.swfs

from Company A's server1 to server2, but not to any of Company B's
servers.

At least, that's how it was explained to me.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






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RE: [Flashcoders] jumpy horizontal motion

2005-12-22 Thread Hauwert, Ralph
I've run into this several times now, with no solution as of yet.
For some reason, when doing more heavy things on the graphical side of
things, it seems like vsyncing is stopped. Like the renderer only renders
half a frame. I did a demo for the Flash 8 launch, using optimizations using
only bitmaps and scrollrect to scroll for instance, and still ran into this
v-sync issue.

Ralph.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 
Verzonden: donderdag 22 december 2005 0:15
Aan: Flashcoders mailing list
Onderwerp: Re: [Flashcoders] jumpy horizontal motion

yeah i took the big background vectors out and its smoother.. im going 
to try the cacheAsBitmap and scrollRect stuff to see if it helps
thanks all

John Berzy wrote:

 updateAfterEvent should not be put in an onEnterFrame because an 
 onEnterFrame event will automatically re-render the stage anyways. if 
 the updateAfterEvent is in a onMouseMove or something then it would be 
 diffrent. I'd say that the graffic is probably a little to big and I 
 believe thats where the choppyness is coming from.

 John


 From: dontsave [EMAIL PROTECTED]
 Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] jumpy horizontal motion
 Date: Wed, 21 Dec 2005 17:59:52 -0500

 i took the text completely out but it didnt really change anything. 
 you notice it particularly with the blue circle.. its like you can 
 sort of see two blue circles when it refreshes.. makes me think the 
 refresh is perhaps not syncing with my monitors refresh rate or 
 something.

 JesterXL wrote:

 Remove the anti-aliased text, and then re-publish; how does she work 
 then?

 - Original Message - From: dontsave [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 5:18 PM
 Subject: [Flashcoders] jumpy horizontal motion


 check out
 http://www.chowderinc.com/new_site/

 i have some clips set up moving horizontally. my framerate is 
 60fps.. and it seems to be running fine.. but notice that all of the 
 graphics and even the text appears jumpy or choppy or jittery.. 
 difficult to read when the camera is moving quickly to the left or 
 right.. why is this? has anyone else encountered this?  is it a 
 refresh issue? should i be using updateAfterEvent? the motion is 
 called from onEnterFrame().. should i try setInterval?

 DK
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RE: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-22 Thread Nick Weekes
Cedric, are you disagreeing with the $1000 flex 2 builder, or the
undisclosed fees for enterprise services? 

Or the licence fee of flex 1.5? 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cedric
Muller
Sent: 22 December 2005 09:59
To: Flashcoders mailing list
Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo

commercial crap:
remember Generator ?
1.5k just to dynamically load JPGs in it ...
marketing crap really

 15k.  When Flexbuilder 2 comes out, you can create .swfs without the
 server, and it is rumored to be under $1000.  Flex Enterprise Services 
 2
 (the server version) will likely be back up in the 10-15k range, but I
 haven't heard any rumored pricing on that yet.

 Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com










 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Danton Chin
 Sent: Wednesday, December 21, 2005 12:26 PM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] RE: Flex vs OpenLaszo

 How expensive is a Flex 1.5 license? And will that change when Flex 2
 is
 available?

 Regards,
 Danton

 Merrill, Jason wrote:

 How do you have a license for a server, but not have Flex 
 installed
 on


 it?


 Could I do this with one of my web hosting providers then?



 Check with Adobe, but in November Macromedia Sales told me as long 
 as
 we
 had a legal Flex 1.5 license installed in one location, they would
 allow
 us to take the .swfs produced on the server and move them to a
 different
 server where Flex was not installed as long as the server owner was
 the
 same entity.

 i.e. Company A owns one Flex 1.5 license and has server1 and
 server2
 in house.  Company B does not have a Flex license. Company A's
 server1
 has Flex installed, company A's server2 does not.  We could move
 .swfs
 from Company A's server1 to server2, but not to any of Company B's
 servers.

 At least, that's how it was explained to me.

 Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com






 NOTICE:
 This message is for the designated recipient only and may contain
 privileged or
 confidential information. If you have received it in error, please
 notify the sender
 immediately and delete the original. Any other use of this e-mail by
 you is
 prohibited.
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[Flashcoders] Movie Clip Loaded or not

2005-12-22 Thread Sumeet Kumar
Hi All

I m using loadMovie Command to load a image in an empty Movieclip. but
how to check whether the image is loaded or not.

i.e
mc.loadMovie (image.jpg)
id = setInterval(fnCheckUploading,1)

fnCheckUploading =function () {
   if (mc._width2){
  clearInterval (id)
  }
}


Now in my case the width of the image can be even 1 pixel.


So any one please guide me how to put a check.


Regards
Sumeet Kumar

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RE: [Flashcoders] Movie Clip Loaded or not

2005-12-22 Thread Gaurav Kaushal
Hi sumeet,

You can put the check through onLoad Handler of movie clip.

mc.onLoad = doOnLoad;

function doOnLoad() {
  clearInterval (id)
}

Regards,
Gaurav Kaushal.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sumeet
Kumar
Sent: Thursday, December 22, 2005 3:53 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Movie Clip Loaded or not

Hi All

I m using loadMovie Command to load a image in an empty Movieclip. but
how to check whether the image is loaded or not.

i.e
mc.loadMovie (image.jpg)
id = setInterval(fnCheckUploading,1)

fnCheckUploading =function () {
   if (mc._width2){
  clearInterval (id)
  }
}


Now in my case the width of the image can be even 1 pixel.


So any one please guide me how to put a check.


Regards
Sumeet Kumar

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Re: [Flashcoders] Movie Clip Loaded or not

2005-12-22 Thread Roman Blöth

Sumeet Kumar schrieb:

Hi All

I m using loadMovie Command to load a image in an empty Movieclip. but
how to check whether the image is loaded or not.

i.e
mc.loadMovie (image.jpg)
id = setInterval(fnCheckUploading,1)

fnCheckUploading =function () {
   if (mc._width2){
  clearInterval (id)
  }
}


Now in my case the width of the image can be even 1 pixel.
So any one please guide me how to put a check.
Well, this one is quite simple: Make a movie clip which will hold the 
image, add several frames to it, so that the _totalframes  1, and then 
load the image, using the same name for the mc it already has, e.g. 
create an mc with, say, 5 frames, then do a


imageholder_mc.loadMovie(your_image.jpg);

To the 5-frames-mc you can then add the folloging AS:

onClipEvent(load)
{
if (this._totalframes == 1)
{
...
}
}

since as soon the image has been loaded the mc will have 1 frame only.



Regards,
Roman.
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[Flashcoders] flv batch encoding

2005-12-22 Thread Cosmin Cimpoi
Hello!

I am planning a project and this is the main req:
- to capture video from several cams and store it on the server as .flv
What software would u choose for doing the realtime or batch conversion?

Thanks for any feedback!

cosmin

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piata unirii nr 4-5
400013, Cluj-Napoca, Romania 

tel. (+40) 264594667
fax. (+40) 264594667
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Re: [Flashcoders] Movie Clip Loaded or not

2005-12-22 Thread Jorge Rego

Use loadClip().
Using this method instead of loadMovie() or MovieClip.loadMovie() has a 
number of advantages.


The following handlers are implemented by the use on a listener object:

MovieClipLoader.onLoadStart handler is invoked when loading begins.
MovieClipLoader.onLoadError handler is invoked if the clip cannot be loaded.
MovieClipLoader.onLoadProgress handler is invoked as the loading process 
progresses.
MovieClipLoader.onLoadInit handler is invoked after the actions in the first 
frame of the clip have executed, so you can begin manipulating the loaded 
clip.
MovieClipLoader.onLoadComplete handler is invoked when a file has completed 
downloading.





- Original Message - 
From: Sumeet Kumar [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 10:23 AM
Subject: [Flashcoders] Movie Clip Loaded or not


Hi All

I m using loadMovie Command to load a image in an empty Movieclip. but
how to check whether the image is loaded or not.

i.e
mc.loadMovie (image.jpg)
id = setInterval(fnCheckUploading,1)

fnCheckUploading =function () {
  if (mc._width2){
 clearInterval (id)
 }
}


Now in my case the width of the image can be even 1 pixel.


So any one please guide me how to put a check.


Regards
Sumeet Kumar

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[Flashcoders] Faster code?

2005-12-22 Thread Rakesh

JesterXL,
I can't help but comment on your disdain for commenting/doc-ing.
You might be missing the wood for the trees. 
A disclaimer - What I say next is for those working in teams that are more
in number than just you and your cup of coffee :).

Commenting/documenting is not for those working with you but for those
working after you. The poor sop who is asked to go tweak your code when you
are away in the Caribbean doesn't have the guarantee of you, the owner being
available to him/her when they need to work on it. 
Commenting/doc-ing takes a huge amount of time only if it is treated as a
separate endeavor to be done after coding. It's not. Make it part of your
coding and it will neither be taxing nor take too much time. 

Forget those who work after you. After implementing numerous complex apps,
don't be surprised if you come back to one of your old classes that u were
really proud of for the wizardry you had employed in it and then spend a few
hours scratching your head wondering what the *^% does this do - and where
the hell is that global(bad!) var being set? 

.  Secondly, 
the requirements + code-base change so much, that documenting is a waste of 
time, when at any moment you could wax a class, and thus destroy 20 minutes 
worth of documentation time.

Well, honestly I can see this kind of case where you need to 'wax a class'
happening only when nobody has bothered to design the app before coding and
all coding/classes are being created ad-hoc. If you do indeed design (and
design well) and need to polish a whole class off (wax...polish...he he I
crack myself up.), it's got to be pretty rare. 

If your client changes requirements so drastically that u need to kill off
whole classes rather than tweak content of a function here, add one there
,remove one here, well...my sympathies. 
And anyway, like I said if you comment while coding, that effort you
mentioned is 5 minutes.  Remember you don't have to write stories in your
comments- that’s what the design doc describes for you. You just need to
leave in almost-cryptic comments that can be understood by another developer
who knows his stuff.
And anyway if you do take 20 minutes to comment the bloody thing, its better
than spending 20 minutes chatting individually with your buddies and
explaining it to them. 


As to your last question, your are apparently in one of the few companies 
that do those pratices, and apparently believes they work.

-Yeah. That’s how we know don't we now? You do something - and then you know
it really works...

To comment on stuff that came before this note, efficiency/performance of
code has nothing to do commenting or documenting of code and one doesn't
need to come in at the expense of the other.
You can have cryptic code that is super-efficient that is explained by a
5-10 word comment just before it that explains what it does. Don’t mix the
two up.

Function level and class level commenting is more important when u r dealing
with big teams/big projects that want quality and more importantly quality
on time and quality that is maintainable. You don't want to have to keep
discussing and explaining your code again and again to everybody who needs
to tweak it do you? And to come back to the guy who comes after you, you
gotta make his life a little easier.
Your note seems to draw from what you have been doing so far rather than
thinking about what you need to be doing to make it better. you know, 
I am used to living in my very messy room and think it’s the way it should
be - until I can't find that Playboy which is lying around somewhere and my
mom is about to visit.

 As to your last question, your are apparently in one of the few companies 
that do those pratices, and apparently believes they work.

That’s how you know pal. You do it, then you know.

Well, what-ever you choose to do, may it be profitable :).

Rakesh




-Original Message-
From: JesterXL [mailto:[EMAIL PROTECTED] 
Sent: Thursday, December 22, 2005 6:40 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Faster code?

Re-read your email.  Only recently have I been on bigger projects.  Even so,

I'm usually the main developer for a given code-base, and others are on 
other projects, so no ones ever looking at the code next to me.  Secondly, 
the requirements + code-base change so much, that documenting is a waste of 
time, when at any moment you could wax a class, and thus destroy 20 minutes 
worth of documentation time.

On the 2 projects I was one where I worked with a team of developers, we 
were in constant contact, either in person or over AIM, and neither had 
problems reading eachothers code that was comment-less.  We were using ARP, 
so it helped communication; when I updated a command, he knew where to look,

and vice-versa.

Admittingly, the little commenting we did have, which we couldn't live 
without was at the top of the file for Views; it merely reported where the 
app the View was and what it represented since we had a 

Re: [Flashcoders] Faster code?

2005-12-22 Thread ryanm

If you change that function, do you re-write all of your documentation?

   Nope,. just add a modified comment and, if necessary, a brief 
description of how it was changed. Usually I write the comments before I 
write (or modify) the function or class, which is a great way to to write 
cleaner code. A lot of times I'll find myself halfway through the comment 
and realize that there is a better way to implement it, or a way to do 
without it completely. It gives you a kind of a last chance to state out 
loud what the function or class is for, and that's a good time to do a 
reality check and make sure you're not writing code that will have to be 
rewritten a few days later.



Secondly,
the requirements + code-base change so much, that documenting is a waste 
of
time, when at any moment you could wax a class, and thus destroy 20 
minutes

worth of documentation time.

   Well, it doesn't take 20 minutes to write the comments I pasted into the 
previous email, it takes a minute or two. Even if you type slow and don't 
know hot to cut and paste the borders, it shouldn't take but a few minutes. 
The thing that scares me is the idea of spending the time writing whole 
classes that will get tossed a day or two later, *that* seems like a waste 
of time. Not only have you written a whole class that's getting tossed, but 
you've likely instantiated it in other classes, and now you have to go 
change all of those implementations as well. To me, that just sounds like 
poor planning.


   Believe me, I have requirements change constantly, but with good 
planning and design, I reduce the number of places where those changes have 
to take place to a minimum. I have classes I touch every day as layout and 
design changes get tossed back and forth, but I also have classes I haven't 
had to touch for months because of good abstraction, good planning, and 
clear documentation that explains how those (often very) abstract classes 
work and can be implemented and manipulated.


   And the main argument for documentation becomes very clear when you 
inherit a large project and have to make changes to a bunch of garbled code. 
I inherited two large projects when I started my current job, and they had 
no documentation, no comments at all, and no real organization. I wasted 
many hours untangling obscure references, breaking down what were ostensibly 
optimizations but didn't actually help performance, and figuring out just 
what the heck the previous developer was thinking when he wrote that crap. 
The way my code is written now, I can have our Java or C# developers review 
my code and with a few questions about Flash-specific APIs they can see 
exactly what is going on without even knowing ActionScript, just by being 
familiar with ECMA-based languages.


   Back to the OPs question about optimization. The main thing with 
optimization is that it should be done as needed. You can't optimize code 
while you write it, it is impossible by defenition. Optimization == improved 
performance, and if the code has never run, it can't possibly be improved, 
only written. A good rule of thumb is to use the clearest syntax possible 
first, then unit test to identify potential bottlenecks, and optimize as 
needed. If an optimization doesn't give you a noticable performance gain 
at runtime, what is its purpose? If you just enjoy writing cryptic and 
difficult to scan code, go for it, have fun. Personally, I like to write 
code that makes my job easier.


ryanm 


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Re: [Flashcoders] can somebody answer my component name limitquestionplease?

2005-12-22 Thread PR Durand

Thanks, Jester and Steven
That's right, it's better to keep short path, and it's usefull to reuse 
common classes. That's what I generally do.
The problem here, is that we make a big project for a biug company, wich 
has many flash projects, and all the classes have to be in the same main 
directory, with a compulsory main pathname. That's the first problem : 
already about 30 chars used.
The second problem is that all my common classes, like shoppingcart, 
movieclip extenders, etc... are in my com.nodule.* path (while nodule is 
my company name)
so if I want to use it in my project, I've got to copy all those et 
modify all names...


Thanks for your answers, I finally grouped all my project classes in a 
single category under mainpath, and reorganise every class, wich took me 
nearly 2 hours last night... :(


++

PR



Steven Sacks a écrit :


com.customerdomainname.entity.web.project.eshop.shoppingcart.SCManager
   



 


find  replace all customerdomainname to cdn.
   



I'm going to assume customerdomainname actually varies here.

Sometimes, people really go overkill with this type of organization. You
really don't need to make that many levels.  I mean, you're convoluting it
by making it so deep, and you're not taking advantage of what OOP can really
do.

There have to be common methods to all the shopping carts, right?  Make a
shopping cart class that is independent of whoever the customer is, and if
you need custom methods for specific customers, just extend the methods of
the generic shopping cart class.

shoppingcart
customerdomain.shoppingcart extends shoppingcart

I find no compelling reason to organize my classes to such extents.  I'd
rather not have to dig down through 6 folders to find a class if I don't
have to.  Yes, a certain amount of organization is good.

inc/ui
inc/shoppingcart
inc/data

etc.


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RE: [Flashcoders] Faster code?

2005-12-22 Thread Steven Sacks
Hehe, you don't Jesse too well.  I can't imagine him slowing down for
anything, especially writing comments.  Consider that he probably gets more
done in a day than most of us and he still takes the time to answer many
threads on Flashcoders.

I don't write comments either.  I just write good, clean, easy to understand
code.  I don't over complicate things with classes that extend classes that
extend classes because I'm not coding for job security, I'm coding to get it
done and make it easy to come back to later.  Besides, like Jesse, I could
probably rewrite a bunch of code myself much faster than trying to dig
through somebody else's code even if it is commented.

The fact of the matter is, if I'm being hired to work on a project that
somebody else coded, they probably quit or were fired and won't be working
on the project ever again.  I mean, I'd rather write my own code that I
understand than every time I sit down to work on the app have to dig through
somebody else's mess.  And we're talking about messes here.  We're not
talking about good code.  I can understand good code without comments.

This is Actionscript, not C.

-Steven






 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rakesh
 Sent: Thursday, December 22, 2005 3:13 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Faster code?


 JesterXL,
 I can't help but comment on your disdain for commenting/doc-ing.
 You might be missing the wood for the trees.
 A disclaimer - What I say next is for those working in teams
 that are more
 in number than just you and your cup of coffee :).

 Commenting/documenting is not for those working with you but for those
 working after you. The poor sop who is asked to go tweak your
 code when you
 are away in the Caribbean doesn't have the guarantee of you,
 the owner being
 available to him/her when they need to work on it.
 Commenting/doc-ing takes a huge amount of time only if it is
 treated as a
 separate endeavor to be done after coding. It's not. Make it
 part of your
 coding and it will neither be taxing nor take too much time.

 Forget those who work after you. After implementing numerous
 complex apps,
 don't be surprised if you come back to one of your old
 classes that u were
 really proud of for the wizardry you had employed in it and
 then spend a few
 hours scratching your head wondering what the *^% does this
 do - and where
 the hell is that global(bad!) var being set?

 .  Secondly,
 the requirements + code-base change so much, that documenting
 is a waste of
 time, when at any moment you could wax a class, and thus
 destroy 20 minutes
 worth of documentation time.

 Well, honestly I can see this kind of case where you need to
 'wax a class'
 happening only when nobody has bothered to design the app
 before coding and
 all coding/classes are being created ad-hoc. If you do indeed
 design (and
 design well) and need to polish a whole class off
 (wax...polish...he he I
 crack myself up.), it's got to be pretty rare.

 If your client changes requirements so drastically that u
 need to kill off
 whole classes rather than tweak content of a function here,
 add one there
 ,remove one here, well...my sympathies.
 And anyway, like I said if you comment while coding, that effort you
 mentioned is 5 minutes.  Remember you don't have to write
 stories in your
 comments- that's what the design doc describes for you. You
 just need to
 leave in almost-cryptic comments that can be understood by
 another developer
 who knows his stuff.
 And anyway if you do take 20 minutes to comment the bloody
 thing, its better
 than spending 20 minutes chatting individually with your buddies and
 explaining it to them.


 As to your last question, your are apparently in one of the
 few companies
 that do those pratices, and apparently believes they work.

 -Yeah. That's how we know don't we now? You do something -
 and then you know
 it really works...

 To comment on stuff that came before this note,
 efficiency/performance of
 code has nothing to do commenting or documenting of code and
 one doesn't
 need to come in at the expense of the other.
 You can have cryptic code that is super-efficient that is
 explained by a
 5-10 word comment just before it that explains what it does.
 Don't mix the
 two up.

 Function level and class level commenting is more important
 when u r dealing
 with big teams/big projects that want quality and more
 importantly quality
 on time and quality that is maintainable. You don't want to
 have to keep
 discussing and explaining your code again and again to
 everybody who needs
 to tweak it do you? And to come back to the guy who comes
 after you, you
 gotta make his life a little easier.
 Your note seems to draw from what you have been doing so far
 rather than
 thinking about what you need to be doing to make it better. you know,
 I am used to living in my very messy room and think it's the
 way it should
 be - until I can't find 

RE: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-22 Thread Merrill, Jason
commercial crap:
remember Generator ?
1.5k just to dynamically load JPGs in it ...
marketing crap really

Cedric - not sure I understand the basis of your rant. Are you upset
with the current pricing of Flex  - that 15k is outrageous? Or 1k for
Flexbuilder 2 is still over priced for what it will do?  Or do you think
Flex is generally a poor product? Or what?  

Have you used Flex?  It's a lot more than a dynamic jpg loader.  Around
1k for a product that takes mxml and Actionscript and genrates rich and
highly feature-rich .swfs for online Web 2.0 apps is a great price, and
I can't wait to have it in my toolbox. I don't think 15k for Flex server
is a steal, but large enterprises who can afford it can also very
quickly reap benefits over traditional Web 1.0 programming.  Depending
on what you're trying to do, you can save 15k worth of time easily with
Flex, plus the user experience is so much better.  Head on over to
http://labs.macromedia.com/ and play around, you might change your mind.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com









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Re: [Flashcoders] Is Adobe settings manager usable ?

2005-12-22 Thread John Dowdell

Steve Webster wrote:
I'd be interested to know what the reasons were for the settings  
manager being on a macromedia web page rather than in a local  dialogue 
box.


UI size is one issue... if you're viewing a 60-pixel-square SWF, there's 
no room for an internal dialog. There are also localization and update 
issues.


That approach of using a full webpage UI to examine local settings is 
clever, but has been too novel for many people... I know there have been 
internal discussions on how to improve the next generation, but I don't 
yet know how these discussions may manifest in new UIs.


jd





--
John Dowdell . Adobe Developer Support . San Francisco CA USA
Weblog: http://weblogs.macromedia.com/jd
Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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Re: [Flashcoders] Is Adobe settings manager usable ?

2005-12-22 Thread erixtekila
UI size is one issue... if you're viewing a 60-pixel-square SWF, 
there's no room for an internal dialog. There are also localization 
and update issues.

OK, John.
I think I get your point.
You're talking of small screens.

BTW, there should be a minimal value for the scroller button.
It's not visible at all.

That approach of using a full webpage UI to examine local settings is 
clever, but has been too novel for many people... I know there have 
been internal discussions on how to improve the next generation, but I 
don't yet know how these discussions may manifest in new UIs.

Can't wait to see the improvments.

Thanks for your attention.
---
erixtekila
http://blog.v-i-a.net/

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Re: [Flashcoders] jumpy horizontal motion

2005-12-22 Thread Toon Van de Putte
I think Ralph's problem there is that Flash hasn't finished redrawing frame
1, when it has to start drawing frame 2.
As for David's choppy animation, it's typical for too much animation in too
little time.
60 fps is way too high, 25 or 30 fps is more than enough for smooth
animation. The player won't be able to keep up 60fps for anything but the
simplest animations, so there's no use in trying it. This might explain the
choppy animation (at least partly), the player is just skipping frames.

On 12/22/05, Hauwert, Ralph [EMAIL PROTECTED] wrote:

 I've run into this several times now, with no solution as of yet.
 For some reason, when doing more heavy things on the graphical side of
 things, it seems like vsyncing is stopped. Like the renderer only renders
 half a frame. I did a demo for the Flash 8 launch, using optimizations
 using
 only bitmaps and scrollrect to scroll for instance, and still ran into
 this
 v-sync issue.


Toon Van de Putte
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Re: [Flashcoders] IE vs Firefox performance

2005-12-22 Thread Toon Van de Putte
1.5 Does not remedy it, it's a Flash player issue.
I'm noticing a general flash player performance hit in Firefox. I think the
Firefox player runs less efficiently than the IE player, and is therefore a
bit of a resource hog. I can definitely notice a system-wide slowdown when
i'm running a number of Firefox tabs with Flash animations.

On 12/21/05, JesterXL [EMAIL PROTECTED] wrote:

 There was an old bug with Moz, but I remember people reporting Firefox
 would
 not give you enough CPU cycles, so you framerate suffered.  It was clearly
 posted as a Firefox problem, but not sure if 1.5 remedies it or not.

 Ref:
 https://bugzilla.mozilla.org/show_bug.cgi?id=106397

 - Original Message -
 From: Mike Boutin [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 2:46 PM
 Subject: [Flashcoders] IE vs Firefox performance


 I recently installed and have been using Firefox as my main browser.  I
 have noticed that all my flash sites  in firefox perform noticably
 slower than they do in internet explorer.  Is this an issue with firefox
 plugin itself or should I just go back to oh no internet explorer.


 Mike Boutin
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RE: [Flashcoders] jumpy horizontal motion

2005-12-22 Thread Hauwert, Ralph
I realize that that is the correct analysis of my problem. Strangly enough,
this isn't really how the flashplayer seems to work; since I am using the
onEnterFrame to update, I shouldn't be able to go out of sync with the
renderer. The render should send out an ontenterframe when it's done
rendering a frame, draw the new one on a framebuffer, swap the buffers, and
send out the event again.

Ralph.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 
Verzonden: donderdag 22 december 2005 16:45
Aan: Flashcoders mailing list
Onderwerp: Re: [Flashcoders] jumpy horizontal motion

I think Ralph's problem there is that Flash hasn't finished redrawing frame
1, when it has to start drawing frame 2.
As for David's choppy animation, it's typical for too much animation in too
little time.
60 fps is way too high, 25 or 30 fps is more than enough for smooth
animation. The player won't be able to keep up 60fps for anything but the
simplest animations, so there's no use in trying it. This might explain the
choppy animation (at least partly), the player is just skipping frames.

On 12/22/05, Hauwert, Ralph [EMAIL PROTECTED] wrote:

 I've run into this several times now, with no solution as of yet.
 For some reason, when doing more heavy things on the graphical side of
 things, it seems like vsyncing is stopped. Like the renderer only renders
 half a frame. I did a demo for the Flash 8 launch, using optimizations
 using
 only bitmaps and scrollrect to scroll for instance, and still ran into
 this
 v-sync issue.


Toon Van de Putte
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RE: [Flashcoders] jumpy horizontal motion

2005-12-22 Thread Hauwert, Ralph
Ow, and as a side note, I think the magic frame-rates still apply up to
version 7 (not 8 ? anyone ); 

21, 31, 59

Ralph.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 
Verzonden: donderdag 22 december 2005 16:45
Aan: Flashcoders mailing list
Onderwerp: Re: [Flashcoders] jumpy horizontal motion

I think Ralph's problem there is that Flash hasn't finished redrawing frame
1, when it has to start drawing frame 2.
As for David's choppy animation, it's typical for too much animation in too
little time.
60 fps is way too high, 25 or 30 fps is more than enough for smooth
animation. The player won't be able to keep up 60fps for anything but the
simplest animations, so there's no use in trying it. This might explain the
choppy animation (at least partly), the player is just skipping frames.

On 12/22/05, Hauwert, Ralph [EMAIL PROTECTED] wrote:

 I've run into this several times now, with no solution as of yet.
 For some reason, when doing more heavy things on the graphical side of
 things, it seems like vsyncing is stopped. Like the renderer only renders
 half a frame. I did a demo for the Flash 8 launch, using optimizations
 using
 only bitmaps and scrollrect to scroll for instance, and still ran into
 this
 v-sync issue.


Toon Van de Putte
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Re: [Flashcoders] jumpy horizontal motion

2005-12-22 Thread Toon Van de Putte
Maybe there is some threshold beneath which the player will refresh the
frame anyway? Some sort of minimum frame rate that is maintained at all
times, even if frames cannot be fully drawn.

On 12/22/05, Hauwert, Ralph [EMAIL PROTECTED] wrote:

 I realize that that is the correct analysis of my problem. Strangly
 enough,
 this isn't really how the flashplayer seems to work; since I am using the
 onEnterFrame to update, I shouldn't be able to go out of sync with the
 renderer. The render should send out an ontenterframe when it's done
 rendering a frame, draw the new one on a framebuffer, swap the buffers,
 and
 send out the event again.

 Ralph.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 Verzonden: donderdag 22 december 2005 16:45
 Aan: Flashcoders mailing list
 Onderwerp: Re: [Flashcoders] jumpy horizontal motion

 I think Ralph's problem there is that Flash hasn't finished redrawing
 frame
 1, when it has to start drawing frame 2.
 As for David's choppy animation, it's typical for too much animation in
 too
 little time.
 60 fps is way too high, 25 or 30 fps is more than enough for smooth
 animation. The player won't be able to keep up 60fps for anything but the
 simplest animations, so there's no use in trying it. This might explain
 the
 choppy animation (at least partly), the player is just skipping frames.

 On 12/22/05, Hauwert, Ralph [EMAIL PROTECTED] wrote:
 
  I've run into this several times now, with no solution as of yet.
  For some reason, when doing more heavy things on the graphical side of
  things, it seems like vsyncing is stopped. Like the renderer only
 renders
  half a frame. I did a demo for the Flash 8 launch, using optimizations
  using
  only bitmaps and scrollrect to scroll for instance, and still ran into
  this
  v-sync issue.
 

 Toon Van de Putte
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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
Did you make any headway?

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John, thanks a lot for all the help!


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[Flashcoders] Pathfinding

2005-12-22 Thread Toon Van de Putte
Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?

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Re: [Flashcoders] Pathfinding

2005-12-22 Thread Chris Hill

This should get you started:

http://www.electrotank.com/junk/mike/ai/precomputedPathTutorial.html
http://www.tonypa.pri.ee/tbw/tut22.html

Enjoy!
C

Toon Van de Putte wrote:


Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?

--
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_
   __ __     
  |  |  \/ ___\  Chris Hill  
  |  |  / /_/   [EMAIL PROTECTED]
  |/\___  /  http://ubergeek.tv  
   /_/   The Smell of Geek!  
-

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Re: [Flashcoders] Pathfinding

2005-12-22 Thread Alan MacDougall

Toon Van de Putte wrote:


Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?
 

If you're talking about a top-view grid-based game, like Legend of Zelda 
or something, I have some code that's directly applicable. Mail me at 
signal at alanmacdougall dot com and I'll send it. If not, look up an 
algorithm named A* (pronounced A-star) and code your own 
implementation -- here are a few links:


A discussion of how the algorithm works, and why it's better than others
http://theory.stanford.edu/~amitp/GameProgramming/

A very basic explanation of the algorithm's actual workings
http://www.policyalmanac.org/games/aStarTutorial.htm

An algorithm to figure out the set of possible destinations for a unit
http://www.gamedev.net/reference/articles/article724.asp

(I have a working Actionscript implementation of this too, if you'd like.)

Alan MacDougall
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Re: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-22 Thread Troy Rollins


On Dec 22, 2005, at 9:15 AM, Merrill, Jason wrote:


Head on over to
http://labs.macromedia.com/ and play around, you might change your 
mind.


Wake me when there is an OSX alpha. ;-)

Flex looks great, but not great enough to switch development platforms.
--
Troy
RPSystems, Ltd.
http://www.rpsystems.net

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RE: [Flashcoders] flv repeating?

2005-12-22 Thread Corban Baxter
Here is pretty much all I am doing and its hand coded...

var nc:NetConnection = new NetConnection();
nc.connect(null);

var ns:NetStream = new NetStream(nc);

theVideo.attachVideo(ns);

ns.setBufferTime(10);

ns.onStatus = function(info) {
trace(info.code);
if(info.code == NetStream.Buffer.Full) {
bufferClip._visible = false;
}
if(info.code == NetStream.Buffer.Empty) {
bufferClip._visible = true;
}
if(info.code == NetStream.Play.Stop) {
ns.seek(0);
}
}

ns.play(DBZremake_v7_Large_Custom.flv);


Corban Baxter  |  rich media designer  |  www.funimation.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sönke Rohde
Sent: Wednesday, December 21, 2005 5:48 PM
To: 'Flashcoders mailing list'
Subject: Re: [Flashcoders] flv repeating?


 Not sure what the reason is behind this but it seems like all 
 of my flv's seem to repeat when they have finished playing? 
 Is there a method that will tell the video when the video has 
 completed to stop? Not sure what the best way to do this 
 would be... thanks!
 
 Corban Baxter  |  rich media designer  |  
www.funimation.com

This depends on the code you use to play the FLV. Do you use a component or
custom code?
General I don't know any FLV Player which repeats by default.

Cheers,
Sönke

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Re: [Flashcoders] flv repeating?

2005-12-22 Thread Jordan L. Chilcott
Your code is telling it to go back to the beginning once the video  
has finished:



if(info.code == NetStream.Play.Stop) {
ns.seek(0);
}


The seek() will have the stream play once it has found your spot you  
wish to seek to. If you didn't want it to play again, insert an  
ns.pause(true); after your seek.


jord

On Dec 22, 2005, at 12:19 PM, Corban Baxter wrote:


Here is pretty much all I am doing and its hand coded...

var nc:NetConnection = new NetConnection();
nc.connect(null);

var ns:NetStream = new NetStream(nc);

theVideo.attachVideo(ns);

ns.setBufferTime(10);

ns.onStatus = function(info) {
trace(info.code);
if(info.code == NetStream.Buffer.Full) {
bufferClip._visible = false;
}
if(info.code == NetStream.Buffer.Empty) {
bufferClip._visible = true;
}
if(info.code == NetStream.Play.Stop) {
ns.seek(0);
}
}


--
Jordan L. Chilcott, President
Interactivity Unlimited
Guelph, Ontario
-
Tel:  (519) 837-1879
eFax: (253) 276-8631

mailto:[EMAIL PROTECTED]
http://www.interactivityunlimited.com
iChat/AIM: j1chilcott

Author: Building Web Sites with Macromedia Studio MX
Author: Building Dynamic Web Sites with Macromedia Studio MX
Author: Flash Professional 8: Training From the Source


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RE: [Flashcoders] RE: Flex vs OpenLaszo

2005-12-22 Thread Merrill, Jason
 Head on over to
 http://labs.macromedia.com/ and play around, you might change your
 mind.

Wake me when there is an OSX alpha. ;-)

Flex looks great, but not great enough to switch development
platforms.
--
Troy


You Mac people are always so grumpy.  ;)

The Mac looks great, but not enough to switch my software base.  ;)


Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com








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Re: [Flashcoders] flv repeating?

2005-12-22 Thread Sönke Rohde

 Here is pretty much all I am doing and its hand coded...
 
 var nc:NetConnection = new NetConnection();
 nc.connect(null);
 
 var ns:NetStream = new NetStream(nc);
 
 theVideo.attachVideo(ns);
 
 ns.setBufferTime(10);
 
 ns.onStatus = function(info) {
   trace(info.code);
   if(info.code == NetStream.Buffer.Full) {
   bufferClip._visible = false;
   }
   if(info.code == NetStream.Buffer.Empty) {
   bufferClip._visible = true;
   }
   if(info.code == NetStream.Play.Stop) {
   ns.seek(0);
   }
 }
 
 ns.play(DBZremake_v7_Large_Custom.flv);

if(info.code == NetStream.Play.Stop) {
ns.seek(0);
}

This lines are causing your flv to repeat. The Status NetStream.Play.Stop is
set when the flv reachs the end.
Instead of ns.seek(0) try:
ns.pause(true);
ns.seek(0);

If you want to seek to the start after the flv ends.

Cheers,
Sönke

[...]

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RE: [Flashcoders] flv repeating?

2005-12-22 Thread Corban Baxter
I knew I was missing something with that line. Thanks a million guys. You saved 
me from a nightmare before Christmas. ha

Corban Baxter  |  rich media designer  |  www.funimation.com


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sönke Rohde
Sent: Thursday, December 22, 2005 11:35 AM
To: 'Flashcoders mailing list'
Subject: Re: [Flashcoders] flv repeating?


 Here is pretty much all I am doing and its hand coded...
 
 var nc:NetConnection = new NetConnection();
 nc.connect(null);
 
 var ns:NetStream = new NetStream(nc);
 
 theVideo.attachVideo(ns);
 
 ns.setBufferTime(10);
 
 ns.onStatus = function(info) {
   trace(info.code);
   if(info.code == NetStream.Buffer.Full) {
   bufferClip._visible = false;
   }
   if(info.code == NetStream.Buffer.Empty) {
   bufferClip._visible = true;
   }
   if(info.code == NetStream.Play.Stop) {
   ns.seek(0);
   }
 }
 
 ns.play(DBZremake_v7_Large_Custom.flv);

if(info.code == NetStream.Play.Stop) {
ns.seek(0);
}

This lines are causing your flv to repeat. The Status NetStream.Play.Stop is
set when the flv reachs the end.
Instead of ns.seek(0) try:
ns.pause(true);
ns.seek(0);

If you want to seek to the start after the flv ends.

Cheers,
Sönke

[...]

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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

Yes!

I set _global.GAME = game (the object I was interested in),
so I didn't have to dig in the trees and search for that, I accessed
it directly from _global.

I actually found what was causing the delay. My Animation
class was setting some actions in the ActionManager that never got deleted
if a certain contition was met and the ActionManager stored Action objects
with parameters that built up and eventually slowed down the game. I fixed 
that

and now it runs great!

It was actually a just a tiny change: a  n  0  that had to be  n  1  
...

The fun of programming... Yeah, right!

Xray rocks by the way! I knew that already but I was lost in the tree chains
in such huge projects. Now I know what to do if I can't find easily
what I'm looking for.

Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 6:15 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Did you make any headway?

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John, thanks a lot for all the help!



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[Flashcoders] RE: reverse play FLV?

2005-12-22 Thread Troy Gardner
I don't think it's possible unless you encode everyframe as a keyframe which
can make the file pretty large. This also affects scrubbing in the video
stream...jumping will take you to the nearest keyframe after. As the video
playhead can only jump to keyframes, and like tweens it needs the before and
after frames to figure out what to do. Video 'tweens' (interframes) are
currently one way.

Troy Gardner -How you live your seconds, is how you live your days, is how you 
live your life...

http://www.troygardner.com -my world
http://www.troyworks.com - building Rich Internet Applications
http://www.intrio.com -helping bridge the gap between the humans and machines. 
Home of the Flickey™
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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Yes!

 I set _global.GAME = game (the object I was interested in),
 so I didn't have to dig in the trees and search for that, I accessed
 it directly from _global.

 I actually found what was causing the delay. My Animation
 class was setting some actions in the ActionManager that never got deleted
 if a certain contition was met and the ActionManager stored Action objects
 with parameters that built up and eventually slowed down the game. I fixed
 that
 and now it runs great!

 It was actually a just a tiny change: a  n  0  that had to be  n  1 
 ...
 The fun of programming... Yeah, right!

 Xray rocks by the way! I knew that already but I was lost in the tree
 chains
 in such huge projects. Now I know what to do if I can't find easily
 what I'm looking for.

 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Thursday, December 22, 2005 6:15 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 Did you make any headway?

 On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  John, thanks a lot for all the help!
 
 
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[Flashcoders] Flash stock ticker

2005-12-22 Thread Alejandro Diaz
Greetings everyone,

I will potentially be asked in the coming months to create a dynamic
flash-powered stock ticker, being fed data from a MySQL database. I already
have done some flash remoting before which is likely what I will do on this
project, but my question concerns more the animation aspect of the ticker.

I guess the first question is: does anyone know of a package (open source or
commercial) which offers a customizable, adminable stock ticker component?

In absence of that, any hints of tips anyone can offer would be of great
help. The way I have done some somewhat similar projects involved creating a
large movie clip from the loaded data, and then calculating the width of
that movie clip to use in its looping animation (using 2 instances to make
it seamless).  The problem I foresee with that is that this has the
potential of being very long, and thus might not animate smoothly.  Does
anyone have any general suggestions I should consider as I plan this
project?

Thank you very much in advance,
Alex
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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

The _global thing was Hans Wichman's idea.
Just making sure he gets the credit! ;-)


Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 7:49 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

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RE: [Flashcoders] Flash stock ticker

2005-12-22 Thread Merrill, Jason
In absence of that, any hints of tips anyone can offer would be of
great
help. The way I have done some somewhat similar projects involved
creating a
large movie clip from the loaded data, and then calculating the width
of
that movie clip to use in its looping animation (using 2 instances to
make
it seamless).  The problem I foresee with that is that this has the
potential of being very long, and thus might not animate smoothly.
Does
anyone have any general suggestions I should consider as I plan this
project?

Instead of making a big 'ol movie clip in a library and
animating/tweening that, I would instead make a single movie clip which
has a text field, and attach that to the stage, populate the stock data,
and tween/animate with actionscript,  - you would create and destroy
instances when they leave and exit the view area, and the data is
dynamic for each clip.  That to me would be a better/more elegant
approach, and if you do it right, will perform much better too.

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com









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Re: [Flashcoders] Preloading content in background

2005-12-22 Thread Flash Mel
Was this ever resolved?

It turns out I am trying to do the same thing, but the problem I am running
into is that - while it loads all the elements - it also starts playing all
of them.

I'm using Bokel's loaderCLass and I dabbled with the extension of that class
from Tin Lion.  Both work well, I just don't want the files to execute when
they are finished loading.  I just need everything loaded so when a user
does click to that particular section, the .swf loads and starts playing
without the need of the preloader.

Paul, have you been able to successfully get this to work?  Anyone else?


thanks.





Paul Steven wrote:

Thanks for all the great replies. To be honest the pages are all less than
100kb each so I don't think the client will pay up to come up with any
ingenius preloader solutions:)


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Re: [Flashcoders] Is Adobe settings manager usable ?

2005-12-22 Thread Steve Webster

Hi John,

I'd be interested to know what the reasons were for the settings   
manager being on a macromedia web page rather than in a local   
dialogue box.


UI size is one issue... if you're viewing a 60-pixel-square SWF,  
there's no room for an internal dialog. There are also localization  
and update issues.


I guess I can understand that, but I can't help but think that the  
web UI is a step too far. I certainly hope that it's viewed more as a  
short-term hack than a long-term solution. In our experience users  
just don't get the concept of going to a public web page to manage  
settings on their personal computer, and so we're having to hand hold  
our clients through this process.


That approach of using a full webpage UI to examine local settings  
is clever, but has been too novel for many people... I know there  
have been internal discussions on how to improve the next  
generation, but I don't yet know how these discussions may manifest  
in new UIs.


I'm glad to hear that this is being looked at and discussed. Just  
knowing that this is happening has reassured me that the current  
situation will not persist forever.


Many thanks,

Steve

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Head of Development

Featurecreep Ltd
www.featurecreep.com
T: +44 (0)117 905 5047



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RE: [Flashcoders] BitmapData and setPixel();

2005-12-22 Thread Claudia Barnal

Anyone? Please...



From: Claudia Barnal [EMAIL PROTECTED]
Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] BitmapData and setPixel();
Date: Thu, 22 Dec 2005 04:03:57 +

Hi everyone,

I’m having some math problems with a BitmapData and setPixel().

I’m using a for loop to calculate the different color values that should be 
assigned to a BitmapData, creating a gradient with a specific shape. 
Problem is that I can’t get the right combination of color and shape of the 
gradient.


In the sample code (which you can copy and paste and it will work straight 
away) I set two examples of the var p.


The first option has the shape that I want. The issue is that the colors 
that are in the top and bottom center (very dark green and very light 
green) should be in the corners of their respective top and bottom.


The second option has somewhat the color distribution that I want, but I 
doesn’t have the shape that I need. Here the curvature starts in the 
corners, but should be as in the first option.


I know it is a problematic question, but I would love to see your replies, 
as I have tried to solve this little problem for quite some time now.


Claudia Barnal

// CODE

var stageW:Number = 255;
var stageH:Number = 255;
var hStageMiddle:Number = Math.round((stageW / 2) + 1);
var bd:flash.display.BitmapData = new flash.display.BitmapData(stageW, 
stageH);



for (var x:Number = 0; x  hStageMiddle; x++)
{
/*
* OPTION1 RIGHT SHAPE, WRONG COLOR DISTRIBUTION
* CURVE STARTS FROM TOP AND BOTTOM CENTER
*/
var p:Number = Math.pow(1 - (x / hStageMiddle), 2);

/*
* OPTION2 WRONG SHAPE, RIGHT COLOR DISTRIBUTION
* CURVE STARTS FROM THE CORNERS, WHICH IS WRONG
*/
//var p:Number = Math.pow(2, 1 - (x / hStageMiddle));

for (var y:Number = 0; y  stageH; y++)
{
var val1:Number = ((255 * y) / stageH);
var val2:Number = ((val1 * (1 - p)) + (128 * p));
var col:Number = (((val2  8) | 0) | 0);
bd.setPixel(x, y, col);
bd.setPixel(stageW - x, y, col);
}
}


createEmptyMovieClip(bmp, 1);
bmp.attachBitmap(bd, 2);

// CODE END

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[Flashcoders] Drag-n-Drop from DataGrid to Tree Flash 7

2005-12-22 Thread Jeff Mastropietro
Does anyone know of a good drag-n-drop script for Flash 7.  I need to be 
able to drag an item from a DataGrid, to a Tree component.


This component is really great, but it's for Flash 8:
http://www.sephiroth.it/index.php?blogId=2005_11_20_weekly.html

Thanks,
Jeff
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Re: [Flashcoders] Faster code?

2005-12-22 Thread Paul BH
Just to offer you guys a different take on this - It seems that my
post was encouraging extensive commenting of code. Actually, you will
find barely any comments in my code. I find that comments very often
get out of date as specifications change, what in essence you are
doing is repeating information (in code  in comments) - and
inevitably somewhere along the line one gets out of sync with the
other.

I dont claim to write the fastest executing code in the world, but I
do strive to make it both human  machine readible. This comes down to
being very clear about what your functions are called, and breaking
down your work into pretty granular pieces - more than make would
expect. For example - lets say I have an if statement which checks
some stuff:

//check mouse is in bounds
if(_xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
_ymousebottomEdge){
 ...
}

I am likely to refactor something like this to:

if(mouseInBounds()){
 ...
}

private function mouseInBounds():Boolean{
 return _xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
_ymousebottomEdge
}

This way I can notify other people who will be looking at the code
what my intention was. I use comments to notify when something was
done in a hackish way, of there is a known bug in the code, or
something else that may give a new pair of eyes a huh? moment...

Back to my point about optimization - I can imagine some of you guys
are reading this and thinking that this will slow down the app too
much. Well, as Ryan mentioned in his post - write the clearest code
first *then* and only then, if it is too slow, identify where the
bottlenecks are and concentrate on them...

*Stands down off soap-box*

PBH
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RE: [Flashcoders] Faster code?

2005-12-22 Thread Merrill, Jason
Very well said Paul.  Couldn't agree more - mind you this is coming from
a guy who still writes crappy code.  :)

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com





-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Paul BH
Sent: Thursday, December 22, 2005 2:07 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Faster code?

Just to offer you guys a different take on this - It seems that my
post was encouraging extensive commenting of code. Actually, you will
find barely any comments in my code. I find that comments very often
get out of date as specifications change, what in essence you are
doing is repeating information (in code  in comments) - and
inevitably somewhere along the line one gets out of sync with the
other.

I dont claim to write the fastest executing code in the world, but I
do strive to make it both human  machine readible. This comes down to
being very clear about what your functions are called, and breaking
down your work into pretty granular pieces - more than make would
expect. For example - lets say I have an if statement which checks
some stuff:

//check mouse is in bounds
if(_xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
_ymousebottomEdge){
 ...
}

I am likely to refactor something like this to:

if(mouseInBounds()){
 ...
}

private function mouseInBounds():Boolean{
 return _xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
_ymousebottomEdge
}

This way I can notify other people who will be looking at the code
what my intention was. I use comments to notify when something was
done in a hackish way, of there is a known bug in the code, or
something else that may give a new pair of eyes a huh? moment...

Back to my point about optimization - I can imagine some of you guys
are reading this and thinking that this will slow down the app too
much. Well, as Ryan mentioned in his post - write the clearest code
first *then* and only then, if it is too slow, identify where the
bottlenecks are and concentrate on them...

*Stands down off soap-box*

PBH
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[Flashcoders] Combo troubles

2005-12-22 Thread Mike Boutin
I have a swf file that has a combobox component in it with two options.  
This is loaded into _root.holderClip


For some reason when I publish and view it in flash player, it works 
fine.  When I run the same thing in Internet Explorer and comobox does 
not drop down anymore? Am I missing something?



Thanks

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Re: [Flashcoders] Faster code?

2005-12-22 Thread Paul BH
everyone writes crappy code ;) we all just need to try and make it less crappy..

On 12/22/05, Merrill, Jason [EMAIL PROTECTED] wrote:
 Very well said Paul.  Couldn't agree more - mind you this is coming from
 a guy who still writes crappy code.  :)

 Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com





 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul BH
 Sent: Thursday, December 22, 2005 2:07 PM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Faster code?
 
 Just to offer you guys a different take on this - It seems that my
 post was encouraging extensive commenting of code. Actually, you will
 find barely any comments in my code. I find that comments very often
 get out of date as specifications change, what in essence you are
 doing is repeating information (in code  in comments) - and
 inevitably somewhere along the line one gets out of sync with the
 other.
 
 I dont claim to write the fastest executing code in the world, but I
 do strive to make it both human  machine readible. This comes down to
 being very clear about what your functions are called, and breaking
 down your work into pretty granular pieces - more than make would
 expect. For example - lets say I have an if statement which checks
 some stuff:
 
 //check mouse is in bounds
 if(_xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
 _ymousebottomEdge){
  ...
 }
 
 I am likely to refactor something like this to:
 
 if(mouseInBounds()){
  ...
 }
 
 private function mouseInBounds():Boolean{
  return _xmouserightEdge  _xmouseleftEdge  _ymousetopEdge 
 _ymousebottomEdge
 }
 
 This way I can notify other people who will be looking at the code
 what my intention was. I use comments to notify when something was
 done in a hackish way, of there is a known bug in the code, or
 something else that may give a new pair of eyes a huh? moment...
 
 Back to my point about optimization - I can imagine some of you guys
 are reading this and thinking that this will slow down the app too
 much. Well, as Ryan mentioned in his post - write the clearest code
 first *then* and only then, if it is too slow, identify where the
 bottlenecks are and concentrate on them...
 
 *Stands down off soap-box*
 
 PBH
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Re: [Flashcoders] BitmapData and setPixel();

2005-12-22 Thread Paul BH
any chance you can give us a diagram or something of what you are
trying to acheive? picture speaks 1000 words allthat

On 12/22/05, Claudia Barnal [EMAIL PROTECTED] wrote:
 Anyone? Please...


 From: Claudia Barnal [EMAIL PROTECTED]
 Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] BitmapData and setPixel();
 Date: Thu, 22 Dec 2005 04:03:57 +
 
 Hi everyone,
 
 I'm having some math problems with a BitmapData and setPixel().
 
 I'm using a for loop to calculate the different color values that should be
 assigned to a BitmapData, creating a gradient with a specific shape.
 Problem is that I can't get the right combination of color and shape of the
 gradient.
 
 In the sample code (which you can copy and paste and it will work straight
 away) I set two examples of the var p.
 
 The first option has the shape that I want. The issue is that the colors
 that are in the top and bottom center (very dark green and very light
 green) should be in the corners of their respective top and bottom.
 
 The second option has somewhat the color distribution that I want, but I
 doesn't have the shape that I need. Here the curvature starts in the
 corners, but should be as in the first option.
 
 I know it is a problematic question, but I would love to see your replies,
 as I have tried to solve this little problem for quite some time now.
 
 Claudia Barnal
 
 // CODE
 
 var stageW:Number = 255;
 var stageH:Number = 255;
 var hStageMiddle:Number = Math.round((stageW / 2) + 1);
 var bd:flash.display.BitmapData = new flash.display.BitmapData(stageW,
 stageH);
 
 
 for (var x:Number = 0; x  hStageMiddle; x++)
 {
/*
* OPTION1 RIGHT SHAPE, WRONG COLOR DISTRIBUTION
* CURVE STARTS FROM TOP AND BOTTOM CENTER
*/
var p:Number = Math.pow(1 - (x / hStageMiddle), 2);
 
/*
* OPTION2 WRONG SHAPE, RIGHT COLOR DISTRIBUTION
* CURVE STARTS FROM THE CORNERS, WHICH IS WRONG
*/
//var p:Number = Math.pow(2, 1 - (x / hStageMiddle));
 
for (var y:Number = 0; y  stageH; y++)
{
var val1:Number = ((255 * y) / stageH);
var val2:Number = ((val1 * (1 - p)) + (128 * p));
var col:Number = (((val2  8) | 0) | 0);
bd.setPixel(x, y, col);
bd.setPixel(stageW - x, y, col);
}
 }
 
 
 createEmptyMovieClip(bmp, 1);
 bmp.attachBitmap(bd, 2);
 
 // CODE END
 
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RE: [Flashcoders] assigning the same class to multiple library objects

2005-12-22 Thread Kevin McCormick (iStyle)
Thanks for the reply, sorry for the delay, I'm in New Zealand, so a bit of a
timezone issue going on.

My problem is actually a bit deeper than I originally thought.  I first
noticed it in a simple movie that is part of a larger project, now the main
app is displaying the problem.

It's not just limited to classes of the same type - I had a button not
working so I recreated the button and it started working but another button
stopped, when I recreated this second button it worked but knocked out an
instance of a custom class.

Some of these are dynamically loaded from the library and some are dragged
items.

It seems to behave as though all the extended movieclips are stored in some
array and that array has a slot that doesn't work.

Any Ideas?

Kev

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Sander
Sent: Wednesday, 21 December 2005 8:44 p.m.
To: Flashcoders mailing list
Subject: Re: [Flashcoders] assigning the same class to multiple library
objects


I'm attaching 2 different mc's, both menuItem class bound. No
problem. Check what happens in your fla when you attach dynamically?


On 21 Dec 2005, at 02:04, Kevin McCormick (iStyle) wrote:

 Hi Everyone,

 I've got a bit of an issue with Flash 8 at the moment.

 Basically I have a single frame movie with a number of movieclips
 on the
 stage that are dragged from the library.

 The library movieclips have all been extended using the same custom
 class
 via their linkage properties.

 My problem is that one of the movieclips does not register as an
 instance of
 the custom class.

 If I delete the problem clip and republish the movie another clip
 assumes
 the problem.  Is this a known issue?  There are six library
 symbols, all
 with the same custom class.

 Any Ideas???

 Kev

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RE: [Flashcoders] Scrolling Landscape by Mouse position

2005-12-22 Thread Kevin Aebig
Thanks guys, but I just told him I needed another day and created it from
scratch. Much obliged anyhow... =]

Cheers,

Kevin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of eric dolecki
Sent: December 21, 2005 1:42 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Scrolling Landscape by Mouse position

http://www.ericd.net/main20_test.html

but the base source was @ flashcoders.

edolecki

On 12/21/05, Duncan Reid [EMAIL PROTECTED] wrote:

 Maybe a little late here as your deadline was EOD yesterday but it might
 help out in the archives for later...

 It kinda sounds like your looking for a parallax scroller, if so

 there is a chapter from an FOE book here:
 http://www.friendsofed.com/books/1590592212/2212.pdf

 or an old source from flashkit:


http://www.flashkit.com/movies/Effects/Eye_Candy/Parallax-Ashley_W-6442/inde
x.php

 I also believe Eric Dolecki had one on his old site a while back...

 Dunc


 On 12/20/05, Kevin Aebig [EMAIL PROTECTED] wrote:
 
  Hey all,
 
 
 
  I've seen a few examples of a scenic landscape that is scrolled to
 view
  more by the mouse cursor and can't seem to find any references to them a
  la
  google. Does anyone have a clue where to find these sources or have an
  example handy?
 
 
 
  I've just gotten pinned by my boss to have this done by the end of the
  day,
  or I'd do it from scratch.
 
 
 
  Cheers,
 
 
 
  Kevin
 
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Re: [Flashcoders] Flash stock ticker

2005-12-22 Thread eric dolecki
.cacheAsBitmap might be your best friend here :)

edolecki

On 12/22/05, Merrill, Jason [EMAIL PROTECTED] wrote:

 In absence of that, any hints of tips anyone can offer would be of
 great
 help. The way I have done some somewhat similar projects involved
 creating a
 large movie clip from the loaded data, and then calculating the width
 of
 that movie clip to use in its looping animation (using 2 instances to
 make
 it seamless).  The problem I foresee with that is that this has the
 potential of being very long, and thus might not animate smoothly.
 Does
 anyone have any general suggestions I should consider as I plan this
 project?

 Instead of making a big 'ol movie clip in a library and
 animating/tweening that, I would instead make a single movie clip which
 has a text field, and attach that to the stage, populate the stock data,
 and tween/animate with actionscript,  - you would create and destroy
 instances when they leave and exit the view area, and the data is
 dynamic for each clip.  That to me would be a better/more elegant
 approach, and if you do it right, will perform much better too.

 Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com









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[Flashcoders] DataGrid scroll problem and Archive Access

2005-12-22 Thread Nick Appelmans
Hi List:

I tried searching archives but link from webpage is broken. I have a
datagrid that is bound to a dataset where both properties of the binding are
property = dataprovider when the datagrid displays the resource returned
from a MySQL query via amfphp it displays the rows properly until I use the
scroll bar of the datagrid. When scrolling, almost all of the rows are
replaced with a copy of one of the rows. This happens in Firefox and IE and
the Flash IDE when testing the movie. I am using Flash MX 2004 Pro ver 7.2
which I understand had fixed a datagrid dataset issue (Bug # 81829).

 

Thanks in advance of any leads or suggestions. Also, how can I search the
archives of Flashcoders?

 

Nick

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RE: [Flashcoders] DataGrid scroll problem and Archive Access

2005-12-22 Thread Robert Chyko
Ran into this in the past... Here are 2 workarounds we received from our
Macromedia (at the time) support rep.  These workarounds fixed the issue
in Flash Player 7, but I think they may have been broken by Player 8 -
since I've received bug reports about this again since Player 8 has come
out - just havent had time to test it properly with Player 8 yet.
Please let me know what you find:


Subject: Macromedia Product Support Ticket [8286652] Enhanced DataGrid
Render issue

I have a few cleaner solutions for you to try with the datagrid.
The sizing logic for the data grid is inaccurate with dimensions of the
datagrid when the datagrid is added to the stage dynamically resulting
in duplicate rows.
To work around this issue use one of the following lines:
DataGrid Instance Name.setSize(500, (DataGrid Instance
Name.rowHeight * DataGrid Instance Name.rowCount)+DataGrid Instance
Name.rowCount);
//or
DataGrid Instance Name.rowCount = (DataGrid Instance Name.height -
DataGrid Instance Name.headerHeight)/DataGrid Instance
Name.rowHeight;
Let me know if that works out for you.
-Ken
Kenneth J. Toley
Flash Support Team Lead
Flash ActionScript/Application Architecture


Bob


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Appelmans
Sent: Thursday, December 22, 2005 3:09 PM
To: 'Flashcoders mailing list'
Subject: [Flashcoders] DataGrid scroll problem and Archive Access


Hi List:

I tried searching archives but link from webpage is broken. I have a
datagrid that is bound to a dataset where both properties of the binding
are
property = dataprovider when the datagrid displays the resource
returned
from a MySQL query via amfphp it displays the rows properly until I use
the
scroll bar of the datagrid. When scrolling, almost all of the rows are
replaced with a copy of one of the rows. This happens in Firefox and IE
and
the Flash IDE when testing the movie. I am using Flash MX 2004 Pro ver
7.2
which I understand had fixed a datagrid dataset issue (Bug # 81829).

 

Thanks in advance of any leads or suggestions. Also, how can I search
the
archives of Flashcoders?

 

Nick

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[Flashcoders] Importing custom components via Actionscript

2005-12-22 Thread ccusce
Hello, 
I am in the process of changing something from a movie-clip based process to a 
component-based process. This aspect of the project is a simple color-picker 
that is generated on the fly based on an array of colors passed in as 
parameters. 

Instead of this, I want to create several custom components on the fly based on 
what the particular dataset requires (how large the color array is). Each 
component is a cell, and that cell can take one parameter which is it's 
particular color and should return a value onChange.

I wanted to load these cells from the library on the fly, but I get an error. 
Here is the code I use:

import colorblock;
c = _root.createClassObject(colorblock, blankClip + i, (i + 1), 
{colorParam:hexArray[i]});

And here is the error:

**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 42: The class or interface 
'colorblock' could not be loaded.
this.containerC =_root.createClassObject(colorblock, 
blankClip + i, (i + 1), {colorParam:hexArray[i]});

The variable i is defined, as is hexArray. The import colorblock appears on 
the top of the script, outside of all loops.

Can this be done? If so, what am I doing wrong?

Collin K Cusce
[EMAIL PROTECTED]
cell: 757-508-7623
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RE: [Flashcoders] Combo troubles

2005-12-22 Thread Steven Sacks
Put a combobox component in the loading movie (the root movie).
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Boutin
 Sent: Thursday, December 22, 2005 11:16 AM
 To: Flashcoders mailing list
 Subject: [Flashcoders] Combo troubles
 
 I have a swf file that has a combobox component in it with 
 two options.  
 This is loaded into _root.holderClip
 
 For some reason when I publish and view it in flash player, it works 
 fine.  When I run the same thing in Internet Explorer and 
 comobox does 
 not drop down anymore? Am I missing something?
 
 
 Thanks
 
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Re: [Flashcoders] Importing custom components via Actionscript

2005-12-22 Thread Alan MacDougall

[EMAIL PROTECTED] wrote:


I wanted to load these cells from the library on the fly, but I get an error. 
Here is the code I use:

import colorblock;
c = _root.createClassObject(colorblock, blankClip + i, (i + 1), 
{colorParam:hexArray[i]});
 

Are you able to instantiate a new object of the class in the same scope? 
Does it compile if you try


var testObj:colorblock = new colorblock();

(Also, I'd highly recommend changing class names to use initial caps -- 
ColorBlock instead of colorblock. It's such a universal standard that 
there's a slight chance the compiler is choking on the lowercase.)

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Re: [Flashcoders] Combo troubles

2005-12-22 Thread Ian Thomas
You might also need to set the combobox._lockroot=true to cure other
standard combobox woes...

Ian

On 12/22/05, Steven Sacks [EMAIL PROTECTED] wrote:

 Put a combobox component in the loading movie (the root movie).


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Re: [Flashcoders] Is Adobe settings manager usable ?

2005-12-22 Thread ryanm
UI size is one issue... if you're viewing a 60-pixel-square SWF, there's 
no room for an internal dialog. There are also localization and update 
issues.


   That's an important point, but one I would think could be circumvented 
by opening a new browser from the same domain or even locally (on the 
client). The biggest concern is that people will think there has been a 
mistake when they find themselves on MM/Adobe's website. If something *can* 
be done about this, then please understand that it's important to us and 
deserves attention.


ryanm 


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Re: [Flashcoders] Faster code?

2005-12-22 Thread JesterXL
I know why you do it and I agree it should be done within reason.  My point
is, I've found an extremely small percentage of my client base who cares
about it and understands why you take to the time to do it.  When I go,
Hey, I found this neat new documenting app! and they reply, We have more
important things to do, like getting all of this code working you can see
where I'm coming from, 1 person, or many.

The ah-hoc comes from scope creep  lack of a clear vision, not from
developer planning.  I could plan things to a T, only to have a client
change their mind, and pay for that change, rendering my planning useless.
I don't lose sleep cause I'm getting paid for it.

I can't really hold a position, however, as I've yet to work on a project
where we weren't so focused on the end result of getting deadlines met and
stuff up and working vs. worrying about tomorrow.  When I do, I'll revisit
this thread.


- Original Message - 
From: Rakesh [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 6:12 AM
Subject: [Flashcoders] Faster code?



JesterXL,
I can't help but comment on your disdain for commenting/doc-ing.
You might be missing the wood for the trees.
A disclaimer - What I say next is for those working in teams that are more
in number than just you and your cup of coffee :).

Commenting/documenting is not for those working with you but for those
working after you. The poor sop who is asked to go tweak your code when you
are away in the Caribbean doesn't have the guarantee of you, the owner being
available to him/her when they need to work on it.
Commenting/doc-ing takes a huge amount of time only if it is treated as a
separate endeavor to be done after coding. It's not. Make it part of your
coding and it will neither be taxing nor take too much time.

Forget those who work after you. After implementing numerous complex apps,
don't be surprised if you come back to one of your old classes that u were
really proud of for the wizardry you had employed in it and then spend a few
hours scratching your head wondering what the *^% does this do - and where
the hell is that global(bad!) var being set?

.  Secondly,
the requirements + code-base change so much, that documenting is a waste of
time, when at any moment you could wax a class, and thus destroy 20 minutes
worth of documentation time.

Well, honestly I can see this kind of case where you need to 'wax a class'
happening only when nobody has bothered to design the app before coding and
all coding/classes are being created ad-hoc. If you do indeed design (and
design well) and need to polish a whole class off (wax...polish...he he I
crack myself up.), it's got to be pretty rare.

If your client changes requirements so drastically that u need to kill off
whole classes rather than tweak content of a function here, add one there
,remove one here, well...my sympathies.
And anyway, like I said if you comment while coding, that effort you
mentioned is 5 minutes.  Remember you don't have to write stories in your
comments- that’s what the design doc describes for you. You just need to
leave in almost-cryptic comments that can be understood by another developer
who knows his stuff.
And anyway if you do take 20 minutes to comment the bloody thing, its better
than spending 20 minutes chatting individually with your buddies and
explaining it to them.


As to your last question, your are apparently in one of the few companies
that do those pratices, and apparently believes they work.

-Yeah. That’s how we know don't we now? You do something - and then you know
it really works...

To comment on stuff that came before this note, efficiency/performance of
code has nothing to do commenting or documenting of code and one doesn't
need to come in at the expense of the other.
You can have cryptic code that is super-efficient that is explained by a
5-10 word comment just before it that explains what it does. Don’t mix the
two up.

Function level and class level commenting is more important when u r dealing
with big teams/big projects that want quality and more importantly quality
on time and quality that is maintainable. You don't want to have to keep
discussing and explaining your code again and again to everybody who needs
to tweak it do you? And to come back to the guy who comes after you, you
gotta make his life a little easier.
Your note seems to draw from what you have been doing so far rather than
thinking about what you need to be doing to make it better. you know,
I am used to living in my very messy room and think it’s the way it should
be - until I can't find that Playboy which is lying around somewhere and my
mom is about to visit.

 As to your last question, your are apparently in one of the few companies
that do those pratices, and apparently believes they work.

That’s how you know pal. You do it, then you know.

Well, what-ever you choose to do, may it be profitable :).

Rakesh




-Original Message-
From: JesterXL 

RE: [Flashcoders] Faster code?

2005-12-22 Thread Steven Sacks
I'm sure at places like Microsoft, etc. where you have many people working
on the same project, which will eventually be upgraded to new versions,
possibly by a mostly new team, in a coding language that doesn't receive
major revisions every year or so, then yes it makes sense.

The reason Jesse is right is because customers want to use Flash because
it's quick and easy to develop and deploy compared to C/C++.   It's the
reason Director was so popular in its day, as well.

The longevity of Flash code is also dubious.  I mean, C/C++ pretty much stay
the same.  Each new version of AS adds all kinds of new syntax, class
structure, methods, etc.  Actionscript is far too malleable to have any real
shelf life.  I mean, if I'm put to work on a Flash 5 app, I'm just going to
rewrite it from scratch in AS2 F7 without regard for any kind of commenting
that exists, no matter how robust.  A C++ application from 5 years ago is
more like a C++ app today than a Flash app from 5 years ago is to a Flash
app today.

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Re: [Flashcoders] Faster code?

2005-12-22 Thread Count Schemula
I comment because I'm a total hack. The comments are for me, in case I
need to revisit the code, like, next week. :D

It also helps me see what I'm doing, and sometimes improvements are
more apparent after commenting.
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[Flashcoders] Draw a bitmap on a path

2005-12-22 Thread Judah Frangipane
I have the task of drawing an image or movieclip along a path. So for 
example, I have the task of drawing a rainbow, ideally I would get a 10x 
60 image of 3 colors. Next I would want to draw that movieclip along a 
path. But the question is I have no idea where to start or if this is 
even possible with Flash. Any ideas?


Best,
Judah
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Re: [Flashcoders] Faster code?

2005-12-22 Thread hank williams
Jesse's comments about how his code is basically disposable (my word)
is interesting.

I think it reflects the nature of flash and its history.

For example I am working on a fairly complex project. I have been
working on it for more than a year. It has lots of pieces that
interact. And what happens is that I get one piece working. Then it
has to interact with another piece that I get working, so I have to go
back and fix the first piece. And so on. This also relates to ongoing
desires to improve the performance of code and to add features.

But what is interesting to me is every time I go back to a piece of
code I have to relearn it. I do try to comment, and each time I go
back, my comments get better because I see what I needed to comment
the last time I was in the code.

Basically, when I go back into an unfamiliar block of code, I find
myself often refactoring. It helps me to re-understand the code but
it also it has this funny effect of improving the quality of code. And
each time I do this I add or edit the documentation.

Of course I am writing primarily business logic and algorithms, not
screen display/UI code which is probably more disposable.

And I think this is my point. This issue really does depend not only
on the size of the project but the type of code it is. The closer you
are to the edge of the application, the less important documentation
is. Flash and even flex have typically been more UI code than business
logic which is often on the server. The more business logic that ends
up on the client, the more durable and less disposable the client code
will need to be.

In other words, as flash becomes a real software development platform,
real development methodologies will become more important.

Regards
Hank


On 12/22/05, ryanm [EMAIL PROTECTED] wrote:
  Very well said Paul.  Couldn't agree more - mind you this is coming from
  a guy who still writes crappy code.  :)
 
 Don't get the wrong idea, I still write my share of crappy, last minute,
 hacked-together code. But I do try to at least drop a comment in there to
 explain why it's so ugly. ;-)

 ryanm

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[Flashcoders] date.getTime() bug when compiling to FP7 or lower and viewing on a Mac

2005-12-22 Thread Rajat Paharia
The title says it all :)

date.getTime() is supposed to return an integer. Using Flash MX2004 or Flash
8 IDE, when you compile your application for Flash Player 7 or 6 (maybe
lower, I didn't test), and then view your SWF on a Mac (which has player 7
or 8), it returns a float.

You can see it yourself here. One line swf that just shows you the result of
date.getTime();
http://www.rootburn.com/files/timeTest8.swf - compiled for FP8. Integer on
PC and Mac
http://www.rootburn.com/files/timeTest7.swf - compiled for FP7. Integer on
PC. Returns float on Mac
http://www.rootburn.com/files/timeTest6.swf - compiled for FP6. Integer on
PC. Returns float on Mac

This seems to be realted to the problem that is referenced here:
http://chattyfig.figleaf.com/mailman/htdig/flashcoders/2002-March/024660.html

My login procedure has been using the result of date.getTime() as an
argument, and has been failing on Macs when I compiled my app for FP7, and I
couldn't figure out why. My server was choking on the float when it was
expecting an integer.

best, - rajat
--
Rajat Paharia
[EMAIL PROTECTED]
http://www.bunchball.com
http://www.rootburn.com
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Re: [Flashcoders] Faster code?

2005-12-22 Thread ryanm

The ah-hoc comes from scope creep  lack of a clear vision, not from
developer planning.  I could plan things to a T, only to have a client
change their mind, and pay for that change, rendering my planning 
useless..

I don't lose sleep cause I'm getting paid for it.


   You know that youl live in my hell, right? ;-)

   Seriously, I've quit jobs because of that kind of crap. It drives me 
insane to write all that code and then have to toss it a few days later when 
the requirements change drastically. It didn't used to bother me, but now 
that I know it doesn't have to be that way, I just can't go back.


ryanm 


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Re: [Flashcoders] Faster code?

2005-12-22 Thread ryanm
The longevity of Flash code is also dubious.  I mean, C/C++ pretty much 
stay

the same.  Each new version of AS adds all kinds of new syntax, class
structure, methods, etc.  Actionscript is far too malleable to have any 
real

shelf life.

   It is pretty much the stated goal of Macromedia to put an end to that, 
though. The end goal is ECMA-4 compliance, which means that from here 
forward, ActionScript should change at about the same rate as C# or Java, 
and with those languages companies and developers count on classes being 
reusable with only minor revisions.


ryanm 


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Re: [Flashcoders] Faster code?

2005-12-22 Thread ryanm

I think it reflects the nature of flash and its history.

   Not to mention the diverse skillset of its developer-base. A lot of 
people learned to write code in Flash, and the question of whether they are 
doing it the right way or not is debatable.



In other words, as flash becomes a real software development platform,
real development methodologies will become more important.

   That's really what it comes down to. As you start building longer-term 
projects and using standardized methodologies, these things start to become 
more important. I still do the occasional one-off animation or ad, but 
that's not where I spend the majority of my time these days.


ryanm 


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Re: [Flashcoders] Faster code?

2005-12-22 Thread ryanm
I've yet to get a 
death threat from some poor sod to who had to maintain my code... 
but, to be on the safe side, I always keep my glock loaded.



   I've come pretty close to issuing several of those death threats. ;-)

ryanm
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