[Flashcoders] Flash 9 Player Issues

2006-10-24 Thread Kevin McCormick
I have an app that was created using Flash 8 consisting of a main swf that 
loads in number of subordinate swfs, all published for version 7 compatability 
using AS 2.

The subordinate swfs contain a collection of 8 frame movie clips, each a stop 
frame - no other code.  The main swf changes the colour and visibility of the 
clips inside the subordinates according to user input and advances each clip in 
turn by one frame when the user clicks another button.  All pretty standard 
stuff.

Everything worked fine with version 7 and 8 players but now we have version 9 
and and now some of the subordinate swfs fail to load (no onLoadError fired, 
just hanging) and some of the others freeze the whole app when accessed.  

I can't immediately spot any similarities between the offending swfs or 
differences (other than graphical) from other swfs that are working fine.

The freezing can (in some cases) be narrowed down to particular clips inside 
the subordinates, remove them and the swfs work fine, but there does not seem 
to be any common element among them they are all quite basic graphics - single 
colour, no outline.

Has anyone found anything in particular which upsets the version 9 player that 
I can look out for (and remove) or is there any way that I can re-publish the 
swfs in a way that will not offend the version 9 player or am i going to have 
to painstakingly go through all the swfs and re draw the graphics, hoping that 
whatever is throwing the spanner into the works gets omitted this time.

Thanks

Kev
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Re: [Flashcoders] Flash 9 Player Issues

2006-10-24 Thread Hans Wichman

Hi,
i can imagine at least two issues (had to deal with them myself after some
conversions), one is for/while loops that have become endless loops due to a
default initialisation or datatype that has changed from 8 to 9.
2, the handling of paths, which seems to have changed only a little bit, eg
._url returns forwards instead of backslashes (only local though).
This isnt probably it, but you could try to inspect one of the clips for
lusses etc.

hth
JC


On 10/24/06, Kevin McCormick [EMAIL PROTECTED] wrote:


I have an app that was created using Flash 8 consisting of a main swf that
loads in number of subordinate swfs, all published for version 7
compatability using AS 2.

The subordinate swfs contain a collection of 8 frame movie clips, each a
stop frame - no other code.  The main swf changes the colour and visibility
of the clips inside the subordinates according to user input and advances
each clip in turn by one frame when the user clicks another button.  All
pretty standard stuff.

Everything worked fine with version 7 and 8 players but now we have
version 9 and and now some of the subordinate swfs fail to load (no
onLoadError fired, just hanging) and some of the others freeze the whole app
when accessed.

I can't immediately spot any similarities between the offending swfs or
differences (other than graphical) from other swfs that are working fine.

The freezing can (in some cases) be narrowed down to particular clips
inside the subordinates, remove them and the swfs work fine, but there does
not seem to be any common element among them they are all quite basic
graphics - single colour, no outline.

Has anyone found anything in particular which upsets the version 9 player
that I can look out for (and remove) or is there any way that I can
re-publish the swfs in a way that will not offend the version 9 player or am
i going to have to painstakingly go through all the swfs and re draw the
graphics, hoping that whatever is throwing the spanner into the works gets
omitted this time.

Thanks

Kev
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RE: [Flashcoders] Zinc issues

2006-10-24 Thread Mike Mountain
Zinc fixed this issue a few releases back, sounds like you're using an
old build - ours works fine with SVN now...

M 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Stan Vassilev
 Sent: 23 October 2006 20:42
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Zinc issues
 
 We just purchased a license for Zinc since we had to quickly 
 pick a 3rd party projector with file load/save for a project.
 I'm using it with flex 2 framework / flash 9.
 
 It's kinda a letdown, first thing, it has a bad conflict with 
 TortoiseSVN which caused it to crash right on startup. After 
 researching a bit, Zinc installs old DLL-s which TSVN coughs up with.
 
 SWFStudio had the same kind of issue but they fixed it in 
 recent builds. If I knew, I'd buy it instead of Zinc.
 
 The control over dialogs and features is terrible. They do 
 support AS3, which we need since it's Flex 2 project. But 
 it's spotty at best. 
 To save binary files we had to take a ByteArray and convert 
 it to a huge HEX string for Zinc to understand. This is of 
 course slow, even in AS3.
 
 The Open dialog works, but amusingly the Save dialog doesn't! 
 No matter what we tried, it just won't open or do anything at 
 all. And since the open dialog doesn't check for file 
 existence or anything, now we save files with the open 
 dialog, as weird as it sounds.
 
 I'm writing here to ask if someone of you have dealt with 
 those issues in Zinc and have workarounds, fixes, 
 tricks/hacks etc. I'm contacting Zinc support too, but from 
 what I see on their forums, they don't seem willing to answer 
 to other people asking about the same issues.
 
 Regards, Stan Vassilev
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Hans Wichman

Hi Dimitrios,

i was reading your article and the referenced article in which it says:

Once the inner function is removed from memory (for instance if the object
to which the inner function was attached is removed), then the unique
reference to the activation object also gets deleted and the garbage
collector will (should) delete both the inner function and the activation
object of the outer function at the same time.

Now the inner function is what is returned when you use Delegate.create. It
seems to me mostly when using a Delegate, you want it to have those
references until you dont need the delegate itself anymore. So setting the
reference to the inner function to null, should take care of the rest? I'm
probably missing something here.

greetz
JC

On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hello everyone,

I had a really big issue recently, when I realized that the performance of
a large-scale game
I built in Flash dropping substantially after 1/2 hour of gameplay, to the
point where
the game became wy too slow to play.

After exhausting tests I found out that this was caused by the extended
use of Delegates
with parameters (I always make sure I don't leave garbage sitting around
when I destroy
objects of all of my classes, so that was not the issue).

Spending one week on this, I managed to spot the problem and find a
solution,
writing a new Delegate class that was taking care of cleaning up function
objects.

I thought this would interest quite a few people, so I wrote an article on
this. You can
read at www.zefxis.gr/article-delegates. You can also download the
Delegate class
I wrote and use it for you projects.

I would appreciate any comments on this!

Thanks,

Dimtirios



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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Alias™

There's nothing wrong with using the IDE if it suits you better.
MTASC is cool, but you should use the right tool for the job.
If that's the IDE, then that's what you should use.

Alias

On 22/10/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Yeah, I know that Steven. Unofrtunately I'm still using the IDE
for some complex sprite animations, eventhough I know I shouldn't.

The IDE compile time really sucks. I hope I'll start using MTASC soon.

Thanks,

Dimitrios


- Original Message -
From: Steven Sacks | BLITZ [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, October 20, 2006 9:11 PM
Subject: RE: [FlashCoders] Delegates and performance


You should look into using MTASC via FLASC to compile your games.  Since
games are mostly code, you'll save yourself a ton of time by using
MTASC.  The difference in compile time is astounding.  MTASC compiles in
about one second when the IDE can take much longer.
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Hans Wichman

HI,
well especially for game programming where you'd do a lot in the IDE and in
code, FLASC or FlashDevelop would be great. Its not a question then of
whether you should use one OR the other, its more a question of WHEN. I
ussually use both the IDE and FlashDevelop or a batch at the same time. Like
Steven said, if you change your library or timeline, export in the IDE, if
you change the code, rebuilt in mtasc. Once you get used 1 second compile
times, you never want to go back...

greetz
JC


On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:


There's nothing wrong with using the IDE if it suits you better.
MTASC is cool, but you should use the right tool for the job.
If that's the IDE, then that's what you should use.

Alias

On 22/10/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Yeah, I know that Steven. Unofrtunately I'm still using the IDE
 for some complex sprite animations, eventhough I know I shouldn't.

 The IDE compile time really sucks. I hope I'll start using MTASC soon.

 Thanks,

 Dimitrios


 - Original Message -
 From: Steven Sacks | BLITZ [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Friday, October 20, 2006 9:11 PM
 Subject: RE: [FlashCoders] Delegates and performance


 You should look into using MTASC via FLASC to compile your games.  Since
 games are mostly code, you'll save yourself a ton of time by using
 MTASC.  The difference in compile time is astounding.  MTASC compiles in
 about one second when the IDE can take much longer.
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Alias™

The garbage collector will not remove references to delegates that are still
being used - only ones that are no longer being referenced by anything else.
It uses reference counting, so this will not cause any wierd

That's a great article - although I now have to go through all my code and
figure out where I need to call Delegate.destroy()... I have a VJing app
which gets more and more unreliable the longer it runs and I bet this is
why.

HTH,
Alias



On 24/10/06, Hans Wichman [EMAIL PROTECTED] wrote:


Hi Dimitrios,

i was reading your article and the referenced article in which it says:

Once the inner function is removed from memory (for instance if the object
to which the inner function was attached is removed), then the unique
reference to the activation object also gets deleted and the garbage
collector will (should) delete both the inner function and the activation
object of the outer function at the same time.

Now the inner function is what is returned when you use Delegate.create.
It
seems to me mostly when using a Delegate, you want it to have those
references until you dont need the delegate itself anymore. So setting the
reference to the inner function to null, should take care of the rest? I'm
probably missing something here.

greetz
JC

On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello everyone,

 I had a really big issue recently, when I realized that the performance
of
 a large-scale game
 I built in Flash dropping substantially after 1/2 hour of gameplay, to
the
 point where
 the game became wy too slow to play.

 After exhausting tests I found out that this was caused by the extended
 use of Delegates
 with parameters (I always make sure I don't leave garbage sitting around
 when I destroy
 objects of all of my classes, so that was not the issue).

 Spending one week on this, I managed to spot the problem and find a
 solution,
 writing a new Delegate class that was taking care of cleaning up
function
 objects.

 I thought this would interest quite a few people, so I wrote an article
on
 this. You can
 read at www.zefxis.gr/article-delegates. You can also download the
 Delegate class
 I wrote and use it for you projects.

 I would appreciate any comments on this!

 Thanks,

 Dimtirios



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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Hans Wichman

Hi,
exactly The garbage collector will not remove references to delegates that
are still being used.
Doesnt that mean that if you already nicely set your delegates to null, you
are done?

Example:
obj.ref = Delegate.create (otherObj, otherFunc);

As long as obj.ref is in memory, otherObj and otherFunc will be too.
Now if I do obj.ref = null, the delegate can be removed, as will the
otherObj and otherFunc.
Since obj.ref pointed to the inner function, which held a reference to the
activation object containing otherObj and otherFunc, they couldnt be removed
before, but after nulling the ref, they can?

I did some other tests, to check if eg
function init() {
   var myVar = 10;
   obj.ref = Delegate.create ()...
}

would cause myVar to be kept as well (as it would have been when you'd done
obj.ref = function() {...}), but that was not the case.

It seems to me the biggest pitfall would be code in which you'd go:

function init(clip:MovieClip) {
 //1:setup handlers here
 //2:declare some variables here
 //etc etc

clip.onEnterFrame = function () {
  //code goes here
   }
}

without relealizing, that becoz of the function assignment to clip,
everything you have done under //1 and //2 is still in memory, and that you
should be aware of this. I don't see how lots and lots of delegates, whose
references are *appropriately released *will cause the problems described?

greetz
JC





On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:


The garbage collector will not remove references to delegates that are
still
being used - only ones that are no longer being referenced by anything
else.
It uses reference counting, so this will not cause any wierd

That's a great article - although I now have to go through all my code and
figure out where I need to call Delegate.destroy()... I have a VJing app
which gets more and more unreliable the longer it runs and I bet this is
why.

HTH,
Alias



On 24/10/06, Hans Wichman [EMAIL PROTECTED]  wrote:

 Hi Dimitrios,

 i was reading your article and the referenced article in which it says:

 Once the inner function is removed from memory (for instance if the
object
 to which the inner function was attached is removed), then the unique
 reference to the activation object also gets deleted and the garbage
 collector will (should) delete both the inner function and the
activation
 object of the outer function at the same time.

 Now the inner function is what is returned when you use Delegate.create.
 It
 seems to me mostly when using a Delegate, you want it to have those
 references until you dont need the delegate itself anymore. So setting
the
 reference to the inner function to null, should take care of the rest?
I'm
 probably missing something here.

 greetz
 JC

 On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  Hello everyone,
 
  I had a really big issue recently, when I realized that the
performance
 of
  a large-scale game
  I built in Flash dropping substantially after 1/2 hour of gameplay, to
 the
  point where
  the game became wy too slow to play.
 
  After exhausting tests I found out that this was caused by the
extended
  use of Delegates
  with parameters (I always make sure I don't leave garbage sitting
around
  when I destroy
  objects of all of my classes, so that was not the issue).
 
  Spending one week on this, I managed to spot the problem and find a
  solution,
  writing a new Delegate class that was taking care of cleaning up
 function
  objects.
 
  I thought this would interest quite a few people, so I wrote an
article
 on
  this. You can
  read at www.zefxis.gr/article-delegates. You can also download the
  Delegate class
  I wrote and use it for you projects.
 
  I would appreciate any comments on this!
 
  Thanks,
 
  Dimtirios
 
 
 
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Alias™

I think the issue is that due to the use of inner functions, the parameters
stay in memory, including the execution scope object.

The scope object as well as the extra parameters might have been deleted
from the Delegate function object, but they still remain inside the inline
function.

Excuse me?
Yes, this is true. Every single inline function created inside the
Delegate.create() method stays on memory.

HTH,
Alias



On 24/10/06, Hans Wichman [EMAIL PROTECTED] wrote:


Hi,
exactly The garbage collector will not remove references to delegates
that
are still being used.
Doesnt that mean that if you already nicely set your delegates to null,
you
are done?

Example:
obj.ref = Delegate.create (otherObj, otherFunc);

As long as obj.ref is in memory, otherObj and otherFunc will be too.
Now if I do obj.ref = null, the delegate can be removed, as will the
otherObj and otherFunc.
Since obj.ref pointed to the inner function, which held a reference to the
activation object containing otherObj and otherFunc, they couldnt be
removed
before, but after nulling the ref, they can?

I did some other tests, to check if eg
function init() {
var myVar = 10;
obj.ref = Delegate.create ()...
}

would cause myVar to be kept as well (as it would have been when you'd
done
obj.ref = function() {...}), but that was not the case.

It seems to me the biggest pitfall would be code in which you'd go:

function init(clip:MovieClip) {
  //1:setup handlers here
  //2:declare some variables here
  //etc etc

 clip.onEnterFrame = function () {
   //code goes here
}
}

without relealizing, that becoz of the function assignment to clip,
everything you have done under //1 and //2 is still in memory, and that
you
should be aware of this. I don't see how lots and lots of delegates, whose
references are *appropriately released *will cause the problems described?

greetz
JC





On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:

 The garbage collector will not remove references to delegates that are
 still
 being used - only ones that are no longer being referenced by anything
 else.
 It uses reference counting, so this will not cause any wierd

 That's a great article - although I now have to go through all my code
and
 figure out where I need to call Delegate.destroy()... I have a VJing app
 which gets more and more unreliable the longer it runs and I bet this is
 why.

 HTH,
 Alias



 On 24/10/06, Hans Wichman [EMAIL PROTECTED]  wrote:
 
  Hi Dimitrios,
 
  i was reading your article and the referenced article in which it
says:
 
  Once the inner function is removed from memory (for instance if the
 object
  to which the inner function was attached is removed), then the unique
  reference to the activation object also gets deleted and the garbage
  collector will (should) delete both the inner function and the
 activation
  object of the outer function at the same time.
 
  Now the inner function is what is returned when you use
Delegate.create.
  It
  seems to me mostly when using a Delegate, you want it to have those
  references until you dont need the delegate itself anymore. So setting
 the
  reference to the inner function to null, should take care of the rest?
 I'm
  probably missing something here.
 
  greetz
  JC
 
  On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
  
   Hello everyone,
  
   I had a really big issue recently, when I realized that the
 performance
  of
   a large-scale game
   I built in Flash dropping substantially after 1/2 hour of gameplay,
to
  the
   point where
   the game became wy too slow to play.
  
   After exhausting tests I found out that this was caused by the
 extended
   use of Delegates
   with parameters (I always make sure I don't leave garbage sitting
 around
   when I destroy
   objects of all of my classes, so that was not the issue).
  
   Spending one week on this, I managed to spot the problem and find a
   solution,
   writing a new Delegate class that was taking care of cleaning up
  function
   objects.
  
   I thought this would interest quite a few people, so I wrote an
 article
  on
   this. You can
   read at www.zefxis.gr/article-delegates. You can also download the
   Delegate class
   I wrote and use it for you projects.
  
   I would appreciate any comments on this!
  
   Thanks,
  
   Dimtirios
  
  
  
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Hans Wichman

Hi,
i agree, but it is only true, as long as there is a reference to the inline
function.
The text seems to suggest that although the reference to the inline function
is gone, it still stays on memory.

greetz
JC


On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:


I think the issue is that due to the use of inner functions, the
parameters
stay in memory, including the execution scope object.

The scope object as well as the extra parameters might have been deleted
from the Delegate function object, but they still remain inside the inline
function.

Excuse me?
Yes, this is true. Every single inline function created inside the
Delegate.create() method stays on memory.

HTH,
Alias



On 24/10/06, Hans Wichman [EMAIL PROTECTED] wrote:

 Hi,
 exactly The garbage collector will not remove references to delegates
 that
 are still being used.
 Doesnt that mean that if you already nicely set your delegates to null,
 you
 are done?

 Example:
 obj.ref = Delegate.create (otherObj, otherFunc);

 As long as obj.ref is in memory, otherObj and otherFunc will be too.
 Now if I do obj.ref = null, the delegate can be removed, as will the
 otherObj and otherFunc.
 Since obj.ref pointed to the inner function, which held a reference to
the
 activation object containing otherObj and otherFunc, they couldnt be
 removed
 before, but after nulling the ref, they can?

 I did some other tests, to check if eg
 function init() {
 var myVar = 10;
 obj.ref = Delegate.create ()...
 }

 would cause myVar to be kept as well (as it would have been when you'd
 done
 obj.ref = function() {...}), but that was not the case.

 It seems to me the biggest pitfall would be code in which you'd go:

 function init(clip:MovieClip) {
   //1:setup handlers here
   //2:declare some variables here
   //etc etc

  clip.onEnterFrame = function () {
//code goes here
 }
 }

 without relealizing, that becoz of the function assignment to clip,
 everything you have done under //1 and //2 is still in memory, and that
 you
 should be aware of this. I don't see how lots and lots of delegates,
whose
 references are *appropriately released *will cause the problems
described?

 greetz
 JC





 On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:
 
  The garbage collector will not remove references to delegates that are
  still
  being used - only ones that are no longer being referenced by anything
  else.
  It uses reference counting, so this will not cause any wierd
 
  That's a great article - although I now have to go through all my code
 and
  figure out where I need to call Delegate.destroy()... I have a VJing
app
  which gets more and more unreliable the longer it runs and I bet this
is
  why.
 
  HTH,
  Alias
 
 
 
  On 24/10/06, Hans Wichman [EMAIL PROTECTED]  wrote:
  
   Hi Dimitrios,
  
   i was reading your article and the referenced article in which it
 says:
  
   Once the inner function is removed from memory (for instance if the
  object
   to which the inner function was attached is removed), then the
unique
   reference to the activation object also gets deleted and the garbage
   collector will (should) delete both the inner function and the
  activation
   object of the outer function at the same time.
  
   Now the inner function is what is returned when you use
 Delegate.create.
   It
   seems to me mostly when using a Delegate, you want it to have those
   references until you dont need the delegate itself anymore. So
setting
  the
   reference to the inner function to null, should take care of the
rest?
  I'm
   probably missing something here.
  
   greetz
   JC
  
   On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
   
Hello everyone,
   
I had a really big issue recently, when I realized that the
  performance
   of
a large-scale game
I built in Flash dropping substantially after 1/2 hour of
gameplay,
 to
   the
point where
the game became wy too slow to play.
   
After exhausting tests I found out that this was caused by the
  extended
use of Delegates
with parameters (I always make sure I don't leave garbage sitting
  around
when I destroy
objects of all of my classes, so that was not the issue).
   
Spending one week on this, I managed to spot the problem and find
a
solution,
writing a new Delegate class that was taking care of cleaning up
   function
objects.
   
I thought this would interest quite a few people, so I wrote an
  article
   on
this. You can
read at www.zefxis.gr/article-delegates. You can also download the
Delegate class
I wrote and use it for you projects.
   
I would appreciate any comments on this!
   
Thanks,
   
Dimtirios
   
   
   
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[Flashcoders] Using Flash to Control Windows Media Player

2006-10-24 Thread Sander van Surksum
Hello,

Is there anyone who's got this, using Flash to Control Windows Media
Player, working. I'm trying to control the audio of a wmv movie in
flash.

I've searched in the archives and found someone who had it working but
the URL is dead. 

Original message from archive

there are definate issues with browsers - eg: it doesn't work outside of
IE/PC, but it is cool when it does. :-)

some examples for you:

www.artificialcolors.com/page_experiments_1.html (lipsynching technique
= Flash calls WMP to playback MP3s with SMIL files to trigger actions
back inside Flash)

www.cutratebox.com/f5/page_video.html (control WMP playing a movie
overtop flash, with the appearence the video is in the flash movie)

hth
g.



Regards,

Sander
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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Muzak
As I mentioned earlier, this is a really old discussion:
http://www.peterjoel.com/blog/?archive=2004_08_01_archive.xml
http://chattyfig.figleaf.com/pipermail/flashcoders/2005-June/140994.html
http://muzakdeezign.com/flashcoders/?q=delegate
http://muzakdeezign.com/flashcoders/?q=remove%20delegate

etc..

regards,
Muzak

- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 1:52 PM
Subject: Re: [FlashCoders] Delegates and performance


Hi,
i agree, but it is only true, as long as there is a reference to the inline
function.
The text seems to suggest that although the reference to the inline function
is gone, it still stays on memory.

greetz
JC


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Re: [Flashcoders] Using Flash to Control Windows Media Player

2006-10-24 Thread g . wygonik

Ah yes - the power of old links... :-\

Here are current locations of those links, and hopefully will stay for some
time (the old ones were on a local server that died and these are now on a
hosting company server that hopefully won't die)

controlling a video:

http://artificialcolors.com/experiments/page_video1.html

note that this is a really old example. These days, with there being a WMP
implimentation that works in Firefox, as well as the ExternalInterface API,
you might be able to get this running in other browsers.

second, here's the OLD experiments page:

http://artificialcolors.com/experiments/page_experiments_1.html

the SMIL file lip-syncing experiment is in there. It worked fine but is,
again, really old. You can probably come up with some better solutions these
days.

hth
g.

On 10/24/06, Sander van Surksum [EMAIL PROTECTED] wrote:


Hello,

Is there anyone who's got this, using Flash to Control Windows Media
Player, working. I'm trying to control the audio of a wmv movie in
flash.

I've searched in the archives and found someone who had it working but
the URL is dead.

Original message from archive

there are definate issues with browsers - eg: it doesn't work outside of
IE/PC, but it is cool when it does. :-)

some examples for you:

www.artificialcolors.com/page_experiments_1.html (lipsynching technique
= Flash calls WMP to playback MP3s with SMIL files to trigger actions
back inside Flash)

www.cutratebox.com/f5/page_video.html (control WMP playing a movie
overtop flash, with the appearence the video is in the flash movie)

hth
g.



Regards,

Sander
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--
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blazePDF: www.blazepdf.com
band: www.cutratebox.com
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Re: [Flashcoders] FlashPaper

2006-10-24 Thread Éric Thibault
I've managed to remove the logo of the flashpaper and change certain 
colors... but not the theme colors (halo green)...


Here's the link : http://www.lastashero.com/blog/2006/05/

If someone has any luck...

A+

Éric Thibault a écrit :

Hello all!

Is there a way to change the styles of a flashPaper instance on stage, 
like setStyle(themeColor,0xff)?


I would like to remove the halo green effects!

Thanks a million

Éric Thibault
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RE: [Flashcoders] Using Flash to Control Windows Media Player

2006-10-24 Thread Sander van Surksum
Thanks,

The second link isn't working yet.

What I'm trying to do is to mute the volume of the wmv on a button event
in flash.

Hope someone has already done this before.

Regards,

Sander


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
g.wygonik
Sent: dinsdag 24 oktober 2006 16:33
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Using Flash to Control Windows Media Player


Ah yes - the power of old links... :-\

Here are current locations of those links, and hopefully will stay for
some time (the old ones were on a local server that died and these are
now on a hosting company server that hopefully won't die)

controlling a video:

http://artificialcolors.com/experiments/page_video1.html

note that this is a really old example. These days, with there being a
WMP implimentation that works in Firefox, as well as the
ExternalInterface API, you might be able to get this running in other
browsers.

second, here's the OLD experiments page:

http://artificialcolors.com/experiments/page_experiments_1.html

the SMIL file lip-syncing experiment is in there. It worked fine but is,
again, really old. You can probably come up with some better solutions
these days.

hth
g.

On 10/24/06, Sander van Surksum [EMAIL PROTECTED] wrote:

 Hello,

 Is there anyone who's got this, using Flash to Control Windows Media 
 Player, working. I'm trying to control the audio of a wmv movie in 
 flash.

 I've searched in the archives and found someone who had it working but

 the URL is dead.

 Original message from archive
 
 there are definate issues with browsers - eg: it doesn't work outside 
 of IE/PC, but it is cool when it does. :-)

 some examples for you:

 www.artificialcolors.com/page_experiments_1.html (lipsynching 
 technique = Flash calls WMP to playback MP3s with SMIL files to 
 trigger actions back inside Flash)

 www.cutratebox.com/f5/page_video.html (control WMP playing a movie 
 overtop flash, with the appearence the video is in the flash movie)

 hth
 g.
 


 Regards,

 Sander
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[Flashcoders] apologies for any bounced emails

2006-10-24 Thread Joe Lister
Hi list

I would like to apologise for any mails that have bounced from this address. 
ISP troubles, now all sorted.  Sorry.

Joe


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RE: [Flashcoders] Dynamically Distort Text?

2006-10-24 Thread GregoryN
Hello Marc,

This was discussed here about 2 or 3 month ago, and I've explored
Nike's tool at that time.

As far as I can judge, in Nike uniform builder they're NOT using scriptable
arching at all. Instead, there's a set of pre-made examples with a lot
of frames in each. Then just gotoAndStop is used for
letter/outline/etc.

This way, it can be made even flash 6 (or 5) compliant :-).

-- 
Best regards,
 GregoryN

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

 === Marc Hoffman wrote:
 I need to dynamically distort user input text to fill a limited set 
 of shapes. For example, the user might type in WINNERS and select a 
 shape like the Arc d' Triomphe (flat-topped arch), and the tops of 
 all the letters would be flat but the bottoms would be curved. This 
 is more than just putting text on a curve -- it requires actually 
 distorting the individual letters. Nike has something similar to this 
 (but not exactly) on their custom uniform builder. See 
 http://www.niketeam.com/v2/new/Builders/Baseball/check_flash5.asp and 
 move through the steps until you reach the Select Name Style, after 
 which you'll see the effect I'm after. Somehow they are able to skew 
 the letters, though they're not actually distorting any straight 
 lines into a curve, and all the letters keep the same height.
 
 Anyone know of something like this? Especially Flash 7-compliant?


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[Flashcoders] New Flash Video Site.

2006-10-24 Thread Ivan Dario Sosa Prieto
hey guys! I´m writing to you to expose my work.

I´m a Flash developer working for Wunderman in Colombia, SouthAmerica. We have 
developed the first Flash Video site in our country, and probably on the 
region. This is our fisrt attempt, so it´s not perfect, but I think it we made 
a good job.

The website is in spanish, so please try to guess what it says and register, 
because the most interactive part of the website is on the Cell phone Show 
Room, at the end of the registration and inmediately after you dress the model 
(a famous one here on our country). 
We were hired by NOKIA to develop this website and promote their NOKIA 6131 
model here in Colombia.
I hope you guys enjoy it and review it!!
Regards from the land that produces the best coffee on the world.

Ivan  Sosa.


http://www.nokia.com.co/estilo6131/hi/default.htm


Danny Kodicek [EMAIL PROTECTED] escribió:  In this particular application, 
the shapes are the areas between the
 lines created when graphing several time series on a chart (e.g., the
 price of several stocks, graphed over time)

It sounds to me like what you need is actually some kind of line of best fit
rather than a centre. The usual idea is to find a line (if you do want a
point, then this works for a point too) such that the squared distance of
all the points in your region from the line (or point) is minimised. You can
find this by using a correlation coefficient (a quick Google turned up this
page which sums up the process pretty well:
http://helios.bto.ed.ac.uk/bto/statistics/tress11.html). For data in more
than two dimensions you'll need to use a more complicated process called
principal components analysis.

Best
Danny

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Re: [Flashcoders] Using Flash to Control Windows Media Player

2006-10-24 Thread Muzak
Have a look at the media player sdk
http://msdn.microsoft.com/library/en-us/wmplay10/mmp_sdk/windowsmediaplayer10sdk.asp

http://msdn.microsoft.com/library/en-us/wmplay10/mmp_sdk/settingsvolume.asp

From Flash, use the ExternalInterface api to call a javascript function, which 
then sets the wmp volume.

flash.external.ExternalInterface
http://livedocs.macromedia.com/flash/8/main/2200.html

regards,
Muzak

- Original Message - 
From: Sander van Surksum [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 4:56 PM
Subject: RE: [Flashcoders] Using Flash to Control Windows Media Player


Thanks,

The second link isn't working yet.

What I'm trying to do is to mute the volume of the wmv on a button event
in flash.

Hope someone has already done this before.

Regards,

Sander


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
g.wygonik
Sent: dinsdag 24 oktober 2006 16:33
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Using Flash to Control Windows Media Player


Ah yes - the power of old links... :-\

Here are current locations of those links, and hopefully will stay for
some time (the old ones were on a local server that died and these are
now on a hosting company server that hopefully won't die)

controlling a video:

http://artificialcolors.com/experiments/page_video1.html

note that this is a really old example. These days, with there being a
WMP implimentation that works in Firefox, as well as the
ExternalInterface API, you might be able to get this running in other
browsers.

second, here's the OLD experiments page:

http://artificialcolors.com/experiments/page_experiments_1.html

the SMIL file lip-syncing experiment is in there. It worked fine but is,
again, really old. You can probably come up with some better solutions
these days.

hth
g.




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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread Hans Wichman

Lol ok, checking your links, it seems Dimitrios posted his problems on his
game performance back then when he had the issues, and most of whom have
responded now, responded back then as well, myself included.

The same conclusion though, as long as you clean up your references to
delegates, which means no object.addListener (click, Delegate.create())
constructions, you'd be fine and there is no need to get all paranoid:).

cheers
JC


On 10/24/06, Hans Wichman [EMAIL PROTECTED] wrote:


Sorry Muzak last time I checked your links didnt work, but forgot to
report it.
Ill check m now.


 On 10/24/06, Muzak [EMAIL PROTECTED] wrote:

 As I mentioned earlier, this is a really old discussion:
 http://www.peterjoel.com/blog/?archive=2004_08_01_archive.xml
 http://chattyfig.figleaf.com/pipermail/flashcoders/2005-June/140994.html

 http://muzakdeezign.com/flashcoders/?q=delegate
 http://muzakdeezign.com/flashcoders/?q=remove%20delegate

 etc..

 regards,
 Muzak

 - Original Message -
 From: Hans Wichman [EMAIL PROTECTED]
 To: Flashcoders mailing list  flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, October 24, 2006 1:52 PM
 Subject: Re: [FlashCoders] Delegates and performance


 Hi,
 i agree, but it is only true, as long as there is a reference to the
 inline
 function.
 The text seems to suggest that although the reference to the inline
 function
 is gone, it still stays on memory.

 greetz
 JC


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Re: [Flashcoders] New Flash Video Site.

2006-10-24 Thread Mark Winterhalder

Hi Ivan,

I've made it past the registration, she says something, then it
appears to be loading another video without ever finishing. The other
videos loaded quickly.

It's a pity, because I really like the... site, and would like to see
the interactive part. Uhm... out of purely professional interest, of
course. :|

It /might/ be a problem with the FlashPlayer 9 Linux Beta.

Mark
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Re: [Flashcoders] Dynamically Distort Text?

2006-10-24 Thread slangeberg

Not in (solely) flash, as far as I know or have ever seen.

We created a Java class that takes the parameters (font, text, style) and
performs the distortions on actual letter outlines, using Font objects. This
was set up as a webservice (coldfusion instantiates java object) that
returns coordinates for flash to draw out, at runtime.

Here's a section of that code, to give an idea (sorry, closed-source!):

private java.awt.Shape transform( int layout, String text, String font )
{
   j_Font = new java.awt.Font(font, java.awt.Font.PLAIN, FONT_SIZE);

   // FontRenderContext needed to create a GlyphVector object
   FontRenderContext frc = new FontRenderContext(null,true,true);

   // Create a GlyphVector object to get an outline of the text string
   GlyphVector gv = j_Font.createGlyphVector(frc, text);

   int length = gv.getNumGlyphs(); //Get the number of characters
   for(int i = 0; i  length; i++) {
   java.awt.Shape glyph = gv.getGlyphOutline(i); //Transform
single glyph to Shape

   double glyphWidth = glyph.getBounds().getWidth(); //Get
single glyph width prior to rotation
   theta = (accGlyphWidth/gvWidth) * totalRotationDistance;
//Set rotation by points
   accGlyphWidth = accGlyphWidth + glyphWidth; //Add up
distance traveled thus far

   Point2D p = gv.getGlyphPosition(i);

   AffineTransform at = new AffineTransform();
   at.translate(-p.getX(), -p.getY());
  .
  .
 .
   }
 .
.
.

}

As you can see, most of the transformations were accomplised using
AffineTransform to the glyphs stored in 'gv'.

Hope that gives you an idea of how this was done..!

Scott

On 10/23/06, Marc Hoffman [EMAIL PROTECTED] wrote:


I need to dynamically distort user input text to fill a limited set
of shapes. For example, the user might type in WINNERS and select a
shape like the Arc d' Triomphe (flat-topped arch), and the tops of
all the letters would be flat but the bottoms would be curved. This
is more than just putting text on a curve -- it requires actually
distorting the individual letters. Nike has something similar to this
(but not exactly) on their custom uniform builder. See
http://www.niketeam.com/v2/new/Builders/Baseball/check_flash5.asp and
move through the steps until you reach the Select Name Style, after
which you'll see the effect I'm after. Somehow they are able to skew
the letters, though they're not actually distorting any straight
lines into a curve, and all the letters keep the same height.

Anyone know of something like this? Especially Flash 7-compliant?

Thanks.

Marc Hoffman


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--

: : ) Scott
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Re: [Flashcoders] Dynamically Distort Text?

2006-10-24 Thread Marc Hoffman
Thanks to Scott and Gregory for the replies. It's pretty much as I 
suspected -- no dynamic solution in Flash alone.  -Marc


At 09:05 AM 10/24/2006, you wrote:

Not in (solely) flash, as far as I know or have ever seen.

We created a Java class that takes the parameters (font, text, style) and
performs the distortions on actual letter outlines, using Font objects. This
was set up as a webservice (coldfusion instantiates java object) that
returns coordinates for flash to draw out, at runtime.

Here's a section of that code, to give an idea (sorry, closed-source!):

private java.awt.Shape transform( int layout, String text, String font )
{
   j_Font = new java.awt.Font(font, java.awt.Font.PLAIN, FONT_SIZE);

   // FontRenderContext needed to create a GlyphVector object
   FontRenderContext frc = new FontRenderContext(null,true,true);

   // Create a GlyphVector object to get an outline of the text string
   GlyphVector gv = j_Font.createGlyphVector(frc, text);

   int length = gv.getNumGlyphs(); //Get the number of characters
   for(int i = 0; i  length; i++) {
   java.awt.Shape glyph = gv.getGlyphOutline(i); //Transform
single glyph to Shape

   double glyphWidth = glyph.getBounds().getWidth(); //Get
single glyph width prior to rotation
   theta = (accGlyphWidth/gvWidth) * totalRotationDistance;
//Set rotation by points
   accGlyphWidth = accGlyphWidth + glyphWidth; //Add up
distance traveled thus far

   Point2D p = gv.getGlyphPosition(i);

   AffineTransform at = new AffineTransform();
   at.translate(-p.getX(), -p.getY());
  .
  .
 .
   }
 .
.
.

}

As you can see, most of the transformations were accomplised using
AffineTransform to the glyphs stored in 'gv'.

Hope that gives you an idea of how this was done..!

Scott

On 10/23/06, Marc Hoffman [EMAIL PROTECTED] wrote:


I need to dynamically distort user input text to fill a limited set
of shapes. For example, the user might type in WINNERS and select a
shape like the Arc d' Triomphe (flat-topped arch), and the tops of
all the letters would be flat but the bottoms would be curved. This
is more than just putting text on a curve -- it requires actually
distorting the individual letters. Nike has something similar to this
(but not exactly) on their custom uniform builder. See
http://www.niketeam.com/v2/new/Builders/Baseball/check_flash5.asp and
move through the steps until you reach the Select Name Style, after
which you'll see the effect I'm after. Somehow they are able to skew
the letters, though they're not actually distorting any straight
lines into a curve, and all the letters keep the same height.

Anyone know of something like this? Especially Flash 7-compliant?

Thanks.

Marc Hoffman


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: : ) Scott
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Re: [Flashcoders] Dynamically Distort Text?

2006-10-24 Thread Seb L

There are ways to do it but it's tricky. Here's an example on my blog :

http://www.sebleedelisle.com/?p=18

You need to convert the text to a bitmap first, then you can do
perspective distortions using the triangles method described here :
http://www.sebleedelisle.com/?page_id=7

We wrote our own code for it but if you want to save time, you can use
Sandy's excellent DistordImage class. :-)

http://sandy.media-box.net/blog/distordimage-the-way-to-distord-bitmaps-by-code.html

hope this helps!

Seb


On 24/10/06, slangeberg [EMAIL PROTECTED] wrote:

Not in (solely) flash, as far as I know or have ever seen.

We created a Java class that takes the parameters (font, text, style) and
performs the distortions on actual letter outlines, using Font objects. This
was set up as a webservice (coldfusion instantiates java object) that
returns coordinates for flash to draw out, at runtime.

Here's a section of that code, to give an idea (sorry, closed-source!):

private java.awt.Shape transform( int layout, String text, String font )
{
j_Font = new java.awt.Font(font, java.awt.Font.PLAIN, FONT_SIZE);

// FontRenderContext needed to create a GlyphVector object
FontRenderContext frc = new FontRenderContext(null,true,true);

// Create a GlyphVector object to get an outline of the text string
GlyphVector gv = j_Font.createGlyphVector(frc, text);

int length = gv.getNumGlyphs(); //Get the number of characters
for(int i = 0; i  length; i++) {
java.awt.Shape glyph = gv.getGlyphOutline(i); //Transform
single glyph to Shape

double glyphWidth = glyph.getBounds().getWidth(); //Get
single glyph width prior to rotation
theta = (accGlyphWidth/gvWidth) * totalRotationDistance;
//Set rotation by points
accGlyphWidth = accGlyphWidth + glyphWidth; //Add up
distance traveled thus far

Point2D p = gv.getGlyphPosition(i);

AffineTransform at = new AffineTransform();
at.translate(-p.getX(), -p.getY());
   .
   .
  .
}
  .
.
.

}

As you can see, most of the transformations were accomplised using
AffineTransform to the glyphs stored in 'gv'.

Hope that gives you an idea of how this was done..!

Scott

On 10/23/06, Marc Hoffman [EMAIL PROTECTED] wrote:

 I need to dynamically distort user input text to fill a limited set
 of shapes. For example, the user might type in WINNERS and select a
 shape like the Arc d' Triomphe (flat-topped arch), and the tops of
 all the letters would be flat but the bottoms would be curved. This
 is more than just putting text on a curve -- it requires actually
 distorting the individual letters. Nike has something similar to this
 (but not exactly) on their custom uniform builder. See
 http://www.niketeam.com/v2/new/Builders/Baseball/check_flash5.asp and
 move through the steps until you reach the Select Name Style, after
 which you'll see the effect I'm after. Somehow they are able to skew
 the letters, though they're not actually distorting any straight
 lines into a curve, and all the letters keep the same height.

 Anyone know of something like this? Especially Flash 7-compliant?

 Thanks.

 Marc Hoffman


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[Flashcoders] Q:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread bitstreams
Hi
I'm having a problem using getURL to pass a variable argument to a javascript 
function


this works(notice 'arg' is a string)

getURL(javascript:testfunc('arg'));


this DOESN'T work:

var arg='myvar'
getURL(javascript:testfunc(arg));


Any suggestions???



[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] New Flash Video Site.

2006-10-24 Thread Muzak
http://osflash.org/flashcoders/etiquette

quote
No sitechecks
FlashCoders is just plain and simply not the place for sitechecks.
/quote

regards,
Muzak

- Original Message - 
From: Ivan Dario Sosa Prieto [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 5:25 PM
Subject: [Flashcoders] New Flash Video Site.


 hey guys! Im writing to you to expose my work.

 Im a Flash developer working for Wunderman in Colombia, SouthAmerica. We have 
 developed the first Flash Video site in our country, 
 and probably on the region. This is our fisrt attempt, so its not perfect, 
 but I think it we made a good job.

 The website is in spanish, so please try to guess what it says and 
 register, because the most interactive part of the website is 
 on the Cell phone Show Room, at the end of the registration and inmediately 
 after you dress the model (a famous one here on our 
 country).
 We were hired by NOKIA to develop this website and promote their NOKIA 6131 
 model here in Colombia.
 I hope you guys enjoy it and review it!!
 Regards from the land that produces the best coffee on the world.

 Ivan  Sosa.


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[Flashcoders] compiling mtasc on intel based mac?

2006-10-24 Thread Sam
Anyone have success compiling mtasc on an intel based mac? I'm  
following instructions from http://bomberstudios.com and when When i  
run ocaml install.ml I get the following error:


Cannot load required shared library dllunix.
Reason: dynamic loading not supported on this platform.
Reference to undefined global `Unix'

Any ideas?



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Re: [Flashcoders] New Flash Video Site.

2006-10-24 Thread Alias™

Thanks for that, Muzak.

However, if Ivan needed to figure out, for example, why the video wasn't
working correctly on the FP9 linux alpha, we could keep talking about that,
right?

Yours etc.
Alias

On 24/10/06, Muzak [EMAIL PROTECTED] wrote:


http://osflash.org/flashcoders/etiquette

quote
No sitechecks
FlashCoders is just plain and simply not the place for sitechecks.
/quote

regards,
Muzak

- Original Message -
From: Ivan Dario Sosa Prieto [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 5:25 PM
Subject: [Flashcoders] New Flash Video Site.


 hey guys! Im writing to you to expose my work.

 Im a Flash developer working for Wunderman in Colombia, SouthAmerica. We
have developed the first Flash Video site in our country,
 and probably on the region. This is our fisrt attempt, so its not
perfect, but I think it we made a good job.

 The website is in spanish, so please try to guess what it says and
register, because the most interactive part of the website is
 on the Cell phone Show Room, at the end of the registration and
inmediately after you dress the model (a famous one here on our
 country).
 We were hired by NOKIA to develop this website and promote their NOKIA
6131 model here in Colombia.
 I hope you guys enjoy it and review it!!
 Regards from the land that produces the best coffee on the world.

 Ivan  Sosa.


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Re: [Flashcoders] Q:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread Victor Gaudioso

Not sure if this will work but maybe try:

getURL(javascript:testfunc(+arg+));
- Original Message - 
From: [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 9:54 AM
Subject: [Flashcoders] Q:passing a variable as argument with 
getURL(javascript:testfunc(arg));




Hi
I'm having a problem using getURL to pass a variable argument to a 
javascript function



this works(notice 'arg' is a string)

getURL(javascript:testfunc('arg'));


this DOESN'T work:

var arg='myvar'
getURL(javascript:testfunc(arg));


Any suggestions???



[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] Washington DC Cold Fusion Developer Needed

2006-10-24 Thread Andy Herrman

If you look in the footers for all the messages it has this link:

http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

You can use that to unsubscribe (it worked for me earlier when I was
changing e-mail addresses).

  -Andy

On 10/23/06, Arlo Jamrog [EMAIL PROTECTED] wrote:

Hi Dave-

I've tried twice to get off the list, and for some reason keep
getting emails.  The address I'm trying to use is '[EMAIL PROTECTED]'.
The list is great, but it's just too much email for me to handle at
this point in my life.  If you can help get me off it, I'd be grateful!

Thanks,
Arlo

Arlo C. Jamrog  |  Design  Technical  |  KNI™  |  [EMAIL PROTECTED]
| www.kurtnoble.com


On Oct 20, 2006, at 12:55 PM, Dave Watts wrote:

 Subject: [Flashcoders] Washington DC Cold Fusion Developer Needed

 Hi, this is the list admin. This is the wrong list for non-Flash
 programming
 job announcements. You might want to use the WAMMO Jobs list instead:

 http://wammo.org/mailman/listinfo/jobs

 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/

 Fig Leaf Software provides the highest caliber vendor-authorized
 instruction at our training centers in Washington DC, Atlanta,
 Chicago, Baltimore, Northern Virginia, or on-site at your location.
 Visit http://training.figleaf.com/ for more information!
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RE: [Flashcoders] Q:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread Mike Keesey
Use this:

var arg:String = myvar;
getURL(javascript:testfunc(' + arg + '));
// Note: arg's value cannot have apostrophes in it.

Or, better yet, look into the flash.external.ExternalInterface class.
―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Tuesday, October 24, 2006 9:55 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] Q:passing a variable as argument with
 getURL(javascript:testfunc(arg));
 
 Hi
 I'm having a problem using getURL to pass a variable argument to a
 javascript function
 
 
 this works(notice 'arg' is a string)
 
 getURL(javascript:testfunc('arg'));
 
 
 this DOESN'T work:
 
 var arg='myvar'
 getURL(javascript:testfunc(arg));
 
 
 Any suggestions???
 
 
 
 [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:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread Muzak
var arg='myvar'
getURL(javascript:testfunc(+arg+));

- Original Message - 
From: [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 6:54 PM
Subject: [Flashcoders] Q:passing a variable as argument with 
getURL(javascript:testfunc(arg));


 Hi
 I'm having a problem using getURL to pass a variable argument to a javascript 
 function


 this works(notice 'arg' is a string)

 getURL(javascript:testfunc('arg'));


 this DOESN'T work:

 var arg='myvar'
 getURL(javascript:testfunc(arg));


 Any suggestions???



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


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RE: [Flashcoders] Q:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread Keith Reinfeld
getURL(javascript:testfunc('+arg+'););


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

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, October 24, 2006 11:55 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Q:passing a variable as argument with
getURL(javascript:testfunc(arg));

Hi
I'm having a problem using getURL to pass a variable argument to a
javascript function


this works(notice 'arg' is a string)

getURL(javascript:testfunc('arg'));


this DOESN'T work:

var arg='myvar'
getURL(javascript:testfunc(arg));


Any suggestions???



[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] New Flash Video Site.

2006-10-24 Thread Muzak
Adobe labs Flash Player 9 forum:
http://www.adobe.com/cfusion/webforums/forum/categories.cfm?forumid=72catid=616entercat=y

There's a few threads regarding video + linux player

regards,
Muzak

- Original Message - 
From: AliasT [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 7:24 PM
Subject: Re: [Flashcoders] New Flash Video Site.


 Thanks for that, Muzak.

 However, if Ivan needed to figure out, for example, why the video wasn't
 working correctly on the FP9 linux alpha, we could keep talking about that,
 right?

 Yours etc.
 Alias



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Re: [Flashcoders] Q:passing a variable as argument with getURL(javascript:testfunc(arg));

2006-10-24 Thread Gustavo Teider - Adobe Flash Developer

[EMAIL PROTECTED] escreveu:

Hi
I'm having a problem using getURL to pass a variable argument to a javascript 
function


this works(notice 'arg' is a string)

getURL(javascript:testfunc('arg'));


this DOESN'T work:

var arg='myvar'
getURL(javascript:testfunc(arg));


Any suggestions???
  

use ExternalInterface

var arg = 'myvar';
import flash.external.*;
ExternalInterface.call(testefunc, arg);

see ya!

Gustavo Teider ( gugateider )
www.gugateider.com
Curitiba - PR - Brazil





[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] compiling mtasc on intel based mac?

2006-10-24 Thread Eric Priou
Anyone have success compiling mtasc on an intel based mac? I'm 
following instructions from http://bomberstudios.com and when When i 
run ocaml install.ml I get the following error:


Cannot load required shared library dllunix.
Reason: dynamic loading not supported on this platform.
Reference to undefined global `Unix'

Any ideas?

I've never tried to build mtasc on intel for now.
BTW, I think that the PPC build should work on Rosetta, aint it ?

If you get good result, just tell us here.
Thanks.
---
Eric Priou
(aka erixtekila)
In progress tech blog : http://blog.v-i-a.net/
Oregano XML Socket forum : http://forum.v-i-a.net/

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[Flashcoders] embedFonts problem

2006-10-24 Thread Elie Zananiri

Hello,

I am having a problem with embedded fonts and I need some help.  I've looked
around on the web and saw people with similar problems, however their
problem was that they never set TextField.embedFonts = true, which I am
doing.

I have a static class that creates a TextField on stage and formats it using
a TextFormat.  This is the function that takes care of that:

private static function addTextField(theWidth:Number, tipText:String):Void {
   // set the text format
   theFormat = new TextFormat();
   theFormat.color = options.textColor;
   theFormat.font = Arial;
   theFormat.size = options.textSize;
   theFormat.bold = options.isBold;

   trace(the selected font should be +theFormat.font);

   // create the text field
   _root.tooltipMC.createTextField(tooltipText, 3, options.textMargin,
options.textMargin, theWidth-options.textMargin, null);
   _root.tooltipMC.tooltipText.selectable = false;
   _root.tooltipMC.tooltipText.multiline = true;
   _root.tooltipMC.tooltipText.wordWrap = true;
   _root.tooltipMC.tooltipText.autoSize = true;
   _root.tooltipMC.tooltipText.embedFonts = true;
   _root.tooltipMC.setNewTextFormat(theFormat);
   _root.tooltipMC.tooltipText.text = tipText;
   trace(the actual font is:
+_root.tooltipMC.tooltipText.getTextFormat().font);
   trace(the actual new font is:
+_root.tooltipMC.tooltipText.getNewTextFormat().font);
   }

If I don't embed the fonts, the TextField uses Times New Roman.  If I do,
then nothing appears in the TextField.  I have tried using fonts embedded in
the library (properly linked) and standard fonts like Arial or _sans.
Nothing works.  The traces always show the selected font should be Arial
(or whichever other font I choose) and the actual font is: Times New
Roman/the actual new font is: Times New Roman.

I don't understand what the problem is.  I am using very similar code in
another part of the movie and the fonts get embedded without any problems.
Could it have something to do with the fact that this is a static method in
a static class?

Thanks for the help,

--
Elie Zananiri
http://www.prisonerjohn.com
http://www.digital-spa.com
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Re: [Flashcoders] Using Flash to Control Windows Media Player

2006-10-24 Thread g . wygonik

right - weird. sorry about that. i'll look into that link a bit later.

as for the muting of audio in WMP, you should be able to call a JS function
that targets the player with this command:

myPlayer.settings.volume = 0;

which is referenced in the SDK API Muzak linked to.

pretty straightforward once you get the whole Flash-JS communication down.

g.

On 10/24/06, Sander van Surksum [EMAIL PROTECTED] wrote:


Thanks,

The second link isn't working yet.

What I'm trying to do is to mute the volume of the wmv on a button event
in flash.

Hope someone has already done this before.

Regards,

Sander




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Re: [Flashcoders] New Flash Video Site.

2006-10-24 Thread Alias™

Ok, I don't want to get into this, so I won't post any further on this
thread. I just think that Muzak could have been a litttle more polite about
it.

Also, when english is not someone's first language, I think it's a little
rude to make fun of their grammar. No-one complains when Nicholas Canasse
makes english grammatical errors, I think that everyone should be afforded
the same level of coutesy. I spend a lot of time reading this list and I
don't see why people shouldn't be polite to one another.

Anyway, no further comment.

Alias

On 24/10/06, Toby [EMAIL PROTECTED] wrote:


Does that mean I can post my sites when I finish them Alias? Because in
all
fairness this would be a top spot too...

But I am well aware that is not what this list is for, so I look for
alternate ways of gathering feedback. To be honest I think you need a
forum
or similar for these things.

This is my very humble flash noobie opinion ofcourse.

Ps: check the dudes quote;
hey guys! Im writing to you to expose my work.

Not really a... please help me... its more, check out what I did...

Sorry to be a party pooper.
T

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of AliasT
 Sent: 24 October 2006 18:25
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] New Flash Video Site.

 Thanks for that, Muzak.

 However, if Ivan needed to figure out, for example, why the video wasn't
 working correctly on the FP9 linux alpha, we could keep talking about
 that,
 right?

 Yours etc.
 Alias

 On 24/10/06, Muzak [EMAIL PROTECTED] wrote:
 
  http://osflash.org/flashcoders/etiquette
 
  quote
  No sitechecks
  FlashCoders is just plain and simply not the place for sitechecks.
  /quote
 
  regards,
  Muzak
 
  - Original Message -
  From: Ivan Dario Sosa Prieto [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Tuesday, October 24, 2006 5:25 PM
  Subject: [Flashcoders] New Flash Video Site.
 
 
   hey guys! Im writing to you to expose my work.
  
   Im a Flash developer working for Wunderman in Colombia,
SouthAmerica.
 We
  have developed the first Flash Video site in our country,
   and probably on the region. This is our fisrt attempt, so its not
  perfect, but I think it we made a good job.
  
   The website is in spanish, so please try to guess what it says and
  register, because the most interactive part of the website is
   on the Cell phone Show Room, at the end of the registration and
  inmediately after you dress the model (a famous one here on our
   country).
   We were hired by NOKIA to develop this website and promote their
NOKIA
  6131 model here in Colombia.
   I hope you guys enjoy it and review it!!
   Regards from the land that produces the best coffee on the world.
  
   Ivan  Sosa.
 
 
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[Flashcoders] XML.onData parse xml in chunks

2006-10-24 Thread Dave Geurts

  I am up against the infamous xml parser freezing up flash for a couple 
seconds. I have searched and searched and have found plenty of posts about 
saying live with it or overwrite the XML.onData and split up the xml into 
chunks to parse. I cannot find a single example of this. :S Does anybody know 
how or know of a example. I know how to edit the onData to point to a custom 
parser, but I am lost when it comes to the parsing or splitting up of the data.

 thanks

 -Dave Geurts
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[Flashcoders] tieing AS2 classes together, confused on approach

2006-10-24 Thread Jon Bennett

Hi,

I'm working on my first commercial AS2 project. It's pretty simple,
it's an interactive map, but really only a couple of classes at the
moment, but I think I could split them down a bit as in my previous
AS1 projects, I would have have broken things down into smaller
classes, that each listen to each other (and broadcast events etc).
Which brings me to my point, I'm a little confused as to how to tie my
classes together.

I have one class which is my menu, this is basically an accordian
style menu, which uses the FuseKit library for animation. I then have
a Map class, which is the graphics of the map, which also uses the
FuseKit class to control it's zooming. Both of these classes are
driven by the same data set, a single XML file, which I'm parsing into
an Object using Sepiroth's xml2object class.

Whilst testing I've been importing my classes etc from the same
location as my fla, using an .as file, but I now want to move all this
logic in an AppController class, which loads  handles all the imports,
parses the xml, instanciates my objects etc, but I've having some
trouble doing so.

If I have 3 classes: App.as, Map.as, Menu.as - should I only import
App.as in the first frame of my movie, and let the App class import
the classes it requires, or should I  import all required files
manually? Whichever way I do it, how can I place my files in a sub
directory in the folder I'm working in (like 'classes')?

Both Map.as and Menu.as use the FuseKit classes, do I need to import
them for each class, once in the App class or once in the first frame.

If this is all a bit hypothetical, I'll post some code ;)

Thanks in advance!

Jon

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RE: [Flashcoders] Washington DC Cold Fusion Developer Needed

2006-10-24 Thread Dave Watts
 I've tried twice to get off the list, and for some reason keep  
 getting emails.  The address I'm trying to use is '[EMAIL PROTECTED]'.   
 The list is great, but it's just too much email for me to 
 handle at this point in my life.  If you can help get me off 
 it, I'd be grateful!

If you unsubscribe, but still receive list mail, you are most likely
subscribed under another address.

Dave Watts, CTO, Fig Leaf Software
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Fig Leaf Software provides the highest caliber vendor-authorized
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Re: [Flashcoders] tieing AS2 classes together, confused on approach

2006-10-24 Thread Kjel Anderson

Hi Jon,

I have a similar application that I wrote in ActionScript w/ mtasc. I 
have a class that corresponds to your app.as class. I do all of my 
imports there. The app.as class instanciates the map.as and all of the 
UI stuff. Since I didn't use the IDE, my app.as class has a main method. 
I used an event model similar to the Java swing event model to control 
what happens when files load or buttons are clicked. I don't know if any 
of that is useful. You can look at the app here:


http://www.flashmaprealtor.com/

Disclaimer: I didn't design the page it is in. :(

Good luck,

Kjel

Jon Bennett wrote:

Hi,

I'm working on my first commercial AS2 project. It's pretty simple,
it's an interactive map, but really only a couple of classes at the
moment, but I think I could split them down a bit as in my previous
AS1 projects, I would have have broken things down into smaller
classes, that each listen to each other (and broadcast events etc).
Which brings me to my point, I'm a little confused as to how to tie my
classes together.

I have one class which is my menu, this is basically an accordian
style menu, which uses the FuseKit library for animation. I then have
a Map class, which is the graphics of the map, which also uses the
FuseKit class to control it's zooming. Both of these classes are
driven by the same data set, a single XML file, which I'm parsing into
an Object using Sepiroth's xml2object class.

Whilst testing I've been importing my classes etc from the same
location as my fla, using an .as file, but I now want to move all this
logic in an AppController class, which loads  handles all the imports,
parses the xml, instanciates my objects etc, but I've having some
trouble doing so.

If I have 3 classes: App.as, Map.as, Menu.as - should I only import
App.as in the first frame of my movie, and let the App class import
the classes it requires, or should I  import all required files
manually? Whichever way I do it, how can I place my files in a sub
directory in the folder I'm working in (like 'classes')?

Both Map.as and Menu.as use the FuseKit classes, do I need to import
them for each class, once in the App class or once in the first frame.

If this is all a bit hypothetical, I'll post some code ;)

Thanks in advance!

Jon



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Re: [FlashCoders] Delegates and performance

2006-10-24 Thread janosch

 The same conclusion though, as long as you clean up your references to
 delegates, which means no object.addListener (click, 
Delegate.create())

 constructions, you'd be fine and there is no need to get all paranoid:).

Thats exactly what i think.

In most cases, there is even no problem using addListener with Delegate 
because

1) the listener is never removed, because it is always needed
2) the dispatch object itself is removed

cheers, Janosch



Hans Wichman schrieb:

Lol ok, checking your links, it seems Dimitrios posted his problems on 
his

game performance back then when he had the issues, and most of whom have
responded now, responded back then as well, myself included.

The same conclusion though, as long as you clean up your references to
delegates, which means no object.addListener (click, 
Delegate.create())

constructions, you'd be fine and there is no need to get all paranoid:).

cheers
JC


On 10/24/06, Hans Wichman [EMAIL PROTECTED] wrote:



Sorry Muzak last time I checked your links didnt work, but forgot to
report it.
Ill check m now.


 On 10/24/06, Muzak [EMAIL PROTECTED] wrote:

 As I mentioned earlier, this is a really old discussion:
 http://www.peterjoel.com/blog/?archive=2004_08_01_archive.xml
 
http://chattyfig.figleaf.com/pipermail/flashcoders/2005-June/140994.html


 http://muzakdeezign.com/flashcoders/?q=delegate
 http://muzakdeezign.com/flashcoders/?q=remove%20delegate

 etc..

 regards,
 Muzak

 - Original Message -
 From: Hans Wichman [EMAIL PROTECTED]
 To: Flashcoders mailing list  flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, October 24, 2006 1:52 PM
 Subject: Re: [FlashCoders] Delegates and performance


 Hi,
 i agree, but it is only true, as long as there is a reference to the
 inline
 function.
 The text seems to suggest that although the reference to the inline
 function
 is gone, it still stays on memory.

 greetz
 JC


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Re: [Flashcoders] tieing AS2 classes together, confused on approach

2006-10-24 Thread Jon Bennett

I have a similar application that I wrote in ActionScript w/ mtasc. I
have a class that corresponds to your app.as class. I do all of my
imports there. The app.as class instanciates the map.as and all of the
UI stuff. Since I didn't use the IDE, my app.as class has a main method.
I used an event model similar to the Java swing event model to control
what happens when files load or buttons are clicked. I don't know if any
of that is useful. You can look at the app here:

http://www.flashmaprealtor.com/


so I can do:

// classes
import com.mosesSupposes.fuse.*;
import Menu;
import Map;

class App {

   private var objMenu:Menu;
   private var objMap:Map;

   function App ()
   {
this.objMenu = new Menu ();
this.objMap = new Map ();

ZigoEngine.simpleSetup(Shortcuts,Fuse,PennerEasing);
   }
}

Will my Map and Menu classes then have access to the Fuse Kit ?

Thanks,

Jon


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[Flashcoders] setVolume has a greater range than documented?

2006-10-24 Thread Michael Bedar
I am loading MP3's into a sound object, and the sounds play full  
volume without me touching anything.  However if i then set the  
volume of the Sound object to 100, the sound plays at what seems to  
be about 50%, and following this trend passing in 200 seems to get  
back up to 100%.


soundPlayer.loadSound(my.mp3);
//plays at 100%


soundPlayer.loadSound(my.mp3);
soundPlayer.setVolume(100)
//plays at ~ 50%

soundPlayer.loadSound(my.mp3);
soundPlayer.setVolume(200)
//plays at 100%

Has anyone run into this?

-Mike
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Re: [Flashcoders] Localconnection bug?

2006-10-24 Thread John Grden

did you ever get an answer to this Serge?



On 4/28/06, Serge Jespers [EMAIL PROTECTED] wrote:


So I'm working on this site that uses a local connection between two
swf's...
I named that local connection SergesHistoryKeeper... It worked just
fine on Mac (both Safari and Firefox) but not on PC (neither in IE or
Firefox).

After going completely nuts in checking the code over and over, I
thought about changing the name... So I called it SergesHistory and
tried it again... And guess what... It worked on both PC and Mac...

So I started Googling to see if there was a limit for the size of the
connection name or something like that but apparently the only limit
of a local Connection is that you can only send 40k over it... But
that was certainly not the case... So I'm guessing this is probably a
bug... No?

Serge
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[  JPG  ]
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[Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread John Grden

I'm seeing a weird problem with local connection on a mac.  if the swf's are
using the Mozilla plugin, they can communicate, but if either of them are
using the debug or stand alone player then it no worky.

I have Xray running in SWHX, and it's able to communicate with a website
with the xray connector. However, it cannot communicate with a swf loaded in
Flash IDE or in a stand alone player.  Likewise, if I run the Xray.swf in a
standalone player, it cannot communicate via local connection with any swf.

Is this a known issue on the mac?

--
[  JPG  ]
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Re: [Flashcoders] tieing AS2 classes together, confused on approach

2006-10-24 Thread slangeberg

No, each class is in it's own little world. You need to import any class you
want to use into every class you create. What I mean is that each class that
uses Fuse Kit for example would need the import statement:

import com.mosesSupposes.fuse.*;

-Scott

On 10/24/06, Jon Bennett [EMAIL PROTECTED] wrote:


 I have a similar application that I wrote in ActionScript w/ mtasc. I
 have a class that corresponds to your app.as class. I do all of my
 imports there. The app.as class instanciates the map.as and all of the
 UI stuff. Since I didn't use the IDE, my app.as class has a main method.
 I used an event model similar to the Java swing event model to control
 what happens when files load or buttons are clicked. I don't know if any
 of that is useful. You can look at the app here:

 http://www.flashmaprealtor.com/

so I can do:

// classes
import com.mosesSupposes.fuse.*;
import Menu;
import Map;

class App {

private var objMenu:Menu;
private var objMap:Map;

function App ()
{
 this.objMenu = new Menu ();
 this.objMap = new Map ();

 ZigoEngine.simpleSetup(Shortcuts,Fuse,PennerEasing);
}
}

Will my Map and Menu classes then have access to the Fuse Kit ?

Thanks,

Jon


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--

: : ) Scott
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Re: [Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread Muzak
are any of those swf's fp9?

I've created my own little Flex/Zinc debugger and found that you now *have* to 
specify .allowDomain() in combination with the 
underscore name for LocalConnection to work across domains (or one running in 
browser, other on desktop)

// receiver in Flex
this.debug_conn = new LocalConnection();
this.debug_conn.allowDomain(*);
this.debug_conn.client = this;
this.debug_conn.connect(__mdmDebugger);

Not sure if this is what you're running into, but adding allowDomain() fixed my 
little [de]bugger ;-)

regards,
Muzak

- Original Message - 
From: John Grden [EMAIL PROTECTED]
To: Open Source Flash Mailing List osflash@osflash.org; Flashcoders 
mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 25, 2006 2:06 AM
Subject: [Flashcoders] LocalCOnnection/Standalone player bug


 I'm seeing a weird problem with local connection on a mac.  if the swf's are
 using the Mozilla plugin, they can communicate, but if either of them are
 using the debug or stand alone player then it no worky.

 I have Xray running in SWHX, and it's able to communicate with a website
 with the xray connector. However, it cannot communicate with a swf loaded in
 Flash IDE or in a stand alone player.  Likewise, if I run the Xray.swf in a
 standalone player, it cannot communicate via local connection with any swf.

 Is this a known issue on the mac?

 -- 
 [  JPG  ]


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Re: [Flashcoders] Re: simulating mouse clicks

2006-10-24 Thread Vishal Kapur

So I was able to get this to work for a large majority of cases by
handling the following special cases:

1) Clicking a row in a List, code snippet:

listObj.selectedIndex = theObjToClick.__dataIdx;
listObj.dispatchEvent( {type:change, target:listObj, name:change} );

2) Clicking a Menu item, code snippet:

menuObj.onRowRelease(theObjToClick.__dataIdx);

The __dataIdx property indicates the index in the data provider
array that 'theObjToClick' corresponds to.  For all other types of
objects, invoke onPress/onRelease on theObjToClick.

I got the key insights here from the source code for an open source
tool called 'AutoTestFlash' (http://tiago.webstartpoint.net/flash/).
This is working for me so far without limitations, although I would
not call it generic without further testing.

-- Vishal



On 10/20/06, Kevin Aebig [EMAIL PROTECTED] wrote:

I'm assuming that you have something other than the pointer acting like it
has control in the same way as the cursor.

I've done this before for some specific circumstances and it required hit
collision detection and checking for every possible scenario.

- Check for onPress and onRelease and onClick (custom handler)
- Check for dispatchEvent
- Add either a listener to the mouse, or to UIEventDispatcher

It's not a complete solution, but generally it should take care of a lot of
circumstances.

!k

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vishal Kapur
Sent: Thursday, October 19, 2006 12:16 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Re: simulating mouse clicks

I'll ask the question a different way: what are all the ways that a
mouse click event can be handled in a flash movie?  (other than
defining an onPress/onRelease callback)

-- Vishal


On 10/17/06, Vishal Kapur [EMAIL PROTECTED] wrote:
 I'm trying to solve the problem of generically simulating mouse clicks
 in a running flash movie.   So, I'd like to be able to write a
 function that when invoked with the targetPath of the flash object to
 be clicked, would be able to simulate a mouse click on that object as
 if a user had actually clicked it.  I should also mention that the
 technique needs to work with arbitrary 3rd-party flash movies (so I
 don't have control to change the code).

 The simplest thing to try is just to try to invoke the
 onPress/onRelease callbacks on the target object.  This works
 sometimes.  However, in some cases it doesn't quite simulate a real
 mouse click.  In particular, I seem to have trouble simulating clicks
 on components (in a List component, for example, the selected row will
 get highlighted but the handler that does further processing and
 refreshes the UI doesn't seem to get called).

 Currently I am (sort of) working around this by getting the
 coordinates of the center of the target object and using the Win32
 api's to move the mouse pointer and simulate the windows mouse down/up
 events.  As you can imagine this is not truly generic (doesn't handle
 scrollbars, movielclips obscured by other objects, etc).

 Any thoughts on this?  Anyone with previous experience with this or
 ideas on a better way to generically simulate a click event in flash?

 Thanks,
 Vishal

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Re: [Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread John Grden

Yeah, i'm using the Flext2 version of xray and it does do the allowdomain.
On pc, it works without issue, this is only on the mac ;)

On 10/24/06, Muzak [EMAIL PROTECTED] wrote:


are any of those swf's fp9?

I've created my own little Flex/Zinc debugger and found that you now
*have* to specify .allowDomain() in combination with the
underscore name for LocalConnection to work across domains (or one running
in browser, other on desktop)

// receiver in Flex
this.debug_conn = new LocalConnection();
this.debug_conn.allowDomain(*);
this.debug_conn.client = this;
this.debug_conn.connect(__mdmDebugger);

Not sure if this is what you're running into, but adding allowDomain()
fixed my little [de]bugger ;-)

regards,
Muzak

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Open Source Flash Mailing List osflash@osflash.org; Flashcoders
mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 25, 2006 2:06 AM
Subject: [Flashcoders] LocalCOnnection/Standalone player bug


 I'm seeing a weird problem with local connection on a mac.  if the swf's
are
 using the Mozilla plugin, they can communicate, but if either of them
are
 using the debug or stand alone player then it no worky.

 I have Xray running in SWHX, and it's able to communicate with a website
 with the xray connector. However, it cannot communicate with a swf
loaded in
 Flash IDE or in a stand alone player.  Likewise, if I run the Xray.swfin a
 standalone player, it cannot communicate via local connection with any
swf.

 Is this a known issue on the mac?

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Re: [Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread Muzak
Have you tried using the latest fp updates?
http://www.adobe.com/support/flashplayer/downloads.html#fp9
http://www.adobe.com/support/flashplayer/downloads.html#fp8

regards,
Muzak

- Original Message - 
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 25, 2006 3:12 AM
Subject: Re: [Flashcoders] LocalCOnnection/Standalone player bug


 Yeah, i'm using the Flext2 version of xray and it does do the allowdomain.
 On pc, it works without issue, this is only on the mac ;)



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Re: [Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread John Grden

are they the local standalone players?  the web players are the ones that
work

On 10/24/06, Muzak [EMAIL PROTECTED] wrote:


Have you tried using the latest fp updates?
http://www.adobe.com/support/flashplayer/downloads.html#fp9
http://www.adobe.com/support/flashplayer/downloads.html#fp8

regards,
Muzak

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, October 25, 2006 3:12 AM
Subject: Re: [Flashcoders] LocalCOnnection/Standalone player bug


 Yeah, i'm using the Flext2 version of xray and it does do the
allowdomain.
 On pc, it works without issue, this is only on the mac ;)



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Re: [Flashcoders] LocalCOnnection/Standalone player bug

2006-10-24 Thread John Grden

ah yes they seem to be the standalones as well.  Cool, thanks muz, I'll give
them a go!

On 10/24/06, John Grden [EMAIL PROTECTED] wrote:


are they the local standalone players?  the web players are the ones that
work

On 10/24/06, Muzak [EMAIL PROTECTED]  wrote:

 Have you tried using the latest fp updates?
 http://www.adobe.com/support/flashplayer/downloads.html#fp9
 http://www.adobe.com/support/flashplayer/downloads.html#fp8

 regards,
 Muzak

 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list  flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, October 25, 2006 3:12 AM
 Subject: Re: [Flashcoders] LocalCOnnection/Standalone player bug


  Yeah, i'm using the Flext2 version of xray and it does do the
 allowdomain.
  On pc, it works without issue, this is only on the mac ;)
 


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 http://training.figleaf.com




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[Flashcoders] a YouTube for games?

2006-10-24 Thread Jim Greer

Hi all -

Wanted to let people know about a new site we've just launched for uploading
and playing web games. It's called Kongregate - we're calling it that
because we're really emphasizing playing with and against your friends. All
games have chat, collectible items, points, etc. I've mentioned this once
before on this list, but we've launched our private alpha so it's time to
mention it again. http://kongregate.com - you'll need an invitation to
create an account for now. You can just email me and I'll get you one, or
fill out the form on the homepage and mention flashcoders.

The games are all Flash games uploaded by the developers - we'll also be
supporting Shockwave games soon. We give a share of the revenue we make to
the game developer - up to 50% depending on whether they implement our APIs
and whether the game is exclusive to us.

Game developers will be able to use our 1-click payment system to charge for
premium content in their games. For instance you could have a racing game
where the first 3 tracks are free, and then additional tracks are $0.50 each
or $5 for all of them. The price is up to the developer - here the revenue
share will be much higher than 50% - it's your game after all.

One cool thing we're doing that isn't implemented yet is a metagame. By
playing the individual Flash games you can earn Cards - sort of like
Achievements on Xbox Live. Those cards are playable in an online collectible
card game, sort of like Magic the Gathering.

A lot of this isn't implemented yet, but you can check out the basics now.
If you're interested go to http://kongregate.com and request an invitation.
If you mention this thread I'll make sure you get one! We're really trying
to get feedback from developers to make sure we're implementing the right
set of features and making a site that will be the best place to upload web
games. We've already gotten some of my favorites: Fancy Pants Adventure,
Four Second Fury, Dark Cut, Galactic Gravity Golf.

Jim Greer
[EMAIL PROTECTED]
Company: http://kongregate.com
Blog: http://jimonwebgames.com
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