Re: [Flashcoders] Just a quick one
Just wanted to let everyone know I finally figured it out. Had to get the variable when it triggered the function onLoadInit() { Thank you all who contributed.. your input helped keep my wheels turning. Danka Shern Karl DeSaulniers Design Drumm http://designdrumm.com On Apr 18, 2009, at 10:38 PM, Muzak wrote: This should work: import ImageLoader; var imgHolder:MovieClip = this.createEmptyMovieClip("imgHolder_mc", this.getNextHighestDepth()); var imgURL:String = "ableton_live6_logo.jpg"; var imgLoader:ImageLoader; function onLoadInit():Void { trace("Application ::: onLoadInit"); trace("- width: " + imgHolder._width); trace("- height: " + imgHolder._height); } imgLoader = new ImageLoader(); imgLoader.addListener(this); imgLoader.loadImage(imgURL, imgHolder); regards, Muzak - Original Message - From: "Karl DeSaulniers" To: "Flash Coders List" Sent: Sunday, April 19, 2009 12:56 AM Subject: Re: [Flashcoders] Just a quick one Thank you all for the great responses. I actually think I have a copy of flex 1 somewhere. LOL But alas my movie is still not working and my programming knowledge extent at this time is as2 based. Don't seem to get the time to dive into as3 or any other ie: flex 1 I really am stumped on how to get the w&h of this loaded data. Nothing I do seems to work. :( ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Feasibility of xml file for high score data storage
Instead of "so looking into mtasc might be a good idea", I meant to say look into server side swf generation in general. Anthony Pace wrote: I also want to add that when I say "encrypted request", I mean to say that you would have the swf encrypt the data before sending it as a request; thus, even if the packet is intercepted, a modification would break it and make it unusable. (generated swfs and keys generated/embedded on the fly would be ideal, so looking into mtasc might be a good idea) Even with the above, if the user can step into your code at runtime or monitor changes in memory, you are screwed. Am I missing something, other than the fact that his application probably doesn't need this level of security? Anthony Pace wrote: Hello Paul, IMHO If you were programming a real time internet chess application, you would need to send moves (hopefully through an encrypted request) and track/validate/authenticate origin, for everything at the server, or cheating would be very easy; however, if you have a game that relies on the client to monitor progress and report it, encrypted intermittent requests, even though they still leave wide open wholes on the client layer, will have to be enough. Good luck, Anthony Pace Ron Wheeler wrote: Paul Steven wrote: Thanks Ron - that is another great idea. So I guess I could send a message after each level with the time elapsed and score at this point - then check at the end if all level messages have been received. And that sufficient time has elapsed. I think my clients main concern with regards hacking was related to hackers being able to inject malicious code via my PHP/MYSQL code which could affect other elements on their server apart from the game. A good audit by a security consultant or independent PHP expert might help. They could also use and http proxy (Apache mod_proxy) and put your application on its own server or virtual server with its own MySQL for added security. Ron Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler Sent: 23 April 2009 21:02 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage One of the possible tricks that you can use, is to send messages to your "high-score" server during the game so that you can verify that the person passed certain checkpoints. You can throw these away after the final score is recorded and validated. At the checkpoints, you can record current score, a game state(if that is relevant) and a timestamp and then do a quick reasonableness check when the final score is recorded. You need to assume that the cheater has read your client-side code. A determined cheater can always build a simulator for your game and replace your game with their simulator. The crossdomain file gives you some protection. Ron Paul Steven wrote: Thanks jonathan - that is very useful to know. I am now going to incorporate some security anyway as the client wants it to be "hacker-proof" :) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe Sent: 23 April 2009 15:10 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage I've done several games with relatively open high score systems. There was no prize for winning, and people cheated within the first 2 hours of launch. Don't assume they wont! Especially if the score chart posts usernames. On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven wrote: Ah I see - thanks Glen. For this particular project, there would be very little benefit in cheating as there is no prize. However it certainly sounds like something I will use on my other game projects. Thanks for your time writing out the explanation. Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike Sent: 22 April 2009 15:27 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage Hi, The public / private key thing is just about "encrypting" some of the score data that you pass to the server to stop people cheating your high score tables. for example, if your high score system in PHP uses a GET / POST something like this: scores.php?name=Glen&score=500 It's easy for me to cheat... But if you do (pseudo code): var key:String = "mysecretkey"; var encrypted:String = MyEncryptClass.encrypt("name=Glen&score=500", key); var result:Boolean = MyServer.sendScore(encrypted); And it does something like this: scores.php?command=submit&encrypted=asdiou23q890czoued9auc0 You can then use the server key to decrypt your message.
Re: [Flashcoders] Feasibility of xml file for high score data storage
I also want to add that when I say "encrypted request", I mean to say that you would have the swf encrypt the data before sending it as a request; thus, even if the packet is intercepted, a modification would break it and make it unusable. (generated swfs and keys generated/embedded on the fly would be ideal, so looking into mtasc might be a good idea) Even with the above, if the user can step into your code at runtime or monitor changes in memory, you are screwed. Am I missing something, other than the fact that his application probably doesn't need this level of security? Anthony Pace wrote: Hello Paul, IMHO If you were programming a real time internet chess application, you would need to send moves (hopefully through an encrypted request) and track/validate/authenticate origin, for everything at the server, or cheating would be very easy; however, if you have a game that relies on the client to monitor progress and report it, encrypted intermittent requests, even though they still leave wide open wholes on the client layer, will have to be enough. Good luck, Anthony Pace Ron Wheeler wrote: Paul Steven wrote: Thanks Ron - that is another great idea. So I guess I could send a message after each level with the time elapsed and score at this point - then check at the end if all level messages have been received. And that sufficient time has elapsed. I think my clients main concern with regards hacking was related to hackers being able to inject malicious code via my PHP/MYSQL code which could affect other elements on their server apart from the game. A good audit by a security consultant or independent PHP expert might help. They could also use and http proxy (Apache mod_proxy) and put your application on its own server or virtual server with its own MySQL for added security. Ron Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler Sent: 23 April 2009 21:02 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage One of the possible tricks that you can use, is to send messages to your "high-score" server during the game so that you can verify that the person passed certain checkpoints. You can throw these away after the final score is recorded and validated. At the checkpoints, you can record current score, a game state(if that is relevant) and a timestamp and then do a quick reasonableness check when the final score is recorded. You need to assume that the cheater has read your client-side code. A determined cheater can always build a simulator for your game and replace your game with their simulator. The crossdomain file gives you some protection. Ron Paul Steven wrote: Thanks jonathan - that is very useful to know. I am now going to incorporate some security anyway as the client wants it to be "hacker-proof" :) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe Sent: 23 April 2009 15:10 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage I've done several games with relatively open high score systems. There was no prize for winning, and people cheated within the first 2 hours of launch. Don't assume they wont! Especially if the score chart posts usernames. On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven wrote: Ah I see - thanks Glen. For this particular project, there would be very little benefit in cheating as there is no prize. However it certainly sounds like something I will use on my other game projects. Thanks for your time writing out the explanation. Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike Sent: 22 April 2009 15:27 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage Hi, The public / private key thing is just about "encrypting" some of the score data that you pass to the server to stop people cheating your high score tables. for example, if your high score system in PHP uses a GET / POST something like this: scores.php?name=Glen&score=500 It's easy for me to cheat... But if you do (pseudo code): var key:String = "mysecretkey"; var encrypted:String = MyEncryptClass.encrypt("name=Glen&score=500", key); var result:Boolean = MyServer.sendScore(encrypted); And it does something like this: scores.php?command=submit&encrypted=asdiou23q890czoued9auc0 You can then use the server key to decrypt your message. (Public & Private keys are about "asymmetrical" encryption) Anyway, the idea is to make it harder for people to cheat - as the "data" is
Re: [Flashcoders] Feasibility of xml file for high score data storage
Hello Paul, IMHO If you were programming a real time internet chess application, you would need to send moves (hopefully through an encrypted request) and track/validate/authenticate origin, for everything at the server, or cheating would be very easy; however, if you have a game that relies on the client to monitor progress and report it, encrypted intermittent requests, even though they still leave wide open wholes on the client layer, will have to be enough. Good luck, Anthony Pace Ron Wheeler wrote: Paul Steven wrote: Thanks Ron - that is another great idea. So I guess I could send a message after each level with the time elapsed and score at this point - then check at the end if all level messages have been received. And that sufficient time has elapsed. I think my clients main concern with regards hacking was related to hackers being able to inject malicious code via my PHP/MYSQL code which could affect other elements on their server apart from the game. A good audit by a security consultant or independent PHP expert might help. They could also use and http proxy (Apache mod_proxy) and put your application on its own server or virtual server with its own MySQL for added security. Ron Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler Sent: 23 April 2009 21:02 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage One of the possible tricks that you can use, is to send messages to your "high-score" server during the game so that you can verify that the person passed certain checkpoints. You can throw these away after the final score is recorded and validated. At the checkpoints, you can record current score, a game state(if that is relevant) and a timestamp and then do a quick reasonableness check when the final score is recorded. You need to assume that the cheater has read your client-side code. A determined cheater can always build a simulator for your game and replace your game with their simulator. The crossdomain file gives you some protection. Ron Paul Steven wrote: Thanks jonathan - that is very useful to know. I am now going to incorporate some security anyway as the client wants it to be "hacker-proof" :) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe Sent: 23 April 2009 15:10 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage I've done several games with relatively open high score systems. There was no prize for winning, and people cheated within the first 2 hours of launch. Don't assume they wont! Especially if the score chart posts usernames. On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven wrote: Ah I see - thanks Glen. For this particular project, there would be very little benefit in cheating as there is no prize. However it certainly sounds like something I will use on my other game projects. Thanks for your time writing out the explanation. Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike Sent: 22 April 2009 15:27 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage Hi, The public / private key thing is just about "encrypting" some of the score data that you pass to the server to stop people cheating your high score tables. for example, if your high score system in PHP uses a GET / POST something like this: scores.php?name=Glen&score=500 It's easy for me to cheat... But if you do (pseudo code): var key:String = "mysecretkey"; var encrypted:String = MyEncryptClass.encrypt("name=Glen&score=500", key); var result:Boolean = MyServer.sendScore(encrypted); And it does something like this: scores.php?command=submit&encrypted=asdiou23q890czoued9auc0 You can then use the server key to decrypt your message. (Public & Private keys are about "asymmetrical" encryption) Anyway, the idea is to make it harder for people to cheat - as the "data" is not very sensitive, you can go for a simple encryption option where you store the key in the SWF, which means that people can still decompile your Flash file and find out the key, but only the most dedicated of cheaters would do that... If you really want to go to town, you are probably going to have to create some kind of "login" for people to play the game / submit high scores, but to be honest, you can just go for simple score encryption - look at Jobe's stuff again - if your game does not have any kind of prize... You can get some AS3 / AS2 code that handles encryption which can be decrypt
RE: [Flashcoders] Adobe AIR Mailing List?
Will do - I posted to the Flashelearning list and will tweet it as well. Jason Merrill Bank of America Global Learning Shared Services Solutions Development Monthly meetings on the Adobe Flash platform for rich media experiences - join the Bank of America Flash Platform Community -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Steven Sacks Sent: Friday, April 24, 2009 3:17 PM To: Flash Coders List Subject: Re: [Flashcoders] Adobe AIR Mailing List? Rad. I've blogged and twittered about it. I suggest everyone else do the same! On Apr 24, 2009, at 7:21 AM, Merrill, Jason wrote: >>> and give the group a name like >>> FlashTiger, I made Air-Tight. > > Great name, I love it. > > > Jason Merrill > > Bank of America Global Learning > Shared Services Solutions Development > > Monthly meetings on the Adobe Flash platform for rich media > experiences > - join the Bank of America Flash Platform Community > > ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Adobe AIR Mailing List?
Rad. I've blogged and twittered about it. I suggest everyone else do the same! On Apr 24, 2009, at 7:21 AM, Merrill, Jason wrote: and give the group a name like FlashTiger, I made Air-Tight. Great name, I love it. Jason Merrill Bank of America Global Learning Shared Services Solutions Development Monthly meetings on the Adobe Flash platform for rich media experiences - join the Bank of America Flash Platform Community ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Adobe AIR Mailing List?
>> and give the group a name like >>FlashTiger, I made Air-Tight. Great name, I love it. Jason Merrill Bank of America Global Learning Shared Services Solutions Development Monthly meetings on the Adobe Flash platform for rich media experiences - join the Bank of America Flash Platform Community ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] TextBox not wraping properly
This seems to be an old bug that still has not been fixed. If you have a textbox with wordwrap on, it breaks a hyphenated word such as decision-maker as "decision -maker" Seems a pretty stupid choice, at least for English. Has anyone found a fix for this? Ron ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Feasibility of xml file for high score data storage
Paul Steven wrote: Thanks Ron - that is another great idea. So I guess I could send a message after each level with the time elapsed and score at this point - then check at the end if all level messages have been received. And that sufficient time has elapsed. I think my clients main concern with regards hacking was related to hackers being able to inject malicious code via my PHP/MYSQL code which could affect other elements on their server apart from the game. A good audit by a security consultant or independent PHP expert might help. They could also use and http proxy (Apache mod_proxy) and put your application on its own server or virtual server with its own MySQL for added security. Ron Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ron Wheeler Sent: 23 April 2009 21:02 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage One of the possible tricks that you can use, is to send messages to your "high-score" server during the game so that you can verify that the person passed certain checkpoints. You can throw these away after the final score is recorded and validated. At the checkpoints, you can record current score, a game state(if that is relevant) and a timestamp and then do a quick reasonableness check when the final score is recorded. You need to assume that the cheater has read your client-side code. A determined cheater can always build a simulator for your game and replace your game with their simulator. The crossdomain file gives you some protection. Ron Paul Steven wrote: Thanks jonathan - that is very useful to know. I am now going to incorporate some security anyway as the client wants it to be "hacker-proof" :) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of jonathan howe Sent: 23 April 2009 15:10 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage I've done several games with relatively open high score systems. There was no prize for winning, and people cheated within the first 2 hours of launch. Don't assume they wont! Especially if the score chart posts usernames. On Thu, Apr 23, 2009 at 4:38 AM, Paul Steven wrote: Ah I see - thanks Glen. For this particular project, there would be very little benefit in cheating as there is no prize. However it certainly sounds like something I will use on my other game projects. Thanks for your time writing out the explanation. Cheers Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike Sent: 22 April 2009 15:27 To: Flash Coders List Subject: Re: [Flashcoders] Feasibility of xml file for high score data storage Hi, The public / private key thing is just about "encrypting" some of the score data that you pass to the server to stop people cheating your high score tables. for example, if your high score system in PHP uses a GET / POST something like this: scores.php?name=Glen&score=500 It's easy for me to cheat... But if you do (pseudo code): var key:String = "mysecretkey"; var encrypted:String = MyEncryptClass.encrypt("name=Glen&score=500", key); var result:Boolean = MyServer.sendScore(encrypted); And it does something like this: scores.php?command=submit&encrypted=asdiou23q890czoued9auc0 You can then use the server key to decrypt your message. (Public & Private keys are about "asymmetrical" encryption) Anyway, the idea is to make it harder for people to cheat - as the "data" is not very sensitive, you can go for a simple encryption option where you store the key in the SWF, which means that people can still decompile your Flash file and find out the key, but only the most dedicated of cheaters would do that... If you really want to go to town, you are probably going to have to create some kind of "login" for people to play the game / submit high scores, but to be honest, you can just go for simple score encryption - look at Jobe's stuff again - if your game does not have any kind of prize... You can get some AS3 / AS2 code that handles encryption which can be decrypted with functions in PHP. I have some links at home I can post later if you like.. Glen Paul Steven wrote: Thanks for the reply Anthony. Can you elaborate on the public private key system and what this entails? I have not heard that term before. Thanks Paul -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony Pace Sent: 22 April 2009 14:25 To: F
Re: [Flashcoders] SWF Child -> Parent Comunication
Try event.currentTarget rather than event.target Ashim D'Silva wrote: when you do dispatchEvent(new Event()); the presumption is that it is 'this' that is firing it. if you do mc1.dispatchEvent... mc2.dispatchEvent... depending on the clip that's clicked, that should work out nicely. Ashim The Random Lines My online portfolio www.therandomlines.com 2009/4/24 Dav : Hi all! I have a problem with sending data between two SWF's. Basically I have the parent SWF that loads in a child SWF. On the child SWF there are several pictures that are clickable. Now let's say the user clicks picture 2. I need the child SWF to tell the main SWF that a picture was clicked, and also what picture it was from say picture 1 to 10. The main SWF will then do something with that information. So far all I have been able to find is something like this, in the child SWF create add a "dispatchEvent(new Event("jumpToImage", true));" to each picture on click. Then in the main SWF add an event listener to the child SWF. Now the problem is, when I click on a picture the main SWF's listener event.target equals the child SWF's document class ([object Child]), not the image Movieclip instance name. I don't really want to add a different dispatchEvent to every image: dispatchEvent(new Event("jumpToImage1", true)); dispatchEvent(new Event("jumpToImage2", true)); dispatchEvent(new Event("jumpToImage10", true)); cause this seems wasteful, instead I would rather do this: Child: dispatchEvent(new Event("jumpToImage", true)); Main: private function jumpToImage(event:Event):void { switch (event.target.name) { case "picture1": // do something with picture 1 break; case "picture2": // do something with picture 2 break; ... case "picture10": // do something with picture 10 break; } } Any ideas? Thanks, Dav ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] SWF Child -> Parent Comunication
when you do dispatchEvent(new Event()); the presumption is that it is 'this' that is firing it. if you do mc1.dispatchEvent... mc2.dispatchEvent... depending on the clip that's clicked, that should work out nicely. Ashim The Random Lines My online portfolio www.therandomlines.com 2009/4/24 Dav : > Hi all! > > I have a problem with sending data between two SWF's. > > Basically I have the parent SWF that loads in a child SWF. On the child SWF > there are several pictures that are clickable. > > Now let's say the user clicks picture 2. I need the child SWF to tell the > main SWF that a picture was clicked, and also what picture it was from say > picture 1 to 10. The main SWF will then do something with that information. > > So far all I have been able to find is something like this, in the child SWF > create add a "dispatchEvent(new Event("jumpToImage", true));" to each > picture on click. Then in the main SWF add an event listener to the child > SWF. > > Now the problem is, when I click on a picture the main SWF's listener > event.target equals the child SWF's document class ([object Child]), not the > image Movieclip instance name. > > I don't really want to add a different dispatchEvent to every image: > > dispatchEvent(new Event("jumpToImage1", true)); > dispatchEvent(new Event("jumpToImage2", true)); > > dispatchEvent(new Event("jumpToImage10", true)); > > cause this seems wasteful, instead I would rather do this: > > Child: > dispatchEvent(new Event("jumpToImage", true)); > > Main: > private function jumpToImage(event:Event):void > { > switch (event.target.name) > { > case "picture1": > // do something with picture 1 > break; > case "picture2": > // do something with picture 2 > break; > ... > case "picture10": > // do something with picture 10 > break; > } > } > > Any ideas? > > Thanks, > Dav > > ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Adobe AIR Mailing List?
OK so I made one. In an attempt to be modern and give the group a name like FlashTiger, I made Air-Tight. You can subscribe in one of two ways. 1. Send e-mail to air-tight+subscr...@googlegroups.com with the Subject of "Subscribe". 2. Visit the group page at http://groups.google.com/group/air-tight?hl=enand join there. In either case, the group is made and anyone can join. The idea is to keep the group focused on AIR development. It doesn't matter if it is with Flash, Flex, or JavaScript. Beginners and veterans are all welcome. Charles P. On Fri, Apr 24, 2009 at 3:59 AM, Rajiv Seth (Pixeldust) < pixels.ra...@gmail.com> wrote: > me too. > > On Fri, Apr 24, 2009 at 12:45 PM, Jiri > wrote: > > > I will join to :) > > > > > > J > > > > Steve Mathews wrote: > > > >> Start your own, I will join! :) > >> > >> On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks < > flash...@stevensacks.net > >> >wrote: > >> > >> Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash > >>> Tiger)? > >>> > >>> Apollocoders is basically dead, and all posts are moderated. > >>> ___ > >>> Flashcoders mailing list > >>> Flashcoders@chattyfig.figleaf.com > >>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > >>> > >>> ___ > >> Flashcoders mailing list > >> Flashcoders@chattyfig.figleaf.com > >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > >> > >> ___ > > Flashcoders mailing list > > Flashcoders@chattyfig.figleaf.com > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Feasibility of xml file for high score data storage
Dave Watts wrote: One of the possible tricks that you can use, is to send messages to your "high-score" server during the game so that you can verify that the person passed certain checkpoints. You can throw these away after the final score is recorded and validated. At the checkpoints, you can record current score, a game state(if that is relevant) and a timestamp and then do a quick reasonableness check when the final score is recorded. You need to assume that the cheater has read your client-side code. A determined cheater can always build a simulator for your game and replace your game with their simulator. Keep in mind that all communication between the client and the server can be recorded by the client (or the server for that matter, not that that would be a threat). So, those messages could also be recorded. SSL/TLS will not prevent this, either - it'll simply mean that the communication can only be recorded by the client or server endpoints, and nothing in between. You do have the element of time in the recording so that the user has to get the right messages at the right time which means that they have to record a winning high score to produce a fake high score and may be unable to produce a higher score since they have no path through the game to copy. The realistic goal of security is never absolute protection. You just want to make the cost higher than the hacker is willing to pay to get the result. Of course, no one would turn down a scheme that gave absolute security but those are few and far between. The crossdomain file gives you some protection. That doesn't protect the server, only the client's machine. Dave Watts, CTO, Fig Leaf Software http://www.figleaf.com/ Fig Leaf Software provides the highest caliber vendor-authorized instruction at our training centers in Washington DC, Atlanta, Chicago, Baltimore, Northern Virginia, or on-site at your location. Visit http://training.figleaf.com/ for more information! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] SWF Child -> Parent Comunication
Hi all! I have a problem with sending data between two SWF's. Basically I have the parent SWF that loads in a child SWF. On the child SWF there are several pictures that are clickable. Now let's say the user clicks picture 2. I need the child SWF to tell the main SWF that a picture was clicked, and also what picture it was from say picture 1 to 10. The main SWF will then do something with that information. So far all I have been able to find is something like this, in the child SWF create add a "dispatchEvent(new Event("jumpToImage", true));" to each picture on click. Then in the main SWF add an event listener to the child SWF. Now the problem is, when I click on a picture the main SWF's listener event.target equals the child SWF's document class ([object Child]), not the image Movieclip instance name. I don't really want to add a different dispatchEvent to every image: dispatchEvent(new Event("jumpToImage1", true)); dispatchEvent(new Event("jumpToImage2", true)); dispatchEvent(new Event("jumpToImage10", true)); cause this seems wasteful, instead I would rather do this: Child: dispatchEvent(new Event("jumpToImage", true)); Main: private function jumpToImage(event:Event):void { switch (event.target.name) { case "picture1": // do something with picture 1 break; case "picture2": // do something with picture 2 break; ... case "picture10": // do something with picture 10 break; } } Any ideas? Thanks, Dav ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Adobe AIR Mailing List?
me too. On Fri, Apr 24, 2009 at 12:45 PM, Jiri wrote: > I will join to :) > > > J > > Steve Mathews wrote: > >> Start your own, I will join! :) >> >> On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks > >wrote: >> >> Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash >>> Tiger)? >>> >>> Apollocoders is basically dead, and all posts are moderated. >>> ___ >>> Flashcoders mailing list >>> Flashcoders@chattyfig.figleaf.com >>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders >>> >>> ___ >> Flashcoders mailing list >> Flashcoders@chattyfig.figleaf.com >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders >> >> ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Adobe AIR Mailing List?
I will join to :) J Steve Mathews wrote: Start your own, I will join! :) On Thu, Apr 23, 2009 at 10:27 AM, Steven Sacks wrote: Anyone know of an active Adobe AIR mailing list (like Flashcoders/Flash Tiger)? Apollocoders is basically dead, and all posts are moderated. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders