Re: [Flashcoders] Shared fonts : method with 2 files seems faster that method with 1 file

2006-07-09 Thread Weyert de Boer

erixtekila wrote:

1- More control over which glyphs are included.
You're right that it is possible to include only the required glyphs 
with swfmill.



2- Works with faux bold and faux italic.

Excuse my ignorance, but what is a faux ?
Fake Bold or Fake Italic, i.e. when the font itself doesn't include any 
italic or bold versions of the letters/glyphs.

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[Flashcoders] Abstract classes in AS3?

2006-07-09 Thread Weyert de Boer

I am blind or is their no support for Abstract classes in AS3?
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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread eka

Hello :)

Try this method :

package
{


import flash.utils.getQualifiedClassName;
import flash.errors.IllegalOperationError;

class AbstractClass
{
   public function AbstractClass ()
   {
   var path:String = getQualifiedClassName(this) ;
   if( path == AbstractClass)
   {
   throw new IllegalOperationError(AbstractClass is abstract, you
can't instanciate it directly.);
   }

   trace(in A constructor : + path);
   }
}

class MyClass extends AbstractClass {

   public function MyClass() {

   super() ;

   }

}

class MainClass {

   public function MainClass() {

   var i:MyClass = new MyClass() ; // ok
   var a:AbstractClass = new AbstractClass() ; // throw
IllegalOperationError
   }

}

}

EKA+ :)

2006/7/9, Weyert de Boer [EMAIL PROTECTED]:


I am blind or is their no support for Abstract classes in AS3?
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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread Weyert de Boer
Nice hack if you aks me. Thanks. Based on this hack I can be sure it's 
not supported. Sadly enough.

Oh well, thanks for sharing the hack.

Yours,
Weyert

Hello :)

Try this method :

package
{


import flash.utils.getQualifiedClassName;
import flash.errors.IllegalOperationError;

class AbstractClass
{
   public function AbstractClass ()
   {
   var path:String = getQualifiedClassName(this) ;
   if( path == AbstractClass)
   {
   throw new IllegalOperationError(AbstractClass is abstract, 
you

can't instanciate it directly.);
   }

   trace(in A constructor : + path);
   }
}

class MyClass extends AbstractClass {

   public function MyClass() {

   super() ;

   }

}

class MainClass {

   public function MainClass() {

   var i:MyClass = new MyClass() ; // ok
   var a:AbstractClass = new AbstractClass() ; // throw
IllegalOperationError
   }

}

}

EKA+ :)

2006/7/9, Weyert de Boer [EMAIL PROTECTED]:


I am blind or is their no support for Abstract classes in AS3?
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.



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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread Cédric Néhémie
Hi everybody,

I'm new to this list (as poster) so thnaks , in advance, for your welcome.

 I am blind or is their no support for Abstract classes in AS3?

No you aren't blind, the class constructor must be public, then we can't
guarantee that class can't be instanciate. The same problem occurs with
singleton pattern.

Here a small piece of code to demonstrate how we can provide run-time
checking for class abstraction :

Our abstract class :

package test.abs
{
import flash.utils.getQualifiedClassName;
import flash.errors.IllegalOperationError;
public class A
{
public function A ()
{
// The getQualifiedClassName return the real name of 
the class
if(getQualifiedClassName(this) == test.abs::A)
throw new IllegalOperationError(A is abstract, 
you can't instanciate it directly.);

trace(in A constructor : 
+getQualifiedClassName(this));
}
}
}

Our sub class :

geshi ActionScript
package test.abs
{
public class B extends A
{
public function B()
{
super();
}

}
}

In our main class to test abstraction : 

package
{
import test.abs.A;
import test.abs.B;

public class Tests extends Sprite 
{
public function Tests() 
{
var b:B = new B();
trace(b exist ? +b);

var a:A = new A();
trace(can't see that);
}
}
}

And we now have in output : 

in A constructor : test.abs::B
b exist ? [object B]
IllegalOperationError: A is abstract, you can't instanciate it directly.

Hope that's can help you 

Cédric


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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread Cédric Néhémie
Eka you are the fastest :)

eka wrote:
 Hello :)

 Try this method :

 package
 {


 import flash.utils.getQualifiedClassName;
 import flash.errors.IllegalOperationError;

 class AbstractClass
 {
public function AbstractClass ()
{
var path:String = getQualifiedClassName(this) ;
if( path == AbstractClass)
{
throw new IllegalOperationError(AbstractClass is abstract,
 you
 can't instanciate it directly.);
}

trace(in A constructor : + path);
}
 }

 class MyClass extends AbstractClass {

public function MyClass() {

super() ;

}

 }

 class MainClass {

public function MainClass() {

var i:MyClass = new MyClass() ; // ok
var a:AbstractClass = new AbstractClass() ; // throw
 IllegalOperationError
}

 }

 }

 EKA+ :)

 2006/7/9, Weyert de Boer [EMAIL PROTECTED]:

 I am blind or is their no support for Abstract classes in AS3?
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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread Weyert de Boer
I still think compile-time checks are the best to have... but this will 
serve very well. Thanks.

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Re: [Flashcoders] Abstract classes in AS3?

2006-07-09 Thread julien castelain

thanks for the example guys :)

On 7/9/06, Weyert de Boer [EMAIL PROTECTED] wrote:

I still think compile-time checks are the best to have... but this will
serve very well. Thanks.
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[Flashcoders] loading a symbol (library item) into a new movieClip?

2006-07-09 Thread keitai guy

hiya -

i want to have a movieClip symbol in my library of items, and then
create an instance of this on the stage. is there a function to do
this?

I realize i could put an instance on, and then use duplicate with
the instance name, but i want to get rid of these dependencies on
stuff being onscreen, from the IDE.


while we're at it, why does createEmptyMovieClip need so many params?
if all i need is a handle to the clip, why do i have to make up a
unique name (and make sure its unique)
cant flash just create a dummy unique string id on te fly,
and assume next highest level when its created?
seems odd the programmer has to do this work... simply:

clip = mc.createEmptyMovieClip();

would seem to be adequate... ?

tx for any suggestions...

/dc
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RE: [Flashcoders] loading a symbol (library item) into a new movieClip?

2006-07-09 Thread Bernard Visscher
 hiya -
 
 i want to have a movieClip symbol in my library of items, 
 and then create an instance of this on the stage. is there a 
 function to do this?

Have an instance in your library and export it for actionscript.
Let's say the name you give for the export is symbol
The you could use:
attachMovie(symbol,myNewSymbolInstance,getNextHighestDepth());
 
 seems odd the programmer has to do this work... simply:
 
 clip = mc.createEmptyMovieClip();
 
 would seem to be adequate... ?

No it isn't because when you would assign another var to clip the movieClip
will still be on stage but with no reference.
What you could do is:

var n:Number = mc.getNextHighestDepth();
var clip:MovieClip = mc.createEmptyMovieClip(movieClip+n,n);

Now all clips will have a unique name, because the depth number is attached.

Bernard

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[Flashcoders] private constructors in AS3.0?

2006-07-09 Thread Sascha Balkau
Hi,

This might be old stuff but I missed it completely ... I was wondering if
somebody can tell me the rationale about that constructors in AS3.0 must be
public and what happens to Singletons in AS3.0?

Thanks,
Sascha



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Re: [Flashcoders] private constructors in AS3.0?

2006-07-09 Thread Cédric Néhémie
Hi,

I've trying to create singleton, and the best way i've fund is to create
the instance direcly in the class declaration

private static var _oInstance:MyClass = getInstance();

And to check if constructor is called in code I do that :

public function MyClass ()
{
if (_oInstance == null)
throw new IllegalOperationError (MyClass is a singleton, and an
instance allready exist. Use getInstance to get a reference to the
instance);
}

In that way an instance is automatically created and every call of the
constructor will throw an error. If you don't want to have an instance
at start, but only when getInstance is called it's a bit less proper :

private static var _bInstanciable:Boolean = false;
private static var _oInstance:MyClass;

public function MyClass ()
{
if(!_bInstanciable)
   throw new IllegalOperationError (MyClass is a singleton, and an
instance allready exist. Use getInstance to get a reference to the
instance);
}
public static function getInstance ():MyClass
{
if(_oInstance == null)
{
_bInstanciable = true;
_oInstance = new MyClass();
_bInstanciable = false;
}
return _oInstance;
}
 Hi,

 This might be old stuff but I missed it completely ... I was wondering if
 somebody can tell me the rationale about that constructors in AS3.0 must be
 public and what happens to Singletons in AS3.0?

 Thanks,
 Sascha



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Re: [Flashcoders] Shared fonts : method with 2 files seems faster that method with 1 file

2006-07-09 Thread David Bellerive
 2- Works with faux bold and faux italic.
 Excuse my ignorance, but what is a faux ?
 Fake Bold or Fake Italic, i.e. when the font itself
 doesn't include any italic or bold versions of the
 letters/glyphs.
Won't the render be ugly ? Like device fonts…
No. Faux bold and faux italic are the equivalent of
pressing the Bold and Italic buttons for a textfield
in the Flash property inspector or applying
myTextField.bold or myTextField.italic via
actionscript. A lot of fonts do not have special
versions of the font specifically for bold versions,
italic versions and bold italic versions. So
basically, if I take the font Arial (not the device
font _sans) in a textfield and use
myArialTextField.bold, I'm basically using faux bold.
If instead I use Arial Bold which is a separate font,
that's real bold.

 No faux fonts in one lib shared font technique.
 I wonder in the other btw.
Well, from what I can see, using the 1 SWF file per
shared font method, Flash only exports the complete
font set (or only selected glyphs if you use SWFmill)
and not the additional info (with the added file size)
to render the font in faux bold, faux italic, or faux
bold AND italic. That makes perfect sense. However, it
means that you cannot use mySharedFontTextField.bold
or mySharedFontTextField.italic when using the 1 SWF
file per shared font method (the method developped by
Zarate and you). So I guess that using this method, if
you wanted a font to display normal and bold, you
could only use a font that has a separate version of
the font for bold (like Arial and Arial Bold, which
are 2 separate font files) and include both fonts in
the shared libraries. If you want to use some crazy
font you founded on the Internet which has no bold or
italic version, then I think there's no way you can
make it bold since this method doesn't support faux
bold or faux italic.

 The shared lib isn't loaded twice.
 You just have to wait for a delay frame, in order to
 use it.
 That's all.
Actually I'm pretty sure it does load twice but I'd be
glad to hear that I'm wrong. Let me show you what I
mean. Download the zip file found on Zarate's website
here :
http://www.zarate.tv/articulos/shared_fonts/files/Zarate_Shared_Fonts.zip
Unzip the files. There will be a couple of folders
that show how to use the 1 SWF file per shared font
method but the simplest example is in the folder
called Sencillo. In that folder, open the file
index.fla. This file USES the shared library. So now,
export (CTRL+ENTER) the file index.fla in the Flash
IDE, then make sure you can see the bandwith profiler
(View  Bandwidth Profiler) in the Flash debug player,
set your download settings (View  Download Settings)
to 14.4K so you can really view what's going on and
then start the process by clicking on simulate
download (View  Simulate Download). Now, closely
monitor what's going on in the bandwidth profiler. If
you look closely, you'll see that the SWF file that
contains the shared font that is being loaded (the
file is called quadaptor.swf) ... well it's actually
being loaded twice. The file is only 7K but you can
clearly see that the 7K get loaded twice (from 0% to
100% ... two times).

So that's why I was king of leaning forward the 2 SWF
file per shared font methods used by Ivan and Bernard
because even though there are 2 files instead of one
by shared font:
1) You have total control over which glyphs are
included directly in the Flash IDE without having to
use a 3rd party tool like SWFmill.
2) You CAN use faux bold, faux italic and faux bold
italic provided that you included them (with the added
file size of course).
3) The shared SWF file that gets loaded is only loaded
once which is the way it should be.

Once again, these are the conclusions I've come to
after testing both methods so I would like to hear
other's comments on this. If I'm wrong about something
here, please let me know.

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[Flashcoders] flash to detect/play files in a folder

2006-07-09 Thread jordan robinson
I am working on  kiosk project that will be updated dynamically. Is  
there  way to have flash detect what is in a folder before I have the  
shell play through the sub files. I know you can set it up through  
xml and have it go through a list but I'd rather use that option as   
plan b. The project is dealing with kiosks in hundreds of locations  
and some locations will be playing different file then others. If I  
could get my shell to just play whatever is in a folder then that  
would be ideal (playing whatever is in that subdirectory). Thanks in  
advance for any help on this issue.


Jordan Robinson
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RE: [Flashcoders] flash to detect/play files in a folder

2006-07-09 Thread Bernard Visscher
The only way is plan B.
The swf runs client side so it has no rights/methods to read the server
folders. 

Bernard

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] Namens 
 jordan robinson
 Verzonden: zondag 9 juli 2006 18:03
 Aan: flashcoders@chattyfig.figleaf.com
 Onderwerp: [Flashcoders] flash to detect/play files in a folder
 
 I am working on  kiosk project that will be updated 
 dynamically. Is there  way to have flash detect what is in a 
 folder before I have the shell play through the sub files. I 
 know you can set it up through  
 xml and have it go through a list but I'd rather use that option as   
 plan b. The project is dealing with kiosks in hundreds of 
 locations and some locations will be playing different file 
 then others. If I could get my shell to just play whatever is 
 in a folder then that would be ideal (playing whatever is in 
 that subdirectory). Thanks in advance for any help on this issue.
 
 Jordan Robinson
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Re: [Flashcoders] flash to detect/play files in a folder

2006-07-09 Thread jordan robinson
Would northcodes swf studio or multidmedias Zinc help this issue out  
any?





On Jul 9, 2006, at 12:12 PM, Bernard Visscher wrote:


The only way is plan B.
The swf runs client side so it has no rights/methods to read the  
server

folders.

Bernard


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens
jordan robinson
Verzonden: zondag 9 juli 2006 18:03
Aan: flashcoders@chattyfig.figleaf.com
Onderwerp: [Flashcoders] flash to detect/play files in a folder

I am working on  kiosk project that will be updated
dynamically. Is there  way to have flash detect what is in a
folder before I have the shell play through the sub files. I
know you can set it up through
xml and have it go through a list but I'd rather use that option as
plan b. The project is dealing with kiosks in hundreds of
locations and some locations will be playing different file
then others. If I could get my shell to just play whatever is
in a folder then that would be ideal (playing whatever is in
that subdirectory). Thanks in advance for any help on this issue.

Jordan Robinson



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RE: [Flashcoders] flash to detect/play files in a folder

2006-07-09 Thread Bernard Visscher
Only if you run the swf localy on the clients computer and the folders it
should search are also on the clients computer.
 

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] Namens 
 jordan robinson
 Verzonden: zondag 9 juli 2006 18:24
 Aan: Flashcoders mailing list
 Onderwerp: Re: [Flashcoders] flash to detect/play files in a folder
 
 Would northcodes swf studio or multidmedias Zinc help this 
 issue out any?
 
 
 
 
 On Jul 9, 2006, at 12:12 PM, Bernard Visscher wrote:
 
  The only way is plan B.
  The swf runs client side so it has no rights/methods to read the 
  server folders.
 
  Bernard
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens jordan 
  robinson
  Verzonden: zondag 9 juli 2006 18:03
  Aan: flashcoders@chattyfig.figleaf.com
  Onderwerp: [Flashcoders] flash to detect/play files in a folder
 
  I am working on  kiosk project that will be updated 
 dynamically. Is 
  there  way to have flash detect what is in a folder before 
 I have the 
  shell play through the sub files. I know you can set it up through 
  xml and have it go through a list but I'd rather use that 
 option as 
  plan b. The project is dealing with kiosks in hundreds of 
 locations 
  and some locations will be playing different file then 
 others. If I 
  could get my shell to just play whatever is in a folder then that 
  would be ideal (playing whatever is in that subdirectory). 
 Thanks in 
  advance for any help on this issue.
 
  Jordan Robinson
 
 
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Re: [Flashcoders] flash to detect/play files in a folder

2006-07-09 Thread jordan robinson
yes, the files will be installed and run on the clients computer.  
Nothing will be run remotely.



On Jul 9, 2006, at 12:29 PM, Bernard Visscher wrote:

Only if you run the swf localy on the clients computer and the  
folders it

should search are also on the clients computer.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens
jordan robinson
Verzonden: zondag 9 juli 2006 18:24
Aan: Flashcoders mailing list
Onderwerp: Re: [Flashcoders] flash to detect/play files in a folder

Would northcodes swf studio or multidmedias Zinc help this
issue out any?




On Jul 9, 2006, at 12:12 PM, Bernard Visscher wrote:


The only way is plan B.
The swf runs client side so it has no rights/methods to read the
server folders.

Bernard


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens jordan
robinson
Verzonden: zondag 9 juli 2006 18:03
Aan: flashcoders@chattyfig.figleaf.com
Onderwerp: [Flashcoders] flash to detect/play files in a folder

I am working on  kiosk project that will be updated

dynamically. Is

there  way to have flash detect what is in a folder before

I have the

shell play through the sub files. I know you can set it up through
xml and have it go through a list but I'd rather use that

option as

plan b. The project is dealing with kiosks in hundreds of

locations

and some locations will be playing different file then

others. If I

could get my shell to just play whatever is in a folder then that
would be ideal (playing whatever is in that subdirectory).

Thanks in

advance for any help on this issue.

Jordan Robinson



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Jordan Robinson |  404.247.2511 | [EMAIL PROTECTED] | 547 Elmwood  
Drive N.E. #3 Atlanta, Georgia 30306





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Re: [Flashcoders] private constructors in AS3.0?

2006-07-09 Thread elibol

That is nice, I like how you can assign functions to compile time variables.

On 7/9/06, Cédric Néhémie [EMAIL PROTECTED] wrote:


Hi,

I've trying to create singleton, and the best way i've fund is to create
the instance direcly in the class declaration

private static var _oInstance:MyClass = getInstance();

And to check if constructor is called in code I do that :

public function MyClass ()
{
if (_oInstance == null)
throw new IllegalOperationError (MyClass is a singleton, and an
instance allready exist. Use getInstance to get a reference to the
instance);
}

In that way an instance is automatically created and every call of the
constructor will throw an error. If you don't want to have an instance
at start, but only when getInstance is called it's a bit less proper :

private static var _bInstanciable:Boolean = false;
private static var _oInstance:MyClass;

public function MyClass ()
{
if(!_bInstanciable)
   throw new IllegalOperationError (MyClass is a singleton, and an
instance allready exist. Use getInstance to get a reference to the
instance);
}
public static function getInstance ():MyClass
{
if(_oInstance == null)
{
_bInstanciable = true;
_oInstance = new MyClass();
_bInstanciable = false;
}
return _oInstance;
}
 Hi,

 This might be old stuff but I missed it completely ... I was wondering
if
 somebody can tell me the rationale about that constructors in AS3.0 must
be
 public and what happens to Singletons in AS3.0?

 Thanks,
 Sascha



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Re: [Flashcoders] private constructors in AS3.0?

2006-07-09 Thread Cédric Néhémie
Just a little error in the first code, it's not :

if (_oInstance == null)

but :

if (_oInstance != null)

I think you have rectify by yourself ;)
 That is nice, I like how you can assign functions to compile time
 variables.

 On 7/9/06, Cédric Néhémie [EMAIL PROTECTED] wrote:

 Hi,

 I've trying to create singleton, and the best way i've fund is to create
 the instance direcly in the class declaration

 private static var _oInstance:MyClass = getInstance();

 And to check if constructor is called in code I do that :

 public function MyClass ()
 {
 if (_oInstance == null)
 throw new IllegalOperationError (MyClass is a singleton, and an
 instance allready exist. Use getInstance to get a reference to the
 instance);
 }

 In that way an instance is automatically created and every call of the
 constructor will throw an error. If you don't want to have an instance
 at start, but only when getInstance is called it's a bit less proper :

 private static var _bInstanciable:Boolean = false;
 private static var _oInstance:MyClass;

 public function MyClass ()
 {
 if(!_bInstanciable)
throw new IllegalOperationError (MyClass is a singleton, and an
 instance allready exist. Use getInstance to get a reference to the
 instance);
 }
 public static function getInstance ():MyClass
 {
 if(_oInstance == null)
 {
 _bInstanciable = true;
 _oInstance = new MyClass();
 _bInstanciable = false;
 }
 return _oInstance;
 }
  Hi,
 
  This might be old stuff but I missed it completely ... I was wondering
 if
  somebody can tell me the rationale about that constructors in AS3.0
 must
 be
  public and what happens to Singletons in AS3.0?
 
  Thanks,
  Sascha
 
 
 
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[Flashcoders] AS3 Hide props?

2006-07-09 Thread stacey
This might be a ring ring but I didn't see much in the archives...
Is there anything like ASSetPropFlags in as3?

I haven't even tested that yet?

Basically I am using amfphp and i'm sending an array - and its all good
but in php when you loop you see the length property. I want to hide that
property on my end if it is possible - more of a -can you do this?


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Re: [Flashcoders] AS3 Hide props?

2006-07-09 Thread Weyert de Boer

Yes, hiding properties of inherited classes would be nice.

Yours,
Weyert
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Re: [Flashcoders] BitmapData GlowFilter zebra effect?

2006-07-09 Thread Dan Rogers

Thank you for the reply.

I tested it using your suggestion, and it seems to behave properly if  
I use MovieClip.filters instead of using applyFilter.  However, since  
I want the end result to be a bitmap (for animation purposes), I  
wrote a little workaround code... as follows:


// draw bitmap 1
var glowFilterMC = parentMC.createEmptyMovieClip(glowfilter_mc,  
parentMC.getNextHighestDepth());
var glowBmp = new BitmapData(targetMC._width, targetMC._height, true,  
0x00);

glowFilterMC.attachBitmap(glowBmp, 1, auto, true);
glowBmp.draw(targetMC); 
// apply glow filter with knockout
var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true);
glowFilterMC.filters = [filter];
// draw bitmap 2
var outlineMC = parentMC.createEmptyMovieClip(outline_mc,  
parentMC.getNextHighestDepth());
var outlineBmp = new BitmapData(glowFilterMC._width,  
glowFilterMC._height, true, 0x00);

outlineMC.attachBitmap(outlineBmp, 1, auto, true);
outlineBmp.draw(glowFilterMC);
// dispose of bitmap 1 and its holder
glowBmp.dispose();
glowFilterMC.removeMovieClip();


Quite a few more lines of code than the original method, but hey..   
it works.


-Danro


On Jul 8, 2006, at 10:21 PM, John Grden wrote:

Have you tried just applying the filter to the movieclip that the  
bitmapdata

object is attached to rather than using applyFilter?

On 7/8/06, Dan Rogers [EMAIL PROTECTED] wrote:


Yesterday, I posted this topic regarding the inversion of a bitmap
alpha channel, but the root of the problem is that I am trying to
find a workaround for the GlowFilter knockout effect.

For some reason, when I programatically apply a GlowFilter to a
BitmapData object, and pass inner = false, with knockout = true, I
get this bizarre zebra effect  I've provided code and a link to a
side by side comparison screenshot.

Here is an example of the code I am using:

var filter = new GlowFilter(0xFF, 1, 5, 5, 5, 1, false, true);
myBitmap.applyFilter(myBitmap, myBitmap.rectangle, new Point(0, 0),
filter);

Following is a screen shot of the issue.  The left side is the result
when simply using the GlowFilter without passing inner or knockout,
and the right side is the strange zebra effect I get when I use the
above code.

http://download.danro.net/flashcoders/glowfilter_bug.jpg

Has anyone else dealt with this?

-Danro


On Jul 7, 2006, at 3:29 PM, Dan Rogers wrote:

 Hi gang,

 I am trying to invert the alpha channel of a BitmapData object and
 destructively apply it to another bitmap using copyPixels.  Has
 anyone inverted an alpha channel on a bitmap?  I assume use
 applyFilter with ColorMatrixFilter, but I am not very swift in
 figuring out the correct color matrix settings to use.

 Thanks,
 -Danro
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Re: [Flashcoders] private constructors in AS3.0?

2006-07-09 Thread Weyert de Boer

I am told private constructors should jsut work fine (in AS2 though)
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Re: [Flashcoders] Flash8 JPEG, JPG Image Jitters on zoom, _xscale

2006-07-09 Thread eric dolecki

check tinic uro's blog - he has a  nice little method of loading and using
smoothing for FP8.

On 7/9/06, Troy Gardner [EMAIL PROTECTED] wrote:


I am doing a zooming similar to this, and trying to achieve the same
fluidity:
http://www.airtightinteractive.com/news/?p=37

when publishing for Flash8 I find that the image always is jittery,
regardless
of the _quality setting. Yet when I publish for Flash6 it works smoothly
(?!)

This is a very simple file: a movie clip that dynamically loads a jpeg
then
sets the _xscale and _yscale up or down based on an enterFrame (in other
words
not much that can get in the way). I've made sure that it's at whole
pixels to
make sure that's not causing issues.

Any suggestions? I've looked through the archive and haven't been able to
find anything.
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[Flashcoders] setInterval and loadMovie

2006-07-09 Thread Flash Mel

Evening,

I'm having a brainfart here.  I have a movie that loads separate .swfs
into a clip called holdGallery_mc.  All of the .swfs are simply
different slideshows (reads from xml, images files on server,
preloader for each image, pan image vert or horz depending on size,
etc.).  Anyway, the core for all the slideshows to work is a
setInterval script reStartSlides = setInterval(startSlides, 4000);

Here is my problem, when loading the the .swfs into the main movie,
the first one naturally, is ok.  But when I try loading another .swf
to  replace the current on, the old .swf is gone but its interval is
still alive and kicking.

What, what?!

What is happening?
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RE: [Flashcoders] setInterval and loadMovie

2006-07-09 Thread Keith Reinfeld
Use clearInterval(reStartSlides); when you want the interval to stop.


-Keith 
http://home.mn.rr.com/keithreinfeld 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Flash Mel
Sent: Sunday, July 09, 2006 10:04 PM
To: Flashcoders mailing list
Subject: [Flashcoders] setInterval and loadMovie

Evening,

I'm having a brainfart here.  I have a movie that loads separate .swfs
into a clip called holdGallery_mc.  All of the .swfs are simply
different slideshows (reads from xml, images files on server,
preloader for each image, pan image vert or horz depending on size,
etc.).  Anyway, the core for all the slideshows to work is a
setInterval script reStartSlides = setInterval(startSlides, 4000);

Here is my problem, when loading the the .swfs into the main movie,
the first one naturally, is ok.  But when I try loading another .swf
to  replace the current on, the old .swf is gone but its interval is
still alive and kicking.

What, what?!

What is happening?
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Re: [Flashcoders] setInterval and loadMovie

2006-07-09 Thread Zeh Fernando

Here is my problem, when loading the the .swfs into the main movie,
the first one naturally, is ok.  But when I try loading another .swf
to  replace the current on, the old .swf is gone but its interval is
still alive and kicking.
What, what?!
What is happening?


setIntervals continue to be running even when their original movieclip is 
deleted, unloaded, or otherwise removed. It exists on some kind of global 
scope.


Always clearInterval your intervals. It's the only way to make them stop.


- Zeh 


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[Flashcoders] BitmapData manipulation. Mirror effect.

2006-07-09 Thread Claudia Barnal
Hi,
I'm trying to manipulate a BitmapData, but am slightly lost,
so any input on how I could manage would be greatly appreciated.
What I need to do is to make a mirror image of the
BitmapData and leave is as one single BitmabData.
What I am trying to do is something like this pseudo code:














bd = new BitmapData(100, 100);
// Assign data to bd
bdMirror = new BitmapData(100, 100);
// copy bd into bdMirror
// turn bdMirror (so that it is like a mirror image of bd)
// merge bd and bdMirror into one BitmapData which should be
200x100
I have tried, but the documentation has me a little bit
lost, and I can’t find any specific information.And if you only have time to 
write down only one of the steps, I still would appreciate it, as I'm sure 
others could possibly help me with the other steps.







Thanks a lot for any help you can give me,Claudia
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[Flashcoders] BitmapData manipulation. Mirror effect.

2006-07-09 Thread Claudia Barnal
Hi,
I’m trying to manipulate a BitmapData, but am slightly lost,
so any input on how I could manage would be greatly appreciated.
What I need to do is to make a mirror image of the
BitmapData and leave is as one single BitmabData.
What I am trying to do is something like this pseudo code:














bd = new BitmapData(100, 100);
// Assign data to bd
bdMirror = new BitmapData(100, 100);
// copy bd into bdMirror
// turn bdMirror (so that it is like a mirror image of bd)
// merge bd and bdMirror into one BitmapData which should be
200x100
I have tried, but the documentation has me a little bit
lost, and I can’t find any specific information.And if you only have time to 
write down and help me with one of the steps, I would still appreciate it a 
lot, as I'm sure others could help me out with the other steps.


Thanks a lot for any help you can give me,Claudia
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