[Flashcoders] Flashcoders archive

2008-09-04 Thread Juan Delgado
Hi Dave  list,

I'm trying to workout if one of my messages made it to Flashcoders,
but i'm having problems accessing the archive.

Starting from here:

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

I end up in the login form:

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

But after successful login I get the Flashnewbie archive event though
the URL clearly displays flashcoders.

Is this intended? Is the archive somewhere else?

Cheers!

Juan

-- 
Juan Delgado - Zárate
http://zarate.tv
http://dandolachapa.com
http://loqueyosede.com

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Re: [Flashcoders] smooth animations? AS3

2008-09-04 Thread Matthias Dittgen
I had a similar problem a short while ago and the solution is quite easy.

1.) You have to turn smoothing on (for library symbol too by checking
the checkbox in the dialog) by dynamic Bitmaps using smoothing
property.
2.) You have to set PixelSnapping to NEVER for Bitmaps by code.
3.) and the most important: just scale your Bitmap and/or
MovieClip/Sprite to a value near but not equal to 1, e.g. scaleX =
scaleY = 0.99!
By scaling your MovieClip you'll force FlashPlayer to calculate
subpixels! That is doing the trick!

Good luck!
Matthias

On Thu, Sep 4, 2008 at 5:57 AM, Zeh Fernando [EMAIL PROTECTED] wrote:
 There are two things wrong with that example:

 One, the square image you have has an outline. Because of the way Flash
 renders outlines, it'll always snap perfectly vertical and horizontal lines
 to the pixel, hence producing what looks like a hard bitmap move. In fact,
 if you cut a diagonal line on the square and try to move it, you'll notice
 only the vertical and horizontal sides will snap, which is pretty odd (but
 expected behavior). Turning on stroke hinting actually forces this same
 behavior for all lines.

 And two, you turned on bitmap caching (use runtime bitmap caching) for the
 object, which forces it to render as a bitmap on round pixels and then
 transfer to the screen. Your object acts like a bitmap with
 smoothing/antialias off.

 So if you turn bitmap caching off and remove the outline and it'll work.
 Check it out:

 http://hosted.zeh.com.br/misc/test.swf

 These techniques are only good for this example scenario though, which
 probably isn't the problem that you're facing on your actual work (specially
 if you're using images or text), so you'll have to test to see what's up
 with your specific case.

 But what I can tell you is, don't use runtime bitmap caching as default. Not
 only because it'll force your renders to be based on the pixel most of the
 times, but because it'll mess with your movies in a number of different ways
 like forcing a large use of memory and garbage collection when not needed.
 Don't get me wrong, it's a great feature to have, but it has to be used
 sparingly and there's a reason why it's off by default.

 Zeh

 sebastian wrote:

 ok I don't normally ask this, but I have made a very simple test flash
 file with just one vector graphic and with Tweener I am moving it across the
 screen; it doesn't move smoothly.

 The code you will find in my flash file is just this:

 package {
import flash.display.MovieClip;
import caurina.transitions.Tweener;

//main timeline AS file:
public class testas extends MovieClip {
  public function testas () {

setAnimation2 ();
  }
  private function setAnimation2 () {
  Tweener.addTween (testMC, {x:-1800, time:8000,
 transition:linear});
  }
  }
 }

 the file with my FLA, which like I said has only one vector-item of a
 square on the timeline is:

 http://www.fountain-city.com/archives/test/testMotion.zip

 Can anyone help me fix this?
 Much appreciated!

 thanks!

 seb.

 sebastian wrote:

 also I tried replacing my PNG with a simple vector of a square, but it
 STILL skips as it moves every pixel... surely I am still missing something
 simple here...
 hmmm

 sebastian wrote:

 Thanks Jack and Zeh,

 I have the bitmap smoothing on on the image's properties in the library,
 and I also turned on for every MC it is placed in 'use runtime bitmap
 caching' but i STILL get staggered movement...
 :(((

 It's nothing complicated, aside from using the Tweener AS3 class, I'm
 trying to move PNG's [with transparencies] over a BG image. The blend mode
 on all layers is set to 'normal'. No alpha is being used except for the
 inherent PNG's alphaness. I've also tried setting the bitmapCaching at
 runtime to the holding MC, but none of this is helping...

 Any other suggestions? Am I still missing something? Is the PNG the
 problem?

 Thanks,

 Sebastian.

 Zeh Fernando wrote:

 I have tried basic timeline motion tween, and also the AS3 Tweener
 class; but in both cases I get the issue that the slow animation makes 
 the
 image do little 1 pixel jumps that are VERY visible and break the effect 
 I
 am going for [which needs to be extremely subtle].

 If that's an image, set its anti-alias to antialias for animation. If
 it's a bitmap, turn on smoothing on it (on the library). If it's a loaded
 bitmap, turn on the Bitmap's antialias.

 Zeh
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RE: [Flashcoders] smooth animations? AS3

2008-09-04 Thread Cor
Loose the tween.
Use the Timer class and update your x or whatever at a amount of
milliseconds.
Framerate is never reliable


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: donderdag 4 september 2008 5:04
To: Flash Coders List
Subject: Re: [Flashcoders] smooth animations? AS3

ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it across 
the screen; it doesn't move smoothly.

The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;

//main timeline AS file:
public class testas extends MovieClip {

public function testas () {

setAnimation2 ();

}

private function setAnimation2 () {

Tweener.addTween (testMC, {x:-1800, time:8000,
transition:linear});

}

}
}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:

http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
 also I tried replacing my PNG with a simple vector of a square, but it 
 STILL skips as it moves every pixel... surely I am still missing 
 something simple here...
 hmmm
 
 sebastian wrote:
 Thanks Jack and Zeh,

 I have the bitmap smoothing on on the image's properties in the 
 library, and I also turned on for every MC it is placed in 'use 
 runtime bitmap caching' but i STILL get staggered movement...
 :(((

 It's nothing complicated, aside from using the Tweener AS3 class, I'm 
 trying to move PNG's [with transparencies] over a BG image. The blend 
 mode on all layers is set to 'normal'. No alpha is being used except 
 for the inherent PNG's alphaness. I've also tried setting the 
 bitmapCaching at runtime to the holding MC, but none of this is 
 helping...

 Any other suggestions? Am I still missing something? Is the PNG the 
 problem?

 Thanks,

 Sebastian.

 Zeh Fernando wrote:
 I have tried basic timeline motion tween, and also the AS3 Tweener 
 class; but in both cases I get the issue that the slow animation 
 makes the image do little 1 pixel jumps that are VERY visible and 
 break the effect I am going for [which needs to be extremely subtle].

 If that's an image, set its anti-alias to antialias for animation. If 
 it's a bitmap, turn on smoothing on it (on the library). If it's a 
 loaded bitmap, turn on the Bitmap's antialias.

 Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-04 Thread Zeh Fernando
Modern tween engines (including the one used on his example) by default 
do not use the framerate as the base for calculation but rather the time 
spent since the animation has started (even if they only update on frame 
events). Replacing it with a timer class will produce the same result. 
His problem is with asset and not with calculation of the new position 
or with time accuracy.


Zeh

Cor wrote:

Loose the tween.
Use the Timer class and update your x or whatever at a amount of
milliseconds.
Framerate is never reliable


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: donderdag 4 september 2008 5:04
To: Flash Coders List
Subject: Re: [Flashcoders] smooth animations? AS3

ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it across 
the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;

//main timeline AS file:
public class testas extends MovieClip {

public function testas () {

setAnimation2 ();

}

private function setAnimation2 () {

Tweener.addTween (testMC, {x:-1800, time:8000,
transition:linear});

}

}
}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except 
for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].
If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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RE: [Flashcoders] Complex Hittest

2008-09-04 Thread Merrill, Jason
You rock, that was it (plus needing to target the PARENT of the sprite instead 
of the sprite itself for converting localToGlobal coordinates)

So your suggestion was ½ of the issue!  The other half was I had a sprite 
within the sprite I was doing hittesting on, and since both extended sprite, I 
thought it didn't matter which one I targeted - I targeted the exact reference 
to the sprite containing the actual graphics and it worked - should have 
thought of that earlier!

Thanks!  As much as an expert I think I am, I spent two days debugging this 
(it's a very complex UI in Flex drawn with Actionscript - partially the reason 
to be fair to myself).  

Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media

Join the Bank of America Flash Platform Developer Community 

Are you a Bank of America associate interested in innovative learning ideas and 
technologies?
Check out our internal  Innovative Learning Blog  subscribe. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: Wednesday, September 03, 2008 8:43 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Complex Hittest

hi Merrill,

Doing hit tests of nested objects is simply a question of referencing 
the right child within the hierarchy instead of the parent MC, who's x 
and y are potentially different. You can prove this to yourself by doing 
hit tests on a test stage with MC's in different MC trees and tracing 
the resulting X, Y and hit test point result.

So it should really be possible and not present an obstacle you can't 
overcome, just reference the right MC in the tree and voila, it should work.

You may want to consider encapsulating the testing objects hit test to 
some external class file that would handle the boolean check/return, but 
that's an optional code-optimization-extra.

Hope this is enough info to get you further.
:)

Seb.

Merrill, Jason wrote:
 I have two display object I want to check overlapping on - one of the
 object will be very odd shaped, so I need to take advantage of the
 ShapeFlag of the hitTestPoint method to be sure the object's shape is
 taken into account.  The problem is, each display object is nested
 inside other many display objects - and each is nested in a different
 display list hierarchy.  So global coordinates and local coordinates
 have to be accounted for otherwise, the hittesting is all messed up
 -meaning, the wrong objects are detected to be overlapping.
 
  
 
 The hitTestObject () method won't work because even though it compares
 the two objects, it doesn't have shapeFlag, which I need for at least
 one of the objects, which is an odd-shaped user-drawn polygon.
 HitTestPoint() works for the odd shape, but it only compares a point to
 an object - which is normally OK, but if I convert one of the objects
 down to global coordinates, the other is still using it's own local
 coordinates, so the wrong objects are detected to be overlapping.  
 
  
 
 Colin Holgate on Flash_Tiger, when I asked earlier about a similar
 hittest problem, posted a link to this class:
 http://www.adventuresinactionscript.com/blog/15-03-2008/actionscript-3-h
 ittestobject-and-pixel-perfect-collision-detection  but so far, it
 doesn't seem to be working with detecting collision between these two
 objects, I assume because of the same problem I am facing: they are in
 different display hierarchies and thus their discrepancies in local
 coordinates are messing up the detection.
 
  
 
 Any thoughts?
 
 Jason Merrill
 Bank of America 
 Enterprise Technology  Global Risk LLD
 Instructional Technology  Media 
 
 Join the Bank of America Flash Platform Developer Community
 blocked::http://sharepoint.bankofamerica.com/sites/tlc/flash/default.as
 px  
 
 Are you a Bank of America associate interested in innovative learning
 ideas and technologies?
 Check out our internal  Innovative Learning Blog
 blocked::http://sharepoint.bankofamerica.com/sites/ddc/rd/blog/default.
 aspx   subscribe
 blocked::http://sharepoint.bankofamerica.com/sites/ddc/rd/blog/_layouts
 /SubNew.aspx?List=\%7b41BD3FC9-BB07-4763-B3AB-A6C7C99C5B8D\%7dSource=ht
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[Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread Lehr, Theodore M (N-SGIS)
Is there a way to make a textfield created via:

 

createTextField

 

scrollable through actionscript?

 

Ted

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RE: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread Cor
Set it to multlLine

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lehr,
Theodore M (N-SGIS)
Sent: donderdag 4 september 2008 18:20
To: Flash Coders List
Subject: [Flashcoders] Dynamic Scrollable textfield

Is there a way to make a textfield created via:

 

createTextField

 

scrollable through actionscript?

 

Ted

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Re: [Flashcoders] smooth animations? AS3

2008-09-04 Thread sebastian
Thank you everyone for all of your great help, I think I know now enough 
to be able to resolve the issue. Complexities arise in my MC because I 
need bitmapcaching on to get correct alpha's to work, so I'm thinking up 
solutions and workarounds...

:P

All the best,

Sebastian.

Zeh Fernando wrote:
Modern tween engines (including the one used on his example) by default 
do not use the framerate as the base for calculation but rather the time 
spent since the animation has started (even if they only update on frame 
events). Replacing it with a timer class will produce the same result. 
His problem is with asset and not with calculation of the new position 
or with time accuracy.


Zeh

Cor wrote:

Loose the tween.
Use the Timer class and update your x or whatever at a amount of
milliseconds.
Framerate is never reliable


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: donderdag 4 september 2008 5:04
To: Flash Coders List
Subject: Re: [Flashcoders] smooth animations? AS3

ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it 
across the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;


//main timeline AS file:
public class testas extends MovieClip {
   
public function testas () {


setAnimation2 ();
   
}
   
private function setAnimation2 () {
   
Tweener.addTween (testMC, {x:-1800, time:8000,

transition:linear});
   
}
   
}

}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but 
it STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, 
I'm trying to move PNG's [with transparencies] over a BG image. The 
blend mode on all layers is set to 'normal'. No alpha is being used 
except for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].
If that's an image, set its anti-alias to antialias for animation. 
If it's a bitmap, turn on smoothing on it (on the library). If it's 
a loaded bitmap, turn on the Bitmap's antialias.


Zeh
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[Flashcoders] Using fscommand in AS 3 still legal??

2008-09-04 Thread BOYD SPEER
I often use the fscommand feature to help debug but when I use this in AS 3 I 
get an error message  --1061: Call to a possibly undefined method fscommand 
through a reference with static type flash.display:DisplayObject. 

the offending line-- fscommand(Loading +target);

any suggestions as to how to get fscommand working greatly appreciated...!

Thanks to all!
-Boyd
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Re: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread sebastian
yes, but you do it by making the container MC it is located within react 
to the mouse/scroll bar, which in-turn moves the nested MC.

:)

Lehr, Theodore M (N-SGIS) wrote:

Is there a way to make a textfield created via:

 


createTextField

 


scrollable through actionscript?

 


Ted

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Re: [Flashcoders] Using fscommand in AS 3 still legal??

2008-09-04 Thread Kenneth Kawamoto

Have you done: import flash.system.fscommand; ?

Kenneth Kawamoto
http://www.materiaprima.co.uk/

BOYD SPEER wrote:
I often use the fscommand feature to help debug but when I use this in AS 3 I get an error message  --1061: Call to a possibly undefined method fscommand through a reference with static type flash.display:DisplayObject. 


the offending line-- fscommand(Loading +target);

any suggestions as to how to get fscommand working greatly appreciated...!

Thanks to all!
-Boyd

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RE: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread Lehr, Theodore M (N-SGIS)
Thanks, but I am talking about having it scroll, not just be
multilined... Ideally, I would like to do it as simple as a div does in
html (style=overflow:auto; height:400px;) is there a simple way like
this in as?

Ted

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cor
Sent: Thursday, September 04, 2008 12:42 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] Dynamic Scrollable textfield

Set it to multlLine

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lehr,
Theodore M (N-SGIS)
Sent: donderdag 4 september 2008 18:20
To: Flash Coders List
Subject: [Flashcoders] Dynamic Scrollable textfield

Is there a way to make a textfield created via:

 

createTextField

 

scrollable through actionscript?

 

Ted

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Re: [Flashcoders] Using fscommand in AS 3 still legal??

2008-09-04 Thread BOYD SPEER
That was it!  Thanks, Kenneth

- Original Message -
From: Kenneth Kawamoto [EMAIL PROTECTED]
Date: Thursday, September 4, 2008 11:49 am
Subject: Re: [Flashcoders] Using fscommand in AS 3 still legal??
To: Flash Coders List flashcoders@chattyfig.figleaf.com

 Have you done: import flash.system.fscommand; ?
 
 Kenneth Kawamoto
 http://www.materiaprima.co.uk/
 
 BOYD SPEER wrote:
  I often use the fscommand feature to help debug but when I use 
 this in AS 3 I get an error message  --1061: Call to a 
 possibly undefined method fscommand through a reference with 
 static type flash.display:DisplayObject. 
  
  the offending line-- fscommand(Loading +target);
  
  any suggestions as to how to get fscommand working greatly 
 appreciated...! 
  Thanks to all!
  -Boyd
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Re: [Flashcoders] Using fscommand in AS 3 still legal??

2008-09-04 Thread Glen Pike

Hi,

   I think you have to import the fscommand function - have a look in 
the livedocs.


   Glen

BOYD SPEER wrote:
I often use the fscommand feature to help debug but when I use this in AS 3 I get an error message  --1061: Call to a possibly undefined method fscommand through a reference with static type flash.display:DisplayObject. 


the offending line-- fscommand(Loading +target);

any suggestions as to how to get fscommand working greatly appreciated...!

Thanks to all!
-Boyd
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--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk/

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RE: [Flashcoders] Using fscommand in AS 3 still legal??

2008-09-04 Thread Romuald Quantin
When Flash CS3 was released the fscommand didn't work, so it hasn't been
solved?

Romu
www.soundstep.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BOYD SPEER
Sent: 04 September 2008 17:37
To: Flash Coders List
Subject: [Flashcoders] Using fscommand in AS 3 still legal??

I often use the fscommand feature to help debug but when I use this in AS 3
I get an error message  --1061: Call to a possibly undefined method
fscommand through a reference with static type flash.display:DisplayObject. 

the offending line-- fscommand(Loading +target);

any suggestions as to how to get fscommand working greatly appreciated...!

Thanks to all!
-Boyd
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Re: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread Jon Bradley


On Sep 4, 2008, at 12:50 PM, Lehr, Theodore M (N-SGIS) wrote:


Thanks, but I am talking about having it scroll, not just be
multilined... Ideally, I would like to do it as simple as a div  
does in

html (style=overflow:auto; height:400px;) is there a simple way like
this in as?


TextFieldInstance.scroll

and

TextFieldInstance.maxscroll

Only works if the field is set to multLine. You need to generate your  
own scrollbars, or if using AS2 link a UIScrollBar instance to it (or  
use a TextArea component).


You don't get any automatic scrollbars with text fields in Flash,  
only text fields themselves. For anything with scrollbars you need to  
use components.


cheers,

Jon

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RE: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread Merrill, Jason
 is there a simple way like this in as?

You sound like you're talking AS2 - please specify.  Google be yer
friend:

http://livedocs.adobe.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp
.htm?context=LiveDocs_Partsfile=2774.html


Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media

Join the Bank of America Flash Platform Developer Community 

Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 
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[Flashcoders] getURL and ExternalInterface

2008-09-04 Thread Hans Wichman
Hi,

I read somewhere that using getUrl for javascript calls while using
externalinterface at the same time will lead to problems (eg when
using swfaddress).

Can anyone tell me if opening an url through getUrl will cause these
problems as well, or just javascript?
Any work arounds? What is the exact nature of the problem?

As2 btw!

regards,
Hans
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[Flashcoders] code acting differently

2008-09-04 Thread Lehr, Theodore M (N-SGIS)
I have this simple code:

 

createClassObject(mx.controls.TextArea, textArea, 0, {editable:false,
html:true, wordWrap:true, vScrollPolicy:auto});

textArea.setSize(250, 225);

textArea.move(25, 50);

textArea.text = bContent 1/bbrbrLorem ipsum dolor sit amet,
Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros, tincidunt
eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque non
fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum dolor
sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros,
tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque
non fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum
dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh
eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque,
neque non fermentum suscipit, nulla nisl varius risus, brbrLorem
ipsum dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur
nibh eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras
scelerisque, neque non fermentum suscipit, nulla nisl varius risus, ;

trace(textArea);

 

 

On one machine it works fine and textArea traces to _level0.textArea

 

On another machine it does not work and textArea is undefined... is
there something I am missing to be able to create the object?

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RE: [Flashcoders] code acting differently

2008-09-04 Thread Lehr, Theodore M (N-SGIS)
Never mind... I was not including the textarea in the library of the one
movie...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lehr,
Theodore M (N-SGIS)
Sent: Thursday, September 04, 2008 3:34 PM
To: Flash Coders List
Subject: [Flashcoders] code acting differently

I have this simple code:

 

createClassObject(mx.controls.TextArea, textArea, 0, {editable:false,
html:true, wordWrap:true, vScrollPolicy:auto});

textArea.setSize(250, 225);

textArea.move(25, 50);

textArea.text = bContent 1/bbrbrLorem ipsum dolor sit amet,
Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros, tincidunt
eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque non
fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum dolor
sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros,
tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque
non fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum
dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh
eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque,
neque non fermentum suscipit, nulla nisl varius risus, brbrLorem
ipsum dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur
nibh eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras
scelerisque, neque non fermentum suscipit, nulla nisl varius risus, ;

trace(textArea);

 

 

On one machine it works fine and textArea traces to _level0.textArea

 

On another machine it does not work and textArea is undefined... is
there something I am missing to be able to create the object?

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RE: [Flashcoders] code acting differently

2008-09-04 Thread Merrill, Jason
Different versions of the Flash player on each machine?  Also, shouldn't
you set textArea.htmlText  not textArea.text?

Also, could be differences in performance of the machines - you may have
to wait for the object to be completely instantiated.

Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media

Join the Bank of America Flash Platform Developer Community 

Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lehr,
Theodore M (N-SGIS)
Sent: Thursday, September 04, 2008 3:34 PM
To: Flash Coders List
Subject: [Flashcoders] code acting differently

I have this simple code:

 

createClassObject(mx.controls.TextArea, textArea, 0, {editable:false,
html:true, wordWrap:true, vScrollPolicy:auto});

textArea.setSize(250, 225);

textArea.move(25, 50);

textArea.text = bContent 1/bbrbrLorem ipsum dolor sit amet,
Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros, tincidunt
eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque non
fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum dolor
sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros,
tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque
non fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum
dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh
eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque,
neque non fermentum suscipit, nulla nisl varius risus, brbrLorem
ipsum dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur
nibh eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras
scelerisque, neque non fermentum suscipit, nulla nisl varius risus, ;

trace(textArea);

 

 

On one machine it works fine and textArea traces to _level0.textArea

 

On another machine it does not work and textArea is undefined... is
there something I am missing to be able to create the object?

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[Flashcoders] SOT: (Rant) Why is Adobe.com such a bad website?

2008-09-04 Thread Radley Marx




As a designer and developer, I *envied* the design of macromedia.com.  
I studied it. Other companies copied it.


I remember what a beautiful website MM once had, and at the time how  
Adobe's was the exact opposite - ugly, hard to use, thoughtless. When  
Adobe bought Macromedia, they immediately adopted the MM site.  
Brilliant move! But over the past couple of years, Adobe has really  
beat it down with the ugly stick.


With the demise of Flashpaper, I came across this page:

http://www.adobe.com/products/flashpaper/eod_faq/

This is probably one of the ugliest, thoughtless pages from a serious  
source I've ever experienced in my career.


Aesthetically, it's depressing. Depression-era-chic depressing.

As a utility, it's restrictive. I must click on each question to  
discover the facts, with many simply answering No.


Functionality, it's ridiculously ironic. Topic: Flashpaper  
discontinued. First link: Buy online.



Other rants / examples:

1) How does a developer download the debug player via the download  
page? There's no link!



http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash

Answer? It's actually down in Support / Flash Player. But most  
developers find it via a better source: Google search.



2) Link icons on the debugger download page have been wrong for  
*years*. The text links are right, but check out what happens if you  
use the actual download arrows. You may accidently get Flash 8, or  
Windows .exe instead of .dmg for Mac downloads.


http://www.adobe.com/support/flashplayer/downloads.html

(Note that I even managed to get an Adobe team member to forward these  
bugs to the web team. Was never fixed.)



3) Look at this product page:

http://www.adobe.com/products/

Why does it look like an abandoned store? It looks like a outsourced  
Drupal project. Where's the flair? The edge?




Adobe.com makes me want to submit a bid to fix it.

What happened? I *REALLY* want to know! I just don't get it.

My apologies to the list for this rant. I really hope this gets the  
attention of someone significant @ Adobe.


thank you.

-radley


--
Radley Marx
www.radleymarx.com
[EMAIL PROTECTED]
--




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Re: [Flashcoders] SOT: (Rant) Why is Adobe.com such a bad website?

2008-09-04 Thread Jason Van Cleave
drupal is not that bad

On Thu, Sep 4, 2008 at 3:50 PM, Radley Marx [EMAIL PROTECTED] wrote:



 As a designer and developer, I *envied* the design of macromedia.com. I
 studied it. Other companies copied it.

 I remember what a beautiful website MM once had, and at the time how Adobe's
 was the exact opposite - ugly, hard to use, thoughtless. When Adobe bought
 Macromedia, they immediately adopted the MM site. Brilliant move! But over
 the past couple of years, Adobe has really beat it down with the ugly stick.

 With the demise of Flashpaper, I came across this page:

http://www.adobe.com/products/flashpaper/eod_faq/

 This is probably one of the ugliest, thoughtless pages from a serious source
 I've ever experienced in my career.

 Aesthetically, it's depressing. Depression-era-chic depressing.

 As a utility, it's restrictive. I must click on each question to discover
 the facts, with many simply answering No.

 Functionality, it's ridiculously ironic. Topic: Flashpaper discontinued.
 First link: Buy online.


 Other rants / examples:

 1) How does a developer download the debug player via the download page?
 There's no link!


  
 http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash

 Answer? It's actually down in Support / Flash Player. But most developers
 find it via a better source: Google search.


 2) Link icons on the debugger download page have been wrong for *years*. The
 text links are right, but check out what happens if you use the actual
 download arrows. You may accidently get Flash 8, or Windows .exe instead of
 .dmg for Mac downloads.

http://www.adobe.com/support/flashplayer/downloads.html

 (Note that I even managed to get an Adobe team member to forward these bugs
 to the web team. Was never fixed.)


 3) Look at this product page:

http://www.adobe.com/products/

 Why does it look like an abandoned store? It looks like a outsourced Drupal
 project. Where's the flair? The edge?



 Adobe.com makes me want to submit a bid to fix it.

 What happened? I *REALLY* want to know! I just don't get it.

 My apologies to the list for this rant. I really hope this gets the
 attention of someone significant @ Adobe.

 thank you.

 -radley


 --
 Radley Marx
 www.radleymarx.com
 [EMAIL PROTECTED]
 --




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Re: [Flashcoders] SOT: (Rant) Why is Adobe.com such a bad website?

2008-09-04 Thread Juan Delgado
What happened?

Probably what happens with every internal project in any big company
of the world: lack of actual resources, internal fights (if you your
product is in the home, mine has too), products that have different
needs but have to fit in the same corporate template, etc. etc.

I don't think it's *that* bad anyway.

Cheers!

Juan

On Thu, Sep 4, 2008 at 9:06 PM, Jason Van Cleave
[EMAIL PROTECTED] wrote:
 drupal is not that bad

 On Thu, Sep 4, 2008 at 3:50 PM, Radley Marx [EMAIL PROTECTED] wrote:



 As a designer and developer, I *envied* the design of macromedia.com. I
 studied it. Other companies copied it.

 I remember what a beautiful website MM once had, and at the time how Adobe's
 was the exact opposite - ugly, hard to use, thoughtless. When Adobe bought
 Macromedia, they immediately adopted the MM site. Brilliant move! But over
 the past couple of years, Adobe has really beat it down with the ugly stick.

 With the demise of Flashpaper, I came across this page:

http://www.adobe.com/products/flashpaper/eod_faq/

 This is probably one of the ugliest, thoughtless pages from a serious source
 I've ever experienced in my career.

 Aesthetically, it's depressing. Depression-era-chic depressing.

 As a utility, it's restrictive. I must click on each question to discover
 the facts, with many simply answering No.

 Functionality, it's ridiculously ironic. Topic: Flashpaper discontinued.
 First link: Buy online.


 Other rants / examples:

 1) How does a developer download the debug player via the download page?
 There's no link!


  
 http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash

 Answer? It's actually down in Support / Flash Player. But most developers
 find it via a better source: Google search.


 2) Link icons on the debugger download page have been wrong for *years*. The
 text links are right, but check out what happens if you use the actual
 download arrows. You may accidently get Flash 8, or Windows .exe instead of
 .dmg for Mac downloads.

http://www.adobe.com/support/flashplayer/downloads.html

 (Note that I even managed to get an Adobe team member to forward these bugs
 to the web team. Was never fixed.)


 3) Look at this product page:

http://www.adobe.com/products/

 Why does it look like an abandoned store? It looks like a outsourced Drupal
 project. Where's the flair? The edge?



 Adobe.com makes me want to submit a bid to fix it.

 What happened? I *REALLY* want to know! I just don't get it.

 My apologies to the list for this rant. I really hope this gets the
 attention of someone significant @ Adobe.

 thank you.

 -radley


 --
 Radley Marx
 www.radleymarx.com
 [EMAIL PROTECTED]
 --




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http://zarate.tv
http://dandolachapa.com
http://loqueyosede.com

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[Flashcoders] UIScrollBar and Style

2008-09-04 Thread Lehr, Theodore M (N-SGIS)
OK, so I am using:

 

createClassObject(mx.controls.TextArea, textArea, 0, {editable:false,
html:true, wordWrap:true, vScrollPolicy:auto});

textArea.setSize(250, 225);

textArea.move(25, 50);

textArea.text = bContent 1/bbrbrLorem ipsum dolor sit amet,
Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros, tincidunt
eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque non
fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum dolor
sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros,
tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque
non fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum
dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh
eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque,
neque non fermentum suscipit, nulla nisl varius risus, brbrLorem
ipsum dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur
nibh eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras
scelerisque, neque non fermentum suscipit, nulla nisl varius risus, ;

 

to create a textarea and scroll when necessary... I am able to style the
textarea the way I want to with:

 

textArea.setStyle(backgroundColor,0xcc);

 

How do I reach the UIScrollBar to set the style?

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Re: [Flashcoders] UIScrollBar and Style

2008-09-04 Thread Glen Pike

Hi,

   You can set styles globally for components, and/or you can skin a 
component in your library:


   Assuming this is AS2, the way I did the scrollbar skinning was to 
make a library swf, put the components to be skinned in there and skin 
them using the usual method, export for sharing and make sure you load 
in the library swf to your main file...  If you just want to skin a 
scrollbar in your main SWF you can do this too - you will need to put 
one on the stage somewhere.


   You can change some of the scrollbar params with ActionScript  
global styles - look in the Components reference in the help.


   My project had separate SWF's for each page, with text fields on.  I 
found I could not attach the scrollbar at design time, so here is what I 
did to get around the problem:
  
   //mpadText is a text field put on stage at design-time

   if(mpadText) {
   var init = {_targetInstanceName:mpadText,horizontal:false};
   attachMovie(UIScrollBar,mScrollBar,2,init);
   mScrollBar._x= this.mpadText._x + this.mpadText._width;
   mScrollBar._y= this.mpadText._y;
   }

   HTH

   Glen
  


Lehr, Theodore M (N-SGIS) wrote:

OK, so I am using:

 


createClassObject(mx.controls.TextArea, textArea, 0, {editable:false,
html:true, wordWrap:true, vScrollPolicy:auto});

textArea.setSize(250, 225);

textArea.move(25, 50);

textArea.text = bContent 1/bbrbrLorem ipsum dolor sit amet,
Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros, tincidunt
eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque non
fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum dolor
sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh eros,
tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque, neque
non fermentum suscipit, nulla nisl varius risus, brbrLorem ipsum
dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur nibh
eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras scelerisque,
neque non fermentum suscipit, nulla nisl varius risus, brbrLorem
ipsum dolor sit amet, Integer vitae quam. Aliquam vestibulum. Curabitur
nibh eros, tincidunt eu, imperdiet non, pulvinar vel, pede. Cras
scelerisque, neque non fermentum suscipit, nulla nisl varius risus, ;

 


to create a textarea and scroll when necessary... I am able to style the
textarea the way I want to with:

 


textArea.setStyle(backgroundColor,0xcc);

 


How do I reach the UIScrollBar to set the style?

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--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk/

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Re: [Flashcoders] Dynamic Scrollable textfield

2008-09-04 Thread sebastian

for AS3 check out this scroll bar source code:

http://www.flashscaper.com/blog/?p=3

if someone knows of the same kind of scroll bar, but also with standard 
OS functionality of 'clicking between scroll bar button area in emptey 
area moves you 1 page up/down', please advise.

:)

seb.

Merrill, Jason wrote:

is there a simple way like this in as?


You sound like you're talking AS2 - please specify.  Google be yer
friend:

http://livedocs.adobe.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp
.htm?context=LiveDocs_Partsfile=2774.html


Jason Merrill 
Bank of America 
Enterprise Technology  Global Risk LLD 
Instructional Technology  Media


Join the Bank of America Flash Platform Developer Community 


Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  Innovative Learning Blog  subscribe. 
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[Flashcoders] adding MC's directly to timeline generates compile errors in AS3

2008-09-04 Thread sebastian

Hi everyone, still trying to get a grasp on some little nuances of AS3,

I have some really cool code from a project that I am porting from AS2 
to AS3, and I'm getting an issue with a number of the MC's that are in 
the timeline.


I have a MC in the library called nexus, that is associated with an 
external class file.


In the nexus external class file, all I do is import and extend the 
MovieClip class.


Now inside of the nexus MC I have, on the timeline of the first frame, 
another MC that is inside of it only has some visual elements, some 
vector drawings inside of sub MC's with names given to them so that I 
can then reference them later on [for fading/on off/ control/motion 
etc]. The MC that holds all these vectors is called 'spitfire'.


I add nexus to the stage via addChild() done by the root/Stage AS file: 
coreRoot.as


Now without any code going on anywhere I get:

ReferenceError: Error #1056: Cannot create property spitfire on 
com.geoSun.nexus.

at flash.display::Sprite/flash.display:Sprite::constructChildren()
at flash.display::Sprite$iinit()
at flash.display::MovieClip$iinit()
at com.geoSun::nexus$iinit()
at com.geoSun::coreRoot$iinit()

When I compile. Can anyone tell me why?

I tried adding 'import flash.display.Shape;' to the nexus class file, 
but that didn't help.


If I delete the spitfire graphics MC from the nexus's time line, it 
compiles just fine. And the nexus class initiates correctly its constructor.


If I make spitfire totally an empty MC I still get the issue anyhow... 
how odd?


Strangely another AS3 project I just finished never had this issue, and 
I had lots of MCs that I dragged straight onto the timeline of sub MC's 
and referenced them directly without any errors... hmmm...


I'm obviously missing something simple...?
:P

Thanks,
:)

Sebastian.
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Re: [Flashcoders] adding MC's directly to timeline generates compile errors in AS3

2008-09-04 Thread Raphael Hamzagic
Hi Sebastian,

Take a look  at Publish Settings - AS3 settings. Make sure that you have
unchecked Automatically declare stage instances. I think that you have
spitfire declared as member of nexus external class file. When you declare
assets that exist on timeline, you must uncheck this option. The compiler
can't create this property because it's allready there ;o)

Best regards!
Rapha




On Thu, Sep 4, 2008 at 10:39 PM, sebastian [EMAIL PROTECTED] wrote:

 Hi everyone, still trying to get a grasp on some little nuances of AS3,

 I have some really cool code from a project that I am porting from AS2 to
 AS3, and I'm getting an issue with a number of the MC's that are in the
 timeline.

 I have a MC in the library called nexus, that is associated with an
 external class file.

 In the nexus external class file, all I do is import and extend the
 MovieClip class.

 Now inside of the nexus MC I have, on the timeline of the first frame,
 another MC that is inside of it only has some visual elements, some vector
 drawings inside of sub MC's with names given to them so that I can then
 reference them later on [for fading/on off/ control/motion etc]. The MC that
 holds all these vectors is called 'spitfire'.

 I add nexus to the stage via addChild() done by the root/Stage AS file:
 coreRoot.as

 Now without any code going on anywhere I get:

 ReferenceError: Error #1056: Cannot create property spitfire on
 com.geoSun.nexus.
at flash.display::Sprite/flash.display:Sprite::constructChildren()
at flash.display::Sprite$iinit()
at flash.display::MovieClip$iinit()
at com.geoSun::nexus$iinit()
at com.geoSun::coreRoot$iinit()

 When I compile. Can anyone tell me why?

 I tried adding 'import flash.display.Shape;' to the nexus class file, but
 that didn't help.

 If I delete the spitfire graphics MC from the nexus's time line, it
 compiles just fine. And the nexus class initiates correctly its constructor.

 If I make spitfire totally an empty MC I still get the issue anyhow... how
 odd?

 Strangely another AS3 project I just finished never had this issue, and I
 had lots of MCs that I dragged straight onto the timeline of sub MC's and
 referenced them directly without any errors... hmmm...

 I'm obviously missing something simple...?
 :P

 Thanks,
 :)

 Sebastian.
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Re: [Flashcoders] adding MC's directly to timeline generates compile errors in AS3

2008-09-04 Thread sebastian

aha!
perfect! thanks!
:D

phew!

Raphael Hamzagic wrote:

Hi Sebastian,

Take a look  at Publish Settings - AS3 settings. Make sure that you have
unchecked Automatically declare stage instances. I think that you have
spitfire declared as member of nexus external class file. When you declare
assets that exist on timeline, you must uncheck this option. The compiler
can't create this property because it's allready there ;o)

Best regards!
Rapha




On Thu, Sep 4, 2008 at 10:39 PM, sebastian [EMAIL PROTECTED] wrote:


Hi everyone, still trying to get a grasp on some little nuances of AS3,

I have some really cool code from a project that I am porting from AS2 to
AS3, and I'm getting an issue with a number of the MC's that are in the
timeline.

I have a MC in the library called nexus, that is associated with an
external class file.

In the nexus external class file, all I do is import and extend the
MovieClip class.

Now inside of the nexus MC I have, on the timeline of the first frame,
another MC that is inside of it only has some visual elements, some vector
drawings inside of sub MC's with names given to them so that I can then
reference them later on [for fading/on off/ control/motion etc]. The MC that
holds all these vectors is called 'spitfire'.

I add nexus to the stage via addChild() done by the root/Stage AS file:
coreRoot.as

Now without any code going on anywhere I get:

ReferenceError: Error #1056: Cannot create property spitfire on
com.geoSun.nexus.
   at flash.display::Sprite/flash.display:Sprite::constructChildren()
   at flash.display::Sprite$iinit()
   at flash.display::MovieClip$iinit()
   at com.geoSun::nexus$iinit()
   at com.geoSun::coreRoot$iinit()

When I compile. Can anyone tell me why?

I tried adding 'import flash.display.Shape;' to the nexus class file, but
that didn't help.

If I delete the spitfire graphics MC from the nexus's time line, it
compiles just fine. And the nexus class initiates correctly its constructor.

If I make spitfire totally an empty MC I still get the issue anyhow... how
odd?

Strangely another AS3 project I just finished never had this issue, and I
had lots of MCs that I dragged straight onto the timeline of sub MC's and
referenced them directly without any errors... hmmm...

I'm obviously missing something simple...?
:P

Thanks,
:)

Sebastian.
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[Flashcoders] AS 3 connection calls populating multiple datagrids

2008-09-04 Thread Kevin Matzdorf
I working on a project where you take 2 different product combine them 
and make 1.  I'm using amfphp 1.9 and flash AS3.  I'm able to bring 1 
product in fine but the part I'm having troubles with is loading in the 
second one.  For AS2 I used
 
   var pc:PendingCall = svc.getDepartment();
   pc.responder = new RelayResponder(this, 
getDepartment_Result, onError );


   var pc:PendingCall = svc.getArtDepartment();
   pc.responder = new RelayResponder(this, 
getArtDepartment_Result, onError );
  
Which worked well.  The part I'm wondering is how to approach this with 
AS 3. 
Can I take getProducts_btn.addEventListener(MouseEvent.CLICK, sendData); 
rename it to getArtProducts_btn.addEventListener(MouseEvent.CLICK, 
sendArtData); and then add another responder, refresh,  and functions 
for sendData and onResult?  If I understand correctly, onResult is what 
populating the datagrid.  I tried to add another product_dg.dataProvider 
= RecordSetDP.toDataProvider(result); in the onResult but I'm not sure 
how(if possible) you would send a value to add an if statement to the 
sendData function.to determine which connection.call to run.  Does 
anyone know of a solution or how to search for a solution for this?  I 
tried a couple of searches but only come up with a single item example. 

Thanks for you time  


Kevin
 
   public function Main() {

   getProducts_btn.addEventListener(MouseEvent.CLICK, sendData);
   responder = new Responder(onResult, onFault);
   refresh = new Responder(refreshData, onFault);
   connection = new NetConnection;
   connection.connect(gateway);
  refreshData(true);
   }
   public function sendData(e:MouseEvent):void {
   connection.call(DepartmentService.getProduct, responder);
}
  
   private function onResult(result:Object):void {

   product_dg.dataProvider = RecordSetDP.toDataProvider(result);
   }
  
 
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