RE: [Flashcoders] voice recognition in flash

2006-01-28 Thread Anthony Pace
Or you could create a listener that monitors the level of microphone input
being generated, appends information into a 2d array (length of trace and
height at a given second).

Once the data is collected you would be able to analyze sections of the
newly stored array, against previously stored phrases...

E.G. there is no activity and then suddenly the user says on, this takes
around a second for the given user to say, and then silence once more... now
the listener captures the data and places it in an array, the array is then
sequenced to discover all the drops and peaks in the user's speech
pattern... analysis is then preformed to find the time it takes for a bell
curve to raise hit plateau and then finally drop, and then compare the data
to a stored letter, word, or phrase; all done over several points of
comparison, and allowing for a little variation as to the placement along
the curve (or place within the array). Not only the peaks are important...
you must also analyze the transition between peaks and drops/valleys.

So o started at -20 db a given amount of time later it raised to -12db,
and then dropped to -16 where it proceeded to transition into n at -17, 
-19, -22, and then raised a given amount of time later to -14 etc. (for more
accurate software you would of course need more point comparisons)

If I were you I would look at the way it is done by scratch; for it will
help advance your programming ability in flash greatly.  AS 2.0 is quite
similar to c++ in a lot of respects.

Your project is definitely possible at flashes current state.  There was
actually a program I saw that utilized peaks and valleys in sound to play a
game.

If anyone has more helpful information to add, or if my way of doing it is
too complex, I would love to read the input.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of elibol
Sent: January 18, 2006 1:25 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] voice recognition in flash

That's way intense Ralph, it sounds like what I've been waiting for my
entire life!

H

On 1/18/06, Ralph Caraveo [EMAIL PROTECTED] wrote:

 You might want to wait for Flash Player 8.5 and AS3.0  With AS3.0 you
 can use the computeSpectrum functionality on an audio file and get a
 byteArray of all it's spectrum/frequency data.

 -Ralph

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Johan
 Lopes
 Sent: Wednesday, January 18, 2006 10:00 AM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] voice recognition in flash

 Look into VoiceXML. It would be possible to let a server-side API deal
 with the voice recognition part and use the VoiceXML specification as a
 bridge between Flash and the API. There are loads of articles on this
 subject online. Just google it.

 For a while I was very interested in this topic and almost chose it as
 my research topic while at University.

 /Johan

 On 1/18/06, elibol [EMAIL PROTECTED] wrote:
  Most probably not on the web, Actionscript does not provide a way to
  watch sound frequencies. Mario Klingemann has written a visualization
  script that responds to sound frequencies using 3rd party software
  which plays mp3s and passes frequency values to a swf file. This is a
  desktop application though, not on the web. I would think that it
  would be too slow to process on a server, since the server would have
  to do much processing with high levels of traffic.
 
  H
 
  On 1/18/06, Eduardo Silva [EMAIL PROTECTED] wrote:
  
   Hi all,
  
   I looked in web this subject, but I did not have success, somebody
   knows if it is possible to make voice recognition in flash?
  
   sorry my bad english...
  
   tks,
  
   etruta
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Re: [Flashcoders] Sandy 0.2, a 3D API for Flash

2006-01-28 Thread Paul Neave
On 28/01/06, Alan Shaw [EMAIL PROTECTED] wrote:
 I've posted a cubic panorama example in the Sandy forum:
 http://sandy.media-box.net/forum/index.php?act=STf=51t=5126

Here's the example online for y'all to see:
http://www.neave.com/temp/pano/

Some optimisation is still needed... it's still slow compared to
Immervision's version here:
http://www.immervision.com/immerv2/en/multimedia/multimedia_technology/multimedia_technology_flash.php

But definitely a good start!
Paul.
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[Flashcoders] Q: All OOP or ??????

2006-01-28 Thread bitstreams
Hi
I was curious what approach most developers are using for their projects:

1 doing ALL of there development for every project within an OOP based 
framewrok, ie everything, from drawing and/or placing of objects, 
transitioning, interacting with server special effects, is done with a custom 
Class based framework and is entirely OOP based.

2 Or do most developers currently use a more 'hybrid' approach, with a lot of 
assets placed on stage at authortime and referenced via an '#include' if code 
is needed to be outside the FLA file.  If third party Class code already exists 
(ie tween engines) then that is used rather than re-creating it from scratch. 
Custom classes are developed ONLY if there is some need for code re-use.



Related to the above discussion there has been a lot of talk about use of 
design patterns, and , specifically the Model View Controller 'meta' pattern. 
Having just finished 'Head First Design Patterns' it all makes sense now. But 
there seems to be more than one way to interpret MVC, especially when it comes 
to whether the controller should be separated from the view

3 Which ways do developers implement the MVC pattern?


All the best
Jim Bachalo

[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'
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RE: [Flashcoders] Q: All OOP or ??????

2006-01-28 Thread j.c.wichman
 
Hi,
You are probably going to hear this a lot: it depends.
You'll find a lot of people doing 1, you'll find a lot doing 2... 3   4  5
6 etc.

For example, (just a few examples, books could probably be written on this
subject), an animation of a car driving down a road, sliding, going through
corners etc:
- could be an animation on a timeline
- could be coded using positions, vectors etc
- could be coded using displacements maps
- could be coded by recording all the positions of an object during a tween
and playing it back (altered or not)
- ..?
Which is the most appropriate to your project? Do the animations have to be
very specific, are they updated a lot? When they do have to be updated, do
you have to go to heaps of code, just becoz u have a timelinephobia? Etc etc

These are all questions u could ask yourself. I took the example of an
animation, but you could ask these kinds of things for databases as well
(which database? One or more? Do we have to switch between dbs? Etc).
No matter what I think u should be able to answer the 'why?' questions for
yourself. Why do I do it like this?
For example, why do I use a timeline animation in case A, and a coded
animation in case B?
Well because in case A the animation is well defined and very simple, and I
want to be able to update it quickly, in case B the animation is very
complex, it depends on factors like gravity and the like, and I don't want
to go there timeline wise.

What? So you use different options at the same time! Sometimes yes ;). The
beauty of grey ;). Note that I don't mean to sound like a know-it-all,
because the issues you raised are issues I think a lot of us struggle with
everyday (I know I do!), so I don't claim to have all the wisdom, I'll just
try to give you one view (my view) of the story.
Anywayz, back to the example...

So different options at the same time... The animation example is taken from
real life, from a project I'm working on as we speak. I always try to think
of it as, if I don't have a clue about HOW I'm going to do it (99%) I stop
and remind myself of the WHAT (as I should do all the time :)). So.. We have
an abstraction: an Animation class.
What does it do? It plays, it stops, etc. How? No clue, an Animation
subclass could be an animation built on top of Fuse, an movieclip with a
timeline, a handwritten piece of code, I don't care, as long as it plays and
stops and

So I don't think this falls within either option 1 or 2, but within option
x... And I wish I knew how to describe option X :).

With regard to design patterns and MVC... First of all, I think design
patterns are a means to an end. Design patterns have multiple
goals/attributes:
- they solve (part of) a difficult architectural problem for you
- they increase reuse, robustness, maintainability
- they help documentation your code, instead of describing class a,b,c,d you
say, I used this pattern, and these classes play these roles
- they might increase the complexity of your application

Looking at the second point, reuse, robustness etc, the first patterns that
come to mind, might not even be considered as patterns.. Low coupling, high
cohesion, that kind of thing. Even without learning dozens of patterns, a
lot of times the questions are as simple as:
- if at one point I want to incorporate this into my programm, what happens?
- if I pull this string, what happens?
- if ...
- if ..
- if .

If the answers to these kind of questions are: well, then I'd have to throw
it all away and start over, some of the basic patterns may have been
overlooked. On the other hand the answer might as well be: listen, you are
trying to fit a square peg into a round hole, you are treading outside of
the scope this code was meant to handle. One more note on design patterns,
one of the most difficult things I encountered is that sometimes these
patterns have not different goals but OPPOSING goals, one might increase
reuse but break encapsulation, one might improve encapsulation but break
reuse etc.

With regard to the MVC pattern, I often collapse the controller and view.
Most important for me are clear cut responsibilities, a model with no
dependencies on the view. If another view has to be created, I might
refactor my collapsed view/controller. Lot of times there is even discussion
on whether it IS collapsed or not. For example 2 options:
- I write a movieclip, put a few components in it(view) , and write a class
(controller) and connect it to the movieclip in the property dialog. Is it
collapsed?
- I write a class which creates all the components by code. (this might be
clearer)
If I am certain up front there will be multiple views, I might put more time
into the view/controller issue. In any case its just another black box to
the rest of the program (let's assume a perfect world here for a moment).
Lot of the different approach to MVC even stem from names issues, for
example all the code in two examples might be the same, but in example A the
view is called MyView and in 

Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread John Grden
Rajat!  you ROCK \m/

Thanks for the help!

John

On 1/28/06, Rajat Paharia [EMAIL PROTECTED] wrote:

 Hi John -

 If you want to execute a file via JSFL there's two ways that I know of:

 1. There's an undocumented command in the JSFL File API called
 runCommandLine:
 http://www.asvguy.com/2004/07/undocumented_fl.html
 http://www.bit-101.com/blog/?p=547

 Looking through some JSFL code I ran at some point, it looks like I
 didn't know the path to the executable to be launched, only the
 document, so I called it like so and it worked - explorer figured out
 the right exe. That'll only work on Windows though.
 FLfile.runCommandLine(explorer.exe  + docPath);

 2. Use Guy Watson's JSAPI File System extension (Windows NT/2000/XP only)
 http://www.flashguru.co.uk/extensions/

 hth. best, - rajat
 --
 Rajat Paharia
 [EMAIL PROTECTED]
 http://www.bunchball.com
 http://www.rootburn.com


 On 1/27/06, John Grden [EMAIL PROTECTED] wrote:
  Can JSFL at least run a batch file?  Right now, I can't seem to find it
 if
  it can, but someone was just telling me they thought they could load an
  external app for editing AS files via a SWF based panel in the IDE.
 
  On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
  
   I guessed as much.  it's interesting to me:  why allow for the
 creation of
   a projector that can do it, when you can play the SWF IN a Flash
   player.exe?
  
   make sense?  I mean, if it takes an EXE to run the SWF (whether it's
 in
   the IDE in a panel or in the standalone player or created projector),
 what's
   the diff?  I mean, the criteria's the same - Local, exe running a SWF.
  
   On 1/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
   
doing so would be a breach of security.
   
 Is it possible?  I can't seem to make it work UNLESS I load the
 swf
into
 the FLash player, then do a save as projector.

 any possible way that the player could handle this without the
 projector?

 --
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Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread John Grden
I see what you're saying, and yeah, i thought about that - hence my
question.

What's the difference between me opting to run a projector and running a SWF
in a panel in the IDE (exe) OR the local Flash Player (exe)?

Aren't I opting in for the same exact things?  I guess there's gotta be
some holes in that, but it seems like there's close enough similarities in
use case that I could make an argument for Adobe to put in the ability to do
such things, but warn the user (just like they do with the sandbox
security).

Doesn't that seem reasonable?

On 1/28/06, Ramon Tayag [EMAIL PROTECTED] wrote:

 I suppose it's because when a user runs an exe, they are supposed to
 understand the risks.  A swf was designed for the web, and allowing a
 swf from a browser to do all those System calls would be dangerous.

 On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
  I guessed as much.  it's interesting to me:  why allow for the creation
 of a
  projector that can do it, when you can play the SWF IN a Flash
 player.exe?
 
  make sense?  I mean, if it takes an EXE to run the SWF (whether it's in
 the
  IDE in a panel or in the standalone player or created projector), what's
 the
  diff?  I mean, the criteria's the same - Local, exe running a SWF.
 
  On 1/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  
   doing so would be a breach of security.
  
Is it possible?  I can't seem to make it work UNLESS I load the swf
 into
the FLash player, then do a save as projector.
   
any possible way that the player could handle this without the
projector?
   
--
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[Flashcoders] absolute path moviecliploader+ draw

2006-01-28 Thread Latcho
Clips I loaded with an absolute path (www.blabla.nl/folder/file.jpg) 
Moviecliploader in flash 8

*would visibly *(!*) load* but the mc-reference to the loaded mc
would *NOT draw* to Bitmap (they would but the resuling bitmap
was empty, default new bitmap color)
Properties of the mc, like width etcetera  where accessible though.

I did not change my script, just changed the moviecliploaders url to a 
relative path (folder/file.jpg) and the problem was solved...

no security message whatsoever. veryyy strange.

This problem was not there (absolute or relative path) if I used the swf 
and the jpg's locally.

It only happened when the files where on the same domain on a server.

any other folks had this problem ?


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[Flashcoders] RE: Lines of code in a Flash project

2006-01-28 Thread Randy Tinfow
Functional lines per hour.

Which rewards sloppy and inefficent code rather than clean OOP.

Randy Tinfow
IMAGE PLANT 
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Re: [Flashcoders] Sandy 0.2, a 3D API for Flash

2006-01-28 Thread Alan Shaw
Paul, I posted this on the forum as a tutorial on the technique.  I
believe it's slower than Immervision's because it uses class
libraries rather than timeline code.  The tradeoff is simplicity of
coding.  I explain in the forum page that it's slow and will remain
slow until the AS3 version.  Although I'm sure we'll see what
optimizations are possible, I don't think an AS2 version could get
any faster than Immervision's, which is not fast.

The future of this kind of application in Flash clearly resides in
AS3 - and in further development of Sandy!

-A


On 1/28/06, Paul Neave [EMAIL PROTECTED] wrote:

 On 28/01/06, Alan Shaw [EMAIL PROTECTED] wrote:
  I've posted a cubic panorama example in the Sandy forum:
  http://sandy.media-box.net/forum/index.php?act=STf=51t=5126

 Here's the example online for y'all to see:
 http://www.neave.com/temp/pano/

 Some optimisation is still needed... it's still slow compared to
 Immervision's version here:

 http://www.immervision.com/immerv2/en/multimedia/multimedia_technology/multimedia_technology_flash.php

 But definitely a good start!
 Paul.
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[Flashcoders] How to auto-maximze font size

2006-01-28 Thread Andrew Sinning
I've tried searching for scripts on this subject, but the subject is 
just too ambiguous.  Here's what I'm after:


You (or your designer) has laid out a movieClip with an allocated 
dynamic textField to be populated with un unknown string.  Perhaps the 
string is going to come from a translation table, or it will be an alert 
message, or the name of the user.


At runtime, you want the text to be displayed at the largest font size 
possible, without exceeding the boundaries allocated by the designer.  
Also, you don't want words to be wrapped mid-word, but (optionally) the 
string can be wrapped between words.


Ideally, if the designer decides to distort or resize the movieClip (or 
any parent) that contains the textField, the script will still work.  
This last criterion may be beyond the scope of MX04, where I've found 
that the formatting of dynamic text is often compromised when the parent 
is distorted.  Has this been improved in F8?


The basic approach that I've tried is to increase the size of the font 
one point at a time until it doesn't fit and then decrease it one point 
at a time until it does fit.  The trick seems to be finding a reliable 
way to test whether or not the string fits. 
  
   this test works sometimes, but not always:


  stringFits =  textField._height = textField.textHeight  
textField._width = textField.textWidth;


I wonder if the textFormat.getTextExtent() function might work better, 
but I'm quite fuzzy on its use.


I would really appreciate any help with this problem that anybody would 
offer.  I'm afraid I'm not a very sophisticated AS coder, as I spend the 
vast majority of my time coding in Director.


Thanks!

Andrew Sinning

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[Flashcoders] the tool used to make this presentation

2006-01-28 Thread Alfonso Florio

Hi folks,

do you think this presentation is made by hand with flash or they use a 
particular tool?


http://www.macromedia.com/resources/business/rich_internet_apps/overview/

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Re: [Flashcoders] How to auto-maximze font size

2006-01-28 Thread Yotam Laufer
You can just set the entire string and then set the _width and _height
values of the encompassing movieclip to be whatever you like.


On 28/01/06, Andrew Sinning [EMAIL PROTECTED] wrote:

 I've tried searching for scripts on this subject, but the subject is
 just too ambiguous.  Here's what I'm after:

 You (or your designer) has laid out a movieClip with an allocated
 dynamic textField to be populated with un unknown string.  Perhaps the
 string is going to come from a translation table, or it will be an alert
 message, or the name of the user.

 At runtime, you want the text to be displayed at the largest font size
 possible, without exceeding the boundaries allocated by the designer.
 Also, you don't want words to be wrapped mid-word, but (optionally) the
 string can be wrapped between words.

 Ideally, if the designer decides to distort or resize the movieClip (or
 any parent) that contains the textField, the script will still work.
 This last criterion may be beyond the scope of MX04, where I've found
 that the formatting of dynamic text is often compromised when the parent
 is distorted.  Has this been improved in F8?

 The basic approach that I've tried is to increase the size of the font
 one point at a time until it doesn't fit and then decrease it one point
 at a time until it does fit.  The trick seems to be finding a reliable
 way to test whether or not the string fits.

 this test works sometimes, but not always:

stringFits =  textField._height = textField.textHeight 
 textField._width = textField.textWidth;

 I wonder if the textFormat.getTextExtent() function might work better,
 but I'm quite fuzzy on its use.

 I would really appreciate any help with this problem that anybody would
 offer.  I'm afraid I'm not a very sophisticated AS coder, as I spend the
 vast majority of my time coding in Director.

 Thanks!

 Andrew Sinning

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[Flashcoders] How to call functions in sequence

2006-01-28 Thread dls
Trying to cut down on hundreds  of lines of repeated code with 
functions, but I have a real newbie question:


What is the best way to get functions to fire in sequence.
(have function 1 wait until function 2 is finished etc.)
Right now the functions below all fire at the same time.

function1 ()

function2 ()

function3()


Thanks,
--dan
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Re: [Flashcoders] Q: All OOP or ??????

2006-01-28 Thread judah

Hans hit the nail on the head.

I break it down to is it a small project, scoped defined or not? If not 
then I throw some things on the timeline. But more and more I'm moving 
away from that. It is taking *more* time to do it non OOP than it is to 
do it quick. With scope creep comes more code, more maintanence.


What I ask myself on new projects is what parts of this can I reuse? 
Can I put this behavior in a class or a component? It's more work up 
front to make your classes for your daily tasks (not much more work) but 
on project 2 or project 3 your work will pay off.


Judah

j.c.wichman wrote:



Hi,
You are probably going to hear this a lot: it depends.
You'll find a lot of people doing 1, you'll find a lot doing 2... 3   4  5
6 etc.

For example, (just a few examples, books could probably be written on this
subject), an animation of a car driving down a road, sliding, going through
corners etc:
- could be an animation on a timeline
- could be coded using positions, vectors etc
- could be coded using displacements maps
- could be coded by recording all the positions of an object during a tween
and playing it back (altered or not)
- ..?
Which is the most appropriate to your project? Do the animations have to be
very specific, are they updated a lot? When they do have to be updated, do
you have to go to heaps of code, just becoz u have a timelinephobia? Etc etc

These are all questions u could ask yourself. I took the example of an
animation, but you could ask these kinds of things for databases as well
(which database? One or more? Do we have to switch between dbs? Etc).
No matter what I think u should be able to answer the 'why?' questions for
yourself. Why do I do it like this?
For example, why do I use a timeline animation in case A, and a coded
animation in case B?
Well because in case A the animation is well defined and very simple, and I
want to be able to update it quickly, in case B the animation is very
complex, it depends on factors like gravity and the like, and I don't want
to go there timeline wise.

What? So you use different options at the same time! Sometimes yes ;). The
beauty of grey ;). Note that I don't mean to sound like a know-it-all,
because the issues you raised are issues I think a lot of us struggle with
everyday (I know I do!), so I don't claim to have all the wisdom, I'll just
try to give you one view (my view) of the story.
Anywayz, back to the example...

So different options at the same time... The animation example is taken from
real life, from a project I'm working on as we speak. I always try to think
of it as, if I don't have a clue about HOW I'm going to do it (99%) I stop
and remind myself of the WHAT (as I should do all the time :)). So.. We have
an abstraction: an Animation class.
What does it do? It plays, it stops, etc. How? No clue, an Animation
subclass could be an animation built on top of Fuse, an movieclip with a
timeline, a handwritten piece of code, I don't care, as long as it plays and
stops and

So I don't think this falls within either option 1 or 2, but within option
x... And I wish I knew how to describe option X :).

With regard to design patterns and MVC... First of all, I think design
patterns are a means to an end. Design patterns have multiple
goals/attributes:
- they solve (part of) a difficult architectural problem for you
- they increase reuse, robustness, maintainability
- they help documentation your code, instead of describing class a,b,c,d you
say, I used this pattern, and these classes play these roles
- they might increase the complexity of your application

Looking at the second point, reuse, robustness etc, the first patterns that
come to mind, might not even be considered as patterns.. Low coupling, high
cohesion, that kind of thing. Even without learning dozens of patterns, a
lot of times the questions are as simple as:
- if at one point I want to incorporate this into my programm, what happens?
- if I pull this string, what happens?
- if ...
- if ..
- if .

If the answers to these kind of questions are: well, then I'd have to throw
it all away and start over, some of the basic patterns may have been
overlooked. On the other hand the answer might as well be: listen, you are
trying to fit a square peg into a round hole, you are treading outside of
the scope this code was meant to handle. One more note on design patterns,
one of the most difficult things I encountered is that sometimes these
patterns have not different goals but OPPOSING goals, one might increase
reuse but break encapsulation, one might improve encapsulation but break
reuse etc.

With regard to the MVC pattern, I often collapse the controller and view.
Most important for me are clear cut responsibilities, a model with no
dependencies on the view. If another view has to be created, I might
refactor my collapsed view/controller. Lot of times there is even discussion
on whether it IS collapsed or not. For example 2 options:
- I write a movieclip, put a few 

Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
function1() {
function2();
}

function2() {
function3();
}

You could also use onEnterFrame to conditionally check for flags
indicating the progress of execution:

var f1Fired = false;
var f2Fired = false;
var f3Fired = false;

this.onEnterFrame = function() {
if (f1Fired) {
 trace(f1Fired);
 function2();
} else if (f2Fired) {
 trace(f2Fired);
 function3();
} else if (f3Fired) {
 trace(f3Fired);
} else {
function1();
}
}

function1() {
f1Fired = true;
}

function2() {
f2Fired = true;
}

function3() {
f3Fired = true;
}

Or setInterval could be employed, but it sounds like you need
sequential executions of your functions, in which case setInterval is
inappropriate.

hth

Mike
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread dls
Thanks! I can tell right away that functions are going to save me a ton 
of troubleshooting!

Do you know if they speed up player performance as well?
--dan


function1() {
function2();
}

function2() {
function3();
}

You could also use onEnterFrame to conditionally check for flags
indicating the progress of execution:

var f1Fired = false;
var f2Fired = false;
var f3Fired = false;

this.onEnterFrame = function() {
if (f1Fired) {
 trace(f1Fired);
 function2();
} else if (f2Fired) {
 trace(f2Fired);
 function3();
} else if (f3Fired) {
 trace(f3Fired);
} else {
function1();
}
}

function1() {
f1Fired = true;
}

function2() {
f2Fired = true;
}

function3() {
f3Fired = true;
}

Or setInterval could be employed, but it sounds like you need
sequential executions of your functions, in which case setInterval is
inappropriate.

hth

Mike
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Re: [Flashcoders] Q: All OOP or ??????

2006-01-28 Thread Alan MacDougall




What I ask myself on new projects is what parts of this can I reuse? 
Can I put this behavior in a class or a component? It's more work up 
front to make your classes for your daily tasks (not much more work) 
but on project 2 or project 3 your work will pay off.


What's more, OOP design patterns often have powerful solutions to 
complex problems. If you get comfortable with OOP -- not just using 
objects, but the true nature of object orientation -- you'll have an 
easier time when a really big problem hits you on the head.


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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
The more of them you use, the slower the performance.
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RE: [Flashcoders] AMFPHP for commercial projects

2006-01-28 Thread Anthony Pace
The protocol outputs data in open text.  If they wanted the protocol to be
proprietary it would have to be encoded or ciphered in a way that could not
be decompiled or read by the end user.  It is also based on an open
standard; therefore, absolutely legal to utilize.

AMF is essentially a lightweight binary version of SOAP.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GregoryN
Sent: January 26, 2006 1:21 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] AMFPHP for commercial projects


Thanks a lot to all of you for answering.

I'm quite happy with AMFPHP too, it's good, reliable and nice to use.
The only thing I was not sure is legal issues and/or Adobe plans on
it. However, now I'm almost ready to recommend AMFPHP to clients :-).

Maybe some Adobe guys can say a word in this thread?
  

-- 
Best regards,
 GregoryN

http://GOusable.com
Flash components development.
Usability services.


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Re: [Flashcoders] fscommand(exec, myprogram.exe) WITHOUT a projector?

2006-01-28 Thread hank williams
Do you mean in a browser? Wouldnt this be a horrible security/sandbox
violation for the player to be able to execute an app?

Perhaps you mean the stand alone player that isnt in the browser but
isnt a projector. If that is the case, I would not expect it to work.
The fscommand is designed to communicate with the host application.
That is either the browser or a projector or some parent app. I would
imagine the flash player just has what is necessary to run flash
without a full complement of functions that fscommand might try to
access.

Regards
hank

On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
 Is it possible?  I can't seem to make it work UNLESS I load the swf into the
 FLash player, then do a save as projector.

 any possible way that the player could handle this without the projector?

 --
 John Grden - Blitz
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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread dls

That's a drag!
Well, I'll use them sparingly -- they helped alot in this project.
Thanks Again!
--dan


The more of them you use, the slower the performance.
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RE: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Adrian Lynch
Nooo, don't start thinking functions are slow. They're just slower
than inline code. Functions are the first step in making more reusable code,
use liberally! :O)

Ade

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of dls
Sent: 28 January 2006 22:20
To: Flashcoders mailing list
Subject: Re: [Flashcoders] How to call functions in sequence


That's a drag!
Well, I'll use them sparingly -- they helped alot in this project.
Thanks Again!
--dan


The more of them you use, the slower the performance.

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Re: [Flashcoders] How to call functions in sequence

2006-01-28 Thread Mike Britton
Yes, don't think in terms of avoiding functions.  If something needs
to be repeated, it's a candidate for a function.  Performance is
important for a game, but if an app's object-orientated design makes
it a millisecond slower than procedural (inline) code, that's
acceptable if you get the benefits of reusable code (more functions). 
Sorry if I gave you the wrong impression.
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[Flashcoders] Re: Q: All OOP or ??????

2006-01-28 Thread A.Cicak
For example, (just a few examples, books could probably be written on this
subject),

You actually wrote book in your post :)

j.c.wichman [EMAIL PROTECTED] wrote in message 
news:[EMAIL PROTECTED]

 Hi,
 You are probably going to hear this a lot: it depends.
 You'll find a lot of people doing 1, you'll find a lot doing 2... 3   4  5
 6 etc.

 For example, (just a few examples, books could probably be written on this
 subject), an animation of a car driving down a road, sliding, going 
 through
 corners etc:
 - could be an animation on a timeline
 - could be coded using positions, vectors etc
 - could be coded using displacements maps
 - could be coded by recording all the positions of an object during a 
 tween
 and playing it back (altered or not)
 - ..?
 Which is the most appropriate to your project? Do the animations have to 
 be
 very specific, are they updated a lot? When they do have to be updated, do
 you have to go to heaps of code, just becoz u have a timelinephobia? Etc 
 etc

 These are all questions u could ask yourself. I took the example of an
 animation, but you could ask these kinds of things for databases as well
 (which database? One or more? Do we have to switch between dbs? Etc).
 No matter what I think u should be able to answer the 'why?' questions for
 yourself. Why do I do it like this?
 For example, why do I use a timeline animation in case A, and a coded
 animation in case B?
 Well because in case A the animation is well defined and very simple, and 
 I
 want to be able to update it quickly, in case B the animation is very
 complex, it depends on factors like gravity and the like, and I don't want
 to go there timeline wise.

 What? So you use different options at the same time! Sometimes yes ;). The
 beauty of grey ;). Note that I don't mean to sound like a know-it-all,
 because the issues you raised are issues I think a lot of us struggle with
 everyday (I know I do!), so I don't claim to have all the wisdom, I'll 
 just
 try to give you one view (my view) of the story.
 Anywayz, back to the example...

 So different options at the same time... The animation example is taken 
 from
 real life, from a project I'm working on as we speak. I always try to 
 think
 of it as, if I don't have a clue about HOW I'm going to do it (99%) I stop
 and remind myself of the WHAT (as I should do all the time :)). So.. We 
 have
 an abstraction: an Animation class.
 What does it do? It plays, it stops, etc. How? No clue, an Animation
 subclass could be an animation built on top of Fuse, an movieclip with a
 timeline, a handwritten piece of code, I don't care, as long as it plays 
 and
 stops and

 So I don't think this falls within either option 1 or 2, but within option
 x... And I wish I knew how to describe option X :).

 With regard to design patterns and MVC... First of all, I think design
 patterns are a means to an end. Design patterns have multiple
 goals/attributes:
 - they solve (part of) a difficult architectural problem for you
 - they increase reuse, robustness, maintainability
 - they help documentation your code, instead of describing class a,b,c,d 
 you
 say, I used this pattern, and these classes play these roles
 - they might increase the complexity of your application

 Looking at the second point, reuse, robustness etc, the first patterns 
 that
 come to mind, might not even be considered as patterns.. Low coupling, 
 high
 cohesion, that kind of thing. Even without learning dozens of patterns, a
 lot of times the questions are as simple as:
 - if at one point I want to incorporate this into my programm, what 
 happens?
 - if I pull this string, what happens?
 - if ...
 - if ..
 - if .

 If the answers to these kind of questions are: well, then I'd have to 
 throw
 it all away and start over, some of the basic patterns may have been
 overlooked. On the other hand the answer might as well be: listen, you are
 trying to fit a square peg into a round hole, you are treading outside of
 the scope this code was meant to handle. One more note on design patterns,
 one of the most difficult things I encountered is that sometimes these
 patterns have not different goals but OPPOSING goals, one might increase
 reuse but break encapsulation, one might improve encapsulation but break
 reuse etc.

 With regard to the MVC pattern, I often collapse the controller and view.
 Most important for me are clear cut responsibilities, a model with no
 dependencies on the view. If another view has to be created, I might
 refactor my collapsed view/controller. Lot of times there is even 
 discussion
 on whether it IS collapsed or not. For example 2 options:
 - I write a movieclip, put a few components in it(view) , and write a 
 class
 (controller) and connect it to the movieclip in the property dialog. Is it
 collapsed?
 - I write a class which creates all the components by code. (this might be
 clearer)
 If I am certain up front there will be multiple views, I might put more 
 time
 into the 

Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread stacey
it does breach the security sandbox violation and therefore, if you want a
plain ole swf to execute a fscommand - it won't work. The jsfl solution is
for the authoring environment - but otherwise, imagine the havoc you could
create if you could have a swf in a browser or elsewhere execute an
external  app. Hello,virus land.

 Do you mean in a browser? Wouldnt this be a horrible security/sandbox
 violation for the player to be able to execute an app?

 Perhaps you mean the stand alone player that isnt in the browser but
 isnt a projector. If that is the case, I would not expect it to work.
 The fscommand is designed to communicate with the host application. That
 is either the browser or a projector or some parent app. I would imagine
 the flash player just has what is necessary to run flash
 without a full complement of functions that fscommand might try to
 access.

 Regards
 hank

 On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
 Is it possible?  I can't seem to make it work UNLESS I load the swf
 into the FLash player, then do a save as projector.

 any possible way that the player could handle this without the
 projector?

 --
 John Grden - Blitz
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[Flashcoders] AS2 Method for Resizing Screen

2006-01-28 Thread Robert Sandie
I have been trying to use a delegate for the Stage and have been having
problems:

 

 

/*

* This works but hate calling _root and would like to include a Boolean into
the LetsResize function. 

*/

 

private function mainController ( mc:MovieClip ) {

 

 

var resizeThis = new Object();

resizeThis.onResize = LetsResize;

Stage.addListener(resizeThis);

LetsResize();

 

 

{

 

private function LetsResize():Void

{

_root.anObject._x  = Stage.width-20;

 

}

 

 

 

/*

* This does not work and how I would prefer to get it to work

*/

 

private function mainController (mc:MovieClip{

{

.

// Error Rec'd: There is no method with the name 'addEventListener'

Stage.addEventListener(resizeThis, Delegate.create(this,LetsResize))

 

..

}

 

private LetsResize(evt:Object):Void

{

  anObject._x = Stage.width-20;

 

}

 

 

Does anyone know what may be going on or a workaround where I will not be
accessing root? 

 

I have used the delegate for many other things and usually it sends over the
functions.

 

Any assistance would be most appreciated,

 

-rob

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Re: [Flashcoders] Re: Q: All OOP or ??????

2006-01-28 Thread Flash guru
I agree with j.c. Being a fairly young developer I find myself bringing in
all sorts of resources in to my projects. It all depends on the project and
what it entails. The beauty of OOP is that it's reusable and once your
library is big enough you'll find that the work you've put into it will pay
off, making your life easier. Anyways that's my two cents.

-juegas
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RE: [Flashcoders] Re: Q: All OOP or ??????

2006-01-28 Thread Robert Sandie
Juegas, you nailed in on the head. It may be uncomfortable at first to
create classes and may take an extra hour or two to create quality code.
If you are interested in making a career of software development (assume so
if you are on flashcoders list) and want to be involved with Rich-Internet
Applications you cannot get around OOP programming.

Regarding the tweens and timelines, I always thought it was for artistic
guys that have a superb eye for user interface. Which is great, nothing is
better than a quality UI guy. 

Projects that I have been involved with work best when you have two guys
around Flash Development: an AS2 OOP software developer and a UI Flash
developer.

A few more cents.

-Rob
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Flash guru
Sent: Saturday, January 28, 2006 7:23 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Re: Q: All OOP or ??

I agree with j.c. Being a fairly young developer I find myself bringing in
all sorts of resources in to my projects. It all depends on the project and
what it entails. The beauty of OOP is that it's reusable and once your
library is big enough you'll find that the work you've put into it will pay
off, making your life easier. Anyways that's my two cents.

-juegas
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Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread John Grden
You're missing what I'm saying Stacey - In a container OTHER than a
plugin/activeX control.  The player knows when it's in the local
FlashPlayer.exe or the IDE (exe) - so, that's nearly the same as having the
SWF wrapped in a projector.exe (FlashPlayer.exe + SWF) - see my point?

of course - lock down the browser plugins/controls - I totaly agree.  But if
you see what I'm saying above, you can't discount the fact that the ONLY
difference between a projector and FlashPlayer.exe+SWF is that that later is
not compiled.  But the reasoning for viewing the content is identical
(opt-in execution).

That's all I'm saying.

John

On 1/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 it does breach the security sandbox violation and therefore, if you want a
 plain ole swf to execute a fscommand - it won't work. The jsfl solution is
 for the authoring environment - but otherwise, imagine the havoc you could
 create if you could have a swf in a browser or elsewhere execute an
 external  app. Hello,virus land.

  Do you mean in a browser? Wouldnt this be a horrible security/sandbox
  violation for the player to be able to execute an app?
 
  Perhaps you mean the stand alone player that isnt in the browser but
  isnt a projector. If that is the case, I would not expect it to work.
  The fscommand is designed to communicate with the host application. That
  is either the browser or a projector or some parent app. I would imagine
  the flash player just has what is necessary to run flash
  without a full complement of functions that fscommand might try to
  access.
 
  Regards
  hank
 
  On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
  Is it possible?  I can't seem to make it work UNLESS I load the swf
  into the FLash player, then do a save as projector.
 
  any possible way that the player could handle this without the
  projector?
 
  --
  John Grden - Blitz
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--
John Grden - Blitz
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Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread stacey
gotcha. I'm an admittant skimmer at times:)

 You're missing what I'm saying Stacey - In a container OTHER than a
 plugin/activeX control.  The player knows when it's in the local
 FlashPlayer.exe or the IDE (exe) - so, that's nearly the same as having
 the SWF wrapped in a projector.exe (FlashPlayer.exe + SWF) - see my
 point?

 of course - lock down the browser plugins/controls - I totaly agree.
 But if you see what I'm saying above, you can't discount the fact that
 the ONLY difference between a projector and FlashPlayer.exe+SWF is that
 that later is not compiled.  But the reasoning for viewing the content
 is identical (opt-in execution).

 That's all I'm saying.

 John

 On 1/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 it does breach the security sandbox violation and therefore, if you
 want a plain ole swf to execute a fscommand - it won't work. The jsfl
 solution is for the authoring environment - but otherwise, imagine the
 havoc you could create if you could have a swf in a browser or
 elsewhere execute an external  app. Hello,virus land.

  Do you mean in a browser? Wouldnt this be a horrible
 security/sandbox violation for the player to be able to execute an
 app?
 
  Perhaps you mean the stand alone player that isnt in the browser but
 isnt a projector. If that is the case, I would not expect it to
 work. The fscommand is designed to communicate with the host
 application. That is either the browser or a projector or some
 parent app. I would imagine the flash player just has what is
 necessary to run flash
  without a full complement of functions that fscommand might try to
 access.
 
  Regards
  hank
 
  On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
  Is it possible?  I can't seem to make it work UNLESS I load the swf
 into the FLash player, then do a save as projector.
 
  any possible way that the player could handle this without the
 projector?
 
  --
  John Grden - Blitz
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Re: [Flashcoders] fscommand(exec, myprogram.exe) WITHOUT a projector?

2006-01-28 Thread John Grden
Yeah, I think that's what I'm now realizing.  and yes, not the browser, but
the FlashPlayer or at least running in a Panel in the IDE.

On 1/28/06, hank williams [EMAIL PROTECTED] wrote:

 Do you mean in a browser? Wouldnt this be a horrible security/sandbox
 violation for the player to be able to execute an app?

 Perhaps you mean the stand alone player that isnt in the browser but
 isnt a projector. If that is the case, I would not expect it to work.
 The fscommand is designed to communicate with the host application.
 That is either the browser or a projector or some parent app. I would
 imagine the flash player just has what is necessary to run flash
 without a full complement of functions that fscommand might try to
 access.

 Regards
 hank

 On 1/28/06, John Grden [EMAIL PROTECTED] wrote:
  Is it possible?  I can't seem to make it work UNLESS I load the swf into
 the
  FLash player, then do a save as projector.
 
  any possible way that the player could handle this without the
 projector?
 
  --
  John Grden - Blitz
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John Grden - Blitz
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Re: [Flashcoders] fscommand('exec', 'myprogram.exe') WITHOUT a projector?

2006-01-28 Thread John Grden
;) me too, so no worries

Thanks Stacey,

On 1/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 gotcha. I'm an admittant skimmer at times:)



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[Flashcoders] jion

2006-01-28 Thread r cs

...

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