[Flashcoders] a doubt about embedding SWFs with [EMBED] metatag

2010-07-14 Thread Andrei Thomaz
dear list,

I have a doubt about this situation. I have a SWF that is embedded in
another SWF using [EMBED] metatag, and both make reference to the same
class. Is the flex sdk / flash compiler (I am working with CS4, that can
process [EMBED] metatag, but with the use of flex sdk, I think) smart enough
to insert the code of the class just once, in the final SWF, or does it
contain two copies of the code? One relative to the main swf, and the other
in the SWF that was embedded ?

best,
andrei
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Re: [Flashcoders] Wild Idea. Possible?

2010-01-23 Thread Andrei Thomaz
if the moving background is a projection, it is easy to isolate the
performer image. All you need is to use infrared camera. Infrared cameras
don't "see" projected images (because that kind of light is "cold').

andrei



On Sat, Jan 23, 2010 at 2:00 PM, Paul Andrews  wrote:

> beno - wrote:
>
>> On Sat, Jan 23, 2010 at 11:34 AM, Henrik Andersson > >wrote:
>>
>>
>>
>>> beno - wrote:
>>>
>>>
>>>
 On Sat, Jan 23, 2010 at 11:06 AM, Matt S.  wrote:



> Best. Troll. Evar.
>
>
>
 Huh? Could you translate that into English?



>>> You are new to the Internet aren't you?
>>>
>>>
>>>
>>
>> Yes. Started in 1995. Still new.
>>
>>
>>
>>> Troll (subst):
>>> Someone who trolls.
>>>
>>> Troll (verb):
>>> To post in order to cause drama. Typical troll posts include
>>> controversial
>>> topics, things that everyone have agreed to be incorrect and so on.
>>>
>>>
>>> As you can see, the original post was accused of being trolling. I do not
>>> think that it was that at all and that the accusation was invalid.
>>>
>>>
>>
>>
>> Obviously. Thanks. Dead-serious question. I will obviously need some kind
>> of
>> feedback hardware device that tells Flash where I am physically on stage
>> so
>> that it could triangulate my position and adjust itself accordingly. But
>> is
>> it even possible?
>>
> I know nothing about this stuff, but a camera could be used with motion
> tracking to get your approximate position. It would be potentially difficult
> to isolate your movement from a moving background.
>
> I don't think it would be easy and you don't even consider how you would
> project your images behind.
>
> Really speaking, if you have a good voice, you don't need such a gimmick.
> Are they supposed to wonder how the graphics are done or hear your voice?
>
> Paul
>
>  There are swf files that move things around on screen
>> depending on where the mouse is. The concept is similar: I would be the
>> mouse! I presume, therefore, that I could create such a mouse instance of
>> myself, couldn't I?
>>
>> What's evar?
>>
>>
> "evar" = misspelt "ever"
>
>  TIA
>> beno
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>>
>>
>
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Re: [Flashcoders] Wild Idea. Possible?

2010-01-23 Thread Andrei Thomaz
maybe this can help you:
http://www.eyesweb.org/

There is also a lot of code and examples using BitmapData and a simple
webcam to do motion detection, if you want a pure-flash solution.

[]'s
andrei


On Sat, Jan 23, 2010 at 1:44 PM, beno -  wrote:

> On Sat, Jan 23, 2010 at 11:34 AM, Henrik Andersson  >wrote:
>
> > beno - wrote:
> >
> >> On Sat, Jan 23, 2010 at 11:06 AM, Matt S.  wrote:
> >>
> >>> Best. Troll. Evar.
> >>>
> >> Huh? Could you translate that into English?
> >>
> >
> > You are new to the Internet aren't you?
> >
>
> Yes. Started in 1995. Still new.
>
> >
> > Troll (subst):
> > Someone who trolls.
> >
> > Troll (verb):
> > To post in order to cause drama. Typical troll posts include
> controversial
> > topics, things that everyone have agreed to be incorrect and so on.
> >
> >
> > As you can see, the original post was accused of being trolling. I do not
> > think that it was that at all and that the accusation was invalid.
>
>
> Obviously. Thanks. Dead-serious question. I will obviously need some kind
> of
> feedback hardware device that tells Flash where I am physically on stage so
> that it could triangulate my position and adjust itself accordingly. But is
> it even possible? There are swf files that move things around on screen
> depending on where the mouse is. The concept is similar: I would be the
> mouse! I presume, therefore, that I could create such a mouse instance of
> myself, couldn't I?
>
> What's evar?
> TIA
> beno
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Re: [Flashcoders] Problem with trackEvents in Flash

2009-12-28 Thread Andrei Thomaz
don't forget to check this:
http://code.google.com/p/gaforflash/

[]'s
andrei


On Mon, Dec 28, 2009 at 8:13 PM, Karl DeSaulniers wrote:

> Cool. Just checking. Since you had everything else URL encoded, I thought
> it might be getting cut off because of that space. Not completeing the full
> string.
> GL
>
> Karl
>
> Sent from losPhone
>
>
> On Dec 28, 2009, at 3:59 PM, "John R. Sweeney Jr" 
> wrote:
>
>  Thanks, but I just copied this snipet from the web. My code had the
>> registry
>> number and domain, so I just used this example from GA.
>>
>> Thanks anyway,
>> John
>>
>>
>>
>> on 12/28/09 3:23 PM, Karl DeSaulniers at k...@designdrumm.com wrote:
>>
>>
  I am not sure if this is the issue, but did you mean to not URL encode
>>> the space in this line? "%3Cscript src="
>>>
>>
>>
>> John R. Sweeney Jr.
>> Interactive Multimedia Developer
>>
>>
>> OnDemand Interactive Inc
>> 945 Washington Blvd.
>> Hoffman Estates, IL 60169
>> Office/Fax: 847.310.5959
>> Cellular: 847.651.4469
>> www.ondemandinteractive.com
>>
>>
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Re: [Flashcoders] Intersecting (or ovelapping) and in html text fields

2009-11-17 Thread Andrei Thomaz
intersection is not "correct" HTML, right?



On Tue, Nov 17, 2009 at 10:03 AM, Greg Ligierko  wrote:

> I noticed a difference in how Flash CS3 and simple HTML page parses
>  and  tags.
>
> For example:
> var test2 = "A B C D  E F G  H I J K  L M N O  P Q R S T";
> txt.htmlText = test2;
>
> Flash produces: A B C D   - regular font
>E F G - bold
>H I J K   - bold+italic
>L M N O   - bold+italic
>P Q R S T - bold
>
> (it completely ignores the closing  tag).
>
> While using the same string, pure HTML produces (as we could expect):
>A B C D   - regular font
>E F G - bold
>H I J K   - bold+italic
>L M N O   - italic
>P Q R S T - regular font
>
> (clearly considers closing bold ).
>
>
> Conclusion - Flash allows nesting ..., but does not
> allow intersecting two style formatting, like 
> (I'm not sure if "intersection" is an appropriate word in this case).
>
> Am I right here ?
>
> g
>
>
>
>
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Re: [Flashcoders] RE: listener (completeHandler) doe sn´t run after file is loaded.

2009-09-16 Thread Andrei Thomaz
have you tested locally only, or also online (or using localhost)?


On Wed, Sep 16, 2009 at 6:14 PM, Isaac Alves  wrote:

> well, solved... though it remains a mystery that bugs me.
>
>function progressListener (e:ProgressEvent):void
>{
>trace("Downloaded " + e.bytesLoaded + " out of " +
> e.bytesTotal + " bytes");
>if ( e.bytesLoaded == e.bytesTotal)
>{
>loaderCompleteHandler2(null);
> }
>}
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Re: [Flashcoders] No MOUSE_UP event when dragged under another sprite

2009-07-11 Thread Andrei Thomaz
on mouse down, you could add a listener to stage to MOUSE_UP event, so you
can be notified when the user releases the mouse. If I understood your
problem correctly, that should work.
best,
andrei

On Sat, Jul 11, 2009 at 3:56 PM, Alexander Farber <
alexander.far...@gmail.com> wrote:

> Good day,
>
> I have a class representing draggable playing cards:
>
>public dynamic class Card extends Sprite {
>public function Card() {
>
>addEventListener(MouseEvent.MOUSE_DOWN, handleDown);
>addEventListener(MouseEvent.MOUSE_UP, handleUp);
>//addEventListener(MouseEvent.MOUSE_OUT, handleOut);
>}
>private function handleDown(event:MouseEvent):void {
>dispatchEvent(new CardEvent(CardEvent.CLICKED,
> this));
>filters = SHADOW;
>scaleX = scaleY = 1.2;
>startDrag();
>addEventListener(MouseEvent.MOUSE_MOVE, handleDrag);
>// here some code to store the original card
> coordinates
>}
>private function handleUp(event:MouseEvent):void {
>filters = null;
>scaleX = scaleY = 1;
>stopDrag();
>removeEventListener(MouseEvent.MOUSE_MOVE,
> handleDrag);
>dispatchEvent(new CardEvent(CardEvent.PLAYED,
> this));
>// restore the original card coordinates, i.e.
> put it back
>}
>
> My problem is: I have 3 player avatars + some GUI at the top.
>
> And when a card is being dragged underneath them and
> the mouse button released, then the card object won't
> receive the MOUSE_UP event and thus will stay "up" -
> i.e. stay big (scaleX/Y = 1.2) and have shadow filter.
>
> Does anybody have a solution for this probably frequent
> occuring problem? I've tried adding this method:
>
>private function handleOut(event:MouseEvent):void {
>// if this card is being dragged, release it
>if (hasEventListener(MouseEvent.MOUSE_MOVE))
>handleUp(event);
>}
>
> But this will make the cards behaviour even more annoying
> (cards will jump back whenever they touch the GUI...)
>
> I just want to do something, so that handleUp() for
> the dragged card is called just anywhere at the stage
>
> Regards
> Alex
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Re: [Flashcoders] issue with mc height

2009-05-31 Thread Andrei Thomaz
are you keeping all images visible? you should keep visible only the images
inside visible area. All the images outside this area could have visible =
false. Maybe this helps.
[]'s
andrei



On Sun, May 31, 2009 at 3:44 PM, Fabio Pinatti  wrote:

> Hello all,
>
> I'm running an issue that is taking my sleep away. If you go to that url:
>
> http://www.costanostra.net/costinha/
>
> you'll see a lot images loading. So, I load one, after loaded I show it,
> start load the second one, etc. Until all my xml is complete. The big issue
> is, in a moment (almost in the all xml loading end), a greyed rectangle
> appears over my images. Seems that black rectangle has the hue of one of
> the
> latest images loaded. Not sure why or what this is happening, but looks
> like
> some issue about the maximum movieclip height. If you see the last image of
> list, it's weird, seems the pixels are pulled along the image, and then the
> issued image starts again in 0 y position.
>
> I have a trace after all images being loaded, I have a total height of
> 19209px (yes, I know, It's a lot big). Any thoughts about that maximum
> movieclip height? Suggestions? The website is basically done, but I'm
> suprised with that size issue =(
>
> Thank you
>
> --
> Fabio Pinatti
> :: web.developer
>  www.pinatti.com.br
> :: 19. 9184.3745 / 3342.1130
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Re: [Flashcoders] water effect

2009-04-20 Thread Andrei Thomaz
1. somes circles moving around the mouse
2. blur
3. threshold
4. bevelfilter

Maybe this results too slow, but I think this sequence of steps will give
you the desired effect. After achieving it, you can try some optimization
(maybe to use circles already blurred, for example).

best,
andrei



On Mon, Apr 20, 2009 at 5:06 PM, Fabio Pinatti  wrote:

> Hello list,
>
> At this page: http://www.nossa.pt/#/home
>
> I'm wondering how this home page effect can be achieved to a work that I'll
> start to do. I thought in some thing about blobs, but not sure how it can
> be
> achieved.
>
> Move the mouse over the drop and you'll see...
>
> Any ideas?
>
> --
> Fabio Pinatti
> :: web.developer
>  www.pinatti.com.br
> :: 19. 9184.3745 / 3342.1130
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread Andrei Thomaz
maybe this help you:
http://jessewarden.com/2007/09/no-excludexml-in-flash-cs3-for-as3-solution-via-bridge-pattern.html

best,
andrei


On Mon, Mar 9, 2009 at 9:47 AM, laurent  wrote:

> Hi,
>
> I have a map.swf containing a linked movie clip named Paris as a exported
> Class.
>
> I load this map from another swf. The problem that occure in different ways
> is that the loading swf don't recognise the Paris definition:
> 1046: Type was not found or was not a compile-time constant: Paris. // this
> is for definition : public var view : Paris;
> 1180: Call to a possibly undefined method Paris. // this is for
> instantiation: view = new Paris();
>
> I don't know what to do, except putting that Paris map directly on stage to
> avoid linkage.
>
> thx
> Laurent
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Re: [Flashcoders] multi-touch directly in flash...

2009-01-09 Thread Andrei Thomaz
hello Weyert,
The screen is not really touch screen. It is an acrylic surface, with a
camera behind it. This camera sees the fingers, and this image is processed
by flash, using the code I published in the blog. Of course, the light must
be carefully done, so you can get the fingers with a good contrast. Some
good resources were posted in this thread, and you can get more info at
www.nuigroup.com/forum.

best,
andrei



On Fri, Jan 9, 2009 at 7:57 PM, Weyert de Boer  wrote:

> Nice. May I ask you how you did the project shown at your blog? In the blog
> post Touchscreen Jukebox you are talking about touchscreens. Only how is
> this working exactly. Really touch screen? Sounds like, a nice way to do
> gesture-based interaction.
>
>
>
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Re: [Flashcoders] multi-touch directly in flash...

2009-01-08 Thread Andrei Thomaz
hello Anthony,
you can set some parameters when using the library, to get what you want.
For example:

- you can set what will be the maximum size of a blob. If the blob is
greater than the maximum size, the algorithm checks if there is really a
large blob, or several small blobs. If the blob is smaller them maximum
size, the algorithm stops there. Of course, smaller the maximum size, slower
the blob detection will run;
- you can set if you want edges or just the bounding rectangles;

So, the library can see fingers as several blobs, or as just one blob, based
on parameters given.


I've also written some classes to make blob tracking, but I haven't
published them in my blog yet because I want to write some docs and
examples. But I think they can be useful for you, so you can grab them here:
http://www.andreithomaz.com/arquivos/blob_tracking.zip

best,
andrei




On Thu, Jan 8, 2009 at 12:47 PM, Anthony Pace wrote:

> great info...
>
> Before I peruse through your library, I have a few questions.  Do you test
> for the largest circle or rectangle that can fit in the blob?  Or for the
> centre point of the blob? or do you look for a circle or rectangle that
> encapsulates the blob, and then possibly locate an approximate centre.
>
> I would think just locating the centre point of a rectangle or circle would
> be faster to track than looking for edges.  What happens when the fingers
> are placed together? do you count them as one finger and then add a size
> restriction? Do you restrict actions based on the size of a blob?  if so how
> has that worked out?
>
> I am definitely going to pick through it; yet, I would love some insight.
>
>
> Andrei Thomaz wrote:
>
>> and, of course, don't miss the NUI group forum:
>> http://nuigroup.com/forums/viewforum/33/
>>
>> and the original version of blobDetection
>> http://v3ga.net/processing/BlobDetection/
>>
>>
>> best,
>> andrei
>>
>>
>> On Thu, Jan 8, 2009 at 12:10 PM, Andrei Thomaz > >wrote:
>>
>>
>>
>>> hello,
>>> I've ported a blob detection Processing library, blobDetection, to AS3.
>>> It
>>> is slow, but maybe you can optimise it.
>>> http://andreithomaz.com/labs/?p=8
>>>
>>> Using BitmapData.getBoundsRect(), I started BitmapBlobDetection. It works
>>> faster:
>>> http://andreithomaz.com/labs/?cat=4
>>>
>>> I've also developed a kind of register of visual objects to be affected
>>> by
>>> blobs movements. I need to make some examples before publishing it, but
>>> feel
>>> free to ask me the files privately. I have used the register in the
>>> touchscreen jukebox (http://andreithomaz.com/labs/?p=21).
>>>
>>>
>>> best,
>>> andrei
>>>
>>>
>>>
>>> On Thu, Jan 8, 2009 at 8:58 AM, Piers Cowburn 
>>> wrote:
>>>
>>>
>>>
>>>> There's good stuff by Grant Skinner too:
>>>> http://incomplet.gskinner.com/index2.html#camwriter
>>>>
>>>> Piers
>>>>
>>>>
>>>>
>>>> On 8 Jan 2009, at 10:35, Ian Thomas wrote:
>>>>
>>>>  Yeah, I absolutely get the idea (as I said, we were discussing it
>>>>
>>>>
>>>>> yesterday - with reference to an infra-red camera, but same
>>>>> principle). Check out Mario's stuff, there are areas-of-colour
>>>>> recognition algorithms there which will be of help, I think.
>>>>>
>>>>> Cheers,
>>>>>  Ian
>>>>>
>>>>> On Thu, Jan 8, 2009 at 10:08 AM, Anthony Pace <
>>>>> anthony.p...@utoronto.ca>
>>>>> wrote:
>>>>>
>>>>>
>>>>>
>>>>>> To my knowledge all flash integration for multi-touch has been made
>>>>>> possible
>>>>>> by using flosc by ben chun, or with OpenCV and touchLib; however, what
>>>>>> I
>>>>>> am
>>>>>> proposing is that it is possible directly through the use of the flash
>>>>>> player and a simple cam rig.  I think that it should be possible, and
>>>>>> at
>>>>>> least somewhat comparably fast, considering the player doesn't have to
>>>>>> parse
>>>>>> xml socket data on a continuous basis, and all image conversions are
>>>>>> done by
>>>>>> the player.  I do concede that doing in c++ will most likely prove to
>>>>>>

Re: [Flashcoders] multi-touch directly in flash...

2009-01-08 Thread Andrei Thomaz
and, of course, don't miss the NUI group forum:
http://nuigroup.com/forums/viewforum/33/

and the original version of blobDetection
http://v3ga.net/processing/BlobDetection/


best,
andrei


On Thu, Jan 8, 2009 at 12:10 PM, Andrei Thomaz wrote:

> hello,
> I've ported a blob detection Processing library, blobDetection, to AS3. It
> is slow, but maybe you can optimise it.
> http://andreithomaz.com/labs/?p=8
>
> Using BitmapData.getBoundsRect(), I started BitmapBlobDetection. It works
> faster:
> http://andreithomaz.com/labs/?cat=4
>
> I've also developed a kind of register of visual objects to be affected by
> blobs movements. I need to make some examples before publishing it, but feel
> free to ask me the files privately. I have used the register in the
> touchscreen jukebox (http://andreithomaz.com/labs/?p=21).
>
>
> best,
> andrei
>
>
>
> On Thu, Jan 8, 2009 at 8:58 AM, Piers Cowburn  wrote:
>
>> There's good stuff by Grant Skinner too:
>> http://incomplet.gskinner.com/index2.html#camwriter
>>
>> Piers
>>
>>
>>
>> On 8 Jan 2009, at 10:35, Ian Thomas wrote:
>>
>>  Yeah, I absolutely get the idea (as I said, we were discussing it
>>> yesterday - with reference to an infra-red camera, but same
>>> principle). Check out Mario's stuff, there are areas-of-colour
>>> recognition algorithms there which will be of help, I think.
>>>
>>> Cheers,
>>>  Ian
>>>
>>> On Thu, Jan 8, 2009 at 10:08 AM, Anthony Pace 
>>> wrote:
>>>
>>>> To my knowledge all flash integration for multi-touch has been made
>>>> possible
>>>> by using flosc by ben chun, or with OpenCV and touchLib; however, what I
>>>> am
>>>> proposing is that it is possible directly through the use of the flash
>>>> player and a simple cam rig.  I think that it should be possible, and at
>>>> least somewhat comparably fast, considering the player doesn't have to
>>>> parse
>>>> xml socket data on a continuous basis, and all image conversions are
>>>> done by
>>>> the player.  I do concede that doing in c++ will most likely prove to be
>>>> faster; however, I figure why not try it out.
>>>>
>>>> Since I know c++ somewhat I figure I will probably look at their
>>>> libraries
>>>> if I get stuck; yet, in the meanwhile, this is a nifty experiment.
>>>>
>>>> Here is the video that sparked it...
>>>> http://www.youtube.com/watch?v=pQpr3W-YmcQ
>>>>
>>>> Colour tracking would be efficient in a system where you have multi
>>>> coloured
>>>> thimbles or reflective tape, which is what I was thinking of when I came
>>>> up
>>>> with this idea.
>>>>
>>>> http://anthony-pace.deviantart.com/art/add-VR-to-current-FPS-GAMES-91091960
>>>>
>>>> Ian Thomas wrote:
>>>>
>>>>>
>>>>> I was actually thinking of Mario's lecture at FoTB 2008 where he used
>>>>> very similar algorithms to read square barcodes (whatever those things
>>>>> are called) from a webcam. Not multitouch, but there's a lot of
>>>>> similar code (spotting areas of colour, eliminating noise).
>>>>>
>>>>> Worth a look, Anthony.
>>>>>
>>>>> Funnily enough we were talking about exactly the same system for
>>>>> multitouch here yesterday - spotting areas of colour. One of our
>>>>> developers had seen some demo of a similar system on TV over the
>>>>> weekend...
>>>>>
>>>>> Ian
>>>>>
>>>>> On Thu, Jan 8, 2009 at 9:12 AM, Glen Pike 
>>>>> wrote:
>>>>>
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> Mario Klingemann demo'd something like this at FlashOnTheBeach 2007 -
>>>>>> have
>>>>>> a look at quasimondo.com to see the "2D or not 2D lecture" - not sure
>>>>>> if
>>>>>> he
>>>>>> released any code though?
>>>>>>
>>>>>> http://lectures.quasimondo.com/
>>>>>>
>>>>>> Glen
>>>>>>
>>>>>> Anthony Pace wrote:
>>>>>>
>>>>>>
>>>>>>> I have figured out how to make flash work as a multi-touch system...
>>>>>>> I
>&

Re: [Flashcoders] multi-touch directly in flash...

2009-01-08 Thread Andrei Thomaz
hello,
I've ported a blob detection Processing library, blobDetection, to AS3. It
is slow, but maybe you can optimise it.
http://andreithomaz.com/labs/?p=8

Using BitmapData.getBoundsRect(), I started BitmapBlobDetection. It works
faster:
http://andreithomaz.com/labs/?cat=4

I've also developed a kind of register of visual objects to be affected by
blobs movements. I need to make some examples before publishing it, but feel
free to ask me the files privately. I have used the register in the
touchscreen jukebox (http://andreithomaz.com/labs/?p=21).


best,
andrei



On Thu, Jan 8, 2009 at 8:58 AM, Piers Cowburn  wrote:

> There's good stuff by Grant Skinner too:
> http://incomplet.gskinner.com/index2.html#camwriter
>
> Piers
>
>
>
> On 8 Jan 2009, at 10:35, Ian Thomas wrote:
>
>  Yeah, I absolutely get the idea (as I said, we were discussing it
>> yesterday - with reference to an infra-red camera, but same
>> principle). Check out Mario's stuff, there are areas-of-colour
>> recognition algorithms there which will be of help, I think.
>>
>> Cheers,
>>  Ian
>>
>> On Thu, Jan 8, 2009 at 10:08 AM, Anthony Pace 
>> wrote:
>>
>>> To my knowledge all flash integration for multi-touch has been made
>>> possible
>>> by using flosc by ben chun, or with OpenCV and touchLib; however, what I
>>> am
>>> proposing is that it is possible directly through the use of the flash
>>> player and a simple cam rig.  I think that it should be possible, and at
>>> least somewhat comparably fast, considering the player doesn't have to
>>> parse
>>> xml socket data on a continuous basis, and all image conversions are done
>>> by
>>> the player.  I do concede that doing in c++ will most likely prove to be
>>> faster; however, I figure why not try it out.
>>>
>>> Since I know c++ somewhat I figure I will probably look at their
>>> libraries
>>> if I get stuck; yet, in the meanwhile, this is a nifty experiment.
>>>
>>> Here is the video that sparked it...
>>> http://www.youtube.com/watch?v=pQpr3W-YmcQ
>>>
>>> Colour tracking would be efficient in a system where you have multi
>>> coloured
>>> thimbles or reflective tape, which is what I was thinking of when I came
>>> up
>>> with this idea.
>>>
>>> http://anthony-pace.deviantart.com/art/add-VR-to-current-FPS-GAMES-91091960
>>>
>>> Ian Thomas wrote:
>>>

 I was actually thinking of Mario's lecture at FoTB 2008 where he used
 very similar algorithms to read square barcodes (whatever those things
 are called) from a webcam. Not multitouch, but there's a lot of
 similar code (spotting areas of colour, eliminating noise).

 Worth a look, Anthony.

 Funnily enough we were talking about exactly the same system for
 multitouch here yesterday - spotting areas of colour. One of our
 developers had seen some demo of a similar system on TV over the
 weekend...

 Ian

 On Thu, Jan 8, 2009 at 9:12 AM, Glen Pike 
 wrote:


> Hi,
>
> Mario Klingemann demo'd something like this at FlashOnTheBeach 2007 -
> have
> a look at quasimondo.com to see the "2D or not 2D lecture" - not sure
> if
> he
> released any code though?
>
> http://lectures.quasimondo.com/
>
> Glen
>
> Anthony Pace wrote:
>
>
>> I have figured out how to make flash work as a multi-touch system... I
>> am
>> coding it now...
>>
>> it is so darn simple...
>> it just came to me after watching a video on how to make your own
>> multi-touch input device using a webcam a piece of white paper and a
>> box
>> to
>> block most of the light so the cam only sees light and dark.
>>
>> Since it is all based on blobs, and processing the image through a
>> filter
>> to break down the logic, and flash has access to web cams, I can just
>> convert the image to black and white, threshold the image to find the
>> blobs,
>> average out a hit test area based on the finger positions, and all
>> that
>> would come after is putting together the finger gesturing logic.
>>
>> for instance if two blobs exist around their averaged points and have
>> not
>> moved too much or at all, yet there is a third blob that is moving a
>> significant amount, perform a specific function based on its direction
>> (directional logic through tracking input fed into basic physics
>> equations
>> and Pythagorean concepts)
>>
>> If someone has beaten me to it, I would love to know; however, if you
>> beat
>> me to it, after reading my post, tell me about it and show me your
>> source so
>> my life is made easier.
>> ___
>> Flashcoders mailing list
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>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>
>>
>>
>>
> ___
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> 

Re: [Flashcoders] OT: List of all uk towns and cities with their longitude and latitudes

2008-08-26 Thread Andrei Thomaz
this can be interesting for you:
http://www.maxmind.com/app/ip-location

best,
andrei



On Tue, Aug 26, 2008 at 7:07 AM, Pedro Kostelec <[EMAIL PROTECTED]> wrote:

> Hm, all i found with google is that
>
> http://www.thesite.co.uk/
> http://www.british-towns.net/england.asp
>
> >Websites that may use such a thing that you need. Perhpas contacting their
> owner you may get more information where they got their lists.
>
> **
>
> *Pedro D. Kostelec*
> [EMAIL PROTECTED]
>
>
>
>
>
> On Tue, Aug 26, 2008 at 4:52 AM, Paul Steven <[EMAIL PROTECTED]
> >wrote:
>
> > I am creating a UK based estate agent site and would like to implement a
> > proximity search function.
> >
> > i.e the user would type in the area that they are looking for a house as
> > well as a search radius and the site would display a list of all matching
> > houses for sale in this area.
> >
> > I am assuming I will need a list of every town, village and city in the
> UK
> > with their associated longitude and latitude however I am really
> struggling
> > to find one. Can anyone suggest where I can find such a list. I don't
> mind
> > paying for one assuming I don't have to sell my house to do so.
> >
> > If I can get this list, then my theory is to use pythagoras theorem to
> work
> > out which properties are within the specified radius. Not sure how
> practical
> > this will be.
> >
> > So if anyone has created similar functionality I would really appreciate
> > some tips.
> >
> > Thanks in advance
> >
> > Paul
> >
> >
> > ___
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> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] Binary Sockets

2008-08-07 Thread Andrei Thomaz
please, if you create or find a solution to receiving UDP messages in flash,
alternative to flosc / XML socket, post it in NUI group forum. The use of a
XML socket is one of the bottlenecks in the integration between flash and
TouchLib and the other softwares I quoted.

best,
andrei



On Thu, Aug 7, 2008 at 8:18 PM, Glen Pike <[EMAIL PROTECTED]> wrote:

> Hi,
>
>   Thanks for the response - I am not 100%, but I have been reading around
> on this and it seems that Adobe have put the kybosh on people using UDP
> sockets if you read Tinic's response in the FP10 forums:
>
>
> http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?forumid=72&catid=675&threadid=1373276&highlight_key=y&keyword1=udp
>
>   " The UDP protocol is not a supported user accessible feature in Flash
> Player 10."
>
>   Sounds like it's proprietary bx as usual then.
>
>   That's a pity, it would have been nice to connect to our own UDP server
> in FP, but looks like we will have to be writing UDP - TCP proxies...
>
>   Now playing with socket servers in PHP to benchmark stuff - writing, but
> not reading very well (seems that you can't open & close the socket on each
> loop, but have to keep it open otherwise flash throws a wobbly).
>
>   Thanks
>
>   Glen
>
>
>
> Andrei Thomaz wrote:
>
>> excuse me, the correct thread is this one:
>> http://nuigroup.com/forums/viewthread/2137/
>>
>> and check this link, too:
>>
>> http://justin.everett-church.com/index.php/2008/05/16/rtmfp-in-flash-player-10-beta/
>>
>>
>> andrei
>>
>>
>>
>> On Thu, Aug 7, 2008 at 8:02 PM, Andrei Thomaz <[EMAIL PROTECTED]
>> >wrote:
>>
>>
>>
>>> dear Glen,
>>>
>>> there are some discussion about UPD sockets in FP10 in nui group forum:
>>> http://nuigroup.com/forums/viewthread/1969/
>>>
>>> UPD sockes woud be very important to the community integrating Flash with
>>> other softwares, because OSC protocol is based on UDP. The current
>>> alternative (using flosc to convert OSC messages to XML, and using a XML
>>> Socket in flash) is slow, and a binary socked for communication with
>>> PureData, TouchLib, EyesWeb, MaxMsp and other softwares would improve
>>> speed
>>> a lot.
>>>
>>> best,
>>> andrei
>>>
>>>
>>>
>>>
>>> On Thu, Aug 7, 2008 at 2:58 PM, Glen Pike <[EMAIL PROTECTED]
>>> >wrote:
>>>
>>>
>>>
>>>> Hi,
>>>>
>>>>  (sorry if this is a repeat, I thought I sent the last mail from the
>>>> wrong
>>>> account).
>>>>
>>>>  I have been doing some work with Binary Sockets and running into a few
>>>> problems with speed.
>>>>
>>>>  I don't think it's a Flash problem, but trying to convince the server
>>>> programmer is rather difficult...
>>>>   Are there any applications that I can run as pseudo servers to spew
>>>> out
>>>> lots of data which I can use to benchmark / test my implementation?
>>>>
>>>>  The other question regards UDP - from experiments I am guessing that
>>>> FP9
>>>> does not support UDP sockets.  Someone mentioned that FP10 may do, but I
>>>> can't find much info on this.  Does anyone have any clues?
>>>>
>>>>  Thanks
>>>>
>>>>  Glen
>>>> --
>>>>
>>>> Glen Pike
>>>> 01326 218440
>>>> www.glenpike.co.uk <http://www.glenpike.co.uk>
>>>>
>>>> ___
>>>> 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
>>
>>
>>
>>
>
> --
>
> Glen Pike
> 01326 218440
> www.glenpike.co.uk <http://www.glenpike.co.uk>
>
> ___
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> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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Re: [Flashcoders] Binary Sockets

2008-08-07 Thread Andrei Thomaz
excuse me, the correct thread is this one:
http://nuigroup.com/forums/viewthread/2137/

and check this link, too:
http://justin.everett-church.com/index.php/2008/05/16/rtmfp-in-flash-player-10-beta/


andrei



On Thu, Aug 7, 2008 at 8:02 PM, Andrei Thomaz <[EMAIL PROTECTED]>wrote:

> dear Glen,
>
> there are some discussion about UPD sockets in FP10 in nui group forum:
> http://nuigroup.com/forums/viewthread/1969/
>
> UPD sockes woud be very important to the community integrating Flash with
> other softwares, because OSC protocol is based on UDP. The current
> alternative (using flosc to convert OSC messages to XML, and using a XML
> Socket in flash) is slow, and a binary socked for communication with
> PureData, TouchLib, EyesWeb, MaxMsp and other softwares would improve speed
> a lot.
>
> best,
> andrei
>
>
>
>
> On Thu, Aug 7, 2008 at 2:58 PM, Glen Pike <[EMAIL PROTECTED]>wrote:
>
>> Hi,
>>
>>  (sorry if this is a repeat, I thought I sent the last mail from the wrong
>> account).
>>
>>  I have been doing some work with Binary Sockets and running into a few
>> problems with speed.
>>
>>  I don't think it's a Flash problem, but trying to convince the server
>> programmer is rather difficult...
>>Are there any applications that I can run as pseudo servers to spew out
>> lots of data which I can use to benchmark / test my implementation?
>>
>>  The other question regards UDP - from experiments I am guessing that FP9
>> does not support UDP sockets.  Someone mentioned that FP10 may do, but I
>> can't find much info on this.  Does anyone have any clues?
>>
>>  Thanks
>>
>>  Glen
>> --
>>
>> Glen Pike
>> 01326 218440
>> www.glenpike.co.uk <http://www.glenpike.co.uk>
>>
>> ___
>> Flashcoders mailing list
>> Flashcoders@chattyfig.figleaf.com
>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>
>
>
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Re: [Flashcoders] Binary Sockets

2008-08-07 Thread Andrei Thomaz
dear Glen,

there are some discussion about UPD sockets in FP10 in nui group forum:
http://nuigroup.com/forums/viewthread/1969/

UPD sockes woud be very important to the community integrating Flash with
other softwares, because OSC protocol is based on UDP. The current
alternative (using flosc to convert OSC messages to XML, and using a XML
Socket in flash) is slow, and a binary socked for communication with
PureData, TouchLib, EyesWeb, MaxMsp and other softwares would improve speed
a lot.

best,
andrei



On Thu, Aug 7, 2008 at 2:58 PM, Glen Pike <[EMAIL PROTECTED]> wrote:

> Hi,
>
>  (sorry if this is a repeat, I thought I sent the last mail from the wrong
> account).
>
>  I have been doing some work with Binary Sockets and running into a few
> problems with speed.
>
>  I don't think it's a Flash problem, but trying to convince the server
> programmer is rather difficult...
>Are there any applications that I can run as pseudo servers to spew out
> lots of data which I can use to benchmark / test my implementation?
>
>  The other question regards UDP - from experiments I am guessing that FP9
> does not support UDP sockets.  Someone mentioned that FP10 may do, but I
> can't find much info on this.  Does anyone have any clues?
>
>  Thanks
>
>  Glen
> --
>
> Glen Pike
> 01326 218440
> www.glenpike.co.uk 
>
> ___
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> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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Re: [Flashcoders] as3 class libraries

2008-07-14 Thread Andrei Thomaz
you should give a look at www.osflash.org. There is a lot of libraries
there.

about 3d: don't forget sandy (www.flashsandy.org).


best,
andrei




On Mon, Jul 14, 2008 at 6:01 PM, ekameleon <[EMAIL PROTECTED]> wrote:

> Hello :)
>
> You can add in your list my opensource project VEGAS and this extensions :
>
> http://code.google.com/p/vegas/
> http://www.ohloh.net/projects/vegas/
>
> All examples, tutorials, etc... in the SVN repository of the project and
> all
> projects pages (wikis)
>
> EKA+ :)
>
>
> 2008/7/14 Corban Baxter <[EMAIL PROTECTED]>:
>
> > I am trying to put together a list of some of the best AS3 and Flex
> > Libraries, Classes and Frameworks we have available. I was hoping to
> > get as much input form you guys as possible and what you guys use and
> > enjoy. Here are some examples I am looking for...
> >
> > Frameworks:
> > GAIA
> > MATE
> > pureMVC
> >
> > Video:
> > flvplayerlite
> >
> > Data:
> > Flare
> >
> > Games:
> > as3ds
> > ape
> >
> > Animation:
> > Tweenlite
> > Tweener
> > Go
> >
> > 3D:
> > Papervision 3D
> > Away 3D
> >
> > Graphics:
> > ActiveWindowBlur
> > Reflection
> >
> > Utilites:
> > QueueLoader
> > ASMailer
> > bulkLoader
> >
> > API:
> > youtube
> > flickr
> > yahoo maps
> >
> > Audio:
> > ?
> >
> > If you guys have any more categories and input for my list I would
> > appreciate alot. Thanks for the help!
> >
> >
> > --
> > cb
> > http://blog.projectx4.com
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] MultiTouch

2008-06-03 Thread Andrei Thomaz
- most of multitouch experiments use a plexiglass surface, and a camera to
monitor this surface. You can easily find instructions about how to build
your multitouch table in the web. I have no specific link to sendo to you
because I am working only in the software side (using blobdetection and
eyesweb);
- the touchscreens I have seen emulate the mouse, so they are not 'multi'.
But maybe there is some touchscreen that has the feature of sending multiple
inputs to the computer...

best,
andrei


On Tue, Jun 3, 2008 at 12:18 PM, David Rogers <[EMAIL PROTECTED]> wrote:

> Thank you, any tips on where I can buy a screen or the best products to buy
> on how to make my own.  You can't use a regular touchscreen right?  Does it
> need to have the native multiple touch capabilities.  Probably a dumb
> question, I know.
>
> On Jun 3, 2008, at 9:28 AM, Andrei Thomaz wrote:
>
>  dear David,
>>
>> check Touchlib: http://nuigroup.com/touchlib/
>>
>> if you want a "completely as3 based" solution, maybe some experiments
>> (port
>> of blobDetection) I've done can be useful for you:
>> http://www.andreithomaz.com/labs/
>>
>> best,
>> andrei
>>
>>
>>
>> On Tue, Jun 3, 2008 at 11:14 AM, David Rogers <[EMAIL PROTECTED]> wrote:
>>
>>  Does anybody know and good classes and/ or frameworks for running
>>> Multi-Touch input devices with flash content? There are a lot of videos
>>> out
>>> there on it but I can't seem to find access to the files.
>>> Best,
>>> Davido
>>> ___
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>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>
>>>  ___
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>>
>
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Re: [Flashcoders] MultiTouch

2008-06-03 Thread Andrei Thomaz
dear David,

check Touchlib: http://nuigroup.com/touchlib/

if you want a "completely as3 based" solution, maybe some experiments (port
of blobDetection) I've done can be useful for you:
http://www.andreithomaz.com/labs/

best,
andrei



On Tue, Jun 3, 2008 at 11:14 AM, David Rogers <[EMAIL PROTECTED]> wrote:

> Does anybody know and good classes and/ or frameworks for running
> Multi-Touch input devices with flash content? There are a lot of videos out
> there on it but I can't seem to find access to the files.
> Best,
> Davido
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Re: [Flashcoders] stack overflow in IE ?

2008-05-20 Thread Andrei Thomaz
dear Kenneth,

I would like to ask you to send me the output of flash palyer. I can't
reproduce the null object reference error here. I tried using "test movie"
in flash cs3 and also with flash player debug + firefox.

thank you,
andrei


On Tue, May 20, 2008 at 1:09 PM, Kenneth Kawamoto <[EMAIL PROTECTED]>
wrote:

> Not sure if it's related to the crash but your movie generates null object
> reference error.
>
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
>
> Andrei Thomaz wrote:
>
>> dear list,
>>
>> I made two little (experimental) games in AS3. Both uses a maze generation
>> algorithm. To avoid a small "freezing" and messages like "script running
>> too
>> slowly", I broke the algorithm in small steps. So, in each frame, it
>> generates a room of the maze. You can see it at:
>>
>> http://www.andreithomaz.com/arte/labirintos_invisiveis/
>>
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Re: [Flashcoders] stack overflow in IE ?

2008-05-20 Thread Andrei Thomaz
no, I'm not using LocalConnection. I will "translate" the code (it uses
portuguese names for variables and functions), and will post it soon.

thank you,
andrei



On Tue, May 20, 2008 at 11:45 AM, EECOLOR <[EMAIL PROTECTED]> wrote:

> Are you using LocalConnection by any chance?
>
>
> Greetz Erik
>
>
> On 5/20/08, Andrei Thomaz <[EMAIL PROTECTED]> wrote:
> >
> > dear Jonathan,
> >
> > in my computer, with the same versions of Firefox and FP, also under
> Vista,
> > it runs fine.
> > What worries me is that it doesn't use recursion, just some nested loops,
> > used when the algorithm ends.
> >
> > thank you,
> > andrei
> >
> >
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Re: [Flashcoders] stack overflow in IE ?

2008-05-20 Thread Andrei Thomaz
dear Jonathan,

in my computer, with the same versions of Firefox and FP, also under Vista,
it runs fine.
What worries me is that it doesn't use recursion, just some nested loops,
used when the algorithm ends.

thank you,
andrei


On Tue, May 20, 2008 at 10:28 AM, jonathan howe <[EMAIL PROTECTED]>
wrote:

> Andrei,
>
> It also crashed in Firefox 2.0.0.14 Vista PC with FP 9,0,124,0.
>
> -jonathan
>
> On Tue, May 20, 2008 at 8:58 AM, Andrei Thomaz <[EMAIL PROTECTED]>
> wrote:
>
> > dear list,
> >
> > I made two little (experimental) games in AS3. Both uses a maze
> generation
> > algorithm. To avoid a small "freezing" and messages like "script running
> > too
> > slowly", I broke the algorithm in small steps. So, in each frame, it
> > generates a room of the maze. You can see it at:
> >
> > http://www.andreithomaz.com/arte/labirintos_invisiveis/
> >
> > I'm having some problems with flash player in IE 7. I tested it with last
> > flash player 9 and IE7 and it worked fine in my computer. But several
> > friends complained that the two games made IE crash. I think they have
> > older
> > versions of flash player installed; I also had to update the player used
> by
> > Flash CS3 (Players folder) to make them stop crashing. And, with flash
> > player 10 beta, it crashes IE, too.
> >
> > I am thinking this can be a problem of stack overflow. So, I would like
> to
> > ask: how can I be sure of that? To break the maze generation algorithm to
> > make it work in smaller steps will cost some work, so I want to be sure I
> > have to do that to solve the crashing in IE.
> >
> > Some info about the algorithm: it doesn't use heavy recursion. There is,
> > nevertheless, some loops that can have 1000 iterations. Should I try
> > breaking these loops? They are executed in the end of maze generation,
> when
> > I draw the maze.
> >
> >
> > thank you,
> > andrei
> > ___
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> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> -jonathan howe :: 404.434.2321 :: 180 High St Apt 26 Portland, ME 04101
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[Flashcoders] stack overflow in IE ?

2008-05-20 Thread Andrei Thomaz
dear list,

I made two little (experimental) games in AS3. Both uses a maze generation
algorithm. To avoid a small "freezing" and messages like "script running too
slowly", I broke the algorithm in small steps. So, in each frame, it
generates a room of the maze. You can see it at:

http://www.andreithomaz.com/arte/labirintos_invisiveis/

I'm having some problems with flash player in IE 7. I tested it with last
flash player 9 and IE7 and it worked fine in my computer. But several
friends complained that the two games made IE crash. I think they have older
versions of flash player installed; I also had to update the player used by
Flash CS3 (Players folder) to make them stop crashing. And, with flash
player 10 beta, it crashes IE, too.

I am thinking this can be a problem of stack overflow. So, I would like to
ask: how can I be sure of that? To break the maze generation algorithm to
make it work in smaller steps will cost some work, so I want to be sure I
have to do that to solve the crashing in IE.

Some info about the algorithm: it doesn't use heavy recursion. There is,
nevertheless, some loops that can have 1000 iterations. Should I try
breaking these loops? They are executed in the end of maze generation, when
I draw the maze.


thank you,
andrei
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Re: [Flashcoders] Question about Google Maps Flash APIs

2008-05-15 Thread Andrei Thomaz
afcomponents has released a component for AS3:
http://www.afcomponents.com/components/umap_as3/


[]'s
andrei


On Thu, May 15, 2008 at 12:34 PM, Sidney de Koning <[EMAIL PROTECTED]>
wrote:

> I know it is a pain, i did the same for the new Yahoo maps API.
> It takes a while, but at least you can use it in Flash
>
> And check out this http://www.afcomponents.com/components/g_map/
> But i didnt see what AS version it utilizes.
>
> Good luck,
>
> Sid
>
>
> On May 15, 2008, at 5:20 PM, eric e. dolecki wrote:
>
>  Its a monumental pain in the ass to load it and extract the classes out...
>> I
>> hope Google just releases the classes for non-Flex stuff... but maybe they
>> have all kinds of hidden crap in there they don't want people to see?
>> On Thu, May 15, 2008 at 11:05 AM, Romuald Quantin <
>> [EMAIL PROTECTED]> wrote:
>>
>>  Or if you have the SWC downloadable you can just copy the file near the
>>> FLA
>>> file, flash will load it automatically.
>>>
>>> Romu
>>> www.soundstep.com
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Sidney
>>> de
>>> Koning
>>> Sent: 15 May 2008 15:51
>>> To: Flash Coders List
>>> Subject: Re: [Flashcoders] Question about Google Maps Flash APIs
>>>
>>> YUP :)
>>>
>>> An swc file is notthing more than a zip file. So when you rename it to
>>> zip you can extract it, probably there is a library.swf in there.
>>> This is what you do is this you load it in in Flash like this:
>>>
>>> import flash.display.Loader;
>>> //
>>> var ClassFileForHoldingGooglesAPIClass:Class;
>>> // Create these for everyclass you want to extract.
>>> //
>>> function loadAssets():void
>>> {
>>> var assetLoader:Loader = new Loader();
>>> assetLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
>>> assetLoaderComplete);
>>> assetLoader.load(new URLRequest("library.swf"));
>>> }
>>>
>>> When the library.swf is done loading it calls the assetLoaderComplete
>>> handler that handles the
>>> request and utilizes the getDefinition() method to get the class
>>> definition by a string.
>>>
>>> function assetLoaderComplete(evt:Event):void
>>> {
>>> // remove your listener
>>> evt.target.removeEventListener(Event.COMPLETE, assetLoaderComplete);
>>> var appDomain:ApplicationDomain = evt.target.applicationDomain;
>>>
>>> ClassFileForHoldingGooglesAPIClass =
>>> appDomain.getDefinition("com.google.maps.api.Whatever") as Class;
>>> }
>>>
>>> Now can create and instance of the MyOwnButton, simply by calling:
>>>
>>> var myNewObject:Class = new ClassFileForHoldingGooglesAPIClass();
>>>
>>> Or call functions on the  ClassFileForHoldingGooglesAPIClass.
>>>
>>> Hope this is what you mean.
>>>
>>> Cheers,
>>>
>>> Sidney
>>>
>>>
>>> On May 15, 2008, at 3:41 PM, eric e. dolecki wrote:
>>>
>>>  They offer up a SWC, any way of using that in the Flash IDE without
 using
 FlexBuilder?
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Re: [Flashcoders] URLLoader Class and some thinking

2008-04-27 Thread Andrei Thomaz
maybe this helps you:
http://code.google.com/p/bulk-loader/

[]'s
andrei


On Sun, Apr 27, 2008 at 4:00 PM, Patrick Jakub Jankun <[EMAIL PROTECTED]> wrote:

> Hello Everyone,
>
> I got another newb Question, I got an class (written with help of a
> friend)
> That Loads an .swf by simply calling a new instance of that class and
> giving
> The filename (URL), from there it goes all alone, with progress tracing
> and
> so on.
>
> Now I runned into a problem, as the Loader class can load only data of 3
> types, TEXT / VARIABLES / BINARY, how in the world, am I suppose to load
> an
> mp3 or an font with it?
>
> My Brain tells me this:
>
>  var myLoader:URLLoader = new URLLoader;
>  myLoader.DataFormat = URLLoaderDataFormat.BINARY
>  myLoader.load(new URLRequest("foo.mp3"));
>  myLoader.addEventListener(Event.COMPLETE, onCompleteLoader);
>
>  private function onCompleteLoader(event:Event):void {
>trace("Data loaded");
>var myMP3 = myLoader.data;
>  }
> So Every data other then Text or Variables should be threated as Binary,
> and
> Then assigned to a corresponding var of given datatype. Is this thinking
> right or am I missunderstanding the concept of URLLoader?
>
> The second thing is, how can I get a list of things loaded from an .swf by
> names? Like to have an nice Trace of Objects contained in that Library!
>
> Thank's
> Patrick
>
> -
>
> jankun.org ­ fancy skills to pay the bills
>
> web:jankun.org | under development
> skype:  Synaps1s
> mail:   p[at]jankun.org
>
>
>
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Re: [Flashcoders] Is Adobe fixing this big FP9 problem?

2008-04-16 Thread Andrei Thomaz
dear Jonathan,

and what if Adobe fixes this in a near future? Your code would be broken...
So, I don't think is a good idea to write code that needs this "feature" of
Flash Player.


[]'s
andrei


On Wed, Apr 16, 2008 at 8:00 AM, jonathan howe <[EMAIL PROTECTED]>
wrote:

> To put a practical question out about this. I'm setting up something that
> is
> more or less a game with levels. Each level has a different set of
> movieclips as its background graphics and enemies for the level.
> I store all assets for a single level in an external swf, and using
> techniques we've talked about before on the list (swc +
> getDefinitionByName)
> use these assets once they're loaded in via the swf.
> The plan was then to dump the assets once the level ends and load a new
> level's assets.
>
> The game is small enough that I can conceivably tolerate all level assets
> being in memory by the time the game is done. What I need to know is,
> should
> I NOT treat the data as if it's unloaded, given FP9+AS3 behavior? Because
> if  the player revisits a level, I would normally reload the asset swf for
> that level ... now I wonder if that would make a duplicate copy of the
> assets in memory? There wouldn't be two copies of the swf's contents in
> memory because they'd have identical class definitions... right... or
> maybe
> not?
>
> Now I'm leaning towards an architecture that says: First time you play a
> level, load the assets for it, and keep it around always. Next time you
> play
> that level, the assets are already loaded.
>
> -jonathan
>
>
> On Tue, Apr 15, 2008 at 2:37 PM, Paul Andrews <[EMAIL PROTECTED]> wrote:
>
> > I find it rather bizarre that people feel that it's necessary to beat a
> > drum about this. I doubt that Adobe are sitting back on the issues
> raised.
> >
> > The thread has the Air of an hysterical mob. It's amazing how so many
> > people have produced fantastic systems using Actionscript 3 in spite of
> the
> > gloom and doom spouted here.
> >
> >  From what I've read, the FP9 garbage collection is pretty much standard
> > >
> > technology for object based systems - you can't just discard objects
> that
> > have references to them. The real problem seems to be related to the
> other
> > infrastructure that creates multiple object references that aren't
> always
> > removable. I'm not saying bthere isn't a problem, just that it's not
> worthy
> > of the histeria being generated. I understand completely it can be a
> serious
> > issue for some people.
> >
> > Anyway, I'll express some faith that Adobe will resolve the issues - I
> > won't be rolling back to AS2 despite the expert advice of some. I'll
> consign
> > a lot of this thread to the same place as the 'end of the world is nigh'
> > material that those people with placards dispense.
> >
> > No need to hand me a flaming torch just yet..
> >
> > - Original Message - From: "Chris Hill" <[EMAIL PROTECTED]>
> > To: "Flash Coders List" 
> > Sent: Tuesday, April 15, 2008 6:40 PM
> > Subject: Re: [Flashcoders] Is Adobe fixing this big FP9 problem?
> >
> >
> >  ON TOPIC:
> > >
> > > I can see that most of us feel very strongly about this bug. Adobe has
> > > made it clear that their formal channel to do something about it is to
> vote
> > > in their ticketing system for the bug. If there already is a bug, can
> > > someone link to it? Otherwise let's get a bug in there. And then let's
> vote
> > > for it. I'm pretty sure that based upon the support here we can make
> this
> > > the #1 bug in their database.
> > >
> > > Apologies if someone has already mentioned this. This thread is long
> and
> > > noisy.
> > > C
> > > ___
> > > 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
> >
>
>
>
> --
> -jonathan howe :: 404.434.2321 :: 180 High St Apt 26 Portland, ME 04101
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Re: [Flashcoders] Design pattern for conditional Interfaces ?

2008-03-23 Thread Andrei Thomaz
Oh, yes, I misunderstood you. When I read "ugly runtime errors", I
understood "a runtime action script error", like the ones are reported by
flash player debug version.

[]'s
andrei



On Sun, Mar 23, 2008 at 7:30 AM, Jeroen Beckers <[EMAIL PROTECTED]>
wrote:

> Hi Thomaz,
>
> Wouldn't that be the exact same thing as testing against the interface
> references that's stored which each analyzer (as I suggested in my post) ?
>
> Since there is no compile-time way to check this, i'm going to check all
> the
> items with all the analyzers in the analyze() method and give a runtime
> error if something's wrong.
>
> Thanks for thinking with me though! :)
>
> On Sun, Mar 23, 2008 at 2:29 AM, Andrei Thomaz <[EMAIL PROTECTED]>
> wrote:
>
> > and if each IAnalyzer implements a function called
> getAnalyzedProperty(),
> > returning a string, and if each item (using an IItem interface, for
> > example)
> > implements a function called hasProperty(), receiving a string as
> > parameter?
> > So, you could check if the item has the "getProperty()" function the
> > analyzer requires, at runtime, without having runtine errors... You
> could
> > also have some getProperty( strProperty:String ):Object function,
> defined
> > at
> > IItem interface.
> >
> > interface IAnalyzer
> > {
> >  getAnalyzedProperty():String;
> > }
> >
> > interface IItem
> > {
> >  hasProperty( strProperty:String ):Boolean;
> >  getProperty( strProperty:String ):Object;
> > }
> >
> >
> > just a guess,
> > andrei
> >
> >
> >
> > On Sat, Mar 22, 2008 at 11:39 AM, Jeroen Beckers <[EMAIL PROTECTED]
> >
> > wrote:
> >
> > > Hi list!
> > >
> > > Situation: I have a class that analyzes stuff. There are different
> > > analyzing
> > > classes, such as "HeightAnalyzer", "WeightAnalyzer", "LevelAnalyzer",
> > etc.
> > > You can add an analyzer to the class by using
> > > 'myClass.addAnalyzer(newAnalyzer:IAnalyzer)'.
> > > As you can see, there is an IAnalyzer interface which all Analyzer's
> > > implement. Every time you add an analyzer, it is added to the list
> using
> > > the
> > > Decorator pattern. (Every analyzer must analyze a list and pass it to
> > the
> > > next analyzing test)
> > >
> > > Now, the analyzer's analyze certain items. Every analyzer requires the
> > > analyzed item to have a certain set of methods. The HeightAnalyzer
> > > requires
> > > a getHeight(), the LevelAnaylzer requires a getLevel(), etc. I want to
> > > have
> > > a different interface for each analyzer, so that I can easily add
> > > analyzers
> > > (+interfaces).
> > >
> > > If I want to analyze a list of items, those items must implement the
> > > correct
> > > interface, according to which analyzers you have added to the class.
> Fe:
> > >
> > > var myClass:AnalyzerBundle = new AnalyzerBundle();
> > > myClass.addAnalyzer(new HeightAnalyzer());
> > > myClass.addAnalyzer(new LevelAnalyzer());
> > > myClass.analyze(new Array(item1, item2, item3));
> > >
> > > What I am looking for now, is a way to make sure that item1, item2 and
> > > item3
> > > all implement the IHeightItem and ILevelItem interfaces.
> > >
> > > I've found a couple of ways to do this, but none of them seemed really
> > > good
> > > to me. One of them was to have every Analyzer keep track of the
> > interface
> > > associated with it, and check if they implement the correct interface,
> > > once
> > > the analyzer is called. But this would give ugly runtime errors...
> > > I'm pretty sure that it can't be done at compile time, but if anyone
> > > happens
> > > to know some way (hack), or a better way for the runtime errors,
> please
> > > tell
> > > me :-). All ideas are welcome
> > >
> > > Ps: I've just made up all these names, my question is about the
> > technique
> > > to
> > > be used, not about the project :)
> > > ___
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> > > Flashcoders@chattyfig.figleaf.com
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > ___
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> >
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Re: [Flashcoders] Design pattern for conditional Interfaces ?

2008-03-22 Thread Andrei Thomaz
and if each IAnalyzer implements a function called getAnalyzedProperty(),
returning a string, and if each item (using an IItem interface, for example)
implements a function called hasProperty(), receiving a string as parameter?
So, you could check if the item has the "getProperty()" function the
analyzer requires, at runtime, without having runtine errors... You could
also have some getProperty( strProperty:String ):Object function, defined at
IItem interface.

interface IAnalyzer
{
  getAnalyzedProperty():String;
}

interface IItem
{
  hasProperty( strProperty:String ):Boolean;
  getProperty( strProperty:String ):Object;
}


just a guess,
andrei



On Sat, Mar 22, 2008 at 11:39 AM, Jeroen Beckers <[EMAIL PROTECTED]>
wrote:

> Hi list!
>
> Situation: I have a class that analyzes stuff. There are different
> analyzing
> classes, such as "HeightAnalyzer", "WeightAnalyzer", "LevelAnalyzer", etc.
> You can add an analyzer to the class by using
> 'myClass.addAnalyzer(newAnalyzer:IAnalyzer)'.
> As you can see, there is an IAnalyzer interface which all Analyzer's
> implement. Every time you add an analyzer, it is added to the list using
> the
> Decorator pattern. (Every analyzer must analyze a list and pass it to the
> next analyzing test)
>
> Now, the analyzer's analyze certain items. Every analyzer requires the
> analyzed item to have a certain set of methods. The HeightAnalyzer
> requires
> a getHeight(), the LevelAnaylzer requires a getLevel(), etc. I want to
> have
> a different interface for each analyzer, so that I can easily add
> analyzers
> (+interfaces).
>
> If I want to analyze a list of items, those items must implement the
> correct
> interface, according to which analyzers you have added to the class. Fe:
>
> var myClass:AnalyzerBundle = new AnalyzerBundle();
> myClass.addAnalyzer(new HeightAnalyzer());
> myClass.addAnalyzer(new LevelAnalyzer());
> myClass.analyze(new Array(item1, item2, item3));
>
> What I am looking for now, is a way to make sure that item1, item2 and
> item3
> all implement the IHeightItem and ILevelItem interfaces.
>
> I've found a couple of ways to do this, but none of them seemed really
> good
> to me. One of them was to have every Analyzer keep track of the interface
> associated with it, and check if they implement the correct interface,
> once
> the analyzer is called. But this would give ugly runtime errors...
> I'm pretty sure that it can't be done at compile time, but if anyone
> happens
> to know some way (hack), or a better way for the runtime errors, please
> tell
> me :-). All ideas are welcome
>
> Ps: I've just made up all these names, my question is about the technique
> to
> be used, not about the project :)
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Re: [Flashcoders] strange effects when tweening alpha

2008-03-21 Thread Andrei Thomaz
I forgot to say: the desired effect, in my case, was a silhouette. That was
what gave the possibility of using one of the blend modes supported by
Flash. If you need to keep all the colors of your characters, I guess this
solution won't work for you.

andrei


On Fri, Mar 21, 2008 at 12:53 PM, Andrei Thomaz <[EMAIL PROTECTED]>
wrote:

> wow, I've already had to deal with this problem... I solved it using some
> blend mode (I don't remember which one). Try different blend modes to the
> movieclip containing the body parts, and see if some of them solves your
> problem.
>
> good luck,
> andrei
>
>
>
>
> On Fri, Mar 21, 2008 at 12:38 PM, Glen Pike <[EMAIL PROTECTED]>
> wrote:
>
> > I think that's what happens in Flash too (including older versions of
> > Flash...) with timeline tweens, etc...
> >
> > If your character is over a solid background, you could tween the Tint
> > rather than the alpha.  Again, in AS2, this less resource hungry than
> > alpha tweens, so a nice workaround.
> >
> >
> >
> > Andrew Sinning wrote:
> > > Our artist made an animated character by over-lapping different body
> > > parts.  Strange thing, when I fade out the character using an
> > > alpha-tween of the outer-most clip, I can see the overlapping parts at
> > > the joints.  It's like the alpha is affecting the individual parts
> > > within the movieClip rather than being applied to the composite
> > > movieClip.  This is in AS2, and I just use the mx.transitions Tween
> > > class.  I guess to cacheAsBitmap before doing the tween, but shouldn't
> > > alpha be applied to a composited clip by definition?  I can't think of
> > > any reason why you would ever want an alpha effect to apply to the
> > > individual parts within a movie clip.  I mean, if I wanted that effect
> > > I would set the alphas of the individual parts, right?
> > >
> > > Thanks.
> > > ___
> > > Flashcoders mailing list
> > > Flashcoders@chattyfig.figleaf.com
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > >
> >
> > --
> >
> > Glen Pike
> > 01736 759321
> > www.glenpike.co.uk <http://www.glenpike.co.uk>
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
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Re: [Flashcoders] strange effects when tweening alpha

2008-03-21 Thread Andrei Thomaz
wow, I've already had to deal with this problem... I solved it using some
blend mode (I don't remember which one). Try different blend modes to the
movieclip containing the body parts, and see if some of them solves your
problem.

good luck,
andrei



On Fri, Mar 21, 2008 at 12:38 PM, Glen Pike <[EMAIL PROTECTED]>
wrote:

> I think that's what happens in Flash too (including older versions of
> Flash...) with timeline tweens, etc...
>
> If your character is over a solid background, you could tween the Tint
> rather than the alpha.  Again, in AS2, this less resource hungry than
> alpha tweens, so a nice workaround.
>
>
>
> Andrew Sinning wrote:
> > Our artist made an animated character by over-lapping different body
> > parts.  Strange thing, when I fade out the character using an
> > alpha-tween of the outer-most clip, I can see the overlapping parts at
> > the joints.  It's like the alpha is affecting the individual parts
> > within the movieClip rather than being applied to the composite
> > movieClip.  This is in AS2, and I just use the mx.transitions Tween
> > class.  I guess to cacheAsBitmap before doing the tween, but shouldn't
> > alpha be applied to a composited clip by definition?  I can't think of
> > any reason why you would ever want an alpha effect to apply to the
> > individual parts within a movie clip.  I mean, if I wanted that effect
> > I would set the alphas of the individual parts, right?
> >
> > Thanks.
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >
>
> --
>
> Glen Pike
> 01736 759321
> www.glenpike.co.uk 
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Re: [Flashcoders] AS3 Classes and FLA not working together

2008-03-17 Thread Andrei Thomaz
Kenneth, you're right, sorry. I had some strange problems after uninstalling
the last AIR beta and installing the release version. One of these things
was that, when I published an app without a stop(), it acted as a movieclip
"flashing" on the screen. It works fine now (I cleaned and updated all AIR
pieces in last week).

best,
andrei


On Mon, Mar 17, 2008 at 10:32 AM, Kenneth Kawamoto <
[EMAIL PROTECTED]> wrote:

> No, what I meant was if you're extending MovieClip and placing stop(),
> then you can just extent Sprite and forget about messy stop().
>
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
>
> Andrei Thomaz wrote:
> > Yes, you can put "stop()" in the first frame and still extend Sprite. I
> > just think that this is a bit contradictory with the definition of
> > Sprite class:
> >
> > "A Sprite object is similar to a movie clip, but does not have a
> timeline. "
> >
> > And, in the Sprite documentation, stop() doesn't exist. Although that,
> > the stop() in the first frame will work, independently on the document
> > class extending Sprite or MovieClip.
> >
> >
> > []'s
> > andrei
> >
> >
> >
> > On Mon, Mar 17, 2008 at 6:00 AM, Kenneth Kawamoto
> > <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:
> >
> > Then why don't you extend Sprite???
> >
> > Kenneth Kawamoto
> > http://www.materiaprima.co.uk/
> >
> > Andrei Thomaz wrote:
> >  > The only problem I had was that I had to
> >  > make it extend MovieClip, and put a "stop()" in its first frame.
> >
> >
>
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Re: [Flashcoders] AS3 Classes and FLA not working together

2008-03-17 Thread Andrei Thomaz
Yes, you can put "stop()" in the first frame and still extend Sprite. I just
think that this is a bit contradictory with the definition of Sprite class:

"A Sprite object is similar to a movie clip, but does not have a timeline. "

And, in the Sprite documentation, stop() doesn't exist. Although that, the
stop() in the first frame will work, independently on the document class
extending Sprite or MovieClip.


[]'s
andrei



On Mon, Mar 17, 2008 at 6:00 AM, Kenneth Kawamoto <[EMAIL PROTECTED]>
wrote:

> Then why don't you extend Sprite???
>
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
>
> Andrei Thomaz wrote:
> > The only problem I had was that I had to
> > make it extend MovieClip, and put a "stop()" in its first frame.
> ___
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Re: [Flashcoders] AS3 Classes and FLA not working together

2008-03-16 Thread Andrei Thomaz
hello Omar,

I'm developing a graphical editor for e-learning content using AIR. The
Document Class works fine for me. The only problem I had was that I had to
make it extend MovieClip, and put a "stop()" in its first frame. You have to
use a stop(), or else your app will "flash" indefinetely. While I was
testing it inside Flash, the document class extended Sprite and everything
worked. But, when I tryed the real application (installing the AIR file), it
didn't work.

I don't think you need to create an instance of your Document Class.
Something is wrong in your code or your .fla

Put a stop() in the first frame of you app, and give a feedback for us.


good luck,
andrei



On Sun, Mar 16, 2008 at 9:39 PM, Omar Fouad <[EMAIL PROTECTED]> wrote:

> So,
> I am trying to do an application in Air with Flash CS3. I can't deny, I am
> starting to hate AS3!
>
> First of all, The document class technique (wich lets you set the name of
> the starting class in the Document Class Text field) is not working while
> developing in AIR. It only works in an actionscript 3.0 application.
> Allright fine, I could manage in calling the class from the first frame
>
> var Application:Amlak = new Amlak();
>
> this way...
>
> And note that I have a movieClip in the Fla library which has a Class Name
> "AmlakPanel", to be added to the stage later on runtime.
>
> in the Amlak.as class :
>
> package {
>
>import flash.display.*;
>
>public class Amlak extends Sprite {
>
>public function Amlak():void {
>trace("Starting Application");// traces like a charm!!!
>var a = new AmlakPanel();
>addChild(a); //this does not happen !!! G!!!
>
>}
>}
> }
>
> Why... Why and Why!!! :(
>
>
>
> --
> Omar M. Fouad - Digital Emotions
> http://www.omarfouad.net
>
> This e-mail and any attachment is for authorised use by the intended
> recipient(s) only. It may contain proprietary material, confidential
> information and/or be subject to legal privilege. It should not be copied,
> disclosed to, retained or used by, any other party. If you are not an
> intended recipient then please promptly delete this e-mail and any
> attachment and all copies and inform the sender. Thank you.
> ___
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Re: [Flashcoders] Insert new line in dynamic text loaded from xml

2008-03-09 Thread Andrei Thomaz
you can use  and set your text field to use HTML.

[]'s
andrei


On Sun, Mar 9, 2008 at 8:12 AM, Paul Steven <[EMAIL PROTECTED]>
wrote:

> Can someone let me know how I can insert a newline in some dynamic text.
>
> Basically I have some instructions in my flash movie that are loaded from
> an
> external xml file. In the following I would like the text after "Mouse
> Controls:" to start on a new line.
>
> 
> 
> 
> 
>
> I have tried using \n as follows
>
> 

Re: [Flashcoders] pixelizing a bitmap

2008-03-07 Thread Andrei Thomaz
hello Muzak,

thanks for the links. They made me think that what makes the pixelize effect
so slow are the division need to get the middle value of r, g and b
components of the color. I guess I will stay with the "scaling bitmaps"
solution.

best regards,
andrei



On Fri, Mar 7, 2008 at 12:23 PM, Muzak <[EMAIL PROTECTED]> wrote:

> Also have a look at some of these:
> http://www.zeropointnine.com/blog/actionscript-halftone-effect
> http://www.zeropointnine.com/blog/bitmap-pixel-dissolve
>
> regards,
> Muzak
>
> - Original Message -
> From: "Andrei Thomaz" <[EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Friday, March 07, 2008 2:31 PM
> Subject: [Flashcoders] pixelizing a bitmap
>
>
> > hello list,
> >
> > I am making some tests to discover if it is possibile to pixelize a
> bitmap
> > with AS3, with a reasonable speed. I wrote the code below, but it works
> only
> > with images until 50x50 (in a quadcore). You can see the effect
> > http://www.andreithomaz.com/labs/files/pixel/teste1.html.
> >
> > I would like to ask you for advices about how I could optimize it. Or if
> I
> > just should try Java/C++.
> >
> >
> > thank you,
> > andrei
>
> ___
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Re: [Flashcoders] pixelizing a bitmap

2008-03-07 Thread Andrei Thomaz
I need to create an animation, increasing the "pixel" size. The Glen's
suggestion (the same you game) worked fine. Thank you.

andrei



On Fri, Mar 7, 2008 at 11:17 AM, Zeh Fernando <[EMAIL PROTECTED]>
wrote:

> You want to create a mosaic-like effect?
>
> Forget getPixel/setPixel/drawrect.. it'll be too slow. Instead, you
> should let Flash handle it by creating new Bitmaps, shrinking the image
> inside it, drawing that to a new bitmapdata, and then using that new
> bitmapdata on the original size.
>
> Zeh
>
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Re: [Flashcoders] pixelizing a bitmap

2008-03-07 Thread Andrei Thomaz
hello glen,

it worked fine, thank you. Scaling the bitmaps produces a more discrete
animations (i.e., it is not so continuous; the pixel size is incremented in
such a way that there is no "small pixels" at the corners), but, for what I
have to do, that is not a problem:

http://www.andreithomaz.com/labs/files/pixel/teste2.html


[]'s
andrei



On Fri, Mar 7, 2008 at 10:51 AM, Glen Pike <[EMAIL PROTECTED]>
wrote:

> Hi,
>
>Would it not be quicker to shrink the source bitmap to a size that
> is proportional to the pixelized square size, copy the pixels into a
> destination bitmap, then scale the destination back to the original size?
>
>Not sure if that works, but just a suggestion.
>
>Glen
>
> Andrei Thomaz wrote:
> > hello list,
> >
> > I am making some tests to discover if it is possibile to pixelize a
> bitmap
> > with AS3, with a reasonable speed. I wrote the code below, but it works
> only
> > with images until 50x50 (in a quadcore). You can see the effect
> > http://www.andreithomaz.com/labs/files/pixel/teste1.html.
> >
> > I would like to ask you for advices about how I could optimize it. Or if
> I
> > just should try Java/C++.
> >
> >
> > thank you,
> > andrei
> >
> >
> >
> > public dynamic class Teste1 extends MovieClip {
> >
> > public var m_mcPicture:MovieClip;
> > public var m_sprScreen:Sprite;
> > private var m_tmTimer:Timer;
> > private var m_nPixel:int;
> > private var m_bDirection:Boolean;
> > private var m_bmpOriginalImage:BitmapData;
> > private var m_aPixels:ByteArray;
> > private var m_rcImageArea:Rectangle;
> >
> > public function Teste1() {
> >
> > m_rcImageArea = new Rectangle(0, 0, m_mcPicture.width,
> > m_mcPicture.height);
> > m_nPixel = 1;
> >
> > m_bmpOriginalImage = new BitmapData( m_mcPicture.width,
> > m_mcPicture.height );
> > m_bmpOriginalImage.draw(m_mcPicture);
> > m_aPixels = m_bmpOriginalImage.getPixels(m_rcImageArea);
> >
> > m_mcPicture.visible = false;
> >
> > m_sprScreen = new Sprite();
> > addChild(m_sprScreen);
> >
> > m_tmTimer = new Timer(2000);
> > m_tmTimer.addEventListener( TimerEvent.TIMER,
> _pixelizaImagem );
> > m_tmTimer.start();
> >
> > m_bDirection = true;
> > }
> >
> > private function _pixelizaImagem( evt:TimerEvent ):void
> > {
> > if (m_bDirection) {
> > ++m_nPixel;
> > if (m_nPixel >= 50) {
> > m_bDirection = false;
> > }
> > }
> > else {
> > --m_nPixel;
> > if (m_nPixel <= 1) {
> > m_bDirection = true;
> > }
> > }
> >
> > var nRows:int = Math.ceil( (m_mcPicture.height as Number) /
> > (m_nPixel as Number) );
> > var nCols:int = Math.ceil( (m_mcPicture.width as Number) /
> > (m_nPixel as Number) );
> > var i:int;
> > var j:int;
> > var k:int = 0;
> > var l:int = 0;
> > var m:int = 0;
> > var r:int, g:int, b:int;
> > var offset:int;
> > var offset2:int;
> > var aPixels:ByteArray = new ByteArray();
> >
> > var nPixelsPerPixel;
> > var nLimitK:int = m_nPixel;
> > var nLimitL:int = m_nPixel;
> >
> > for (i = 0; i < nRows; i++) {
> > if (i == (nRows - 1)) {
> > nLimitK = m_bmpOriginalImage.height - (i *
> m_nPixel);
> > }
> > else {
> > nLimitK = m_nPixel;
> > }
> >
> > for (j = 0; j < nCols; j++) {
> >
> > if (j == (nCols - 1)) {
> > nLimitL = m_bmpOriginalImage.width - (j *
> m_nPixel);
> > }
> > else {
> > nLimitL = m_nPixel;
> > }
> >
> > offset = i * m_bmpOriginalImage.width * m_nPixel;
> > offset += (j * m_nPixel);
> >
> > r = g = b 

[Flashcoders] pixelizing a bitmap

2008-03-07 Thread Andrei Thomaz
hello list,

I am making some tests to discover if it is possibile to pixelize a bitmap
with AS3, with a reasonable speed. I wrote the code below, but it works only
with images until 50x50 (in a quadcore). You can see the effect
http://www.andreithomaz.com/labs/files/pixel/teste1.html.

I would like to ask you for advices about how I could optimize it. Or if I
just should try Java/C++.


thank you,
andrei



public dynamic class Teste1 extends MovieClip {

public var m_mcPicture:MovieClip;
public var m_sprScreen:Sprite;
private var m_tmTimer:Timer;
private var m_nPixel:int;
private var m_bDirection:Boolean;
private var m_bmpOriginalImage:BitmapData;
private var m_aPixels:ByteArray;
private var m_rcImageArea:Rectangle;

public function Teste1() {

m_rcImageArea = new Rectangle(0, 0, m_mcPicture.width,
m_mcPicture.height);
m_nPixel = 1;

m_bmpOriginalImage = new BitmapData( m_mcPicture.width,
m_mcPicture.height );
m_bmpOriginalImage.draw(m_mcPicture);
m_aPixels = m_bmpOriginalImage.getPixels(m_rcImageArea);

m_mcPicture.visible = false;

m_sprScreen = new Sprite();
addChild(m_sprScreen);

m_tmTimer = new Timer(2000);
m_tmTimer.addEventListener( TimerEvent.TIMER, _pixelizaImagem );
m_tmTimer.start();

m_bDirection = true;
}

private function _pixelizaImagem( evt:TimerEvent ):void
{
if (m_bDirection) {
++m_nPixel;
if (m_nPixel >= 50) {
m_bDirection = false;
}
}
else {
--m_nPixel;
if (m_nPixel <= 1) {
m_bDirection = true;
}
}

var nRows:int = Math.ceil( (m_mcPicture.height as Number) /
(m_nPixel as Number) );
var nCols:int = Math.ceil( (m_mcPicture.width as Number) /
(m_nPixel as Number) );
var i:int;
var j:int;
var k:int = 0;
var l:int = 0;
var m:int = 0;
var r:int, g:int, b:int;
var offset:int;
var offset2:int;
var aPixels:ByteArray = new ByteArray();

var nPixelsPerPixel;
var nLimitK:int = m_nPixel;
var nLimitL:int = m_nPixel;

for (i = 0; i < nRows; i++) {
if (i == (nRows - 1)) {
nLimitK = m_bmpOriginalImage.height - (i * m_nPixel);
}
else {
nLimitK = m_nPixel;
}

for (j = 0; j < nCols; j++) {

if (j == (nCols - 1)) {
nLimitL = m_bmpOriginalImage.width - (j * m_nPixel);
}
else {
nLimitL = m_nPixel;
}

offset = i * m_bmpOriginalImage.width * m_nPixel;
offset += (j * m_nPixel);

r = g = b = 0;

for (k = 0; k < nLimitK; k++) {
offset2 = (offset + (k * m_bmpOriginalImage.width) )
* 4;
for (l = 0; l < nLimitL; l++) {

r += m_aPixels[ offset2 + 1];
g += m_aPixels[ offset2 + 2 ];
b += m_aPixels[ offset2 + 3 ];
offset2 += 4;
}
}
nPixelsPerPixel = nLimitK * nLimitL;
r /= nPixelsPerPixel;
g /= nPixelsPerPixel;
b /= nPixelsPerPixel;

for (k = 0; k < nLimitK; k++) {
offset2 = (offset + (k * m_bmpOriginalImage.width) )
* 4;
for (l = 0; l < nLimitL; l++) {

aPixels[ offset2 ] = 255;
aPixels[ offset2 + 1 ] = r;
aPixels[ offset2 + 2 ] = g;
aPixels[ offset2 + 3 ] = b;
offset2 += 4;
}
}


}
}

var bmpPixelizedImage:BitmapData = new BitmapData(
m_bmpOriginalImage.width, m_bmpOriginalImage.height);
bmpPixelizedImage.setPixels(m_rcImageArea, aPixels);

m_sprScreen.graphics.beginBitmapFill(bmpPixelizedImage);

m_sprScreen.graphics.moveTo(0, 0);
m_sprScreen.graphics.lineTo(bmpPixelizedImage.width, 0);
m_sprScreen.graphics.lineTo(bmpPixelizedImage.width,
bmpPixelizedImage.height);
m_sprScreen.graphics.lineTo(0, bmpPixelizedImage.height);
m_sprScreen.graphics.lineTo(0, 0);
m_sprScreen.graphics.endFill();

}

}
_

Re: [Flashcoders] LoaderContext question

2008-03-06 Thread Andrei Thomaz
what is the error?

[]'s
andrei


On Thu, Mar 6, 2008 at 8:41 PM, Dave Segal <[EMAIL PROTECTED]> wrote:

> I need to load an swf from one server that is a member of some class. For
> example:
>
>
>
> http://server1.mydomain.com/load_me.swf that uses the Document class
> "com.mydomain.componet.LoadMe.as".
>
>
>
> I want to be able to load this swf from different server, say
> http://server2.mydomain.com/load_stuff.swf, and cast it to a LoadMe when
> it is done loading. Should this work? I keep getting errors when trying to
> cast in the init handler.
>
>
>
>
>
> import com.mydomain.componet.LoadMe;
>
>
>
> var _req:URLRequest = new
> URLRequest("http://server1.mydomain.com/load_me.swf";);
>
> var _ldr:Loader = new Loader();
>
> var _context:LoaderContext = new LoaderContext();
>
> _context.securityDomain = SecurityDomain.currentDomain;
>
> _context.applicationDomain = ApplicationDomain.currentDomain;
>
> _ldr.contentLoaderInfo.addEventListener(Event.INIT, initHandler, false, 0,
> true);
>
> _ldr.load(_req, _context);
>
>
>
>
>
> private function initHandler($event:Event) () {
>
>var _lm:LoadMe = LoadMe(_ldr.content);
>
> }
>
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Re: [Flashcoders] as3 creating sprite instances in a loop

2007-12-30 Thread Andrei Thomaz
and, of course, you can't forget addChild().

[]'s
andrei


On Dec 30, 2007 2:50 PM, Piers Cowburn <[EMAIL PROTECTED]> wrote:

> I'm not quite sure if I understand your question fully but I think
> the problem you're having is that you need to do something with them
> - for example if you pushed each new sprite into an array then you'd
> have a reference to each of them, but the you're doing it at the
> moment you'll just lose the reference to the old one each time.
>
> Piers
>
>
> On 30 Dec 2007, at 16:23, Matt Muller wrote:
>
> > Hi, does anyone know how to create individual sprite instances in a
> > loop
> >
> > for (var j:uint = 0; j < _columns; j++)
> > {
> > var sprite:Sprite = new Sprite();
> > }
> >
> > this just over writes the sprite.
> >
> > thanks
> >
> > MaTT
> > ___
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> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
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Re: [Flashcoders] Executing external applications

2007-12-13 Thread Andrei Thomaz
any software can use OSC. For example, I've used FLOSC to send data from
EyesWeb (a software that process real time video; it can be used for
tracking people moving inside a room, for example) to Flash. No sound.

There are also some libraries to use OSC in C++ and Java applications. I've
tested Java <-> EyesWeb, and it worked fine.

best regards,
andrei



On Dec 13, 2007 9:31 PM, Ricky Bacon <[EMAIL PROTECTED]> wrote:

> Merrill, Jason wrote:
> > Isn't FLOSC only for communicating with sound devices like synthesizers?
> > That's what I understood anyway.
>
> OSC can be used for various multimedia devices:
>
> http://www.cnmat.berkeley.edu/OpenSoundControl/OSC-spec.html
>
> -Ricky
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Re: [Flashcoders] Formatting number to 2 decimal places

2007-09-14 Thread Andrei Thomaz
and this

Math.round(number * 100) / 100;

?


[]'s
andrei



On 9/14/07, Paul Steven <[EMAIL PROTECTED]> wrote:
>
> I would be interested to know how people format numbers in AS3 to 2
> decimal
> places.
>
> I am currently using the following but it does not always appear to work:
>
> var displayPercentageValue:Number = Math.round(percentageValue / .01) *
> .01;
>
> Sometimes it seems to be displaying correctly, sometimes it doesn't
>
> For example the following doesn't work:
>
> var displayPercentageValue:Number = Math.round(0.41232639 / .01) *
> .01;
>
> Whereas the following does work
>
> var displayPercentageValue:Number = Math.round(1.41232639 / .01) *
> .01;
>
> ___
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> To change your subscription options or search the archive:
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
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Re: [Flashcoders] Google Maps or Yahoo maps

2007-09-13 Thread Andrei Thomaz
you can also give a look at http://www.afcomponents.com/components/g_map/. I
had to use it, because Google has better maps of brazilian cities than
YahooMaps.

[]'s
andrei


On 9/13/07, Randy Troppmann <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> I have little experience with the Google API but AFAIK the API is
> strickly AJAX based. Yahoo! maps on the other hand, has an AS2 based
> component that you can hack and extend in Flash. They do not have an
> AS3 based component at this time but released an "AS3 communication
> kit" that facilitates direct API calls within Flex to the AS2 map
> though ExternalInterface. Google is the leader with maps. But IMHO
> Flash/flex is a better performer when layering interactivity on a map
> and a better development platform.
>
> Randy Troppmann
> http://www.runningmap.com
>
> On 9/12/07, Cédric PASCAL <[EMAIL PROTECTED]> wrote:
> > Hi everybody,
> > i have a choice very important,
> > i have to use map and interact with them (put a flag and see the nearest
> > flag for exemple, search the road or the distance between two flag).
> > I have to work in flex and i would like your point of view, its better
> to
> > use google map or yahoo maps in flex ?
> >
> > I think flex and AS API of yahoo are better for the moment but i need
> senior
> > programmers point of view please.
> >
> > Thanks !
> >
> > --
> > PASCAL Cédric
> > IT french student
> >
> > PS : if someone have another solution he could propose it , and some
> > examples too !
> > I'am not an expert in fact ;)
> > ___
> > Flashcoders@chattyfig.figleaf.com
> > To change your subscription options or search the archive:
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> > Brought to you by Fig Leaf Software
> > Premier Authorized Adobe Consulting and Training
> > http://www.figleaf.com
> > http://training.figleaf.com
> >
> ___
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> To change your subscription options or search the archive:
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
> Brought to you by Fig Leaf Software
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[Flashcoders] Fwd: swf obfuscator

2007-08-30 Thread Andrei Thomaz
hello list,

I looked at the list archive, and it seems that this message hasn't arrived
to you. So, I am sending it again. Excuse me if you receive it twice.

andrei


-- Forwarded message --
From: Andrei Thomaz <[EMAIL PROTECTED]>
Date: Aug 27, 2007 3:41 PM
Subject: swf obfuscator
To: Flashcoders mailing list 

hello list,

I am looking at some swf obfuscators, and I have some doubts about them. I
would like to ask if you have some opinion about some of these obfuscators,
and if you can recommend one of them:

http://www.genable.com/buyaso.html  US$ 85,00
http://www.amayeta.com/software/swfencrypt/ US$ 125,00
http://www.kindisoft.com/products.aspx US$ 70,00
http://www.swfprotect.net/order.htm US$ 30,00

[]'s
andrei
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[Flashcoders] swf obfuscator

2007-08-30 Thread Andrei Thomaz
hello list,

I am looking at some swf obfuscators, and I have some doubts about them. I
would like to ask if you have some opinion about some of these obfuscators,
and if you can recommend one of them:

http://www.genable.com/buyaso.html  US$ 85,00
http://www.amayeta.com/software/swfencrypt/ US$ 125,00
http://www.kindisoft.com/products.aspx US$ 70,00
http://www.swfprotect.net/order.htm US$ 30,00

[]'s
andrei
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Re: [Flashcoders] Q:Google API and gmaps

2007-07-12 Thread Andrei Thomaz

I still have not done it yet, but, if some of you want to write it in PHP, I
would like to help. It would great for me, and I can program in PHP (but not
in ASP).

[]'s
andrei


On 7/12/07, Glen Pike <[EMAIL PROTECTED]> wrote:


Hi,

You could write your own proxy to pass the request the for the
google map images via your own server.

Should be fairly simple in PHP / ASP.

Then it would look like the images game from your own server and you
would not have Cross domain problems.

Glen

Andrei Thomaz wrote:
> hello,
>
> yes, I guess it uses the script to get the api key. I am using the gmap
> component to load some maps in flash, and I had some problems, because
> flash
> player doesn't allow me to access the maps as bitmaps. I posted the
> problem
> in afcomponents forum, and the answer can be useful for you:
>
> "The problem lies in Flash Sandbox Security model. You can't access
> bitmap
> data of external loaded images. This can be fixed with crossdomain.xml
> file
> that should be put on the G-server and allow access to your server..."
>
> my answer:
> "thanks for the answer. Would it be a problem to put a crossdomain.xml
> file
> at www.afcomponents.com, so this kind of problem would be fixed?
>
> I got a API Key, so I could access the images through my server but,
> in this
> case, I would have to re-write the gateway that is at AFC server,
> written in
> ASP. That is what I could understand: the .swf loads the images from AFC
> server, that uses a ASP gateway to access Google Maps. Am I right? "
>
> "Nope, unfortunately this is not the way it works. The tile images are
> loaded DIRECTLY from the G-servers. Out server is used for loading the
> copyright information only. The only solution here will be a
> crossdomain.xmlfile on G-server which is not possible..."
>
>
> I hope this is useful,
> andrei
>
>
> On 7/12/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>
>> Hi
>> Has anyone used the free gmaps component from afcomponents.com?
>>
>> I noticed that the component calls a php script on the afcomponent
site.
>>
>> Does anyone know the purpose of this?
>>
>> I'm assuming its simply a way to bypass the need for individual api
>> keys.
>>
>>
>>
>> [e] jbach at bitstream.ca
>> [c] 416.668.0034
>> [w] www.bitstream.ca
>> 
>> "...all improvisation is life in search of a style."
>>  - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Q:Google API and gmaps

2007-07-12 Thread Andrei Thomaz

hello,

yes, I guess it uses the script to get the api key. I am using the gmap
component to load some maps in flash, and I had some problems, because flash
player doesn't allow me to access the maps as bitmaps. I posted the problem
in afcomponents forum, and the answer can be useful for you:

"The problem lies in Flash Sandbox Security model. You can't access bitmap
data of external loaded images. This can be fixed with crossdomain.xml file
that should be put on the G-server and allow access to your server..."

my answer:
"thanks for the answer. Would it be a problem to put a crossdomain.xml file
at www.afcomponents.com, so this kind of problem would be fixed?

I got a API Key, so I could access the images through my server but, in this
case, I would have to re-write the gateway that is at AFC server, written in
ASP. That is what I could understand: the .swf loads the images from AFC
server, that uses a ASP gateway to access Google Maps. Am I right? "

"Nope, unfortunately this is not the way it works. The tile images are
loaded DIRECTLY from the G-servers. Out server is used for loading the
copyright information only. The only solution here will be a
crossdomain.xmlfile on G-server which is not possible..."


I hope this is useful,
andrei


On 7/12/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:


Hi
Has anyone used the free gmaps component from afcomponents.com?

I noticed that the component calls a php script on the afcomponent site.

Does anyone know the purpose of this?

I'm assuming its simply a way to bypass the need for individual api keys.



[e] jbach at bitstream.ca
[c] 416.668.0034
[w] www.bitstream.ca

"...all improvisation is life in search of a style."
 - Bruce Mau,'LifeStyle'
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[Flashcoders] still about GMap: a screenshot of what I want to do

2007-06-24 Thread Andrei Thomaz

http://www.rgbdesigndigital.com.br/atravesdoespelho/eclipses/teste_gmap02.png

this is how it works offline. And how I would like it worked online!

[]'s
andrei
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[Flashcoders] BitmapData.draw() and threshold() not working online

2007-06-24 Thread Andrei Thomaz

hello list,

I am using GMap component (http://www.afcomponents.com/components/g_map/) to
show maps from GoogleMaps inside flash. This is working fine, online and
offline (using projector or running inside flash IDE).

I and a friend of mine are working in a kind of web art work, where we will
use maps from googlemaps to generate some drawings. This is working offline
(I use BitmapData.draw() to get the bitmap data from the component, after
the map is loaded, and manipulate it with threshold()) but online it is not
working. Only a black rectangle appears.

Online:
http://www.rgbdesigndigital.com.br/atravesdoespelho/eclipses/teste_gmap02.html

Offline:
http://www.rgbdesigndigital.com.br/atravesdoespelho/eclipses/teste_gmap02.hqx
http://www.rgbdesigndigital.com.br/atravesdoespelho/eclipses/teste_gmap02.exe

the sources:
http://www.rgbdesigndigital.com.br/atravesdoespelho/eclipses/teste_gmap02_src.zip


thanx,
andrei
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Re: [Flashcoders] sending simple messages between swf files

2007-06-17 Thread Andrei Thomaz

if your movies are loaded into your main.swf, the movies have access to
classes and _root variable. So, you can use singleton, and call static
methods of classes defined in your main.swf from your games.swf.

Maybe, you can also give a look at  They prevent the code of
your classes of being duplicated in main.swf and games.swf.

http://www.google.com/search?hl=pt-BR&q=exclude.xml+actionscript+classes&btnG=Pesquisar&meta=

[]'s
andrei


On 6/17/07, August Gresens <[EMAIL PROTECTED]> wrote:


Hello

Simple, quick question

We are building a game that contains "mini games". We want to create the
mini games as separate swf files to load into our main swf.

We need the mini game swfs to send a message to the main swf that it has
finished.

>From reading the docs, one way to do this is by using the LocalConnection
method.

Is this the preferred method of doing this kind of thing? Or is there
another way?

Thanks,

August

--
-


August Gresens
Technical Director
Black Hammer Productions, NYC
[EMAIL PROTECTED]

-

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Re: [Flashcoders] Scripting for objects that appear later on thetimeline

2007-06-11 Thread Andrei Thomaz

you can create a method in a class, that extends MovieClip, and call it from
the timeline, whem the mc's already exists. But the problem is that you will
have to remember that there is code (and logic) in the .fla file, not only
in the .AS files. That is the problem: updates can be difficult if you
forget (or don't document) this kind of thing. If somebody reads the code of
your class, it should not be necessary that she/he looks for code in the
timeline of the movie clip associated with your class (or in any other
timeline).

[]'s
andrei


On 6/11/07, Muzak <[EMAIL PROTECTED]> wrote:



- Original Message -
From: "Johan Nyberg" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 11, 2007 11:27 AM
Subject: [Flashcoders] Scripting for objects that appear later on
thetimeline


> Hi, how do you script for things that appear later on the timeline? I
program in AS2 and I've started to place all my scripts in a
> Main.as file. But there is a limitation, I can't program for mc:s that
have not yet appeared on the _root timeline. I still have
> to revert to placing scripts in a layer on the _root timeline on the
appropriate frame. Anyone have a solution?
>
> I've found my own technique when I use the Main.as file: I place an
empty movieclip on _root level that has Main.as linked to it.
> Then in the constructor I use with(_root){} which I find convenient.
Thoughts on this? Is there a better solution?
>

Yes there is.. Don't use _root. Use your Main class/MovieClip as a
replacer for _root.
So rather than placing/attaching everything to the root timeline, place it
in/attach it to the Main MovieClip.

Here's what it looks like in an ARP type application:
http://muzakdeezign.com/arp/arp_application.jpg

Look into MVC/MVP and other Design Patterns for how to structure a Flash
application and forget about the timeline and jumping from
keyframe to keyframe.

regards,
Muzak


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Re: [Flashcoders] Hi List!

2007-05-24 Thread Andrei Thomaz

can't you translate HTML to pure text using some kind of script in the
server?

[]'s
andrei


On 5/24/07, Andy Andersson <[EMAIL PROTECTED]> wrote:


I have a scenario that I try to figure out, don't know if it is possible
yet, but maybe someone here on the list knows if it is?

Scenario are:
I have a couple of dynamic text fields and input text fields where people
write comments, send messages, display messages/blogs etc...
And it goes to the server and returns back to the flash app (everything
works fine) but, I don't want people to paste or write HTML tags in the
messages etc.. But if they do I want flash to filter/block those tags out
to
display in the flash app. So when the text gets back into the flash app,
it
should only contain real text, no HTML tags at all!

Is that possible?

Thanks
A


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Re: [Flashcoders] getting point size of text field within a scaled movieclip

2007-03-20 Thread Andrei Thomaz

If you cann't know how much the textfied has been scaled, maybe you could
use localToGlobal() and globalToLocal(). If you get the global values of
(0,0) and (textfield._width, textfield._height), you will can know how much
the textfield has been scaled. This is just a guess, but I think it will
work independently of how many times the textfield has been scaled (if it is
inside a scaled movieclip, and so on).

[]'s
andrei


On 3/20/07, Rich Rodecker <[EMAIL PROTECTED]> wrote:


Anyone have any idea on how to get the actual point size of a
textfield within a movieclip that has been scaled?

Example:  my_txt is insidec textFieldHolder_mc, with a point size of
12pt.  textFieldHolder_mc is scaled to 300%.  How would i figure out
the actual new point size inside the text field?  Flash obviously will
still tell me that it is 12pt.
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Re: [Flashcoders] sharing a class with several movieclips, in AS3

2007-03-12 Thread Andrei Thomaz

hello Charles,

In respect to AS 3, I agree with you: create specialized classes is against
OOP, and the idea of having different movieclips being loaded for each
button is good.

The good thing of the old solution (the same used by gugga ff) is that
having all the animations of a button in a single timeline seems a bit
easier to visualize (for a designer) than to split the animations along
three of more movieclips. And all that I needed was a single class for all
the buttons.

thank you,
andrei


On 3/12/07, Charles Parcell <[EMAIL PROTECTED]> wrote:


Sounds like you are negating the whole purpose of classes.

How about a little reengineering of the buttons.

Build your single class and have multiple instances of the button on
screen.
Part of the class would be to load in the proper animation MC for display.
Thus you have the single class that is applied to all buttons and each
button has an independent animation associated with it.

Or if you wanted, you could do as you listed in your first e-mail and
extend
a single base class and make specialized classes for each button. But
again,
that is sort of defeating the purpose of classes and OOP.

Charles P.


On 3/12/07, Andrei Thomaz <[EMAIL PROTECTED]> wrote:
>
> hello Janis,
>
> the problem is that I don't want several instances of same symbol in the
> stage. Imagine a menu for the sections of a site: you have a button,
with
> some animations, for each section. So, I cann't use several instances of
a
> same symbol. What I want, and what it was done with AS 2, was to have a
> symbol for each button, and associate the symbols with the same class,
> what,
> I am afraid, it is not possible in AS 3.
>
> What I am doing is similar with the buttons in Gugga framework (you can
> read
> about the buttons in GuggaFF here, http://www.gugga.com/flashblog/)
>
>
> []'s
> andrei
>

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Re: [Flashcoders] sharing a class with several movieclips, in AS3

2007-03-12 Thread Andrei Thomaz

hello Janis,

the problem is that I don't want several instances of same symbol in the
stage. Imagine a menu for the sections of a site: you have a button, with
some animations, for each section. So, I cann't use several instances of a
same symbol. What I want, and what it was done with AS 2, was to have a
symbol for each button, and associate the symbols with the same class, what,
I am afraid, it is not possible in AS 3.

What I am doing is similar with the buttons in Gugga framework (you can read
about the buttons in GuggaFF here, http://www.gugga.com/flashblog/)


[]'s
andrei



On 3/12/07, Janis Radins <[EMAIL PROTECTED]> wrote:


Create simgle clas definition which holds functionality of your "selection
state" and add several instances of same class to stage

2007/3/11, Andrei Thomaz <[EMAIL PROTECTED]>:
>
> hello list,
>
> With AS2, I could associate the same class with several movieclips. This
> was
> useful, for example, to create buttons for a menu, when all the buttons
> were
> associated with the same class (some kind of button, that implemented
the
> 'selected' state, rollout and rollover animations, and so on).
>
> Now, I am trying to migrate the code to AS3, and I am having problems to
> share the same class with more than one movieclip. When I try to do
this,
> I
> get this error: "You must specify a unique classname to export this
> symbol".
>
> Can I make this, in some way? The only thing i can think is not very
> elegant; it would be to create empty classes for each button, like that:
>
> class MyButton extends MovieClip
> {
> // code here
> }
>
> class MyButton01 extends MyButton
> {
> // nothing
> }
>
> class MyButton02 extends MyButton
> {
> // nothing
> }
>
>
> thank you,
> andrei
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[Flashcoders] sharing a class with several movieclips, in AS3

2007-03-11 Thread Andrei Thomaz

hello list,

With AS2, I could associate the same class with several movieclips. This was
useful, for example, to create buttons for a menu, when all the buttons were
associated with the same class (some kind of button, that implemented the
'selected' state, rollout and rollover animations, and so on).

Now, I am trying to migrate the code to AS3, and I am having problems to
share the same class with more than one movieclip. When I try to do this, I
get this error: "You must specify a unique classname to export this symbol".

Can I make this, in some way? The only thing i can think is not very
elegant; it would be to create empty classes for each button, like that:

class MyButton extends MovieClip
{
   // code here
}

class MyButton01 extends MyButton
{
   // nothing
}

class MyButton02 extends MyButton
{
   // nothing
}


thank you,
andrei
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[Flashcoders] Fwd: use of Flash IDE (or: workflow)

2007-02-23 Thread Andrei Thomaz

(sending again, because I guess that message was lost)


hello list,

I would like to ask you how much do you work with Flash IDE? How much do the
designers you work with can work with it, and how much can you use this
work? For example, I can imagine two scenarios, and some others between
them:

1) Almost no use. Designers just put assets on .fla/.swf files, that are
loaded dynamically. All animations and transitions are done by code.
ActionScript is compiled with MTASC;
2) Strong use. Designers do a lot of animations on .fla/.swf files; forms
are done with components put on the stage by them, for example.


My concern actually is how to otimize the workflow between designers and AS
developers. And what kind of training can developers have to otimize this.

thank you,
andrei
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Re: [Flashcoders] Flash IDE thinks standard #include ".as" file is a class file

2007-02-16 Thread Andrei Thomaz

is there a class with the same name of the .AS file?


[]'s
andrei


On 2/16/07, Mike Mountain <[EMAIL PROTECTED]> wrote:


I've been working on an as file for some time - it's used as an
#include, it isn't a class (although it's part of a project which has
classes), just a means for me to tidy away some pretty rudimentary
timeline code from designers. Everything was working fine but now the
IDE won't validate the code - even though there's nothing wrong with it
- it keeps spitting out errors:
"ActionScript 2.0 class scripts may only define class or interface
constructs."
Blah
Copy the code into a brand new as file, click the tick, works fine -
save it out with a filename, click the tick, breaks.
I've deleted my ASO files and still no joy - even if I comment out all
the code it still bloody complains.
Anyhow, anyone shed any light on this? - Or how to fix it, I think it
start when I put some imports in the file by mistake.
Cheers
M





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Re: [Flashcoders] Art oriented uses/examples of Flash

2007-02-14 Thread Andrei Thomaz

hello roypardi,

you can give a look at sites like www.rhizome.org and www.soundtoys.net for
art stuff.  Tate Gallery has comissioned some nice net artists, too.

[]'s
andrei


On 2/14/07, Roy Pardi <[EMAIL PROTECTED]> wrote:


Hi-
Nice to see the links that people are sharing @ best Flash projects. If
it's not too much OT, I'd be very interested in links that folks may have
to specifically art-oriented projects (e.g fine
art/conceptual/performance/installation type stuff).

thanks,

roypardi
--
-
Studio Site Updated!
http://www.roypardi.com/


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Re: [Flashcoders] as3, movieclips and subclasses of MovieClip

2007-02-12 Thread Andrei Thomaz

hello Grégoire,

yes, I also tried with dynamic, but something funny happened. The code
worked when the class is dynamic and the movieclip var is public but it also
worked with the class being a normal, sealed class.

bye,
andrei


On 2/12/07, Grégoire Divaret <[EMAIL PROTECTED]> wrote:


Hi!

I'm not sure but your class need to be dynamic


>From: "Andrei Thomaz" <[EMAIL PROTECTED]>
>Reply-To: Flashcoders mailing list 
>To: "Flashcoders mailing list" 
>Subject: [Flashcoders] as3, movieclips and subclasses of MovieClip
>Date: Sun, 11 Feb 2007 22:33:27 -0200
>
>hello list,
>
>I am studying AS3 with the Flash 9 Alpha, and today I learnt one thing
>about
>MovieClip classes, and I would like to ask if it is documented somewhere;
I
>haven't seen anything about this issue. What I did was:
>
>1) I created a movieclip, and associated it with a class, that extends
>MovieClip. And I put another movieclip inside this one, with the instance
>name of m_mcTest, and declared it as a property of the class of its
parent.
>Something like:
>
>class MyMovieClip extends MovieClip
>{
>private var m_mcTest:MovieClip;
>}
>
>2) Testing the movie a few times, I perceived I had to declare the var
>m_mcTest as public, because I was getting this error:
>
>Error #1056: Cannot create property m_mcTest on MyMovieClip
>at flash.display::Sprite/flash.display:Sprite::constructChildren()
>
>
>I cann't remember about having this kind of problem with AS 2, and I am
>curious about if there is some docs about that.
>
>
>thank you,
>andrei
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[Flashcoders] as3, movieclips and subclasses of MovieClip

2007-02-11 Thread Andrei Thomaz

hello list,

I am studying AS3 with the Flash 9 Alpha, and today I learnt one thing about
MovieClip classes, and I would like to ask if it is documented somewhere; I
haven't seen anything about this issue. What I did was:

1) I created a movieclip, and associated it with a class, that extends
MovieClip. And I put another movieclip inside this one, with the instance
name of m_mcTest, and declared it as a property of the class of its parent.
Something like:

class MyMovieClip extends MovieClip
{
   private var m_mcTest:MovieClip;
}

2) Testing the movie a few times, I perceived I had to declare the var
m_mcTest as public, because I was getting this error:

Error #1056: Cannot create property m_mcTest on MyMovieClip
   at flash.display::Sprite/flash.display:Sprite::constructChildren()


I cann't remember about having this kind of problem with AS 2, and I am
curious about if there is some docs about that.


thank you,
andrei
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Re: [Flashcoders] Need help dynamically adding a layer to a MC.

2007-02-04 Thread Andrei Thomaz

i guess you need to change:
mcTemp.duplicateMovieClip("themask", "idono"+k, this.getNextHighestDepth
());

to:
mcTemp.duplicateMovieClip("themask", "idono"+k, mcTemp.getNextHighestDepth
());


[]'s
andrei


On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:


Andrei,
Significant progress...following your suggestions...

temp = "wrapper"+k;
mcTemp = target_mc.createEmptyMovieClip(temp, this.getNextHighestDepth
());
mcTemp.duplicateMovieClip("themask", "idono"+k,
this.getNextHighestDepth
());
mcTemp.blendMode = "layer";
trace(k);

I made one further change because the .attachMovieClip was not executing.
I
moved to .duplicateMovieClip and now see "themask" showing up in debug
list.
(Although still not in the .swf) In the process, I found this variable
list
in the debug mode. I have no idea what this means but anything that says
 must be a hint!

Thanks so much for being here today to help me through this!
T


Variable _level0.i = 13
Variable _level0.j = 22
Variable _level0.instofimg = "img_mc12"
Variable _level0.img_mcl = [object #5, class 'MovieClipLoader'] {}
Variable _level0.ratio = 4
Variable _level0.temp = "wrapper3"
Variable _level0.mcTemp = [movieclip:]
Movie Clip: Target="_level0.img_mc0"
Movie Clip: Target="_level0.img_mc1"
Movie Clip: Target="_level0.img_mc2"
Movie Clip: Target="_level0.img_mc3"
Movie Clip: Target="_level0.img_mc4"
Movie Clip: Target="_level0.img_mc5"
Movie Clip: Target="_level0.img_mc6"
Movie Clip: Target="_level0.img_mc7"
Movie Clip: Target="_level0.img_mc8"
Movie Clip: Target="_level0.img_mc9"

On 2/4/07, Andrei Thomaz <[EMAIL PROTECTED]> wrote:
>
> change
>
> temp.attachMovie("themask", "idono"+k, this.getNextHighestDepth());
>
> for
>
> temp.attachMovie("themask", "idono"+k, temp.getNextHighestDepth());
>
> you need the next depth inside the empty movieclip. And you also need a
> reference to the empty movieclip:
>
>
> //target_mc.addMask = function() {
> temp = "wrapper" + k;
> mcTemp = target_mc.createEmptyMovieClip(temp,
> this.getNextHighestDepth());
>
> mcTemp.attachMovie("themask", "idono"+k, this.getNextHighestDepth
());
> mcTemp.blendMode = "layer";
> trace(k);
> //};
>
> in your code, temp is a string, not a movieclip. This may be the
problem.
>
> []'s
> andrei
>
>
> On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:
> >
> > I ditched the function() since it wasn't executing and tried your
> > suggestion. The debugger now shows the "wrapper"..s getting added to
the
> > movieclips. Hmm...progress. But the temp.attachMovie is not executing
on
> > any
> > layer anywhere. I just don't see why.
> > Thanks,
> > T
> >
> > //target_mc.addMask = function() {
> > temp = "wrapper" + k;
> > target_mc.createEmptyMovieClip(temp, this.getNextHighestDepth());
> >
> > temp.attachMovie("themask", "idono"+k, this.getNextHighestDepth
());
> > temp.blendMode = "layer";
> > trace(k);
> > //};
> >
> > On 2/4/07, Andrei Thomaz <[EMAIL PROTECTED]> wrote:
> > >
> > > I guess you have to create an empty movie clip inside target_mc, and
> > > attach
> > > the mask to it.
> > >
> > > []'s
> > > andrei
> > >
> > >
> > > On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Just joined... and by reading today's posts, it looks like I am in
> the
> > > > right
> > > > place to get help on this.
> > > >
> > > > I am dynamically creating movie clips and loading each with a .jpg
> and
> > a
> > > > layer with a mask. It is the addMask step that doesn't work. I
have
> > > > written
> > > > this a dozen different ways and have only confused
myself.  Stepping
> > > > through
> > > > the code I learned that it creates all the movie clips first and
> then
> > > goes
> > > > to the onLoadInit and sets all the properties. It skips my attempt
> at
> > an
> > > > addMask function. The linkage id of the mask in the library is
> > > "themask".
> > > > I
> > > > tested this line separately in a different file. It sort of works
> > > although
> > > > I
> > > > couldn't tell if i

Re: [Flashcoders] Need help dynamically adding a layer to a MC.

2007-02-04 Thread Andrei Thomaz

change

temp.attachMovie("themask", "idono"+k, this.getNextHighestDepth());

for

temp.attachMovie("themask", "idono"+k, temp.getNextHighestDepth());

you need the next depth inside the empty movieclip. And you also need a
reference to the empty movieclip:


//target_mc.addMask = function() {
   temp = "wrapper" + k;
   mcTemp = target_mc.createEmptyMovieClip(temp,
this.getNextHighestDepth());

   mcTemp.attachMovie("themask", "idono"+k, this.getNextHighestDepth());
   mcTemp.blendMode = "layer";
   trace(k);
//};

in your code, temp is a string, not a movieclip. This may be the problem.

[]'s
andrei


On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:


I ditched the function() since it wasn't executing and tried your
suggestion. The debugger now shows the "wrapper"..s getting added to the
movieclips. Hmm...progress. But the temp.attachMovie is not executing on
any
layer anywhere. I just don't see why.
Thanks,
T

//target_mc.addMask = function() {
temp = "wrapper" + k;
target_mc.createEmptyMovieClip(temp, this.getNextHighestDepth());

temp.attachMovie("themask", "idono"+k, this.getNextHighestDepth());
temp.blendMode = "layer";
trace(k);
//};

On 2/4/07, Andrei Thomaz <[EMAIL PROTECTED]> wrote:
>
> I guess you have to create an empty movie clip inside target_mc, and
> attach
> the mask to it.
>
> []'s
> andrei
>
>
> On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:
> >
> > Just joined... and by reading today's posts, it looks like I am in the
> > right
> > place to get help on this.
> >
> > I am dynamically creating movie clips and loading each with a .jpg and
a
> > layer with a mask. It is the addMask step that doesn't work. I have
> > written
> > this a dozen different ways and have only confused myself.  Stepping
> > through
> > the code I learned that it creates all the movie clips first and then
> goes
> > to the onLoadInit and sets all the properties. It skips my attempt at
an
> > addMask function. The linkage id of the mask in the library is
> "themask".
> > I
> > tested this line separately in a different file. It sort of works
> although
> > I
> > couldn't tell if it was loading the mask into the movie clip or the
main
> > timeline. Yes, I am a beginner. And yes, I am going to go out and get
> the
> > Flash 8 Essentials book based on the posts I read today. Any
suggestions
> > greatly appreciated!!!
> >
> > Thanks,
> > T
> >
> > ...
> > max = 12;
> > //array of positions for x and y
> > var pos_x:Array = new Array(0, 200, 400, 600, 0, 200, 400, 600, 0,
200,
> > 400,
> > 600, 0);
> > var pos_y:Array = new Array(0, 0, 0, 0, 200, 200, 200, 200, 400, 400,
> 400,
> > 400, 600);
> > k = 0;
> > var mcl_obj:Object = new Object();
> > mcl_obj.onLoadInit = function(target_mc:MovieClip):Void  {
> > target_mc._x = pos_x[k];
> > target_mc._y = pos_y[k];
> > if (target_mc._width>200) {
> > ratio = target_mc._width/200;
> > target_mc._width = target_mc._width/ratio;
> > target_mc._height = target_mc._height/ratio;
> > }
> > //---broken part starts here--
> > target_mc.addMask = function() {
> > target_mc.attachMovie("themask", "idono"+i,
> > this.getNextHighestDepth
> > ());
> > target_mc.blendMode = "layer";
> > trace(i);
> > };
> > //--end of broken part --
> > //trace ("x "+pos_x[k]);
> > //trace ("y "+pos_y[k]);
> > target_mc.onPress = function() {
> > trace("drag goes here");
> > };
> > k = k+1;
> > };
> > for (var i = 0; i<=max; i++) {
> > //trace(i);
> > j = 10+i;
> > var instofimg = new Object();
> > instofimg = "img_mc"+i;
> > this.createEmptyMovieClip(instofimg, j);
> > var img_mcl:MovieClipLoader = new MovieClipLoader();
> > img_mcl.addListener(mcl_obj);
> > //load image into movieclip
> > img_mcl.loadClip("image"+i+".jpg", instofimg);
> >
> > }
> > ___
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> >
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Re: [Flashcoders] Need help dynamically adding a layer to a MC.

2007-02-04 Thread Andrei Thomaz

I guess you have to create an empty movie clip inside target_mc, and attach
the mask to it.

[]'s
andrei


On 2/4/07, Teresa Hardy <[EMAIL PROTECTED]> wrote:


Just joined... and by reading today's posts, it looks like I am in the
right
place to get help on this.

I am dynamically creating movie clips and loading each with a .jpg and a
layer with a mask. It is the addMask step that doesn't work. I have
written
this a dozen different ways and have only confused myself.  Stepping
through
the code I learned that it creates all the movie clips first and then goes
to the onLoadInit and sets all the properties. It skips my attempt at an
addMask function. The linkage id of the mask in the library is "themask".
I
tested this line separately in a different file. It sort of works although
I
couldn't tell if it was loading the mask into the movie clip or the main
timeline. Yes, I am a beginner. And yes, I am going to go out and get the
Flash 8 Essentials book based on the posts I read today. Any suggestions
greatly appreciated!!!

Thanks,
T

...
max = 12;
//array of positions for x and y
var pos_x:Array = new Array(0, 200, 400, 600, 0, 200, 400, 600, 0, 200,
400,
600, 0);
var pos_y:Array = new Array(0, 0, 0, 0, 200, 200, 200, 200, 400, 400, 400,
400, 600);
k = 0;
var mcl_obj:Object = new Object();
mcl_obj.onLoadInit = function(target_mc:MovieClip):Void  {
target_mc._x = pos_x[k];
target_mc._y = pos_y[k];
if (target_mc._width>200) {
ratio = target_mc._width/200;
target_mc._width = target_mc._width/ratio;
target_mc._height = target_mc._height/ratio;
}
//---broken part starts here--
target_mc.addMask = function() {
target_mc.attachMovie("themask", "idono"+i,
this.getNextHighestDepth
());
target_mc.blendMode = "layer";
trace(i);
};
//--end of broken part --
//trace ("x "+pos_x[k]);
//trace ("y "+pos_y[k]);
target_mc.onPress = function() {
trace("drag goes here");
};
k = k+1;
};
for (var i = 0; i<=max; i++) {
//trace(i);
j = 10+i;
var instofimg = new Object();
instofimg = "img_mc"+i;
this.createEmptyMovieClip(instofimg, j);
var img_mcl:MovieClipLoader = new MovieClipLoader();
img_mcl.addListener(mcl_obj);
//load image into movieclip
img_mcl.loadClip("image"+i+".jpg", instofimg);

}
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Re: [Flashcoders] extends MovieClip

2007-02-04 Thread Andrei Thomaz

hello Dave,

you can make something like:

class blah extends MovieClip {

  public function blah() {
  };

  public function onRelese()
  {
  // handle release here
 }
};

or, if you want to control an instance (and not all the instances of a
class), you can create a classe for the container of the instance. Sometimes
I create a class for a menu, something like that:

class MyMenu extends MovieClip
{
 var m_btnButton1:MovieClip; // or a derived-MovieClip class;
   // I created a class for
buttons, for example

 function init()
 {
   m_btnButton1.onRelease = function ()
   {
 // handle release here
   }
 }
}

[]'s
andrei


On 2/4/07, David Cohn <[EMAIL PROTECTED]> wrote:


Hey all,

Is it possible to use a "class extends MovieClip" on a pre-existing
(authored) MovieClip?
I'd like to seamlessly do something like:

class blah extends MovieClip {

public function blah() {
this.onRelease = function() {
// handle release here
};
};
};

... but I can't see how to set this up (I'm using ActionScript 2.0,
but is there a 3.0 only solution?).

If not, what do people think is the most elegant way to handle this,
e.g.:

class blah {

public function blah( caller:MovieClip ) {
caller.onRelease = function() {
(blah instance).handleRelease();
};
};

public function handleRelease() {
// handle release here
};
};

...I'd like to make this as seamless as possible for the graphic
designers.

Thanks,
--Dave

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Re: [Flashcoders] Capturing Dreamweaver Parameter to Initialize Per-Page Button State

2006-12-20 Thread Andrei Thomaz

Maybe you could call a javascript function that reads some properties of
window object, and returns the name of HTML page. You can use
ExternalInterface for that.

Just a guess.

andrei



On 12/20/06, Charlie Macchia <[EMAIL PROTECTED]> wrote:


Hello all - bit of a newbie question.

I have an overall menu that I would like to appear across a site (all
4 pages of it) - the menu has 4 buttons with the standard 4 states
per button. I have a work-around if necessary, but I thought it best
to use the button state to provide feedback to the user about what
page they're on - so the page 1 button will appear in its green state
(roll-over) when the user is on that page, otherwise it will appear
red; the page two button will appear in its green state when the user
is on that page ... and so on ... using the same Flash menu bar
across the site. (making code updates way easier and saving on
download time)

I've been snooping through AS trying to find out how to capture the
HTML page name, so that the button state can be set appropriately -
and it seems it's best to simply pass it in as a parameter from
Dreamweaver, and then write a handler on the Flash page to capture
the Parameter passed in (perhaps onClipEvent(initialize) ?) and then
have the page set the button state accordingly.

I imagine this sort of this happens fairly frequently, but I'm not
having the best luck finding example code - which leads me to suspect
I may be thinking of the problem wrong, or it may not happen quite as
frequently as I thought.

So - is there any example code? Or is there a much better way of
doing this?

Thanks in Advance
Charlie


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[Flashcoders] AS programmers in são paulo

2006-12-17 Thread Andrei Thomaz

hello list,

I need to recommend an AS programmer for a job in são paulo, brazil. Does
anybody here lives in são paulo? If yes, please, contact-me offlist.

thank you,
andrei
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Re: [Flashcoders] Sound not starting

2006-12-11 Thread Andrei Thomaz

hello david,

why do you call the stop() method before using attachSound() ?

[]'s
andrei


On 12/11/06, David Skoglund <[EMAIL PROTECTED]> wrote:


Hi I have quite some problems with playing sounds. It works about 19 times
of 20... Have anyone come across this kind of irregular sound behavior?

Could there be a problem with stopping a sound right before starting a new
sound (a delay of the stop command so that it stops the new sound)?

Any help is very appreciated!

At the start of the program I initialize sound objects in a init function
like this:

class application.main{
static var sound:Object;

static function init () {
  // create global sound objects
  sound={}
  sound.comments=_root.createEmptyMovieClip("comments",
_root.getNextHighestDepth())
  sound.comments.soundObj=new Sound(sound.comments);
}
}


I start the sounds in a function like this:

function playComment (comment){
   // start comment
   main.sound.comments.soundObj.stop()
   main.sound.comments.soundObj.attachSound(comment);
   main.sound.comments.soundObj.setVolume(80);
   main.sound.comments.soundObj.start();

   trace ("comment: "+this.comment)
}



David Sjölander
Game Designer

Cogmed - Working Memory Training
Fryxellsgatan 4 | 114 25 Stockholm, Sweden | Phone: +46 (0)8 506 315 60 |
Cell: +46 (0)736 84 54 52 | www.cogmed.com



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Re: Re[2]: [Flashcoders] as 2 email validation class

2006-11-19 Thread Andrei Thomaz

there is a problem with the behavior described below:

"The above script check for a "@" followed by the last instance of "."..."

This turns e-mails from some countries (like [EMAIL PROTECTED])
invalid. For example, I had to fix the e-mail validation in the code of some
CMS to develop some sites for brazilians, where we can have e-mails like
[EMAIL PROTECTED], [EMAIL PROTECTED] and so on).


[]'s
andrei




On 11/19/06, Rákos Attila <[EMAIL PROTECTED]> wrote:



This is much better, but not perfect yet :) It still lets pass strings
like @., [EMAIL PROTECTED], [EMAIL PROTECTED], foo@@foo.com, etc.

I think that validating carefully everything what comes from the user
is an essential thing, and we have to don't allow "breaking" programs
by wrong inputs. It concerns not only e-mail addresses but any input
data. There are two cases when the user passes wrong input to the
program:

- the user mistyped something or forgot to fill the value at all
  (unintentionally)
- somebody tries to hack the program intentionally

We have to take care of both cases, because we should provide the most
perfect experience for the user (just take your example: somebody
mistypes his/her e-mail address during a registration process and
vainly waits for the confirmation mail) and avoid any vulnerability
which allows malicious users to hack the program (even when we cannot
imagine what harm a wrong input can cause - may be somebody is more
inventive and figures out something).


JB> Another one I've used is this:
JB> --
JB> // vars
JB> var checkStr:String =
JB> "._-abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
JB> var isValid:Boolean;
JB> var inputTxt:TextInput;
JB> var valBtn:Button;
JB> var resultTxt:TextArea;
JB>
JB> function clicked() {
JB> resultTxt.text = (validateEmail(inputTxt.text)) ? "email is valid"
:
JB> "email is not valid";
JB> }
JB> valBtn.addEventListener("click", clicked);
JB>
JB> function validateEmail(ti:String):Boolean {
JB> // ti = text input field string
JB> atChrIndex = ti.indexOf("@");
JB> dtChrIndex = ti.lastIndexOf(".");
JB> if(atChrIndex < dtChrIndex){
JB> frstStr = ti.slice(0,atChrIndex);
JB> mdleStr = ti.slice(atChrIndex+1, dtChrIndex);
JB> lastStr = ti.slice(dtChrIndex+1, ti.length);
JB> if(getStrValid(frstStr) && getStrValid(mdleStr) &&
getStrValid(lastStr)){
JB> return true;
JB> } else {
JB> return false;
JB> }
JB> } else {
JB> return false;
JB> }
JB> }
JB>
JB> function getStrValid(ti:String):Boolean {
JB> isValid = true;
JB> for(var i=0;i if(checkStr.indexOf(ti.charAt(i)) == -1) isValid = false;
JB> }
JB> return isValid;
JB> }
JB> --
JB>
JB> The above script check for a "@" followed by the last instance of ".",
JB> and then splits the email string into three separate strings, and then
JB> checks if all the characters in those strings correspond to checkStr.
In
JB> my script, more than one "." character is allowed in the email, cause
JB> I've seen some addresses being something like
JB> "[EMAIL PROTECTED]", which isn't allowed in
JB> Bokelberg's script.
JB>
JB> Email validation is fine, to a certain point. Maybe it's just me, but
I
JB> try and spend the least amount of time on the issue; if a user wants
to
JB> purposefully try and break the email validation (which they would need
JB> to in order to get past a script like the above) then they deserve not
JB> to get signed up for whatever. A good signup routine is not just about
JB> email validation, but about confirmation: if they purposefully put in
an
JB> invalid email (which gets past the above routine), then they can't
JB> confirm. Sucks to be them.
JB>
JB> Of course, the simplest thing if you're doing a lot of string
validation
JB> in your AS2 application is to use a RegExp class.


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Re: [Flashcoders] Any success with using ExternalInterface with SCORM2004 API?

2006-11-03 Thread Andrei Thomaz

hello Craig,

some months ago, I worked with the scripts written by Alan Schultz.
Originally, they worked with fscommand(), but I ported it to use
ExternalInterface. I don't remember very well (I haven't worked with
e-learning stuff in last months) but maybe the code is useful. I am going to
send you in a private message.

andrei






On 11/3/06, Clark, Craig <[EMAIL PROTECTED]> wrote:


Has anyone out there been successful in using ExternalInterface to get
data from an LMS back into Flash? ExternalInterface works great when I
want to set a value but I cannot get it to successfully get a value. In
Internet Explorer I get an error stating that the "Object does not
support that method" whenever I use ExternalInterface. With Firefox I
get no errors but the returned value is always "[type Object]".


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Re: [Flashcoders] hello, and interval management question

2006-10-15 Thread Andrei Thomaz

hello Gilles,

if you are doing an artwork, please, don't miss Processing (
www.processing.org). Maybe it can be useful, if you don't need to deploy a
web app that works with Flash Player.

[]'s
andrei


On 10/15/06, Janis Radins <[EMAIL PROTECTED]> wrote:


yes you can pass that interval ID
you can do something like this:
var intContainer:Object = new Object();
intContainer.interval = setInterval(someFun, 50, intContainer);

in this case intContainer will be to first argument of that functon and
you'll be able to refference it anytime as arguments[0].interval

2006/10/15, Giles Bowkett <[EMAIL PROTECTED]>:
>
> Hi, I'm mainly a coder, with some experience on the arts side as well.
> I've got a site where I need to be able to set and clear a bunch of
> intervals dynamically. It's a visualization application which involves
> node-link graphs with a potentially large number of nodes, and in
> which you can generate new graphs by exploring particular nodes.
> Various animations and things will have to happen, and one use of the
> application could conceivably involve hundreds of intervals being set
> and cleared. I need to be able to manage fade-outs, fade-ins, and
> movement for all these different nodes without any of the interval
> clearing or setting obliterating pre-existing intervals used in
> different functions.
>
> I've been reading various books and googling for a while and I really
> just haven't found any sophisticated technique for doing what I want
> to do.
>
> There are limitations, too. The system is a prototype and has to be
> finished very quickly. It's not object-oriented, it's in AS 2, and
> I've probably made a number of hideous mistakes as my prior experience
> is generally limited to bit101 tutorials and Jared Tarbell style art
> experiments.
>
> My question is, is there a way to pass an interval to the function
> you're calling within setInterval? Should I create a NodeFader class
> and pass it the interval?
>
> nodefader = new NodeFader() ;
> nodefader.interval = setInterval(nodefader, 50, node_to_fade) ;
>
> Something like that?
>
> My second question is, did I just answer my first question in the
> process of asking it?
>
> --
> Giles Bowkett
> http://www.gilesgoatboy.org
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[Flashcoders] xical-like project

2006-10-04 Thread Andrei Thomaz

hello list,

I need to create a lot of presentations. They are very simple, so I guess I
can use Xical to make that. But I would like to ask you if there are more
projects like Xical, that can read a XML, load assets (images and sounds)
and show a slideshow, with some basic animations.

thank you,
andrei
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Re: [Flashcoders] combobox label not displaying any text

2006-09-25 Thread Andrei Thomaz

the font must be available as a symbol font in the library. And, in some
cases, the font must be in the library of the main movie, in the case of
combobox being in a movie loaded by another one. This is because Flash
creates the combobox list in _level0. Sometime I created a combobox inside a
movie that was rotationed, and the list appeared straight on the screen,
without the inclination of the "main" movie (the main movie of the list was,
actually, the _root).

[]'s
andrei


On 9/25/06, Rich Rodecker <[EMAIL PROTECTED]> wrote:


I have a combobox that I am using in a CellRenderer for a datagrid.  For
some reason the text for the selected item in the comboobox wont display.
If i trace out the value of the text, it shows the right value, so I know
its being set. I am setting embedFonts to true for the TextInput and
ComboBox components in the _global styles.

anyone have any ideas as to why the selected text isnt displaying?
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