[Flashcoders] Re: Url query-string in Actionscript 3 (Flash 9 Public Alpha)
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Create working copy of dynamic flash site
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Local Flash Cache I don't know about?!
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] setNewTextFormat and textField.variable
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] setNewTextFormat and textField.variable
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Explain Classid and Codebase to me
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] OT conver java code to flash
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive:
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 (Math.abs(rand.nextInt()) % 1 (1 / numOfEqual)) bestXPos = i; Thanks Paul ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your
RE: [Flashcoders] OT conver java code to flash
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___
RE: [Flashcoders] OT conver java code to flash
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) ??
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? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Cheers, Ray Chuan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Useful Ascii codes:
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ahh, reminds me of: http://proto.layer51.com/d.aspx?f=500 micha ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change
[Flashcoders] Q:Framework ARP vs PixLib
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' ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Q:Justifying Flash 8 Content
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Robert r. Sanders Chief Technologist iPOV (334) 821-5412 www.ipov.net ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] setNewTextFormat and textField.variable
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Flash Player 9 Detection in IE using SWFObject
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] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Q:replace audio track in a FLV
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' ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Q:replace audio track in a FLV
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] --- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS Tweening. Approach to prevent tween clashing?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS Tweening. Approach to prevent tween clashing?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS Tweening. Approach to prevent tween clashing?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS Tweening. Approach to prevent tween clashing?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- : : ) Scott ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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 Constructor Hi there Is there an equivalent of the Java Copy constructor in Flash AS2? Thanks Paul ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___
[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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com 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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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]; } } // --- // 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
-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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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 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
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
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] setNewTextFormat and textField.variable
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. ;) ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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); } else { board = new Array(); score = new Array(); // Default initialization code. } } public function copy(state:Connect4State):Void {
RE: [Flashcoders] Copy Constructor
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?
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com 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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] [ot-ish] Screen recording software for Windows?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Recommended encoding rates for FLV?
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com 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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com
RE: [Flashcoders] AS Tweening. Approach to prevent tween
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] [ot-ish] Screen recording software for Windows?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Robert r. Sanders Chief Technologist iPOV (334) 821-5412 www.ipov.net ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS Tweening. Approach to prevent tween
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- 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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Slower after cleared interval
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS Tweening. Approach to prevent tween
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Any success with using ExternalInterface with SCORM2004 API?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Any success with using ExternalInterface with SCORM2004 API?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Any success with using ExternalInterface with SCORM2004 API?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] OT conver java code to flash
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Igor Costa www.igorcosta.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Create working copy of dynamic flash site
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com