Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers

ROFL

On Apr 15, 2010, at 10:33 PM, Dave Watts wrote:


 There is no regulation against being
a dick, unless you are also a monopolist.



I for one think its the shareholder who are to blame.
Could it be a good assumption that the majority of them are x-IBM  
share holders now that Mac has a PC brain?


We all know what they did to that company's developers and products.


Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Dave Watts
> Not that Apple necessarily is a monopoly, but they are talking like one.

The key is, they have to actually be one to be subject to meaningful
regulation on what they do here. There is no regulation against being
a dick, unless you are also a monopolist.

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

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers

Isn't this the basis of America?
Keeping things in a non-monopolistic sense?
Not that Apple necessarily is a monopoly, but they are talking like one.
If it walks like a duck...

Don't get me wrong, I love Apple. Have for yyyeears. I don't think I  
have ever owned a PC.
But I can not support this type of mentality when they themselves  
frowned on that same mentality
when they were aspiring to be the next big thing. How can you have a  
slogan "Think Different"
if your trying to get everyone to think the same? Isn't that false  
advertising? :P


I'm done. Sorry for the rambling.


Karl


On Apr 15, 2010, at 9:32 PM, Dave Watts wrote:


 if
I can build an app for Apple and Android simultaneously, the App Store
has less of an advantage over the Android Market.


Karl DeSaulniers
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers

Thanks Dave for your input. You always hit good points.

On Apr 15, 2010, at 9:32 PM, Dave Watts wrote:


Purely because it's not in Apple's perceived business interest to do
so. That's the only reason. There are various technical-sounding
excuses given - poor performance, poor quality for cross-platform apps
- but that's all BS. Apple makes money from the App Store. Allowing
Flash detracts from the value of the App Store. Allowing developers to
use cross-platform tools detracts from the value of the App Store; if
I can build an app for Apple and Android simultaneously, the App Store
has less of an advantage over the Android Market.


I say put flash on there and let the customers and designers decide  
on their own. I mean what is the harm in putting flash in ONE SDK??
You can always remove it on the next release if it goes belly up.  
PLUS lets not forget the unseen. All the apps that could sell that we  
would build.
For their phone no doubt. That customers will by partly because of  
our apps.


Regardless if they buy an app at the app store, people still have to  
buy their phone.
Their just being greedy, and were just being pawns. No offense to  
anyone, thats just the reality I see in it. Me included.
It would be sad if client/customers couldn't find developers that  
would design for the iPhone because they were being children about  
their toy.




Apple has no incentive to zip up their pants. This strategy makes it
likely they'll get (and keep) a big pile of money. Adobe would like to
pull their pants up, since Apple didn't even kiss them first, but


:) I had a real good dirty one, but I will spare the masses.


there's really nothing they can do short of a lawsuit, and I doubt
that'll be successful in any case. Apple can make up whatever
ridiculous rules they want, as they only have a small slice of the
mobile market. They're not a monopoly by a long shot.


Thats why I have no incentive to play by their rules. There are a too  
many ways to sell web presence and mobile presence.




There's only one problem, really. HTML 5 kind of sucks. And it's
certainly no replacement for native apps. Web apps don't have access
to most of the good stuff in the phone - contacts, etc.


Well so does regular HTML in comparison to flash, so it would be more  
of the same but more bells and whistles.
And I was only speaking of websites not native apps with the HTML 5  
comment.




No, but interestingly there is an "alternative" app store called Cydia
for jailbroken phones. But jailbreaking is not an alternative if you
really want to sell your apps. Hobbyists jailbreak their phones.
Typical users don't, and never will.


YES! That is what I was talking about. Cydia. I think they have over  
a million customers last time I checked.
Thats a lot of hobbyists. :) but still.. even at 99¢ x 1,000,000 =  
$990,000


Anyone need $990,000 right about now!?!?

Karl DeSaulniers
Design Drumm
http://designdrumm.com


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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Dave Watts
> Why is it that their phone can embrace flash but Apple cant?

Purely because it's not in Apple's perceived business interest to do
so. That's the only reason. There are various technical-sounding
excuses given - poor performance, poor quality for cross-platform apps
- but that's all BS. Apple makes money from the App Store. Allowing
Flash detracts from the value of the App Store. Allowing developers to
use cross-platform tools detracts from the value of the App Store; if
I can build an app for Apple and Android simultaneously, the App Store
has less of an advantage over the Android Market.

> I think its time for Apple and Adobe to zip up the 'ol pants and get to
> making things work for the people who one program for their devices and two
> for the customers to enjoy that variety.
> Just sayin..

Apple has no incentive to zip up their pants. This strategy makes it
likely they'll get (and keep) a big pile of money. Adobe would like to
pull their pants up, since Apple didn't even kiss them first, but
there's really nothing they can do short of a lawsuit, and I doubt
that'll be successful in any case. Apple can make up whatever
ridiculous rules they want, as they only have a small slice of the
mobile market. They're not a monopoly by a long shot.

> Heh, then you can pitch a HTML 5 version to them and maybe have a script
> that tells if its a iPhone and switches to the HTML5 preview.

There's only one problem, really. HTML 5 kind of sucks. And it's
certainly no replacement for native apps. Web apps don't have access
to most of the good stuff in the phone - contacts, etc.

> Anyone seen a market study on how many jailbroken iPhones there are? Be
> interesting to see.

No, but interestingly there is an "alternative" app store called Cydia
for jailbroken phones. But jailbreaking is not an alternative if you
really want to sell your apps. Hobbyists jailbreak their phones.
Typical users don't, and never will.

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

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers
Seems to me that the Android is going to be a good enough outlet for  
us developers to move away from the iPhone long enough to send a  
message.
I mean it supports flash 10.1 out the box. Not the lite version  
either, actual flash 10.1.


http://www.flashstreamworks.com/archive.php? 
post_id=1266529762&utm_source=feedburner&utm_medium=feed&utm 
_campaign=Feed:%20Flashstreamworks%20%28Flashstreamworks%29


Why is it that their phone can embrace flash but Apple cant?
I think its time for Apple and Adobe to zip up the 'ol pants and get  
to making things work for the people who one program for their  
devices and two for the customers to enjoy that variety.

Just sayin..

Also, if you worried about customers, send them this link. I think  
Apple is the only one now that does not run flash or at least flash  
lite.
That means that with a combination of Android, Nokia phones, and  
others that run flash now, flash actually has a majority of phones  
covered.
Its just this iPhone market that is not wanting to work together.  
Seems to me that a customer would like the idea of covering almost  
all devices.
Heh, then you can pitch a HTML 5 version to them and maybe have a  
script that tells if its a iPhone and switches to the HTML5 preview.
Doesn't seem any different than what we deal with today with the  
flash embed or alternative content. And that is just for websites.
If they really want an iPhone app, then I guess you can always learn  
Obj-C or pitch the darkside of iPhone apps... Jailbroken and still  
use CS5.


Anyone seen a market study on how many jailbroken iPhones there are?  
Be interesting to see.


@JSFL responders
Thanks for the clarification on JSFL.

Karl



On Apr 15, 2010, at 7:11 PM, Merrill, Jason wrote:

Yes, JSFL is for inside the Flash IDE only.

you may find this interestingvideo of Flash CS5 exporting  
HTML5 for use

in DW. (re-tweet from yesterday)


Simple animations only - but I know Adobe is working on continuing  
HTML 5 support.


More gossip:

Adobe to sue Apple 'within weeks,' says report
http://www.theregister.co.uk/2010/04/14/adobe_to_sue_apple_says_report/


Jason Merrill

Bank of  America  Global Learning
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our  
Instructional Technology Design Blog

(note: these are for Bank of America employees only)


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RE: [Flashcoders] @#$% New iPhone Develo per Agreement Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Merrill, Jason
Yes, JSFL is for inside the Flash IDE only.

>>you may find this interestingvideo of Flash CS5 exporting HTML5 for use
>>in DW. (re-tweet from yesterday) 

Simple animations only - but I know Adobe is working on continuing HTML 5 
support.

More gossip:

Adobe to sue Apple 'within weeks,' says report
http://www.theregister.co.uk/2010/04/14/adobe_to_sue_apple_says_report/ 


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our Instructional 
Technology Design Blog
(note: these are for Bank of America employees only)


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[Flashcoders] flash performance for 2d vector drawing into a scene graph

2010-04-15 Thread Josh Saxe
I was wondering if anyone on this list could point me to a comparison between 
Flash and other graphics programming platforms that might inform the following 
use case:

I'm working a 'rapid prototype' project that doesn't need to run in the 
browser.  Flash has worked great for me so far because it is easy to draw with 
(programmatically), provides a good message passing system and scene graph.  
I'm at the stage where I think I need something faster, though - I'm dealing 
with ~10,000 DisplayObjects on the screen, and I'd like to be able to have a 
lot of freedom in redrawing and animating them every frame.

I've looked at Processing, and Java2D, but they didn't outperform Flash, based 
on my tests, enough to justify their higher development costs - I saw at most a 
2x speedup with Java2D even when I used hardware acceleration.

I've also thought about moving to some high level (preferably Python) interface 
to OpenGL - even though I have no intention of using any 3D graphics in this 
project.  I also don't want to give up the ability to use interface widgets 
(I'm using Flex, currently), or Flash's pretty and useful Filter classes, or a 
scene graph (the 'display list').  In the end, though, I'd rather do lower 
level programming than have a slow prototype UI, so would consider less than 
optimal, but faster, solutions.

Any advice?  Thanks in advance.

Josh


  
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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Sam Brown
you may find this interestingvideo of Flash CS5 exporting HTML5 for use
in DW. (re-tweet from yesterday)

Flash CS5 could turn out to be an iAd creating machine:
http://bit.ly/bJsVQs- Export HTML5 Canvas From Flash!

On Thu, Apr 15, 2010 at 4:45 PM, Karl DeSaulniers wrote:

> Thanks Kerry. Darn, I was thinking that somehow it could be utilized to
> create this miracle way of getting flash to work for the iPhone :),
> but alas, I am just a dreamer.. i guess.
> Best,
>
> Karl
>
>
> On Apr 15, 2010, at 3:40 PM, Kerry Thompson wrote:
>
> Karl DeSaulniers wrote:
>
>  Yes JSFL. That is what I mean. So it is strictly for the IDE?
>>
>
> As far as I know, yes. It's the only thing I've used it
> for--automating repetitive tasks.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers
Thanks Kerry. Darn, I was thinking that somehow it could be utilized  
to create this miracle way of getting flash to work for the iPhone :),

but alas, I am just a dreamer.. i guess.
Best,

Karl


On Apr 15, 2010, at 3:40 PM, Kerry Thompson wrote:

Karl DeSaulniers wrote:


Yes JSFL. That is what I mean. So it is strictly for the IDE?


As far as I know, yes. It's the only thing I've used it
for--automating repetitive tasks.

Cordially,

Kerry Thompson
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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Kerry Thompson
Karl DeSaulniers wrote:

> Yes JSFL. That is what I mean. So it is strictly for the IDE?

As far as I know, yes. It's the only thing I've used it
for--automating repetitive tasks.

Cordially,

Kerry Thompson
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread Henrik Andersson

natalia Vikhtinskaya wrote:

In linkage properties class is clip_mc

That is a typical instance name, not a class name. Also, I am talking 
about the class name for the document class.

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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread natalia Vikhtinskaya
In linkage properties class is clip_mc

2010/4/16 Henrik Andersson :
> natalia Vikhtinskaya wrote:
>>
>> Maybe I do something wrong?
>>
>> On main timeline in the first frame
>> var countN:int=0;
>> var clip_mc = new clip_mc();
>> addChild(clip_mc);
>>
>>
>> in the firtst frame of clip_mc
>> addEventListener(Event.ADDED,added);
>>
>> function added(e:Event) {
>>  var countN:int=MainTimeline(root).countN;
>>  //trace(countN)
>> }
>>
>> that gives error
>> 1180: Call to a possibly undefined method MainTimeline.
>>
>
> You need to have the class that you are casting to.
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread Henrik Andersson

natalia Vikhtinskaya wrote:

Maybe I do something wrong?

On main timeline in the first frame
var countN:int=0;
var clip_mc = new clip_mc();
addChild(clip_mc);


in the firtst frame of clip_mc
addEventListener(Event.ADDED,added);

function added(e:Event) {
  var countN:int=MainTimeline(root).countN;
  //trace(countN)
}

that gives error
1180: Call to a possibly undefined method MainTimeline.



You need to have the class that you are casting to.
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread natalia Vikhtinskaya
Maybe I do something wrong?

On main timeline in the first frame
var countN:int=0;
var clip_mc = new clip_mc();
addChild(clip_mc);


in the firtst frame of clip_mc
addEventListener(Event.ADDED,added);

function added(e:Event) {
 var countN:int=MainTimeline(root).countN;
 //trace(countN)
}

that gives error
1180: Call to a possibly undefined method MainTimeline.



2010/4/15 Henrik Andersson :
> natalia Vikhtinskaya wrote:
>>
>> Hi to all
>> On main timeline I have
>> var countN:int=0; // this numberl be changed later
>> var clip_mc = new clip_mc();  // this clip is placed in library
>> addChild(clip_mc);
>>
>> How  can I read countN inside clip_mc?
>>
>
> Wait for the clip to be ADDED. The use the parent or root property to get a
> reference to the main timeline. Do note that the type will be
> DisplayObjectContainer, not something with your custom stuff, so you will
> have to cast it to your correct type. Here, the MainTimeline.
>
> Variables defined in framescripts are converted to properties of the class
> for the timeline. In this case, properties of the document class.
>
> So do this:
>
> With the scope of clip_mc (say, the constructor or framescript in first
> frame):
> addEventListener(Event.ADDED,added);
>
> function added(e:Event) {
>  var countN:int=MainTimeline(root).countN;
> }
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers

Yes JSFL. That is what I mean. So it is strictly for the IDE?

Karl


On Apr 15, 2010, at 8:04 AM, Glen Pike wrote:

By Flash JavaScript - perhaps you mean JSFL - the scripting language  
for the IDE is done in JavaScript, it is purely used at design time  
to automate tasks.


Glen

On 15/04/2010 13:50, Karl DeSaulniers wrote:
I thought I read that Javascript was allowed as a accepted  
language, not necessarily a compiler. Wasn't saying that.
Just wondering if there would be any benefit to using flash  
javascript.
I guess my question is more "What is flash javascript?" "What does  
it do?" and "What are its benefits?"

Thanks,

Karl

On Apr 15, 2010, at 7:43 AM, Glen Pike wrote:

Well if JavaScript is allowed that might muddy the waters a bit -  
JavaScript is a dialect, from the ECMAScript family, so are Apple  
allowing JavaScript or ECMAScript?


On 15/04/2010 13:40, Karl DeSaulniers wrote:

One of the allowed program languages is javascript in this new SDK.
I remember reading somewhere that Flash had its own javascript.
Could this be implemented as a viable language to design for  
iPhones with?
Or is the flash version of javascript incapable of this and  
actually has a different purpose?
Like I said, I heard of flash javascript, but I have a feeling I  
am unaware of its real purpose.

Any insight would be great.
Thanks,

Karl DeSaulniers
Design Drumm
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Re: [Flashcoders] NetStream onMetaData does not get called

2010-04-15 Thread Henrik Andersson

allandt bik-elliott (thefieldcomic.com) wrote:

those two functions have to be added as callbacks on a client object which
is passed into netstream.client - have you done this?


You get an error if they are called and you haven't. So, I am willing to 
bet that he has.

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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread Henrik Andersson

natalia Vikhtinskaya wrote:

Hi to all
On main timeline I have
var countN:int=0; // this numberl be changed later
var clip_mc = new clip_mc();  // this clip is placed in library
addChild(clip_mc);

How  can I read countN inside clip_mc?



Wait for the clip to be ADDED. The use the parent or root property to 
get a reference to the main timeline. Do note that the type will be 
DisplayObjectContainer, not something with your custom stuff, so you 
will have to cast it to your correct type. Here, the MainTimeline.


Variables defined in framescripts are converted to properties of the 
class for the timeline. In this case, properties of the document class.


So do this:

With the scope of clip_mc (say, the constructor or framescript in first 
frame):

addEventListener(Event.ADDED,added);

function added(e:Event) {
  var countN:int=MainTimeline(root).countN;
}
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread natalia Vikhtinskaya
Is that possible to do that without creating class? I need very simple
task: movie in the library with timeline animation, I add  this movie
on the stage, play animation,  change variable on the main timeline.
Is that possible without creating two new classes?

2010/4/15 Kerry Thompson :
> natalia Vikhtinskaya wrote:
>
>> In clip_mc I have timeline animation. When it finished I should change
>> countN++ on main timeline.
>> I tested as you suggested. I created ClipClass.as (just added    import
>> flash.display.MovieClip;        )
>>
>> on main timeline I have code
>> var clip_mc:MovieClip=new ClipClass(); // linkage  with name ClipClass
>> in library
>> addChild(clip_mc);
>>
>> Now that does not work
>> 1017: The definition of base class MovieClip was not found.
>> 5000: The class 'ClipClass' must subclass 'flash.display.MovieClip'
>> since it is linked to a library symbol of that type.
>
> There are a couple of issues. The first is the easiest: include this
> line in your ClipClass.as:
>
>  import flash.display.MovieClip;
>
> Now, take all your code off the main timeline and put it into a file
> called Main.as. Add the package and class declarations (and a
> constructor if you want, though it's not required), and set Main as
> your document class.
>
> ActionScript 3 really doesn't want to be programmed like AS2. It's a
> new paradigm. You can get by with AS2-style timeline programming, but
> you're likely to end up with hard-to-maintain spaghetti code.
>
> I'd recommend you take a step back and acquaint yourself with Object
> Oriented principals. I call it sharpening your axe. Sure, it takes
> time to sharpen an axe, and you can chop wood with a dull axe. But, if
> you take time to sharpen it, at the end of the day you will have a
> much larger pile of chopped wood.
>
> Cordially,
>
> Kerry Thompson
>
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread Kerry Thompson
natalia Vikhtinskaya wrote:

> In clip_mc I have timeline animation. When it finished I should change
> countN++ on main timeline.
> I tested as you suggested. I created ClipClass.as (just added    import
> flash.display.MovieClip;        )
>
> on main timeline I have code
> var clip_mc:MovieClip=new ClipClass(); // linkage  with name ClipClass
> in library
> addChild(clip_mc);
>
> Now that does not work
> 1017: The definition of base class MovieClip was not found.
> 5000: The class 'ClipClass' must subclass 'flash.display.MovieClip'
> since it is linked to a library symbol of that type.

There are a couple of issues. The first is the easiest: include this
line in your ClipClass.as:

  import flash.display.MovieClip;

Now, take all your code off the main timeline and put it into a file
called Main.as. Add the package and class declarations (and a
constructor if you want, though it's not required), and set Main as
your document class.

ActionScript 3 really doesn't want to be programmed like AS2. It's a
new paradigm. You can get by with AS2-style timeline programming, but
you're likely to end up with hard-to-maintain spaghetti code.

I'd recommend you take a step back and acquaint yourself with Object
Oriented principals. I call it sharpening your axe. Sure, it takes
time to sharpen an axe, and you can chop wood with a dull axe. But, if
you take time to sharpen it, at the end of the day you will have a
much larger pile of chopped wood.

Cordially,

Kerry Thompson

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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread natalia Vikhtinskaya
In clip_mc I have timeline animation. When it finished I should change
countN++ on main timeline.
I tested as you suggested. I created ClipClass.as (just addedimport
flash.display.MovieClip;)

on main timeline I have code
var clip_mc:MovieClip=new ClipClass(); // linkage  with name ClipClass
in library
addChild(clip_mc);

Now that does not work
1017: The definition of base class MovieClip was not found.
5000: The class 'ClipClass' must subclass 'flash.display.MovieClip'
since it is linked to a library symbol of that type.

I



2010/4/15 Kerry Thompson :
> natalia Vikhtinskaya wrote:
>
>> On main timeline I have
>> var countN:int=0; // this numberl be changed later
>> var clip_mc = new clip_mc();  // this clip is placed in library
>> addChild(clip_mc);
>>
>> How  can I read countN inside clip_mc?
>
> I would pass in a reference to the timeline to the clip_mc.
>
> You will need to have a class with a constructor for the clip_mc. For
> example, set the linkage of clip_mc to ClipClass, and create this AS
> file:
>
> package
> {
>   public class ClipClass extends MovieClip
>   {
>      private var myRoot:MovieClip;
>      private var parentCount:Number;
>
>      public function ClipClass (pMyRoot:MovieClip)
>      {
>         myRoot = pMyRoot;
>      }
>
>      private function getCount():Number
>      {
>         parentCount = myRoot.countN;
>      }
>   }
> }
>
> There are undoubtedly errors in this--it's just e-mail ActionScript,
> but it should be enough to get you going.
>
> I would recommend very strongly against timeline programming in
> ActionScript 3, though. It's designed for OOP, and you'll find your
> code much more manageable if you use OOP practices. Instead of putting
> code on the timeline, put it in a class, and make that your document
> class.
>
> Cordially,
>
> Kerry Thompson
>
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Re: [Flashcoders] NetStream onMetaData does not get called

2010-04-15 Thread kennethkawam...@gmail.com
> those two functions have to be added as callbacks on a client object which
> is passed into netstream.client - have you done this?

...so does onPlayStatus and bunch of other callbacks. Yes of course I have ;)

Actually I get onXMPData from certain streams. Probably ones I don't
get XMP is the file exported to FLV directly from FinalCut.

Still I should get meta data. Do you have any experiences with Red5?
-- 
Kenneth Kawamoto
http://www.materiaprima.co.uk/

On 15 April 2010 17:39, allandt bik-elliott (thefieldcomic.com)
 wrote:
> those two functions have to be added as callbacks on a client object which
> is passed into netstream.client - have you done this?
>
> On 15 April 2010 12:19, kennethkawam...@gmail.com > wrote:
>
>> I am monitoring onXMPData as well but that does not get called either.
>>
>> I am using FLV.
>>
>> All I wanted from the meta data was the duration of the stream. I can
>> get that info by calling NetConnection getStreamLength, so that part
>> is now sorted without receiving the meta data.
>>
>> However there are numerous other issues with Red5. resume() does not
>> work after pause(). seek() does not work. I have been spending hours
>> coming up with "workarounds"...
>>
>> There are posts about these issues on the net and Red5 tickets have
>> been raised for few months too. I wonder if FMS works better - but
>> anyway it's too late now to switch  :(
>> --
>> Kenneth Kawamoto
>> http://www.materiaprima.co.uk/
>>
>> On 15 April 2010 10:40, allandt bik-elliott (thefieldcomic.com)
>>  wrote:
>> > is it using an f4v? because they have an onXMPData which they use which
>> > fulfills a similar role (although i thought they had metadata as well)
>> >
>> > a
>> >
>> > On 13 April 2010 17:34, kennethkawam...@gmail.com <
>> kennethkawam...@gmail.com
>> >> wrote:
>> >
>> >> Hi Flash Coders,
>> >>
>> >> I have this issue: NetStream onMetaData does not get triggered. Using
>> >> Red5. onPlayStatus does get called correctly without fail though.
>> >>
>> >> Basically I need to know the duration of the video.
>> >>
>> >> Has anyone ever experienced the same or have any ideas what is going
>> on...?
>> >> --
>> >> Kenneth Kawamoto
>> >> http://www.materiaprima.co.uk/

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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread Kerry Thompson
natalia Vikhtinskaya wrote:

> On main timeline I have
> var countN:int=0; // this numberl be changed later
> var clip_mc = new clip_mc();  // this clip is placed in library
> addChild(clip_mc);
>
> How  can I read countN inside clip_mc?

I would pass in a reference to the timeline to the clip_mc.

You will need to have a class with a constructor for the clip_mc. For
example, set the linkage of clip_mc to ClipClass, and create this AS
file:

package
{
   public class ClipClass extends MovieClip
   {
  private var myRoot:MovieClip;
  private var parentCount:Number;

  public function ClipClass (pMyRoot:MovieClip)
  {
 myRoot = pMyRoot;
  }

  private function getCount():Number
  {
 parentCount = myRoot.countN;
  }
   }
}

There are undoubtedly errors in this--it's just e-mail ActionScript,
but it should be enough to get you going.

I would recommend very strongly against timeline programming in
ActionScript 3, though. It's designed for OOP, and you'll find your
code much more manageable if you use OOP practices. Instead of putting
code on the timeline, put it in a class, and make that your document
class.

Cordially,

Kerry Thompson

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Re: [Flashcoders] NetStream onMetaData does not get called

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
those two functions have to be added as callbacks on a client object which
is passed into netstream.client - have you done this?

On 15 April 2010 12:19, kennethkawam...@gmail.com  wrote:

> I am monitoring onXMPData as well but that does not get called either.
>
> I am using FLV.
>
> All I wanted from the meta data was the duration of the stream. I can
> get that info by calling NetConnection getStreamLength, so that part
> is now sorted without receiving the meta data.
>
> However there are numerous other issues with Red5. resume() does not
> work after pause(). seek() does not work. I have been spending hours
> coming up with "workarounds"...
>
> There are posts about these issues on the net and Red5 tickets have
> been raised for few months too. I wonder if FMS works better - but
> anyway it's too late now to switch  :(
> --
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
>
> On 15 April 2010 10:40, allandt bik-elliott (thefieldcomic.com)
>  wrote:
> > is it using an f4v? because they have an onXMPData which they use which
> > fulfills a similar role (although i thought they had metadata as well)
> >
> > a
> >
> > On 13 April 2010 17:34, kennethkawam...@gmail.com <
> kennethkawam...@gmail.com
> >> wrote:
> >
> >> Hi Flash Coders,
> >>
> >> I have this issue: NetStream onMetaData does not get triggered. Using
> >> Red5. onPlayStatus does get called correctly without fail though.
> >>
> >> Basically I need to know the duration of the video.
> >>
> >> Has anyone ever experienced the same or have any ideas what is going
> on...?
> >> --
> >> Kenneth Kawamoto
> >> http://www.materiaprima.co.uk/
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Re: [Flashcoders] Apple iPad

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
ROFL

On 15 April 2010 16:55, Matt S.  wrote:

> Most. ironic. spam. evar.
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[Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-15 Thread natalia Vikhtinskaya
Hi to all
On main timeline I have
var countN:int=0; // this numberl be changed later
var clip_mc = new clip_mc();  // this clip is placed in library
addChild(clip_mc);

How  can I read countN inside clip_mc?

parent.countN, this.parent.countN  gives a mistake.  That was possible
in AS2 but I can not find solution for AS3.

Thanks in advance.
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Re: [Flashcoders] SOLUTION: converting string to unicode range

2010-04-15 Thread Matt Gitchell
That's excellent, thanks!

On Thu, Apr 15, 2010 at 8:37 AM, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

> hey guys
>
> spent a couple of hours googleoogling around to find something to quickly
> convert a string of special characters into a unicode range to no avail so
> i've written a function to do it for me and i thought some of you dynamic
> font embedders might appreciate it
>
> [code]
> package uk.co.thereceptacle.utils { import
> flash.errors.IllegalOperationError; /** * text utilities * @author Allandt
> Bik-Elliott * @version 1.0 */ public class TextUtils { // constructor
> public
> function TextUtils() { throw new IllegalOperationError("TextUtils is a
> static class and should not be instantiated"); } // methods /** * converts
> a
> string of characters into a unicode range for font embedding * @param
> string
> */ public static function traceUnicodeRange(string:String):void { var
> unicodeRange:String = ""; var ltr:String; for (var i:int = 0; i <
> string.length; i++) { if (i > 0) unicodeRange += ", "; ltr =
> string.charCodeAt(i).toString(16); ltr = addLeadingZeros(ltr); unicodeRange
> += "U+" + ltr.toUpperCase(); } trace(unicodeRange); } private static
> function addLeadingZeros(ltr:String):String { if (ltr.length < 4) { ltr =
> "0" + ltr; ltr = addLeadingZeros(ltr); } return ltr; } } }
> [/code]
>
> it's helped me out no end
>
> best
> a
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Re: [Flashcoders] Apple iPad

2010-04-15 Thread Matt S.
Most. ironic. spam. evar.
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[Flashcoders] Apple iPad

2010-04-15 Thread Lyndon Headley
Hello Flashcoders mailing list,

 Your contact Lyndon Headley requested you to join our iPad review 
program.
 At this time we are looking for individuals who will be interested in 
reviewing the new Apple iPad. The testing period will take up to a month, after 
which you may keep it as a reward.
 To see more details or to register to our program, follow the link below:

 http://www.reviewtesting.com
 
 Thanks,
 
 The Beta Testing Inc Group
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[Flashcoders] SOLUTION: converting string to unicode range

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
hey guys

spent a couple of hours googleoogling around to find something to quickly
convert a string of special characters into a unicode range to no avail so
i've written a function to do it for me and i thought some of you dynamic
font embedders might appreciate it

[code]
package uk.co.thereceptacle.utils { import
flash.errors.IllegalOperationError; /** * text utilities * @author Allandt
Bik-Elliott * @version 1.0 */ public class TextUtils { // constructor public
function TextUtils() { throw new IllegalOperationError("TextUtils is a
static class and should not be instantiated"); } // methods /** * converts a
string of characters into a unicode range for font embedding * @param string
*/ public static function traceUnicodeRange(string:String):void { var
unicodeRange:String = ""; var ltr:String; for (var i:int = 0; i <
string.length; i++) { if (i > 0) unicodeRange += ", "; ltr =
string.charCodeAt(i).toString(16); ltr = addLeadingZeros(ltr); unicodeRange
+= "U+" + ltr.toUpperCase(); } trace(unicodeRange); } private static
function addLeadingZeros(ltr:String):String { if (ltr.length < 4) { ltr =
"0" + ltr; ltr = addLeadingZeros(ltr); } return ltr; } } }
[/code]

it's helped me out no end

best
a
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Re: [Flashcoders] Re: Flash/Javascript communication error

2010-04-15 Thread Glen Pike

Hi,

I used this snippet which was behaving last time I looked:

Glen

function thisMovie(movieName) {

 if (navigator.appName.indexOf("Microsoft") != -1) {

 return window[movieName];

 } else {

 return document[movieName];

 }

}


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[Flashcoders] Re: Flash/Javascript communication error

2010-04-15 Thread Fahim Akhter
Another piece of code for the same thing which does not seem to be working:

function getFlashMovieSecond(movieName)
{
if (window.document[movieName])
{
return window.document[movieName];
}
if (navigator.appName.indexOf("Microsoft 
Internet")==-1)
{
if (document.embeds && 
document.embeds[movieName])
return document.embeds[movieName];
}
else // if (navigator.appName.indexOf("Microsoft
Internet")!=-1)
{
return document.getElementById(movieName);
}

}
Fahim Akhter
Game Developer | White Rabbit Studios | http://apps.facebook.com/feline-frenzy/



On Thu, Apr 15, 2010 at 6:54 PM, Fahim Akhter  wrote:
> I'm using the following code. It works fine with getElementByID but if
> I use a OS detection function it stops working.
>
>        function getFlashMovie(movieName)
>        {
>                var isIE = navigator.appName.indexOf("Microsoft") != -1;
>                return (isIE) ? window[movieName] : document[movieName];
>        }
>
>        getFlashMovie('myId').sendToActionsript(str);
>
> The above code does not work whereas the line below is working any Ideas?
>
>        document.getElementById('myId').sendToActionscript(str);
>
>
>
>
> Fahim Akhter
> Game Developer | White Rabbit Studios | 
> http://apps.facebook.com/feline-frenzy/
>

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[Flashcoders] Flash/Javascript communication error

2010-04-15 Thread Fahim Akhter
I'm using the following code. It works fine with getElementByID but if
I use a OS detection function it stops working.

function getFlashMovie(movieName)
{
var isIE = navigator.appName.indexOf("Microsoft") != -1;
return (isIE) ? window[movieName] : document[movieName];
}

getFlashMovie('myId').sendToActionsript(str);

The above code does not work whereas the line below is working any Ideas?

document.getElementById('myId').sendToActionscript(str);




Fahim Akhter
Game Developer | White Rabbit Studios | http://apps.facebook.com/feline-frenzy/
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RE: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-15 Thread Merrill, Jason
Agreed - the UI is a pain, but there are tutorials out there and a book
or two.   Once you get over that, it's an amazing tool for what it does
for the price.  Probably in the top 5 or 10 of the all time most robust
feature-rich free applications out there (if there were such a list).


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen
Pike
Sent: Thursday, April 15, 2010 7:14 AM
To: Flash Coders List
Subject: Re: [Flashcoders] current consensus of available Flash 3D
engines?

The UI is a PITA in Blender, but once you get the hang of it, you can 
work faster and the cheat sheets you can find are useful.  My major 
grievance with Blender is why they don't make the save shortcut 
automatically save rather than showing a popup confirmation dialog under

your mouse - we have lost hours of work because of that stupid idea and 
they still can't understand why people are frustrated by it.  The 
Blender UI design philosophy is cited somewhere in their website and 
it's basically "learn if or go somewhere else" which tends to be applied

when you make a suggestion like "CTRL+S should save, not prompt".

On 15/04/2010 10:54, Meinte van't Kruis wrote:
> aaah Blender.. *shudders* It completely frustrated the hell out of me,
in
> terms
> of UI and user experience.
>
> but still once you know it.. I guess.. people do make cool things with
it
> and it is free.
>
> On Wed, Apr 14, 2010 at 8:38 PM, Merrill, Jason<
> jason.merr...@bankofamerica.com>  wrote:
>
>
 Now I'd really like to get my hands on Lightwave or 3DS Max.
  
>> Blender is free and almost as good and in some areas equal (and in a
few
>> areas, better than those tools).
>>
>> Lynda.com has some really great Blender tutorials which will get you
>> over the Blender interface (which is not intuitive)
>>
>>
>> Jason Merrill
>>
>> Bank of  America  Global Learning
>> Learning&  Performance Solutions
>>
>> Join the Bank of America Flash Platform Community  and visit our
>> Instructional Technology Design Blog
>> (note: these are for Bank of America employees only)
>>
>>
>>
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>>
>>  
>
>
>

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Re: [Flashcoders] @#$% New iPhone Developer Agreement Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Glen Pike
By Flash JavaScript - perhaps you mean JSFL - the scripting language for 
the IDE is done in JavaScript, it is purely used at design time to 
automate tasks.


Glen

On 15/04/2010 13:50, Karl DeSaulniers wrote:
I thought I read that Javascript was allowed as a accepted language, 
not necessarily a compiler. Wasn't saying that.

Just wondering if there would be any benefit to using flash javascript.
I guess my question is more "What is flash javascript?" "What does it 
do?" and "What are its benefits?"

Thanks,

Karl

On Apr 15, 2010, at 7:43 AM, Glen Pike wrote:

Well if JavaScript is allowed that might muddy the waters a bit - 
JavaScript is a dialect, from the ECMAScript family, so are Apple 
allowing JavaScript or ECMAScript?


On 15/04/2010 13:40, Karl DeSaulniers wrote:

One of the allowed program languages is javascript in this new SDK.
I remember reading somewhere that Flash had its own javascript.
Could this be implemented as a viable language to design for iPhones 
with?
Or is the flash version of javascript incapable of this and actually 
has a different purpose?
Like I said, I heard of flash javascript, but I have a feeling I am 
unaware of its real purpose.

Any insight would be great.
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread mika
ActionScript and javascript are both from the ECMAScript family as said
Glen, aint it what you read Karl ? They both share a lot in common, but that
2 different languages. I never saw any kind of native interpretation of
javascript in actionscript, nor vice versa.
Both language can communicate with each other via externalinterface tho.

mika

On Thu, Apr 15, 2010 at 14:50, Karl DeSaulniers wrote:

> I thought I read that Javascript was allowed as a accepted language, not
> necessarily a compiler. Wasn't saying that.
> Just wondering if there would be any benefit to using flash javascript.
> I guess my question is more "What is flash javascript?" "What does it do?"
> and "What are its benefits?"
> Thanks,
>
> Karl
>
>
> On Apr 15, 2010, at 7:43 AM, Glen Pike wrote:
>
> Well if JavaScript is allowed that might muddy the waters a bit -
> JavaScript is a dialect, from the ECMAScript family, so are Apple allowing
> JavaScript or ECMAScript?
>
> On 15/04/2010 13:40, Karl DeSaulniers wrote:
>
>> One of the allowed program languages is javascript in this new SDK.
>> I remember reading somewhere that Flash had its own javascript.
>> Could this be implemented as a viable language to design for iPhones with?
>> Or is the flash version of javascript incapable of this and actually has a
>> different purpose?
>> Like I said, I heard of flash javascript, but I have a feeling I am
>> unaware of its real purpose.
>> Any insight would be great.
>> Thanks,
>>
>> Karl DeSaulniers
>> Design Drumm
>> http://designdrumm.com
>>
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Re: [Flashcoders] @#$% New iPhone Developer Agreemen t Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Eric E. Dolecki
You can script the IDE a bit using javascript (ie. Commands) - javascript
for iPhone seems to me to mean web apps.

On Thu, Apr 15, 2010 at 8:50 AM, Karl DeSaulniers wrote:

> I thought I read that Javascript was allowed as a accepted language, not
> necessarily a compiler. Wasn't saying that.
> Just wondering if there would be any benefit to using flash javascript.
> I guess my question is more "What is flash javascript?" "What does it do?"
> and "What are its benefits?"
> Thanks,
>
> Karl
>
>
> On Apr 15, 2010, at 7:43 AM, Glen Pike wrote:
>
> Well if JavaScript is allowed that might muddy the waters a bit -
> JavaScript is a dialect, from the ECMAScript family, so are Apple allowing
> JavaScript or ECMAScript?
>
> On 15/04/2010 13:40, Karl DeSaulniers wrote:
>
>> One of the allowed program languages is javascript in this new SDK.
>> I remember reading somewhere that Flash had its own javascript.
>> Could this be implemented as a viable language to design for iPhones with?
>> Or is the flash version of javascript incapable of this and actually has a
>> different purpose?
>> Like I said, I heard of flash javascript, but I have a feeling I am
>> unaware of its real purpose.
>> Any insight would be great.
>> Thanks,
>>
>> Karl DeSaulniers
>> Design Drumm
>> http://designdrumm.com
>>
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>>
>>
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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers
I thought I read that Javascript was allowed as a accepted language,  
not necessarily a compiler. Wasn't saying that.

Just wondering if there would be any benefit to using flash javascript.
I guess my question is more "What is flash javascript?" "What does it  
do?" and "What are its benefits?"

Thanks,

Karl

On Apr 15, 2010, at 7:43 AM, Glen Pike wrote:

Well if JavaScript is allowed that might muddy the waters a bit -  
JavaScript is a dialect, from the ECMAScript family, so are Apple  
allowing JavaScript or ECMAScript?


On 15/04/2010 13:40, Karl DeSaulniers wrote:

One of the allowed program languages is javascript in this new SDK.
I remember reading somewhere that Flash had its own javascript.
Could this be implemented as a viable language to design for  
iPhones with?
Or is the flash version of javascript incapable of this and  
actually has a different purpose?
Like I said, I heard of flash javascript, but I have a feeling I am  
unaware of its real purpose.

Any insight would be great.
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] @#$% New iPhone Developer Agreement Bans the Use of Adobe¹s Flash-to-iPhone Compiler

2010-04-15 Thread Glen Pike
Well if JavaScript is allowed that might muddy the waters a bit - 
JavaScript is a dialect, from the ECMAScript family, so are Apple 
allowing JavaScript or ECMAScript?


On 15/04/2010 13:40, Karl DeSaulniers wrote:

One of the allowed program languages is javascript in this new SDK.
I remember reading somewhere that Flash had its own javascript.
Could this be implemented as a viable language to design for iPhones 
with?
Or is the flash version of javascript incapable of this and actually 
has a different purpose?
Like I said, I heard of flash javascript, but I have a feeling I am 
unaware of its real purpose.

Any insight would be great.
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] @#$% New iPhone Developer Agree ment Bans the Use of Adobe¹s Flash-to-iPhone Co mpiler

2010-04-15 Thread Karl DeSaulniers

One of the allowed program languages is javascript in this new SDK.
I remember reading somewhere that Flash had its own javascript.
Could this be implemented as a viable language to design for iPhones  
with?
Or is the flash version of javascript incapable of this and actually  
has a different purpose?
Like I said, I heard of flash javascript, but I have a feeling I am  
unaware of its real purpose.

Any insight would be great.
Thanks,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] PDF and flash

2010-04-15 Thread Karl DeSaulniers

Interesting.
Thanks,

Karl


On Apr 14, 2010, at 8:55 PM, mika wrote:

Hi,
You want to take a look at http://alivepdf.bytearray.org/
and http://alivepdf.bytearray.org/?p=358

Haven't got time to try it myself, but my clients are very hot about  
it :)


Cheers
mika

On Thu, Apr 15, 2010 at 01:22, Karl DeSaulniers  
wrote:


Is there any way to import a PDF to flash and have the pages of the  
pdf be

read as whole images?


Karl DeSaulniers
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Re: [Flashcoders] PDF and flash

2010-04-15 Thread Karl DeSaulniers

Thanks Weyert.
I am on a mac. I don't see anything for mac, just windows and linux.
Thanks for the suggestion though.

Karl


On Apr 14, 2010, at 8:14 PM, Weyert de Boer wrote:

Maybe you can use this tool: http://www.swftools.org/ ?
Converts PDF documents into SWF movies might interesting to use.

On 15 apr 2010, at 01:22, Karl DeSaulniers wrote:

Is there any way to import a PDF to flash and have the pages of the  
pdf be read as whole images?



Karl DeSaulniers
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Re: [Flashcoders] NetStream onMetaData does not get called

2010-04-15 Thread kennethkawam...@gmail.com
I am monitoring onXMPData as well but that does not get called either.

I am using FLV.

All I wanted from the meta data was the duration of the stream. I can
get that info by calling NetConnection getStreamLength, so that part
is now sorted without receiving the meta data.

However there are numerous other issues with Red5. resume() does not
work after pause(). seek() does not work. I have been spending hours
coming up with "workarounds"...

There are posts about these issues on the net and Red5 tickets have
been raised for few months too. I wonder if FMS works better - but
anyway it's too late now to switch  :(
-- 
Kenneth Kawamoto
http://www.materiaprima.co.uk/

On 15 April 2010 10:40, allandt bik-elliott (thefieldcomic.com)
 wrote:
> is it using an f4v? because they have an onXMPData which they use which
> fulfills a similar role (although i thought they had metadata as well)
>
> a
>
> On 13 April 2010 17:34, kennethkawam...@gmail.com > wrote:
>
>> Hi Flash Coders,
>>
>> I have this issue: NetStream onMetaData does not get triggered. Using
>> Red5. onPlayStatus does get called correctly without fail though.
>>
>> Basically I need to know the duration of the video.
>>
>> Has anyone ever experienced the same or have any ideas what is going on...?
>> --
>> Kenneth Kawamoto
>> http://www.materiaprima.co.uk/
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-15 Thread Glen Pike
The UI is a PITA in Blender, but once you get the hang of it, you can 
work faster and the cheat sheets you can find are useful.  My major 
grievance with Blender is why they don't make the save shortcut 
automatically save rather than showing a popup confirmation dialog under 
your mouse - we have lost hours of work because of that stupid idea and 
they still can't understand why people are frustrated by it.  The 
Blender UI design philosophy is cited somewhere in their website and 
it's basically "learn if or go somewhere else" which tends to be applied 
when you make a suggestion like "CTRL+S should save, not prompt".


On 15/04/2010 10:54, Meinte van't Kruis wrote:

aaah Blender.. *shudders* It completely frustrated the hell out of me, in
terms
of UI and user experience.

but still once you know it.. I guess.. people do make cool things with it
and it is free.

On Wed, Apr 14, 2010 at 8:38 PM, Merrill, Jason<
jason.merr...@bankofamerica.com>  wrote:

   

Now I'd really like to get my hands on Lightwave or 3DS Max.
 

Blender is free and almost as good and in some areas equal (and in a few
areas, better than those tools).

Lynda.com has some really great Blender tutorials which will get you
over the Blender interface (which is not intuitive)


Jason Merrill

Bank of  America  Global Learning
Learning&  Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)



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[Flashcoders] Tunneling and sandbox

2010-04-15 Thread Glen Pike

Hi,

I am using an SSH connection to connect to a remote Flash 
application via localhost.  This flash application opens a socket, to 
another port configured through the tunnel, but the destination port is 
on a different computer.  I keep getting a sandbox violation even though 
the IP address of the connection is the same.   Should this happen - 
e.g. is it likely to be a connection problem or a flash problem?


(I am tunneling from UK to China)

Thanks

Glen
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-15 Thread Meinte van't Kruis
aaah Blender.. *shudders* It completely frustrated the hell out of me, in
terms
of UI and user experience.

but still once you know it.. I guess.. people do make cool things with it
and it is free.

On Wed, Apr 14, 2010 at 8:38 PM, Merrill, Jason <
jason.merr...@bankofamerica.com> wrote:

> >> Now I'd really like to get my hands on Lightwave or 3DS Max.
>
> Blender is free and almost as good and in some areas equal (and in a few
> areas, better than those tools).
>
> Lynda.com has some really great Blender tutorials which will get you
> over the Blender interface (which is not intuitive)
>
>
> Jason Merrill
>
> Bank of  America  Global Learning
> Learning & Performance Solutions
>
> Join the Bank of America Flash Platform Community  and visit our
> Instructional Technology Design Blog
> (note: these are for Bank of America employees only)
>
>
>
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-- 
Meinte van't Kruis

Freelance Flash Platform Dev (mxml,actionscript,flex,air)

malatze
http://www.malatze.com/
http://blog.malatze.com/
http://www.linkedin.com/in/meinte
mei...@malatze.com
0617459744
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Re: [Flashcoders] NetStream onMetaData does not get called

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
is it using an f4v? because they have an onXMPData which they use which
fulfills a similar role (although i thought they had metadata as well)

a

On 13 April 2010 17:34, kennethkawam...@gmail.com  wrote:

> Hi Flash Coders,
>
> I have this issue: NetStream onMetaData does not get triggered. Using
> Red5. onPlayStatus does get called correctly without fail though.
>
> Basically I need to know the duration of the video.
>
> Has anyone ever experienced the same or have any ideas what is going on...?
> --
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
ah and ps3 and xbox 360

On 15 April 2010 10:04, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

> unity also exports to wii and soon android (
> http://unity3d.com/company/news/unity-unveils-3rd-generation-platform-press.html)
> although sadly the much lauded support for iphone is now gone
>
> these factors make it highly likely that unity will stick around for a bit
> longer than the previous 3d web plugin efforts
>
> a
>
>
> On 14 April 2010 19:38, Merrill, Jason wrote:
>
>> >> Now I'd really like to get my hands on Lightwave or 3DS Max.
>>
>> Blender is free and almost as good and in some areas equal (and in a few
>> areas, better than those tools).
>>
>> Lynda.com has some really great Blender tutorials which will get you
>> over the Blender interface (which is not intuitive)
>>
>>
>> Jason Merrill
>>
>> Bank of  America  Global Learning
>> Learning & Performance Solutions
>>
>> Join the Bank of America Flash Platform Community  and visit our
>> Instructional Technology Design Blog
>> (note: these are for Bank of America employees only)
>>
>>
>>
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>
>
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-15 Thread allandt bik-elliott (thefieldcomic.com)
unity also exports to wii and soon android (
http://unity3d.com/company/news/unity-unveils-3rd-generation-platform-press.html)
although sadly the much lauded support for iphone is now gone

these factors make it highly likely that unity will stick around for a bit
longer than the previous 3d web plugin efforts

a

On 14 April 2010 19:38, Merrill, Jason wrote:

> >> Now I'd really like to get my hands on Lightwave or 3DS Max.
>
> Blender is free and almost as good and in some areas equal (and in a few
> areas, better than those tools).
>
> Lynda.com has some really great Blender tutorials which will get you
> over the Blender interface (which is not intuitive)
>
>
> Jason Merrill
>
> Bank of  America  Global Learning
> Learning & Performance Solutions
>
> Join the Bank of America Flash Platform Community  and visit our
> Instructional Technology Design Blog
> (note: these are for Bank of America employees only)
>
>
>
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