[Flashcoders] Re: Url query-string in Actionscript 3 (Flash 9 Public Alpha)

2006-11-03 Thread Carl Welch

nevermind, solved it (or atleast came up with something that works):
I found this: 
http://desdev.blogspot.com/2005/10/getting-querystring-params-to-flash_07.html

and is AS3 I used this:
try {
   var keyStr:String;
   var valueStr:String;
   var paramObj:Object = LoaderInfo(this.root.loaderInfo).parameters;
   for (keyStr in paramObj) {
   valueStr = String(paramObj[keyStr]);



if (keyStr ==process){
trackName.text = valueStr;
myVar.text = keyStr;
}

if (keyStr ==mySong){
mySong.text = valueStr;
//myVar.text = keyStr;
}
if (keyStr ==myTable){
myTable.text = valueStr;
//myVar.text = keyStr;
}   

   }

} catch (error:Error) {
  // tf.appendText(error);
}


Thanks.


On 11/2/06, Carl Welch [EMAIL PROTECTED] wrote:

Hi,

I am trying to send an URL query string to AS 3:

heres the string:
http://someurl/track_visualizer.php?process=foo.mp3myTable=bar


I found this example (12th item down):
http://www.abdulqabiz.com/blog/archives/flash_and_actionscript/

Now, I suck at using classes (at the moment) and would just like to
put it in the frame with the rest of my script. I've tried to widdle
it down but keep getting errors. Can someone point me in the right
direction?

--
Carl Welch
http://www.carlwelch.com
[EMAIL PROTECTED]
805.403.4819




--
Carl Welch
http://www.carlwelch.com
[EMAIL PROTECTED]
805.403.4819
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[Flashcoders] setNewTextFormat and textField.variable

2006-11-03 Thread Danny Kodicek

Does setNewTextFormat not work for text that's set by means of the
textField.variable property? I've got a bunch of fields here and no matter
what combination of setTextFormat / setNewTextFormat I use, they seem to be
reverting back to their original format when I change the value of the
variable.

Danny

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[Flashcoders] Create working copy of dynamic flash site

2006-11-03 Thread mArsmAn

I recently made a flash website based on AMFPHP, so all my content is dynamic.

But now I have to put the same website on a CD, with all the content
that you now see online.
So I need a static copy of my dynamic website.

Isn't there a way to take somekind of working screenshot? Like you can
do with dynamic html websites?
I hope someone can help me with a solution that I don't have to recode
all the dynamic stuff.

Thanks
Maarten
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Re: [Flashcoders] Local Flash Cache I don't know about?!

2006-11-03 Thread Joseph Balderson

Try
Control  Delete ASO Files, or
Control  Delete ASO Files and Test Movie


__

Joseph Balderson, Flash Platform Developer
http://www.joeflash.ca | 416-768-0987
Writing partner, Community MX | http://www.communitymx.com
Consultant, New Toronto Group | http://www.newyyz.com

Adrian Park wrote:

Hi - I'm really hoping someone can help as I'm tearing my hair out here.

Clip A - my production master clip which loads...
Clip B - a module of a site I'm building

Everything works fine in the Flash IDE but running on the standalone 
player,
Clip B doesn't seem to see Singleton instances created in Clip A and 
neither

does it see variable references stored on _global in Clip A (these
references created for testing).

To test this I created...
Clip C - a vastly simplified version of Clip A
Clip D - a vastly simplified version of Clip B

It all works fine in Flash and in the standalone player (i.e. Singletons
work in Clip D as expected and _global references are truly global).

Puzzled, I rename Clip D to the identical name as Clip B and update the
reference in Clip C so it loads the renamed clip. It stops working! To
reiterate, NOTHING other than the filename of Clip D has changed.

I then copy Clip D and the renamed Clip C to another machine and it works!

Anyone have any idea what is going on?

Many thanks in advance
Adrian
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Re: [Flashcoders] setNewTextFormat and textField.variable

2006-11-03 Thread Joseph Balderson
I wrote a few tutorials on Community MX a while back that cover this 
very issue, if you're interested. Disclaimer: the articles cost $5.


http://www.communitymx.com/content/article.cfm?cid=3519C
http://www.communitymx.com/content/article.cfm?cid=0D80B

At the end of it all you get a nice-n-easy chart for sorting out all the 
ways to use/not to use set/New/TextFormat

__

Joseph Balderson, Flash Platform Developer
http://www.joeflash.ca | 416-768-0987
Writing partner, Community MX | http://www.communitymx.com
Consultant, New Toronto Group | http://www.newyyz.com

Danny Kodicek wrote:

Does setNewTextFormat not work for text that's set by means of the
textField.variable property? I've got a bunch of fields here and no matter
what combination of setTextFormat / setNewTextFormat I use, they seem to be
reverting back to their original format when I change the value of the
variable.

Danny

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RE: [Flashcoders] setNewTextFormat and textField.variable

2006-11-03 Thread Merrill, Jason
Curious, why are you using the Textfield.variable property?  I would
recommend making the switch over to textfield.text or textField.htmlText
so as to avoid any complications and do it the Actionscript way.

Jason Merrill
Bank of America 
Learning  Organizational Effectiveness
 
 
 
 
 
-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Danny Kodicek
Sent: Friday, November 03, 2006 4:55 AM
To: Flashcoders mailing list (Flashcoders mailing list)
Subject: [Flashcoders] setNewTextFormat and textField.variable


Does setNewTextFormat not work for text that's set by means of the
textField.variable property? I've got a bunch of fields here and no
matter
what combination of setTextFormat / setNewTextFormat I use, they seem
to be
reverting back to their original format when I change the value of the
variable.

Danny

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[Flashcoders] Explain Classid and Codebase to me

2006-11-03 Thread Merrill, Jason
Can someone explain what classid and codebase are used for in embedding
ActiveX controls in a webpage?  Why are they necessary and where do they
come from?  

We have an activeX control (A flash player wrapper) which is acting up
on certain severs but not others, and I'm trying to track down why.  I'm
wondering if classid and or codebase have something to do with it.  They
are the same on both servers, so I am wondering if classid and codebase
tie back to something and that link is being effected somehow, or if
might be something else altogether. 

Thanks,

Jason Merrill
Bank of America 
Learning  Organizational Effectiveness
 
 
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RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread jim
It is Math.random() sorry. The Math.random() function returns a number
between 1  0. The Java function that you are using returns a random integer
or whole number, I don think there is an upper bound to it.

The rest of your function is getting the modulus of the random number which
in fact is setting the upper bound to 1.

So to get the same sort of function you will need to set what upper bound
you want, I will use 1 for now. I havnt tested this but it should give a
similar result.

var intUpperBound :Number = 1;

if(goodness == bestWorst)
{
numOfEqual++;

  if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /
numOfEqual)) {

bestXPos = i; 

}

}

Hth
Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 23:15
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim

It is AS2, and the context is below. Btw what is the difference between
Math.rand() and Math.random()?

// ---
// If two moves are equally good, make a random choice
// ---

if (goodness == bestWorst) {

  numOfEqual++;

  if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual)) {

bestXPos = i; 

}

}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 02 November 2006 22:50
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Which version of actionscript? And in whats the context? 

The only thing that dosnt look like it will directlty port over is the
rand.nextInt() but you can use Math.rand() the rest is basic maths stuff you
can do in actionscript.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 17:15
To: 'Flashcoders mailing list'
Subject: [Flashcoders] OT conver java code to flash

Not familiar with Java code but trying to rewrite some code in Flash. Anyone
convert this line to flash actionscript please

if (Math.abs(rand.nextInt()) % 1 
(1 / numOfEqual)) 
bestXPos = i;

Thanks

Paul

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RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread jim
Yeah, sorry got my code mixed up, its Math.random() not Math.rand(). My
mistake.

Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 03 November 2006 00:50
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Thursday, November 02, 2006 3:15 PM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] OT conver java code to flash
 
 Thanks Jim
 
 It is AS2, and the context is below. Btw what is the difference
between
 Math.rand() and Math.random()?

There is no Math.rand(). There was a top-level function, random(), which
returned integers (I think), but it is deprecated. Just use
Math.random():

var MAX:Number = [some positive integer value];
var randomInt:Number = Math.floor(MAX * Math.random()); // Sets it to
some number from 0 to MAX - 1.

―
Mike Keesey



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Re: [Flashcoders] OT conver java code to flash

2006-11-03 Thread Chris Benjaminsen

Hi Paul

Actually Math.random always return a positive number between 0 and 1 so 
you can further simplify to:


if (Math.random()  .5) {
	bestXPos = i; 
}



/Chris


Paul Steven wrote:

Thanks Jim. I was curious as I have seen Math.rand() mentioned on various
flash forums and even on one of the macromedia / adobe live docs page. But I
guess these were just mistakes by people familiar with Java.

For my particular need, I have just simplified it to

if (Math.abs(Math.random())  (0.5)) {
	bestXPos = i; 
}


As I was not sure what exactly the Java code did but realised it simply
wanted to implement making a random choice.

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 03 November 2006 13:17
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

It is Math.random() sorry. The Math.random() function returns a number
between 1  0. The Java function that you are using returns a random integer
or whole number, I don think there is an upper bound to it.

The rest of your function is getting the modulus of the random number which
in fact is setting the upper bound to 1.

So to get the same sort of function you will need to set what upper bound
you want, I will use 1 for now. I havnt tested this but it should give a
similar result.

var intUpperBound :Number = 1;

if(goodness == bestWorst)
{
numOfEqual++;

  if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /
numOfEqual)) {

	bestXPos = i; 


}

}

Hth
Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 23:15
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim

It is AS2, and the context is below. Btw what is the difference between
Math.rand() and Math.random()?

// ---
// If two moves are equally good, make a random choice
// ---

if (goodness == bestWorst) {

  numOfEqual++;

  if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual)) {

	bestXPos = i; 


}

}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 02 November 2006 22:50
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Which version of actionscript? And in whats the context? 


The only thing that dosnt look like it will directlty port over is the
rand.nextInt() but you can use Math.rand() the rest is basic maths stuff you
can do in actionscript.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 17:15
To: 'Flashcoders mailing list'
Subject: [Flashcoders] OT conver java code to flash

Not familiar with Java code but trying to rewrite some code in Flash. Anyone
convert this line to flash actionscript please

if (Math.abs(rand.nextInt()) % 1 
(1 / numOfEqual)) 
bestXPos = i;


Thanks

Paul

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RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread jim
Its not quite just a random choice. I think that the other variables affect
what is happening here. The numOfEqual is filtering the returned number to
make sure that the bestXPos is always larger than the last one (I think)

So if we take this and enter some actual values on say the third loop
through:

Step 1:

numOfEqual++;

if(Math.abs(Math.random()*intUpperBound)  (intUpperBound / numOfEqual))
{
bestXPos = i; 
}

Step 2:

3;

if(Math.abs(0.333*1)  (1/ 3))
{
bestXPos = i; 
}

Step 3:

3;

if(3330  .333)
{
bestXPos = i; 
}

So you see in that case the Math.random() returned 0.333 so the resulting
number allowed you to pass the if statement but if it had been 0.334 or more
it would not have let you pass so bestXPos would not have been set.

The function you are using now is just giving you a 50/50 chance of passing
but the old java function was giving you variable odds depending on how many
passes had been performed.

Hope you understand as I am not great at explaining these things

Jim





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 13:35
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim. I was curious as I have seen Math.rand() mentioned on various
flash forums and even on one of the macromedia / adobe live docs page. But I
guess these were just mistakes by people familiar with Java.

For my particular need, I have just simplified it to

if (Math.abs(Math.random())  (0.5)) {
bestXPos = i; 
}

As I was not sure what exactly the Java code did but realised it simply
wanted to implement making a random choice.

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 03 November 2006 13:17
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

It is Math.random() sorry. The Math.random() function returns a number
between 1  0. The Java function that you are using returns a random integer
or whole number, I don think there is an upper bound to it.

The rest of your function is getting the modulus of the random number which
in fact is setting the upper bound to 1.

So to get the same sort of function you will need to set what upper bound
you want, I will use 1 for now. I havnt tested this but it should give a
similar result.

var intUpperBound :Number = 1;

if(goodness == bestWorst)
{
numOfEqual++;

  if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /
numOfEqual)) {

bestXPos = i; 

}

}

Hth
Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 23:15
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim

It is AS2, and the context is below. Btw what is the difference between
Math.rand() and Math.random()?

// ---
// If two moves are equally good, make a random choice
// ---

if (goodness == bestWorst) {

  numOfEqual++;

  if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual)) {

bestXPos = i; 

}

}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 02 November 2006 22:50
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Which version of actionscript? And in whats the context? 

The only thing that dosnt look like it will directlty port over is the
rand.nextInt() but you can use Math.rand() the rest is basic maths stuff you
can do in actionscript.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 17:15
To: 'Flashcoders mailing list'
Subject: [Flashcoders] OT conver java code to flash

Not familiar with Java code but trying to rewrite some code in Flash. Anyone
convert this line to flash actionscript please

if (Math.abs(rand.nextInt()) % 1 
(1 / numOfEqual)) 
bestXPos = i;

Thanks

Paul

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To change your 

RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread jim
That is true, and its true in the Java code too, as the rand.nextInt() will
always return an integer which must be positive.

Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Benjaminsen
Sent: 03 November 2006 13:42
To: Flashcoders mailing list
Subject: Re: [Flashcoders] OT conver java code to flash

Hi Paul

Actually Math.random always return a positive number between 0 and 1 so 
you can further simplify to:

if (Math.random()  .5) {
bestXPos = i; 
}


/Chris


Paul Steven wrote:
 Thanks Jim. I was curious as I have seen Math.rand() mentioned on various
 flash forums and even on one of the macromedia / adobe live docs page. But
I
 guess these were just mistakes by people familiar with Java.

 For my particular need, I have just simplified it to

 if (Math.abs(Math.random())  (0.5)) {
   bestXPos = i; 
 }

 As I was not sure what exactly the Java code did but realised it simply
 wanted to implement making a random choice.

 Thanks

 Paul

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of jim
 Sent: 03 November 2006 13:17
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] OT conver java code to flash

 It is Math.random() sorry. The Math.random() function returns a number
 between 1  0. The Java function that you are using returns a random
integer
 or whole number, I don think there is an upper bound to it.

 The rest of your function is getting the modulus of the random number
which
 in fact is setting the upper bound to 1.

 So to get the same sort of function you will need to set what upper bound
 you want, I will use 1 for now. I havnt tested this but it should give
a
 similar result.

 var intUpperBound :Number = 1;

 if(goodness == bestWorst)
 {
   numOfEqual++;

   if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /
 numOfEqual)) {

   bestXPos = i; 

   }

 }

 Hth
 Jim

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
Steven
 Sent: 02 November 2006 23:15
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] OT conver java code to flash

 Thanks Jim

 It is AS2, and the context is below. Btw what is the difference between
 Math.rand() and Math.random()?

 // ---
 // If two moves are equally good, make a random choice
 // ---

 if (goodness == bestWorst) {

   numOfEqual++;

   if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual)) {

   bestXPos = i; 

   }

 }

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of jim
 Sent: 02 November 2006 22:50
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] OT conver java code to flash

 Which version of actionscript? And in whats the context? 

 The only thing that dosnt look like it will directlty port over is the
 rand.nextInt() but you can use Math.rand() the rest is basic maths stuff
you
 can do in actionscript.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
Steven
 Sent: 02 November 2006 17:15
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] OT conver java code to flash

 Not familiar with Java code but trying to rewrite some code in Flash.
Anyone
 convert this line to flash actionscript please

 if (Math.abs(rand.nextInt()) % 1 
 (1 / numOfEqual)) 
 bestXPos = i;

 Thanks

 Paul

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RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread Paul Steven
Thanks Jim, I had overlooked that fact and is probably why the game is not
behaving correctly.

Just to clarify, does it still need the % operator.

The java code is:

if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual))
  bestXPos = i;
}

And what you suggested was:

var intUpperBound :Number = 1;

if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /numOfEqual)) {

bestXPos = i; 
}

Should it be the following to be equivalent to the java functionality?

var intUpperBound :Number = 1;

if(Math.abs(Math.random()*intUpperBound) % 1  (intUpperBound
/numOfEqual)) {

bestXPos = i; 

}

Thanks

Paul



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 03 November 2006 13:52
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Its not quite just a random choice. I think that the other variables affect
what is happening here. The numOfEqual is filtering the returned number to
make sure that the bestXPos is always larger than the last one (I think)

So if we take this and enter some actual values on say the third loop
through:

Step 1:

numOfEqual++;

if(Math.abs(Math.random()*intUpperBound)  (intUpperBound / numOfEqual))
{
bestXPos = i; 
}

Step 2:

3;

if(Math.abs(0.333*1)  (1/ 3))
{
bestXPos = i; 
}

Step 3:

3;

if(3330  .333)
{
bestXPos = i; 
}

So you see in that case the Math.random() returned 0.333 so the resulting
number allowed you to pass the if statement but if it had been 0.334 or more
it would not have let you pass so bestXPos would not have been set.

The function you are using now is just giving you a 50/50 chance of passing
but the old java function was giving you variable odds depending on how many
passes had been performed.

Hope you understand as I am not great at explaining these things

Jim





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 13:35
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim. I was curious as I have seen Math.rand() mentioned on various
flash forums and even on one of the macromedia / adobe live docs page. But I
guess these were just mistakes by people familiar with Java.

For my particular need, I have just simplified it to

if (Math.abs(Math.random())  (0.5)) {
bestXPos = i; 
}

As I was not sure what exactly the Java code did but realised it simply
wanted to implement making a random choice.

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 03 November 2006 13:17
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

It is Math.random() sorry. The Math.random() function returns a number
between 1  0. The Java function that you are using returns a random integer
or whole number, I don think there is an upper bound to it.

The rest of your function is getting the modulus of the random number which
in fact is setting the upper bound to 1.

So to get the same sort of function you will need to set what upper bound
you want, I will use 1 for now. I havnt tested this but it should give a
similar result.

var intUpperBound :Number = 1;

if(goodness == bestWorst)
{
numOfEqual++;

  if(Math.abs(Math.random()*intUpperBound)  (intUpperBound /
numOfEqual)) {

bestXPos = i; 

}

}

Hth
Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 23:15
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Thanks Jim

It is AS2, and the context is below. Btw what is the difference between
Math.rand() and Math.random()?

// ---
// If two moves are equally good, make a random choice
// ---

if (goodness == bestWorst) {

  numOfEqual++;

  if (Math.abs(rand.nextInt()) % 1  (1 / numOfEqual)) {

bestXPos = i; 

}

}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jim
Sent: 02 November 2006 22:50
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] OT conver java code to flash

Which version of actionscript? And in whats the context? 

The only thing that dosnt look like it will directlty port over is the
rand.nextInt() but you can use Math.rand() the rest is basic maths stuff you
can do in actionscript.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 02 November 2006 17:15
To: 'Flashcoders mailing list'
Subject: [Flashcoders] OT conver java code to flash

Not familiar with Java code but trying to rewrite some code in Flash. Anyone
convert this line to flash actionscript please

if 

Re: [Flashcoders] math for getting textField's line number? ie height/(font.size+font.leading) ??

2006-11-03 Thread Ray Chuan

Hi,
are you sure negative leadings are allowed? I've tried and don't see
any difference.

I'm guessing lineCount should be an integer, so you should use:

Math.floor(ht/(size+leading))

Assuming leading0.

On 11/3/06, grimmwerks [EMAIL PROTECTED] wrote:

It's time for one of those brainfarts.

I'm trying to position a textField's bottom in line with other
textfields; I've added leading to all the textField's so my math is
now off.

All the single-line textFields are positioned properly, but the
mutli-line textfields are not.

In the one I'm testing out with, the font size is 30, and the leading
is -10. So I did this:

lineCount = (txt._height/(font.size + font.leading))

This never works for my example, ie ht = 70, size = 30, leading = -10
  ie  70/(30+-10) == 1.6


What am I missing?
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--
Cheers,
Ray Chuan
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Re: [Flashcoders] Useful Ascii codes:

2006-11-03 Thread Ray Chuan

Perhaps you want to modify the intrinsic file Key and add dynamic?

On 11/2/06, eric dolecki [EMAIL PROTECTED] wrote:

That adding property thing to the Key object doesn't work in F8 compiling
does it?

On 11/2/06, Meinte van't Kruis [EMAIL PROTECTED] wrote:

 lol..
 well, still nice of you tho :)

 On 11/1/06, eric dolecki [EMAIL PROTECTED] wrote:
 
  Oh man... i wish i had seen that... thanks for the link!
 
  On 11/1/06, Michael Stuhr [EMAIL PROTECTED] wrote:
  
   eric dolecki schrieb:
I never wanna do this again, and you probably don't either, so here
  are
   some
constants to make using ascii values of character codes more
  legible...
   
- e.
   
code
// Constants (to make logic more readible)
var KEY_EXCLAMATION:Number = 33;
var KEY_DOUBLE_QUOTE:Number = 34;
var KEY_POUND:Number = 35;
var KEY_DOLLAR:Number = 36;
var KEY_PERCENTAGE:Number = 37;
var KEY_AND:Number = 38;
var KEY_SINGLE_QUOTE:Number = 39;
var KEY_LEFT_PAREN:Number = 40;
var KEY_RIGHT_PAREN:Number = 41;
var KEY_STAR:Number = 42;
var KEY_PLUS:Number = 43;
var KEY_COMMA:Number = 44;
var KEY_MINUS:Number = 45;
var KEY_PERIOD:Number = 46;
var KEY_SLASH:Number = 47;
   
var KEY_0:Number = 48;
var KEY_1:Number = 49;
var KEY_2:Number = 50;
var KEY_3:Number = 51;
var KEY_4:Number = 52;
var KEY_5:Number = 53;
var KEY_6:Number = 54;
var KEY_7:Number = 55;
var KEY_8:Number = 56;
var KEY_9:Number = 57;
   
var KEY_COLON:Number = 58;
var KEY_SEMI_COLON:Number = 59;
var KEY_LESS_THAN:Number = 60;
var KEY_EQUAL:Number = 61;
var KEY_GREATER_THAN:Number = 62;
var KEY_QUESTION_MARK:Number = 63;
var KEY_AT_SYMBOL:Number = 64;
   
var KEY_A:Number = 65;var KEY_a:Number = 97;
var KEY_B:Number = 66;var KEY_b:Number = 98;
var KEY_C:Number = 67;var KEY_c:Number = 99;
var KEY_D:Number = 68;var KEY_d:Number = 100;
var KEY_E:Number = 69;var KEY_e:Number = 101;
var KEY_F:Number = 70;var KEY_f:Number = 102;
var KEY_G:Number = 71;var KEY_g:Number = 103;
var KEY_H:Number = 72;var KEY_h:Number = 104;
var KEY_I:Number = 73;var KEY_i:Number = 105;
var KEY_J:Number = 74;var KEY_j:Number = 106;
var KEY_K:Number = 75;var KEY_k:Number = 107;
var KEY_L:Number = 76;var KEY_l:Number = 108;
var KEY_M:Number = 77;var KEY_m:Number = 109;
var KEY_N:Number = 78;var KEY_n:Number = 110;
var KEY_O:Number = 79;var KEY_o:Number = 111;
var KEY_P:Number = 80;var KEY_p:Number = 112;
var KEY_Q:Number = 81;var KEY_q:Number = 113;
var KEY_R:Number = 82;var KEY_r:Number = 114;
var KEY_S:Number = 83;var KEY_s:Number = 115;
var KEY_T:Number = 84;var KEY_t:Number = 116;
var KEY_U:Number = 85;var KEY_u:Number = 117;
var KEY_V:Number = 86; var KEY_v:Number = 118;
var KEY_W:Number = 87;var KEY_w:Number = 119;
var KEY_X:Number = 88;var KEY_x:Number = 120;
var KEY_Y:Number = 89;var KEY_y:Number = 121;
var KEY_Z:Number = 90;var KEY_z:Number = 122;
   
var KEY_LEFT_BRACKET:Number = 91;
var KEY_BACKSLASH:Number = 92;
var KEY_RIGHT_BRACKET:Number = 93;
var KEY_CARRET:Number = 94;
var KEY_UNDERSCORE:Number = 95;
var KEY_APOS:Number = 96;
/code
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   ahh, reminds me of:
   http://proto.layer51.com/d.aspx?f=500
  
   micha
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To change 

[Flashcoders] Q:Framework ARP vs PixLib

2006-11-03 Thread moveup
Hi
I'd like to adopt a coding framework that is scalable and that is flexible 
enough to work with on a huge variety of projects.

Has anyone on the list compared PixLib and ARP?

Do both offer good implementations of MVC?

I've heard good things about both but haven't used either yet.

Is one 'better' than another?
Jim Bachalo

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

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Q:Justifying Flash 8 Content

2006-11-03 Thread Robert r. Sanders
The two sites you mention are public sites; if they drive 10% of their 
potential audience away, but receive 20% more benefit (e.g. retaining 
the most loyal viewers, lowing bandwidth costs with newer codec, etc...) 
by doing so then it makes sense.  For intra-net type or b2b type sites 
the equation is different.  In these situations end users can't 
typically upgrade their software, and IT departments may be very 
conservative in their upgrade schedules; also you face a it needs to 
work for all our employees issue even when this isn't the case.  I'm 
just saying that just because some sites require the most recent player, 
it may or may not make sense for you, depending on you 
audience/business-model.


Steven Sacks | BLITZ wrote:

(For the main thread, people usually decide what features their
application might need, and then balance that against the trends in
capability among their own audience.)



MySpace requires Flash 9 Player, You Tube requires Flash 8 (last I
checked).  They seem to have no problems getting people to upgrade.  If
people want your content, they'll upgrade and upgrading Flash is about
as easy as it gets and almost everyone has experience with the process. 


The biggest sale points for Flash 8 are the better font readability and
higher quality video.  The biggest sale points for Flash 9 are
significant speed performance and Flex support.
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--
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   Chief Technologist
   iPOV
   (334) 821-5412
   www.ipov.net

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RE: [Flashcoders] setNewTextFormat and textField.variable

2006-11-03 Thread Danny Kodicek
 
 Curious, why are you using the Textfield.variable property?  
 I would recommend making the switch over to textfield.text or 
 textField.htmlText so as to avoid any complications and do it 
 the Actionscript way.

Various reasons. Most obviously, I've got a fair number of fields
referencing the same text, and these may be at various levels. Also, the
whole thing is embedded in Director and it's handy to just allow Director to
set the value of the variable rather than having to call a function (in
particular, Director can throw an error when you try to call a function in
Flash before the movie has fully initialised, which is notoriously difficult
to detect reliably)

But yes, it looks like I'll have to go down the .text route.

Danny

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[Flashcoders] Flash Player 9 Detection in IE using SWFObject

2006-11-03 Thread Jeff Fox

I'm using SWFobject to embed Flash in my sites and recently discovered that
it does not detect Flash PLayer 9 in IE on XP. I was wondering if anyone
else has come across this bug as has a possible workaround/solution. I've
seen that this is a shortcoming in the Flash ActiveX control and not
necessarily SWFObject, but this could be a big issue regardless.

-Jeff

--
Jeff Fox
[EMAIL PROTECTED]
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[Flashcoders] AS Tweening. Approach to prevent tween clashing?

2006-11-03 Thread Kevin Cannon

Hi All,

I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession. If one item is still tweening you can end up
with unpredictable results.

Does anyone have any advise on what approach I can take to avoid that.
I'm real trouble figuring out what specifically is causing the
problem, even though I understand the general problem.

Has anyone any advice,

Thanks,

- Kevin
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[Flashcoders] Q:replace audio track in a FLV

2006-11-03 Thread moveup
Hi
I have an urgent request to add a new soundtrack to an existing FLV which 
exists within a fla

So, I need to 

1) extract/delete the existing audio and  replace with the new audio

or

b)extract/delete the existing audio, re encode with FLV SANS audio
and add the new audio as a streaming track in the FLA timeline



Can anyone recommend a good share/freeware tool that will allow 
extraction/deletion of audio in an FLV?


Will Squezze eneable me to re-encode the FLV without losing any more quality?


Any other suggestions greatly appreciated!
Jim Bachalo


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

...all improvisation is life in search of a style.
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Q:replace audio track in a FLV

2006-11-03 Thread Guy McLoughlin


Hi Jim,

At 11:43 AM 03/11/2006, [EMAIL PROTECTED] wrote:


1) extract/delete the existing audio and  replace with the new audio


Look for tools to convert the FLV into an editable video format ( 
i.e. AVI or MOV format ),

then you can go to town using a standard NL video editor app.


Will Squezze eneable me to re-encode the FLV without losing any more quality?


Nope. If you don't have the original video source, then you will have 
to live with some
degradation of the video image. If you know what you're doing, you 
can come very

close to the quality of the original video.

I've done this with almost no degradation of the original video using 
an alphabet soup
of video encoding tools that I own. ( I own nine different video 
encoders, and four different

video editors that all do a few specific things really well. )

If you have trouble with this, contact me off-list.


- Guy


--
Guy McLoughlin
New Media Developer
Toronto Ontario Canada
E: [EMAIL PROTECTED]
--- 



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RE: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

2006-11-03 Thread Toby
Am quite busy so I can only give a quick answer, but I believe there is
documentation provided with laco on 'stopTween()' or similar. I personally
don't use this much, and tend to disable buttons that would allow a user to
clash animations.

Hth,
Toby


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Kevin Cannon
 Sent: 03 November 2006 16:40
 To: Flashcoders mailing list
 Subject: [Flashcoders] AS Tweening. Approach to prevent tween clashing?
 
 Hi All,
 
 I've been building sites with laco's tweens for a good while.
 
 Occasionally I've come accross problems when you click on buttons
 really fast in sucession. If one item is still tweening you can end up
 with unpredictable results.
 
 Does anyone have any advise on what approach I can take to avoid that.
 I'm real trouble figuring out what specifically is causing the
 problem, even though I understand the general problem.
 
 Has anyone any advice,
 
 Thanks,
 
 - Kevin
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RE: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

2006-11-03 Thread Ryan Potter
I have run into similar problems with tweens and I fixed it by stopping the
tweens before I start them on every button.
 
Inside your event handler:

Tweenname.stop();
Tweenname.start();

Or 

Tweenname.stop();
Tweenname = new Tween(prop, prop);

I don't use lacos tweens by themselves so I don't know the exact syntax,
but something like that should work. 

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Cannon
Sent: Friday, November 03, 2006 9:40 AM
To: Flashcoders mailing list
Subject: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

Hi All,

I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession. If one item is still tweening you can end up
with unpredictable results.

Does anyone have any advise on what approach I can take to avoid that.
I'm real trouble figuring out what specifically is causing the
problem, even though I understand the general problem.

Has anyone any advice,

Thanks,

- Kevin
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Re: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

2006-11-03 Thread Kevin Cannon

Hi Toby,

Thanks for the reply, even quick pointers are welcome. :)
I've been disabling buttons too when I can, but even still I find
there's time when someone needs to switch between one section and
another and it causes problem.

I'll check out that stopTween function and see if it can help me.

Cheers!

- Kevin

On 03/11/06, Toby [EMAIL PROTECTED] wrote:

Am quite busy so I can only give a quick answer, but I believe there is
documentation provided with laco on 'stopTween()' or similar. I personally
don't use this much, and tend to disable buttons that would allow a user to
clash animations.

Hth,
Toby


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Kevin Cannon
 Sent: 03 November 2006 16:40
 To: Flashcoders mailing list
 Subject: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

 Hi All,

 I've been building sites with laco's tweens for a good while.

 Occasionally I've come accross problems when you click on buttons
 really fast in sucession. If one item is still tweening you can end up
 with unpredictable results.

 Does anyone have any advise on what approach I can take to avoid that.
 I'm real trouble figuring out what specifically is causing the
 problem, even though I understand the general problem.

 Has anyone any advice,

 Thanks,

 - Kevin
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Re: [Flashcoders] AS Tweening. Approach to prevent tween clashing?

2006-11-03 Thread slangeberg

Yeah, i do similar. Keep references to tweens and check them in the function
call (this is MM's Tween):

var t:Tween;
.
.
.
function hideButton( _btn:MovieClip ) {
  if ( t ) {
t.stop();
  }
  t = new Tween( _btn, _alpha,  mx.transitions.easing.Strong.easeOut,
 _btn._alpha, 0, 1.5, true );
  t.start();
}

On 11/3/06, Kevin Cannon [EMAIL PROTECTED] wrote:


Hi Toby,

Thanks for the reply, even quick pointers are welcome. :)
I've been disabling buttons too when I can, but even still I find
there's time when someone needs to switch between one section and
another and it causes problem.

I'll check out that stopTween function and see if it can help me.

Cheers!

- Kevin

On 03/11/06, Toby [EMAIL PROTECTED] wrote:
 Am quite busy so I can only give a quick answer, but I believe there is
 documentation provided with laco on 'stopTween()' or similar. I
personally
 don't use this much, and tend to disable buttons that would allow a user
to
 clash animations.

 Hth,
 Toby


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:flashcoders-
  [EMAIL PROTECTED] On Behalf Of Kevin Cannon
  Sent: 03 November 2006 16:40
  To: Flashcoders mailing list
  Subject: [Flashcoders] AS Tweening. Approach to prevent tween
clashing?
 
  Hi All,
 
  I've been building sites with laco's tweens for a good while.
 
  Occasionally I've come accross problems when you click on buttons
  really fast in sucession. If one item is still tweening you can end up
  with unpredictable results.
 
  Does anyone have any advise on what approach I can take to avoid that.
  I'm real trouble figuring out what specifically is causing the
  problem, even though I understand the general problem.
 
  Has anyone any advice,
 
  Thanks,
 
  - Kevin
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--

: : ) Scott
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RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Paul Steven
Seem to be having problems with this still.

It seems like every time I change a value in the main constructor objects
array, it also changes the array values in the copies.

Are these copies essentially just pointers to the same array?

Basically the reason I need copies is so it can simulate future moves in the
game by updating a copy of the game state arrays.

So essentially I need to create copies of these arrays that I can manipulate
without these manipulations affecting the arrays they were copied from.

I hope that makes sense

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 02 November 2006 22:53
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I might do it like this:

class mypackage.Connect4State extends Object {
public function Connect4State(state:Connect4State) {
super();
if (state instanceof Connect4State) {
copy(state);
} else {
board = new Array();
score = new Array();
// Default initialization code.
}
}
public function copy(state:Connect4State):Void {
board = state.board.concat();
score = state.score.concat();
}
public var board:Array;
public var score:Array;
}

Then you could call the construct with or without a parameter.

(Actually, I would never use public variables, but that's another
topic)
―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Thursday, November 02, 2006 2:31 PM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Perhaps it is easier if I explain what I need:
 
 I am rewriting some Java code into AS2.
 
 Basically I have a class called Connect4State
 
 class Connect4State {
 
   public function Connect4State() {
 
   //  -
   // Initialize the board array
   // --
 
   board = new Array();
 
   code goes here
 
 
   // --
   // Initialize the score array
   // --
 
   score = new Array();
 
   code goes  here
   }
 
   public var board:Array; // A 7 by 6 two dimensional array of
 integers representing the state of game
 
   public var score:Array; // A 2 dimensional array of integers
 representing the score for the players
 
 }
 
 The Java code has a function called a Copy Constructor that enables
you
 to
 create new objects that are copies of existing objects. The copy
 constructor
 for Connect4State just copies the contents of each member variable. It
is
 necessary to have a copy constructor for Connect4State because the AI
 algorithms use temporary state objects a great deal
 
 This is the copy constructor code translated to AS2
 
   public function Connect4State(state:Connect4State) {
 
   // --
   // Copy the board
   // --
 
   board = new Array();
 
   for (var i:Number = 0; i  7; i++) {
 
   board[i] = new Array();
 
   for (j:Number = 0; j  6; j++) {
 
   board[i][j] = state.board[i][j];
 
   }
 
   }
 
 
   // ---
   // Copy the scores
   // ---
 
   for (var i:Number = 0; i  2; i++) {
 
   score = new Array();
 
   for (var j:Number = 0; j  winPlaces; j++) {
 
   score[i][j] = state.score[i][j];
   numPieces = state.numPieces;
   }
 
   }
 
 
   }
 
 AS2 seems not to like this as I get the following error
 
 A class must have only one constructor.
   public function Connect4State(state:Connect4State)
 
 Anyone suggest an alternative to this Copy Constructor?
 
 
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
 Steven
 Sent: 02 November 2006 20:01
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] Copy Constructor
 
 Hi there
 
 Is there an equivalent of the Java Copy constructor in Flash AS2?
 
 Thanks
 
 Paul
 
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[Flashcoders] Recommended encoding rates for FLV?

2006-11-03 Thread Clark, Craig
I have been using video in Flash since it was first introduced. So I will tell 
you what I know from my experience. I agree with Bjorn.  The website he 
suggests is a great resource. I will also point you to a website that allows 
you to make a side by side comparison of codecs and bitrates.  
http://www.flashvideofaq.com/
IMHO, the On2 Flix Flash8 encoding solution will give you the best quality. If 
you have a lot of videos,  then you will definitely want Sorenson Squeeze with 
the On2 codec plug in. 

For a connection speed of 1mb  I would recommend 872 kbps bit rate for the 
video and for the audio 44100Hz sampling rate and 128kbps bit rate. Video size 
720w 480h or less.  Encode with 2pass VBR for progressive download or 2pass CBR 
for streaming. 

The quality of the source video will have the greatest impact on the quality of 
the output video more than codecs or bitrates. So focus on that as much as you 
can.  

Cheers,

Craig Clark

 
-Original Message-
From: Bjorn Schultheiss [mailto:[EMAIL PROTECTED] 
Sent: Thursday, November 02, 2006 7:47 PM
To: 'Flashcoders mailing list'
Subject: [Flashcoders] Recommended encoding rates for FLV?

This man is an authority on the issue.
http://flashvideo.progettosinergia.com/


Regards,
 
Bjorn Schultheiss


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Reuben
Stanton
Sent: Friday, 3 November 2006 2:19 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Recommended encoding rates for FLV?

I'm after some recommendations for encoding FLV files - we'll be  
delivering for two connections speeds - 256k and 1mb, in a you-tube  
style interface.

  What would the list recommend as the ideal kbps, audio data rate,  
codec ect? I'm pretty new to flash video.
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contain company sensitive information.  If you are
not the intended recipient, notify the sender immediately
and delete this message.  Publication, reproduction,
forwarding, or content disclosure is prohibited without the
consent of the original sender and may be unlawful.

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RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Paul Steven
I think the problem may be that I am recursively creating the copies.

Here are the two classes in full if anyone would be kind enough to see if
they can help. Been on this all day and have made no progress

http://www.mediakitchen.co.uk/Connect4Engine.as
http://www.mediakitchen.co.uk/Connect4State.as

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 17:55
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

Seem to be having problems with this still.

It seems like every time I change a value in the main constructor objects
array, it also changes the array values in the copies.

Are these copies essentially just pointers to the same array?

Basically the reason I need copies is so it can simulate future moves in the
game by updating a copy of the game state arrays.

So essentially I need to create copies of these arrays that I can manipulate
without these manipulations affecting the arrays they were copied from.

I hope that makes sense

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 02 November 2006 22:53
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I might do it like this:

class mypackage.Connect4State extends Object {
public function Connect4State(state:Connect4State) {
super();
if (state instanceof Connect4State) {
copy(state);
} else {
board = new Array();
score = new Array();
// Default initialization code.
}
}
public function copy(state:Connect4State):Void {
board = state.board.concat();
score = state.score.concat();
}
public var board:Array;
public var score:Array;
}

Then you could call the construct with or without a parameter.

(Actually, I would never use public variables, but that's another
topic)
―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Thursday, November 02, 2006 2:31 PM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Perhaps it is easier if I explain what I need:
 
 I am rewriting some Java code into AS2.
 
 Basically I have a class called Connect4State
 
 class Connect4State {
 
   public function Connect4State() {
 
   //  -
   // Initialize the board array
   // --
 
   board = new Array();
 
   code goes here
 
 
   // --
   // Initialize the score array
   // --
 
   score = new Array();
 
   code goes  here
   }
 
   public var board:Array; // A 7 by 6 two dimensional array of
 integers representing the state of game
 
   public var score:Array; // A 2 dimensional array of integers
 representing the score for the players
 
 }
 
 The Java code has a function called a Copy Constructor that enables
you
 to
 create new objects that are copies of existing objects. The copy
 constructor
 for Connect4State just copies the contents of each member variable. It
is
 necessary to have a copy constructor for Connect4State because the AI
 algorithms use temporary state objects a great deal
 
 This is the copy constructor code translated to AS2
 
   public function Connect4State(state:Connect4State) {
 
   // --
   // Copy the board
   // --
 
   board = new Array();
 
   for (var i:Number = 0; i  7; i++) {
 
   board[i] = new Array();
 
   for (j:Number = 0; j  6; j++) {
 
   board[i][j] = state.board[i][j];
 
   }
 
   }
 
 
   // ---
   // Copy the scores
   // ---
 
   for (var i:Number = 0; i  2; i++) {
 
   score = new Array();
 
   for (var j:Number = 0; j  winPlaces; j++) {
 
   score[i][j] = state.score[i][j];
   numPieces = state.numPieces;
   }
 
   }
 
 
   }
 
 AS2 seems not to like this as I get the following error
 
 A class must have only one constructor.
   public function Connect4State(state:Connect4State)
 
 Anyone suggest an alternative to this Copy Constructor?
 
 
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
 Steven
 Sent: 02 November 2006 20:01
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] Copy 

RE: [Flashcoders] OT conver java code to flash

2006-11-03 Thread Mike Keesey
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Chris Benjaminsen
 Sent: Friday, November 03, 2006 5:42 AM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] OT conver java code to flash
 
 Hi Paul
 
 Actually Math.random always return a positive number between 0 and 1
 [...]

Strictly speaking, it returns a *nonnegative* number from 0 (inclusive)
to 1 (exclusive). I.e, once in a blue moon it might actually return 0,
but it will never return 1; 0.9 (or something like that) is as close
as it gets.

The distinction doesn't matter much in practice, but
―
Mike Keesey


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RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Paul Steven
Doing a trace I can see the copies are being affected as if they are
references. I was under the impression that array.concat() made a unique
copy of an array - is this not true?

Here is what I traced:


var tempState:Connect4State = new Connect4State(state);

trace (Original board =  + state.board);

trace (tempState.board =  + tempState.board);
trace (tempState.map =  + tempState.map);

tempState.board[2][2] = 5;

trace (Original board =  + state.board);
trace (tempState.board =  + tempState.board);

And the result of altering the tempState.board also altered the original
board array.

Could really do with some help on this one.

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 18:44
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I think the problem may be that I am recursively creating the copies.

Here are the two classes in full if anyone would be kind enough to see if
they can help. Been on this all day and have made no progress

http://www.mediakitchen.co.uk/Connect4Engine.as
http://www.mediakitchen.co.uk/Connect4State.as

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 17:55
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

Seem to be having problems with this still.

It seems like every time I change a value in the main constructor objects
array, it also changes the array values in the copies.

Are these copies essentially just pointers to the same array?

Basically the reason I need copies is so it can simulate future moves in the
game by updating a copy of the game state arrays.

So essentially I need to create copies of these arrays that I can manipulate
without these manipulations affecting the arrays they were copied from.

I hope that makes sense

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 02 November 2006 22:53
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I might do it like this:

class mypackage.Connect4State extends Object {
public function Connect4State(state:Connect4State) {
super();
if (state instanceof Connect4State) {
copy(state);
} else {
board = new Array();
score = new Array();
// Default initialization code.
}
}
public function copy(state:Connect4State):Void {
board = state.board.concat();
score = state.score.concat();
}
public var board:Array;
public var score:Array;
}

Then you could call the construct with or without a parameter.

(Actually, I would never use public variables, but that's another
topic)
―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Thursday, November 02, 2006 2:31 PM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Perhaps it is easier if I explain what I need:
 
 I am rewriting some Java code into AS2.
 
 Basically I have a class called Connect4State
 
 class Connect4State {
 
   public function Connect4State() {
 
   //  -
   // Initialize the board array
   // --
 
   board = new Array();
 
   code goes here
 
 
   // --
   // Initialize the score array
   // --
 
   score = new Array();
 
   code goes  here
   }
 
   public var board:Array; // A 7 by 6 two dimensional array of
 integers representing the state of game
 
   public var score:Array; // A 2 dimensional array of integers
 representing the score for the players
 
 }
 
 The Java code has a function called a Copy Constructor that enables
you
 to
 create new objects that are copies of existing objects. The copy
 constructor
 for Connect4State just copies the contents of each member variable. It
is
 necessary to have a copy constructor for Connect4State because the AI
 algorithms use temporary state objects a great deal
 
 This is the copy constructor code translated to AS2
 
   public function Connect4State(state:Connect4State) {
 
   // --
   // Copy the board
   // --
 
   board = new Array();
 
   for (var i:Number = 0; i  7; i++) {
 
   board[i] = new Array();
 
   for (j:Number = 0; j  6; j++) {
 
   board[i][j] = state.board[i][j];
 
   }
 
   }
 
 
   // 

RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Paul Steven
Sorry meant to paste in the trace results:

Original board =
0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2
tempState.board =
0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2


Then after tempState.board[2][2] = 5;

These are the results

Original board =
0,2,2,2,2,2,2,2,2,2,2,2,2,2,5,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2
tempState.board =
0,2,2,2,2,2,2,2,2,2,2,2,2,2,5,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 19:14
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

Doing a trace I can see the copies are being affected as if they are
references. I was under the impression that array.concat() made a unique
copy of an array - is this not true?

Here is what I traced:


var tempState:Connect4State = new Connect4State(state);

trace (Original board =  + state.board);

trace (tempState.board =  + tempState.board);
trace (tempState.map =  + tempState.map);

tempState.board[2][2] = 5;

trace (Original board =  + state.board);
trace (tempState.board =  + tempState.board);

And the result of altering the tempState.board also altered the original
board array.

Could really do with some help on this one.

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 18:44
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I think the problem may be that I am recursively creating the copies.

Here are the two classes in full if anyone would be kind enough to see if
they can help. Been on this all day and have made no progress

http://www.mediakitchen.co.uk/Connect4Engine.as
http://www.mediakitchen.co.uk/Connect4State.as

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Steven
Sent: 03 November 2006 17:55
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

Seem to be having problems with this still.

It seems like every time I change a value in the main constructor objects
array, it also changes the array values in the copies.

Are these copies essentially just pointers to the same array?

Basically the reason I need copies is so it can simulate future moves in the
game by updating a copy of the game state arrays.

So essentially I need to create copies of these arrays that I can manipulate
without these manipulations affecting the arrays they were copied from.

I hope that makes sense

Thanks

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 02 November 2006 22:53
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I might do it like this:

class mypackage.Connect4State extends Object {
public function Connect4State(state:Connect4State) {
super();
if (state instanceof Connect4State) {
copy(state);
} else {
board = new Array();
score = new Array();
// Default initialization code.
}
}
public function copy(state:Connect4State):Void {
board = state.board.concat();
score = state.score.concat();
}
public var board:Array;
public var score:Array;
}

Then you could call the construct with or without a parameter.

(Actually, I would never use public variables, but that's another
topic)
―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Thursday, November 02, 2006 2:31 PM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Perhaps it is easier if I explain what I need:
 
 I am rewriting some Java code into AS2.
 
 Basically I have a class called Connect4State
 
 class Connect4State {
 
   public function Connect4State() {
 
   //  -
   // Initialize the board array
   // --
 
   board = new Array();
 
   code goes here
 
 
   // --
   // Initialize the score array
   // --
 
   score = new Array();
 
   code goes  here
   }
 
   public var board:Array; // A 7 by 6 two dimensional array of
 integers representing the state of game
 
   public var score:Array; // A 2 dimensional array of integers
 representing the score for the players
 
 }
 
 The Java code has a function called a Copy Constructor that enables
you
 to
 create new objects that are copies of existing objects. The copy
 constructor
 for Connect4State just copies 

RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Steven Sacks | BLITZ
 Are these copies essentially just pointers to the same array?

Yes.  You need to clone the objects/arrays, not just set pointers.

var newArray:Array = [];
var i:Number = oldArray.length;
while (i--) {
newArray[i] = oldArray[i];
}
return newArray;


If you're storing objects in the array not just numbers or strings, then
you need to clone those as well or they will just stored as pointers to
the objects in the other array.

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RE: [Flashcoders] setNewTextFormat and textField.variable

2006-11-03 Thread Steven Sacks | BLITZ
IMO, there's nothing wrong with using TextField.variable.  It has its
time and place and can be used properly.

Just because it's overused by novices doesn't make it a bad thing, just
like bevels and dropshadows in Photoshop aren't always a bad thing
either.  Of course, Lens Flare is a different story.  ;)
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RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Mike Keesey
I don't see anything wrong after a (very) cursory glance.

One red flag, though, is that you are making your variables public. This
means there could be code elsewhere that sets them to be identical to
each other. Because of issues like this, I think it's a good practice
never to make variables public (except in some cases, like static
pseudo-constants in AS2.0; but AS3.0 has real constants, so this problem
goes away). There are two things you could do with an array: 1) make it
read-only, offering a defensive copy with a getter; 2) provide methods
for accessing and updating its data:

1)

public function get board():Array {
return _board.concat();
}
private var _board:Array;


2)

public function getBoardStatus(x:Number; y:Number):Number {
return _board[x][y];
}
public function setBoardStatus(x:Number; y:Number, value:Number):Void {
_board[x][y] = value;
}

Actually, looking at it further, Board should probably be a class
composed by Connect4State. Oh, damn, and I realized why you are having
that problem! See copy function below (it's because you are copying an
array of arrays):

class connect4.BoardStatus {
private function BoardStatus() {
}
public static var BLACK:BoardStatus = new BoardStatus();
public static var EMPTY:BoardStatus = new BoardStatus();
public static var RED:BoardStatus = new BoardStatus();
}
class connect4.Board {
public function Board(source:Board) {
if (source instanceof Board) {
copy(source);
} else {
// Default initialization;
}
}
public function copy(source:Board):Void {
_status = new Array();
for (var i:Number = 0; i  source._status.length; ++i) {
_status[i] = source._status[i].concat();
}
}
public function getStatus(row:Number, col:Number):BoardStatus {
return _status[row][col];
}
public function setStatus(row:Number, col:Number,
value:BoardStatus):Void {
_status[row][col] = value;
}
private var _status:Array;
}
class connect4.GameState {
public function GameState(source:GameState) {
if (source instanceof GameState) {
copy(source);
} else {
_board = new Board();
// Initialize other fields.
}
}
public function get board():Board {
return _board;
}
// Other properties.
public function copy(source:GameState):Void {
_board = new Board(source._board);
// Copy other fields.
}
private var _board:Board;
// Other private fields.
}

―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Friday, November 03, 2006 10:44 AM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 I think the problem may be that I am recursively creating the
copies.
 
 Here are the two classes in full if anyone would be kind enough to see
if
 they can help. Been on this all day and have made no progress
 
 http://www.mediakitchen.co.uk/Connect4Engine.as
 http://www.mediakitchen.co.uk/Connect4State.as
 
 Thanks
 
 Paul
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
 Steven
 Sent: 03 November 2006 17:55
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Seem to be having problems with this still.
 
 It seems like every time I change a value in the main constructor
objects
 array, it also changes the array values in the copies.
 
 Are these copies essentially just pointers to the same array?
 
 Basically the reason I need copies is so it can simulate future moves
in
 the
 game by updating a copy of the game state arrays.
 
 So essentially I need to create copies of these arrays that I can
 manipulate
 without these manipulations affecting the arrays they were copied
from.
 
 I hope that makes sense
 
 Thanks
 
 Paul
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Keesey
 Sent: 02 November 2006 22:53
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 I might do it like this:
 
 class mypackage.Connect4State extends Object {
   public function Connect4State(state:Connect4State) {
   super();
   if (state instanceof Connect4State) {
   copy(state);
   } else {
   board = new Array();
   score = new Array();
   // Default initialization code.
   }
   }
   public function copy(state:Connect4State):Void {
   

RE: [Flashcoders] Copy Constructor

2006-11-03 Thread Paul Steven
Thanks a million Mike, I will give that a go

Paul

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Keesey
Sent: 03 November 2006 19:32
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Copy Constructor

I don't see anything wrong after a (very) cursory glance.

One red flag, though, is that you are making your variables public. This
means there could be code elsewhere that sets them to be identical to
each other. Because of issues like this, I think it's a good practice
never to make variables public (except in some cases, like static
pseudo-constants in AS2.0; but AS3.0 has real constants, so this problem
goes away). There are two things you could do with an array: 1) make it
read-only, offering a defensive copy with a getter; 2) provide methods
for accessing and updating its data:

1)

public function get board():Array {
return _board.concat();
}
private var _board:Array;


2)

public function getBoardStatus(x:Number; y:Number):Number {
return _board[x][y];
}
public function setBoardStatus(x:Number; y:Number, value:Number):Void {
_board[x][y] = value;
}

Actually, looking at it further, Board should probably be a class
composed by Connect4State. Oh, damn, and I realized why you are having
that problem! See copy function below (it's because you are copying an
array of arrays):

class connect4.BoardStatus {
private function BoardStatus() {
}
public static var BLACK:BoardStatus = new BoardStatus();
public static var EMPTY:BoardStatus = new BoardStatus();
public static var RED:BoardStatus = new BoardStatus();
}
class connect4.Board {
public function Board(source:Board) {
if (source instanceof Board) {
copy(source);
} else {
// Default initialization;
}
}
public function copy(source:Board):Void {
_status = new Array();
for (var i:Number = 0; i  source._status.length; ++i) {
_status[i] = source._status[i].concat();
}
}
public function getStatus(row:Number, col:Number):BoardStatus {
return _status[row][col];
}
public function setStatus(row:Number, col:Number,
value:BoardStatus):Void {
_status[row][col] = value;
}
private var _status:Array;
}
class connect4.GameState {
public function GameState(source:GameState) {
if (source instanceof GameState) {
copy(source);
} else {
_board = new Board();
// Initialize other fields.
}
}
public function get board():Board {
return _board;
}
// Other properties.
public function copy(source:GameState):Void {
_board = new Board(source._board);
// Copy other fields.
}
private var _board:Board;
// Other private fields.
}

―
Mike Keesey

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Paul Steven
 Sent: Friday, November 03, 2006 10:44 AM
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 I think the problem may be that I am recursively creating the
copies.
 
 Here are the two classes in full if anyone would be kind enough to see
if
 they can help. Been on this all day and have made no progress
 
 http://www.mediakitchen.co.uk/Connect4Engine.as
 http://www.mediakitchen.co.uk/Connect4State.as
 
 Thanks
 
 Paul
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
 Steven
 Sent: 03 November 2006 17:55
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 Seem to be having problems with this still.
 
 It seems like every time I change a value in the main constructor
objects
 array, it also changes the array values in the copies.
 
 Are these copies essentially just pointers to the same array?
 
 Basically the reason I need copies is so it can simulate future moves
in
 the
 game by updating a copy of the game state arrays.
 
 So essentially I need to create copies of these arrays that I can
 manipulate
 without these manipulations affecting the arrays they were copied
from.
 
 I hope that makes sense
 
 Thanks
 
 Paul
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike
 Keesey
 Sent: 02 November 2006 22:53
 To: 'Flashcoders mailing list'
 Subject: RE: [Flashcoders] Copy Constructor
 
 I might do it like this:
 
 class mypackage.Connect4State extends Object {
   public function Connect4State(state:Connect4State) {
   super();
   if (state instanceof Connect4State) {
   copy(state);
 

Re: [Flashcoders] Recommended encoding rates for FLV?

2006-11-03 Thread Sean Scott

Check out FFMPEG and On2 Flix Encoder.

HTH

On 11/3/06, elists [EMAIL PROTECTED] wrote:

Clark et al,

Are there any commercial enterprise level transcoders that can product
acceptible FLV files from DV or MPG2 files? I have a TV station wanting to
build a searchable interface to a video archive. What's my best bet for
automating that?

-Mark

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clark, Craig
Sent: Friday, November 03, 2006 12:31 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Recommended encoding rates for FLV?

I have been using video in Flash since it was first introduced. So I will
tell you what I know from my experience. I agree with Bjorn.  The website he
suggests is a great resource. I will also point you to a website that allows
you to make a side by side comparison of codecs and bitrates.
http://www.flashvideofaq.com/ IMHO, the On2 Flix Flash8 encoding solution
will give you the best quality. If you have a lot of videos,  then you will
definitely want Sorenson Squeeze with the On2 codec plug in.

For a connection speed of 1mb  I would recommend 872 kbps bit rate for the
video and for the audio 44100Hz sampling rate and 128kbps bit rate. Video
size 720w 480h or less.  Encode with 2pass VBR for progressive download or
2pass CBR for streaming.

The quality of the source video will have the greatest impact on the quality
of the output video more than codecs or bitrates. So focus on that as much
as you can.

Cheers,

Craig Clark


-Original Message-
From: Bjorn Schultheiss [mailto:[EMAIL PROTECTED]
Sent: Thursday, November 02, 2006 7:47 PM
To: 'Flashcoders mailing list'
Subject: [Flashcoders] Recommended encoding rates for FLV?

This man is an authority on the issue.
http://flashvideo.progettosinergia.com/


Regards,

Bjorn Schultheiss


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Reuben
Stanton
Sent: Friday, 3 November 2006 2:19 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Recommended encoding rates for FLV?

I'm after some recommendations for encoding FLV files - we'll be delivering
for two connections speeds - 256k and 1mb, in a you-tube style interface.

  What would the list recommend as the ideal kbps, audio data rate, codec
ect? I'm pretty new to flash video.
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immediately and delete this message.  Publication, reproduction, forwarding,
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[Flashcoders] [ot-ish] Screen recording software for Windows?

2006-11-03 Thread Josh Santangelo
I'm usually a Mac guy and have lots of fun with SnapzProX, but I need 
something similar for recording on-screen interactions to video files in 
Windows. Preferably I'd like to be able to get big, uncompressed video 
files out of it for later editing. Does anyone have a favorite for this 
sort of thing? I've heard of Camtasia Studio, but it looks like it's 
$300. I think my limit would be about $100.


thanks,
-josh
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RE: [Flashcoders] Recommended encoding rates for FLV?

2006-11-03 Thread elists
Sean,

Thanks - I'll look into those.

-mark
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sean Scott
Sent: Friday, November 03, 2006 2:09 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Recommended encoding rates for FLV?

Check out FFMPEG and On2 Flix Encoder.

HTH

On 11/3/06, elists [EMAIL PROTECTED] wrote:
 Clark et al,

 Are there any commercial enterprise level transcoders that can product 
 acceptible FLV files from DV or MPG2 files? I have a TV station 
 wanting to build a searchable interface to a video archive. What's my 
 best bet for automating that?

 -Mark

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Clark, 
 Craig
 Sent: Friday, November 03, 2006 12:31 PM
 To: Flashcoders mailing list
 Subject: [Flashcoders] Recommended encoding rates for FLV?

 I have been using video in Flash since it was first introduced. So I 
 will tell you what I know from my experience. I agree with Bjorn.  The 
 website he suggests is a great resource. I will also point you to a 
 website that allows you to make a side by side comparison of codecs and
bitrates.
 http://www.flashvideofaq.com/ IMHO, the On2 Flix Flash8 encoding 
 solution will give you the best quality. If you have a lot of videos,  
 then you will definitely want Sorenson Squeeze with the On2 codec plug in.

 For a connection speed of 1mb  I would recommend 872 kbps bit rate for 
 the video and for the audio 44100Hz sampling rate and 128kbps bit 
 rate. Video size 720w 480h or less.  Encode with 2pass VBR for 
 progressive download or 2pass CBR for streaming.

 The quality of the source video will have the greatest impact on the 
 quality of the output video more than codecs or bitrates. So focus on 
 that as much as you can.

 Cheers,

 Craig Clark


 -Original Message-
 From: Bjorn Schultheiss [mailto:[EMAIL PROTECTED]
 Sent: Thursday, November 02, 2006 7:47 PM
 To: 'Flashcoders mailing list'
 Subject: [Flashcoders] Recommended encoding rates for FLV?

 This man is an authority on the issue.
 http://flashvideo.progettosinergia.com/


 Regards,

 Bjorn Schultheiss


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Reuben 
 Stanton
 Sent: Friday, 3 November 2006 2:19 PM
 To: Flashcoders mailing list
 Subject: [Flashcoders] Recommended encoding rates for FLV?

 I'm after some recommendations for encoding FLV files - we'll be 
 delivering for two connections speeds - 256k and 1mb, in a you-tube style
interface.

   What would the list recommend as the ideal kbps, audio data rate, 
 codec ect? I'm pretty new to flash video.
 ___
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 To change your subscription options or search the archive:
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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 This message and any files transmitted within are intended solely for 
 the addressee or its representative and may contain company sensitive 
 information.  If you are not the intended recipient, notify the sender 
 immediately and delete this message.  Publication, reproduction, 
 forwarding, or content disclosure is prohibited without the consent of 
 the original sender and may be unlawful.

 Concurrent Technologies Corporation and its Affiliates.
 www.ctc.com  1-800-282-4392
 
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RE: [Flashcoders] AS Tweening. Approach to prevent tween

2006-11-03 Thread Jack Doyle
I'm not sure about other tweening engines, but the one I wrote (TweenLite)
automatically overwrites tweens that affect the same object/MovieClip to
prevent collisions unless you flag it not to. I found that I almost always
needed it to overwrite existing tweens, so I made that the default behavior
but like I said, you have the ability to change that if you need to. See the
documentation at the top of the class file for instructions. 

You can snag the class at:
http://www.greensock.com/ActionScript/TweenLite/

Good luck!

Jack Doyle

-Original Message-
Message: 8
Date: Fri, 3 Nov 2006 16:39:52 +
From: Kevin Cannon [EMAIL PROTECTED]
Subject: [Flashcoders] AS Tweening. Approach to prevent tween
clashing?
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=UTF-8; format=flowed

Hi All,

I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession. If one item is still tweening you can end up
with unpredictable results.

Does anyone have any advise on what approach I can take to avoid that.
I'm real trouble figuring out what specifically is causing the
problem, even though I understand the general problem.

Has anyone any advice,

Thanks,

- Kevin



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Re: [Flashcoders] [ot-ish] Screen recording software for Windows?

2006-11-03 Thread Robert r. Sanders

For years we've used HyperCam its about $40 - http://www.hyperionics.com/hc/

You might also try BB FlashBack the express version is cheap ($40), but 
lacks the editor that the full version has (but if you export to AVI 
from the recorder then you won't care).  The 'native' compression format 
of the capture is a very high compression, but I believe, lossless, 
format based on the windows drawing apis.  
http://www.bbsoftware.co.uk/BBFlashBackExpress.aspx


Josh Santangelo wrote:
I'm usually a Mac guy and have lots of fun with SnapzProX, but I need 
something similar for recording on-screen interactions to video files 
in Windows. Preferably I'd like to be able to get big, uncompressed 
video files out of it for later editing. Does anyone have a favorite 
for this sort of thing? I've heard of Camtasia Studio, but it looks 
like it's $300. I think my limit would be about $100.


thanks,
-josh
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--
   Robert r. Sanders
   Chief Technologist
   iPOV
   (334) 821-5412
   www.ipov.net

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Re: [Flashcoders] AS Tweening. Approach to prevent tween

2006-11-03 Thread Eskil Janson
You can also alter the Tween class (by creating an own version from, or 
extending the mx.transitions.Tween Class) and make it possible to 
disable. I have found this to be the most reliable way to get around the 
problem, since stop(), or deleting the Tween will not always work for 
some reasons.


//add a property:

private var enabled:Boolean = true;

//and two functions:

   function disable():Void {
   enabled = false;
   setPosition = null;
   }
  
   function enable():Void {

   enabled = true;
   setPosition = doSetPosition;
   }

And there you go, Tweens can be disabled.

/Eskil

Jack Doyle skrev:

I'm not sure about other tweening engines, but the one I wrote (TweenLite)
automatically overwrites tweens that affect the same object/MovieClip to
prevent collisions unless you flag it not to. I found that I almost always
needed it to overwrite existing tweens, so I made that the default behavior
but like I said, you have the ability to change that if you need to. See the
documentation at the top of the class file for instructions. 


You can snag the class at:
http://www.greensock.com/ActionScript/TweenLite/

Good luck!

Jack Doyle

-Original Message-
Message: 8
Date: Fri, 3 Nov 2006 16:39:52 +
From: Kevin Cannon [EMAIL PROTECTED]
Subject: [Flashcoders] AS Tweening. Approach to prevent tween
clashing?
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=UTF-8; format=flowed

Hi All,

I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession. If one item is still tweening you can end up
with unpredictable results.

Does anyone have any advise on what approach I can take to avoid that.
I'm real trouble figuring out what specifically is causing the
problem, even though I understand the general problem.

Has anyone any advice,

Thanks,

- Kevin



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--
http://www.eskilstina.com
---eskilStina 
--

Eskil Janson  Mobil: +46 0735 31 68 52
Slupskjulsvägen 38   	  E-post: [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]

111 49 Stockholm  Webb: www.eskilstina.com http://www.eskilstina.com





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[Flashcoders] Slower after cleared interval

2006-11-03 Thread Gosselin, Robert
Hi,

I am using a one movieClip loader object to load multiple swf. I am also
using an interval to preload all off my elements, one after each other.

I have two problems resulting from the preloading.

1. Seem like when a export the movie an test without simulating the
bandwith, flash can¹t clear the last interval.
2. When I test with the bandwith simulation on, interval are cleared, but
the movie run slower... It¹s lagging a lot.

Any idea of how come this happen?

Thanks.




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Re: [Flashcoders] AS Tweening. Approach to prevent tween

2006-11-03 Thread Moses Gunesch

That's all so complex.. Still rolling your own huh?

The latest ZigoEngine will automatically overwrite a similar property  
tween when a new
one is called. (Like: tweening the _alpha of the clip down on rollout  
will kill a

runnging _alpha tween from your onrollover event.)

If you want to kill any tweens in a target you can use removeTween().

There's also a global option that automatically stops any tweens in  
that target when any
new tweens are added (a legacy from Zeh's early work), which is not  
really recommended

but might come in handy for some projects:
ZigoEngine.AUTOSTOP = true;

Hope that helps - download at http://www.mosessupposes.com/Fuse/

Also in the next rev of Fuse (a prerelease is now available), a  
similar behavior has been
implemented so that any sequence that's interrupted will auto-stop  
unless you specify

otherwise. Really helps when it comes to coding interactivity!

That prerelease also installs the *new improved Custom Easing Panel*  
-- check it out!


-mg



I've been building sites with laco's tweens for a good while.

Occasionally I've come accross problems when you click on buttons
really fast in sucession.


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[Flashcoders] Any success with using ExternalInterface with SCORM2004 API?

2006-11-03 Thread Clark, Craig
Has anyone out there been successful in using ExternalInterface to get
data from an LMS back into Flash? ExternalInterface works great when I
want to set a value but I cannot get it to successfully get a value. In
Internet Explorer I get an error stating that the Object does not
support that method whenever I use ExternalInterface. With Firefox I
get no errors but the returned value is always [type Object]. 


This message and any files transmitted within are intended
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Re: [Flashcoders] Any success with using ExternalInterface with SCORM2004 API?

2006-11-03 Thread Andrei Thomaz

hello Craig,

some months ago, I worked with the scripts written by Alan Schultz.
Originally, they worked with fscommand(), but I ported it to use
ExternalInterface. I don't remember very well (I haven't worked with
e-learning stuff in last months) but maybe the code is useful. I am going to
send you in a private message.

andrei






On 11/3/06, Clark, Craig [EMAIL PROTECTED] wrote:


Has anyone out there been successful in using ExternalInterface to get
data from an LMS back into Flash? ExternalInterface works great when I
want to set a value but I cannot get it to successfully get a value. In
Internet Explorer I get an error stating that the Object does not
support that method whenever I use ExternalInterface. With Firefox I
get no errors but the returned value is always [type Object].


This message and any files transmitted within are intended
solely for the addressee or its representative and may
contain company sensitive information.  If you are
not the intended recipient, notify the sender immediately
and delete this message.  Publication, reproduction,
forwarding, or content disclosure is prohibited without the
consent of the original sender and may be unlawful.

Concurrent Technologies Corporation and its Affiliates.
www.ctc.com  1-800-282-4392

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Re: [Flashcoders] Any success with using ExternalInterface with SCORM2004 API?

2006-11-03 Thread Anthony Lee

Hi Craig  Andrei,

Hopefully when this project [http://edumatic.net] starts moving again it 
will help to centralize this kind of information.


There's already a lot in the archive.

I worked with the scripts written by Alan Schultz.
Originally, they worked with fscommand(), but I ported it to use
ExternalInterface. I don't remember very well (I haven't worked with
e-learning stuff in last months) but maybe the code is useful. I am 
going to

send you in a private message.
I'm sure the Edumatic mailing list would like to hear it too, if you 
wouldn't mind posting...

http://osflash.org/mailman/listinfo/edumatic_osflash.org

Regards,
Tony
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Re: [Flashcoders] OT conver java code to flash

2006-11-03 Thread Igor Costa

You can use the Open-Source Framework

http://carbonfive.sourceforge.net/astranslator/api/com/carbonfive/flash/package-summary.html#documentation

Regards.

On 11/3/06, Mike Keesey [EMAIL PROTECTED] wrote:


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Chris Benjaminsen
 Sent: Friday, November 03, 2006 5:42 AM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] OT conver java code to flash

 Hi Paul

 Actually Math.random always return a positive number between 0 and 1
 [...]

Strictly speaking, it returns a *nonnegative* number from 0 (inclusive)
to 1 (exclusive). I.e, once in a blue moon it might actually return 0,
but it will never return 1; 0.9 (or something like that) is as close
as it gets.

The distinction doesn't matter much in practice, but
―
Mike Keesey


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--

Igor Costa
www.igorcosta.com
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Re: [Flashcoders] Create working copy of dynamic flash site

2006-11-03 Thread KenM

Hi Maarten,

The first idea I had with your question would be to try exporting an XML 
flat file of your website from the database, and using that as your new 
data source on CD.


Cheers,

Ken

mArsmAn wrote:
I recently made a flash website based on AMFPHP, so all my content is 
dynamic.


But now I have to put the same website on a CD, with all the content
that you now see online.
So I need a static copy of my dynamic website.

Isn't there a way to take somekind of working screenshot? Like you can
do with dynamic html websites?
I hope someone can help me with a solution that I don't have to recode
all the dynamic stuff.

Thanks
Maarten
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