[Flashcoders] Flash Player 10 code in SWC

2009-05-08 Thread Gerry Beauregard
Just want to share some things I've learned while using Flex Builder 3  
to create Flash Player 10 dependent code...


If you're using Flex Builder 3, and you want to use a Flash Player 10  
specific language feature (e.g. the Vector class), you need to set the  
Require Flash Player version to 10.0.0.


It's easy for a SWF project (ActionScript Project) - you can find  
the setting under Properties - ActionScript Compiler - HTML wrapper.


If you're creating a SWC (Flex Library Project), however, there's no  
way to change that setting via the UI, as far as I can tell.  You need  
to manually edit file .actionScriptProperties which you can find in  
your SWC project's folder.  Change

 htmlPlayerVersion=9.0.24
to
 htmlPlayerVersion=10.0.0

On the Mac (and maybe Windows as well?) files starting with . by  
default are not visible in the Finder.  I just go to Terminal and edit  
using vi:

  vi .actionScriptPropeties
(vi is a horrible editor, imo, but it's sure to be available on any  
Unix machine!).


Alternatively, you can make .actionScriptProperties (and other hidden  
files) be visible in the Finder by running this command in Terminal:

defaults write com.apple.Finder AppleShowAllFiles YES
Then relaunch the Finder (alt-right-click the Finder in the Dock and  
choose Relaunch).   You can then easily open .actionScriptProperties  
with your favorite editor.


Speaking of Flash Player 10 stuff... if you're using ASDoc to document  
Flash Player 10 specific code, make sure you use option -target- 
player=10.0.0.  Otherwise ASDoc will give you errors.



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Re: [Flashcoders] Flash Player 10 code in SWC

2009-05-08 Thread Alan Shaw
Thanks, Gerry!  I've been wanting to know how to do that!

-A

On Fri, May 8, 2009 at 2:36 AM, Gerry Beauregard g.beaureg...@ieee.org wrote:
 Just want to share some things I've learned while using Flex Builder 3 to
 create Flash Player 10 dependent code...

 If you're using Flex Builder 3, and you want to use a Flash Player 10
 specific language feature (e.g. the Vector class), you need to set the
 Require Flash Player version to 10.0.0.

 It's easy for a SWF project (ActionScript Project) - you can find the
 setting under Properties - ActionScript Compiler - HTML wrapper.

 If you're creating a SWC (Flex Library Project), however, there's no way
 to change that setting via the UI, as far as I can tell.  You need to
 manually edit file .actionScriptProperties which you can find in your SWC
 project's folder.  Change
     htmlPlayerVersion=9.0.24
 to
     htmlPlayerVersion=10.0.0

 On the Mac (and maybe Windows as well?) files starting with . by default
 are not visible in the Finder.  I just go to Terminal and edit using vi:
      vi .actionScriptPropeties
 (vi is a horrible editor, imo, but it's sure to be available on any Unix
 machine!).

 Alternatively, you can make .actionScriptProperties (and other hidden files)
 be visible in the Finder by running this command in Terminal:
    defaults write com.apple.Finder AppleShowAllFiles YES
 Then relaunch the Finder (alt-right-click the Finder in the Dock and
 choose Relaunch).   You can then easily open .actionScriptProperties with
 your favorite editor.

 Speaking of Flash Player 10 stuff... if you're using ASDoc to document Flash
 Player 10 specific code, make sure you use option -target-player=10.0.0.
  Otherwise ASDoc will give you errors.


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Re: [Flashcoders] OT - Running windows with bootcamp

2009-05-08 Thread allandt bik-elliott (thefieldcomic.com)
i've had very few problems with mine and i've used it for developing (in
flashdevelop in parallels alongside flash in osx - there's a lengthy post
about creating the environment perfectly on the flashdevelop boards) and
also gaming (in boot camp).

The apple graphics drivers are pretty good although you can use the catalyst
ones if you want more control over dual monitors etc

The only thing to consider is that there is no built-in mic input, only
line-in - you need to use usb / firewire for any mics you use (see
http://discussions.apple.com/thread.jspa?messageID=6291478 for more details)

overall i've had no driver issues at all with mine but i haven't used the pc
side for any midi stuff

best
a

On Thu, May 7, 2009 at 6:15 PM, Dave Watts dwa...@figleaf.com wrote:

  Iąm about to buy a new laptop and I was thinking of getting a macbook pro
 to
  run windows. Has anybody ever had any problems running windows with
  bootcamp? Iąm a little worried about driver problems with peripherals.
 Iąm
  also using some MIDI controllers and a DMX interface regularly. Basically
 I
  just want to know if getting a macbook pro is safe for a Windows power
 user..

 Yes, it is - my coworker has this configuration, and while he's not
 quite happy with it, the Windows OS runs very nicely on it. Any
 driver/peripheral issues will be because of other things (64-bit vs
 32-bit, for example).

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

 Fig Leaf Software provides the highest caliber vendor-authorized
 instruction at our training centers in Washington DC, Atlanta,
 Chicago, Baltimore, Northern Virginia, or on-site at your location.
 Visit http://training.figleaf.com/ for more information!

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Re: [Flashcoders] OT - Running windows with bootcamp

2009-05-08 Thread allandt bik-elliott (thefieldcomic.com)
on a side note, the next version of os-x will be 64-bit (
http://www.apple.com/macosx/snowleopard/) and windows 64 bit can be
installed on it (http://simpable.com/software/mbp-64bit-vista/)

best
a

2009/5/8 allandt bik-elliott (thefieldcomic.com) alla...@gmail.com

 i've had very few problems with mine and i've used it for developing (in
 flashdevelop in parallels alongside flash in osx - there's a lengthy post
 about creating the environment perfectly on the flashdevelop boards) and
 also gaming (in boot camp).

 The apple graphics drivers are pretty good although you can use the
 catalyst ones if you want more control over dual monitors etc

 The only thing to consider is that there is no built-in mic input, only
 line-in - you need to use usb / firewire for any mics you use (see
 http://discussions.apple.com/thread.jspa?messageID=6291478 for more
 details)

 overall i've had no driver issues at all with mine but i haven't used the
 pc side for any midi stuff

 best
 a


 On Thu, May 7, 2009 at 6:15 PM, Dave Watts dwa...@figleaf.com wrote:

  Iąm about to buy a new laptop and I was thinking of getting a macbook
 pro to
  run windows. Has anybody ever had any problems running windows with
  bootcamp? Iąm a little worried about driver problems with peripherals.
 Iąm
  also using some MIDI controllers and a DMX interface regularly.
 Basically I
  just want to know if getting a macbook pro is safe for a Windows power
 user..

 Yes, it is - my coworker has this configuration, and while he's not
 quite happy with it, the Windows OS runs very nicely on it. Any
 driver/peripheral issues will be because of other things (64-bit vs
 32-bit, for example).

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

 Fig Leaf Software provides the highest caliber vendor-authorized
 instruction at our training centers in Washington DC, Atlanta,
 Chicago, Baltimore, Northern Virginia, or on-site at your location.
 Visit http://training.figleaf.com/ for more information!

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 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders



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[Flashcoders] APE physics and stage coordinates offset

2009-05-08 Thread Patrick Matte
I'm playing with APE for the first time and I've noticed that the particles
that I create are never exactly at the position that I've specified. It
seems there's a weird offset between flash stage coordinates and APE's
coordinates. Has anybody ran into the same problem?



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Re: [Flashcoders] if only flash would incorporate these features

2009-05-08 Thread Anthony Pace
I just noticed this dude has a couple pending patents; yet, when I think 
about this, I am not so sure I see anything much I would consider 
patentable.


The only things I can think of that are patentable are the gestures, 
some interface elements and features reliant on timing and distance; 
for, I remember way back in 2004, when I was using lightwave, there was 
a script that allowed you to draw a curve spline as a line, and than 
have the mirror of it on the other side of the axis you select.


The math isn't new, variations for drawing a curves isn't new, joint 
estimation joint grouping in a 3d application isn't new, but making an 
application that did all of it together is; thus, if someone were to 
make an application that did the same thing, but with different 
interface elements, drawing gestures,  and time related features, as 
well as allow the user to opt-in for functionality and provide gesture 
recognition customization capability, the developer should be able to 
avoid legal trouble.


Good work, but not so unique his patents should hold developers back 
from taking it ten steps further.



Merrill, Jason wrote:

That's awesome!  Major time saver and very Star Trek.  Thanks for the
link, I Tweeted and Facebook'ed 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 




-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
Pace
Sent: Thursday, May 07, 2009 4:31 PM
To: Flash Coders List
Subject: [Flashcoders] if only flash would incorporate these features

http://vimeo.com/1669862?pg=embedsec=1669862
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RE: [Flashcoders] if only flash would incorporate these features

2009-05-08 Thread Kerry Thompson
Anthony Pace wrote:

 Good work, but not so unique his patents should hold developers back
 from taking it ten steps further.

You may be right--I hope you are--but I have ceased to try to understand
U.S. patent law. If a company can patent an *idea* like plug-ins, and force
companies like Microsoft to pay up and/or use other technology, who knows
what can be patented?

rantPatent law is supposed to encourage innovation. The way it's being
used, at least in America these days, *discourages* innovation. Anybody with
a two-bit idea can patent it, and the onus is on others to prove prior art.
Copyright law is going the same way. In a twisted sense, I have some
sympathy for China and other countries that ignore intellectual-property
laws./rant

Cordially,

Kerry Thompson

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Re: [Flashcoders] if only flash would incorporate these features

2009-05-08 Thread Anthony Pace
*Example 1:* look at flash's line smoothing capability and how when two 
lines overlap new joints are made; this makes it so the curve drawing 
and intercept capability is not patentable because it was done before, 
and a developer would be doing is applying it along a 3d plane.


*Example 2:* look at a number of 2d and 3d applications and their 
ability to flip paths and pixels along an axis; showing that mirroring 
is recognized as being public domain.


*Example 3:* look at nurb surface modelling math or math for bezier 
curves; his math is not unique, so curve approximation via math cannot 
be patented.*

*
The only thing I am worried about is that the flipping and intersects 
are done *automatically*, and that his *gestures* may be seen as new.

.



Kerry Thompson wrote:

Anthony Pace wrote:

  

Good work, but not so unique his patents should hold developers back
from taking it ten steps further.



You may be right--I hope you are--but I have ceased to try to understand
U.S. patent law. If a company can patent an *idea* like plug-ins, and force
companies like Microsoft to pay up and/or use other technology, who knows
what can be patented?

rantPatent law is supposed to encourage innovation. The way it's being
used, at least in America these days, *discourages* innovation. Anybody with
a two-bit idea can patent it, and the onus is on others to prove prior art.
Copyright law is going the same way. In a twisted sense, I have some
sympathy for China and other countries that ignore intellectual-property
laws./rant

Cordially,

Kerry Thompson

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[Flashcoders] Try... catch......

2009-05-08 Thread ACE Flash
Hi there,

I am trying to add try block in my code, how can I deal it with return
function?

If the code without any problems, I'd like to return ball , otherwise I'd
like to EXIT or return null.

Thanks

-

  public function myBall( value:int ):Ball
{
var ball:Ball

try{

   //my code goes here.
   return ball;
   } catch (e:TypeError ){

}

   // shall I add = return null here?
}
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