Re: [Flashcoders] FaceBook, Posting Data allowScriptAccess

2011-02-10 Thread Kevin Newman
Did you check firebug's net tab to make sure the request is indeed not 
going out (and if it is going out, that it is hitting the correct location)?


I didn't think allowScriptAccess=never would prevent posting (it's 
been forever since I looked into it though).


If it's really not going to allow you to load data, you could serialize 
all the data and shove it into a flashvar in the embed code, and then 
parse it within Flash at load. I'm working on a Facebook app right now 
that has 3 separate SWFs (2 of them loaded in iframes), that are able to 
communicate with one another over ExternalInterface, and are also able 
to pull data from a data source. I'm using unFocus.SwfHTML to embed them 
though, not using any special FB api.


Kevin N.


On 2/4/2011 8:20 PM, Karim Beyrouti wrote:

php script. The php is on the same server as the SWF. I am 99% sure that 
facebook setting the allowScriptAccess='never' parameter when embedding with 
FBML is what's causing the flash not to submit the data to the script.

I was wondering what techniques do you use to embed flash content in FaceBook, 
and how you'd get around this?

Thanks, for your time.



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

2011-02-04 Thread Kevin Newman

ew. Quark. Bleh!

On 2/4/11 1:14 AM, John R. Sweeney Jr wrote:

Mtropolis didn't fade into obscurity, it was purchased by Quark and was to
become part of QuarkImmedia. That became obscureŠ :)

And THAT's really showing my age. :P



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Re: [Flashcoders] [Job] Activescript 3 development

2011-02-01 Thread Kevin Newman

On 2/1/2011 1:05 PM, Matt S. wrote:

That's the core language for the pirated versions of Flash that you
can buy down in Chinatown. Doesnt work very well though, your SWF's
come out looking like somebody filmed your monitor with a cheap
camcorder...
Quality concerns aside - this is a very efficient package. All projects 
are done in 10 minute.


Kevin N.


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Re: [Flashcoders] Actionscript 4?

2010-11-09 Thread Kevin Newman
Adobe seems intent on following the spec when it comes to their language 
- which I find completely bizarre. Why follow that spec, but create your 
own in other areas?


I'd be very interested in any news on the subject as well.

Kevin N.


On 11/9/10 7:15 AM, Merrill, Jason wrote:

Did anyone who attended Max this year hear anything about the status of 
Actionscript 4?  I heard a lot about new tools and HTML 5 support and junk, but 
I meant to ask the Adobe guys about Actionscript 4 and forgot. And I had ample 
opportunity too.

Anyone heard or know anything about Actionscript 4?  I know I can look at the 
latest ECMA specs to get an idea of what may be coming, but I'm curious about 
what Adobe's doing and when.

Thanks.

  Jason Merrill
  Instructional Technology Architect
  Bank of America  Global Learning


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Re: [Flashcoders] Converting fla to mov

2010-10-24 Thread Kevin Newman

On 10/23/10 11:34 AM, Henrik Andersson wrote:
The built in exporter is crap and doesn't deal with actionscript. You 
might get better luck with a 3rdparty solution.
I don't think that's true. But it will only export a move as long as 
your main timeline - the solution is usually to make a second fla and 
make the main timeline as long as you want your exported movie to be (or 
a couple of frames longer even) then load your swf into that, and run 
the exporter. I like to export to uncompressed quicktime, or use 
lossless compression.


It will actually run your swf, and capture each frame.

Kevin N.


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Re: [Flashcoders] Actionscript 3 and Flashplayer 8

2010-10-18 Thread Kevin Newman
Flash Player 8 supports only AVM1 bytecode (compiled from Actionscript 
1.0 and 2.0 - and haXe).


Flash Player 9+ supports AVM1 and AVM2. Actionscript 3.0 gets compile 
into AVM2 bytecode (and haXe).


There is no way to use Actionscript 3.0 with Flash Player 8 and lower.

Even if you use haXe, the display list API is different when targeting 
Flash 9+ vs. Flash 8- so even haXe isn't completely compatible.


On alternative platforms - AS3 (AVM2) is available on more platforms 
than it used to be, even being supported in some versions of Flash Lite, 
but AS2/AS1 (AVM1) is still more compatible (especially with older 
hardware/platforms).


Kevin N.


On 10/18/10 7:53 AM, Beatrix Krümmer-Frau wrote:


 Hi all,

I am searching informations about using Actionscript 3 for projects, 
which have to run in old, old Flash Versions.  I need arguments for 
customers who still work with Actionscript 2.

Any suggestions are welcome, will do a paper on this issue.

Thanks in advance



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Re: [Flashcoders] Actionscript 3 and Flashplayer 8

2010-10-18 Thread Kevin Newman
The OP referenced old players. I didn't think freedom players were 
the topic.


There is the GPL 3 Lightspark player:
http://en.wikipedia.org/wiki/Lightspark

Kevin N.



On 10/18/10 12:23 PM, strk wrote:

On Mon, Oct 18, 2010 at 12:05:28PM -0400, Kevin Newman wrote:


On alternative platforms - AS3 (AVM2) is available on more platforms
than it used to be, even being supported in some versions of Flash Lite,

I disagree. There is NO _free_ player supporting AVM2 movies.
Free player means virtual support for _any_ platform.

See some screenshots of Gnash on embedded devices:
http://wiki.gnashdev.org/Gnash#Screenshots
http://www.gnu.org/software/gnash

So, there's surely MUCH WIDER availability of players for AVM1 than
there is for AVM2.

--strk;

   ()   Free GIS  Flash consultant/developer
   /\   http://strk.keybit.net/services.html
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[Flashcoders] Detect when AIR (Android/iOS) exits

2010-10-18 Thread Kevin Newman

Hi,

I know there is a way to specifically exit AIR apps on Android at least, 
but does anyone know how to detect when someone presses the home button 
in iOS (and event or something) - to save the current running state?


thanks,

Kevin N.
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Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
I've had a similar experience. What I've done is to divide my game 
(Event.ENTER_FRAME) and my render logic - stage element access 
(Event.RENDER) loops, and on 3G update only every other frame.


You can do that by filtering on Capabilities.os, and then based on which 
model you detect, set a toggle to run at the end of ENTER_FRAME handler, 
that will invalidate the screen (I think it's root.invalidate()) either 
every frame for high end devices, or every other frame for iPhone 3G, 
iPod 2nd gen, and lower.


// set useFrameSkip in init based on Capabilities.os
if (useFrameSkip  !skipFrame) {
skipFrame = true;
root.invalidate();
}
else {
skipFrame = false;
}

Also, make sure you are setting those cacheAsBitmap and 
cacheAsBitmapMatrix flags when appropriate, or else you aren't properly 
utilizing the GPU.


Seems to help. :-)

Kevin N.

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/Capabilities.html?filter_flex=4.1filter_flashplayer=10.1filter_air=2#os


On 10/12/10 6:29 AM, Paul Steven wrote:

Be sure to check your creations on an iPhone 3G as my tests so far have not
been great in terms of performance on these devices and that is with highly
optimised code.


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Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
Optimizing for GPU is what helps most on iPhone - make sure every item 
on your display list is getting cached on the GPU (even ones you update, 
but minimize updates). Additionally, avoid addChild and removeChild (and 
the timeline, since it uses those a lot) - they are expensive - use 
visible property instead.


Maybe draw your background as a big shape, and set cacheAsBitmap, and 
cacheAsBitmapMatrix = new Matrix there as well. I'm not sure if that 
helps, but after I did that my app got faster (I don't do things as 
micro iteratively as I'd like, because the iPhone compile time is so 
horrendous - so I'm not always certain about which things helped or not 
- though I am sure that if I forget to set the GPU flags, it slows 
everything down, even if it's just the background display object).


8 objects should be no problem at all.

View the PDF here for more:
http://labs.adobe.com/technologies/packagerforiphone/
http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

Kevin N.


On 10/12/10 12:54 PM, Paul Steven wrote:

nce. I only have 8 balls moving with collision detection and
reactions using vector maths and what works so smoothly on the PC is really
sluggish on the iPhone. I have written the same code in Corona and it works
well on the iPhone. However I am determined to get it working with the Flash
version.


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Re: [Flashcoders] Detect iPhone version

2010-10-11 Thread Kevin Newman
I've read in another source, that capabilities.os will return the actual 
iPhone model code ( iPhone1,1 = Original, iPhone1,2 is 3G, etc )


I can't tell you where I read that, because the first rule about it is, 
you don't talk about it. It's the second rule too.


Kevin N.


On 10/2/10 3:06 AM, Kevin Newman wrote:

 Hi,

Anyone know how to detect the iPhone version a Flash CS5 iPhone app is 
running on? I have a game that runs at 59.1 FPS on a 3GS or ~45FPS on 
an older iPod touch.


I'd like to be able to detect which device the app is running on, so I 
can throttle back the FPS, to 30 or 40 on slower hardware (30 for 
iPhone 3G which is slightly less powerful on paper, than iPod touch 2g).


BTW, the frameskip feature isn't very smooth (I'm using the 
ENTER_FRAME/stage.invalidate()/RENDER method).


Thanks,

Kevin N.


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Re: [Flashcoders] Detect iPhone version

2010-10-07 Thread Kevin Newman

 Doh! Let's hope they bring Packager for iOS up to snuff with AIR 2.5 soon!

Kevin N.


On 10/7/10 3:53 AM, Sidney de Koning - Funky Monkey Studios wrote:

Capabilities.touchscreenType are
only available in AIR 2.5 for Android prerelease but this is going live
tomorrow;)


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[Flashcoders] Ray casting collision detection for Circles

2010-10-07 Thread Kevin Newman

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Re: [Flashcoders] Ray casting collision detection for Circles

2010-10-07 Thread Kevin Newman

I wrote 4 paragraphs lol

I wonder what happened to it...

Kevin N.



On 10/7/10 2:34 PM, Merrill, Jason wrote:

You don't say.

  Jason Merrill
  Instructional Technology Architect
  Bank of America  Global Learning



-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kevin Newman
Sent: Thursday, October 07, 2010 2:11 PM
To: Flashcoders List
Subject: [Flashcoders] Ray casting collision detection for Circles


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[Flashcoders] Designing for multiple screen sizes - and input types

2010-10-06 Thread Kevin Newman
 The more I dive into mobile design and development, the more I realize 
that the distinction between mobile and desktop has less to do with 
screen size, and a great deal more to do with input type.


On a mobile device - even a big screen one like an iPad - touch 
interface means things need to (and can) work differently than on the 
desktop with a mouse and scrollwheel (or cursor/trackpad).


The question - is there a way to detect interface method in addition to 
screensize and ppi?


I need to tailor certain things based on the answer to that query.

Kevin N.


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Re: [Flashcoders] Designing for multiple screen sizes - and input types

2010-10-06 Thread Kevin Newman
 That has no flag for primary interface type. It does have useful pixel 
aspect ratio, and DPI stuff though.


I guess I could detect this myself...

Kevin N.



On 10/6/10 1:24 PM, Ktu wrote:

  6, 2010 at 1:16 PM, Kevin Newmancapta...@unfocus.com  wrote:


The more I dive into mobile design and development, the more I realize
  that the distinction between mobile and desktop has less to do with screen
  size, and a great deal more to do with input type.

  On a mobile device - even a big screen one like an iPad - touch interface
  means things need to (and can) work differently than on the desktop with a
  mouse and scrollwheel (or cursor/trackpad).

  The question - is there a way to detect interface method in addition to
  screensize


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Re: [Flashcoders] Designing for multiple screen sizes - and input types

2010-10-06 Thread Kevin Newman
 I was hoping for a flag I could check in my setup phase, but that'll 
be a good workaround.


Kevin N.


On 10/6/10 1:50 PM, Tom Gooding wrote:

I thought there were TouchEvents for mobile - presumably you could look for 
them getting fired somewhere and switch modes on that?


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Re: [Flashcoders] Designing for multiple screen sizes - and input types

2010-10-06 Thread Kevin Newman
 Oh! I must have landed on an old document page - that property 
(touchscreenType) wasn't listed.


Thanks!

Kevin N.


On 10/6/10 2:46 PM, Ktu wrote:

The Capabilities class tells you if there is a touch screen.
If there is, turn on touch screen interfacing. I'm not sure I understand the
issue (or workaround?)
If (Capabilities.touchscreenType != TouchscreenType.NONE) {
 //addEventListeners and events for touchscreen usability
}
?


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Re: [Flashcoders] Detect iPhone version

2010-10-06 Thread Kevin Newman

 No way to tell?

Kevin N.


On 10/2/10 3:06 AM, Kevin Newman wrote:

 Hi,

Anyone know how to detect the iPhone version a Flash CS5 iPhone app is 
running on? I have a game that runs at 59.1 FPS on a 3GS or ~45FPS on 
an older iPod touch.


I'd like to be able to detect which device the app is running on, so I 
can throttle back the FPS, to 30 or 40 on slower hardware (30 for 
iPhone 3G which is slightly less powerful on paper, than iPod touch 2g).


BTW, the frameskip feature isn't very smooth (I'm using the 
ENTER_FRAME/stage.invalidate()/RENDER method).


Thanks,

Kevin N.


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[Flashcoders] Detect iPhone version

2010-10-02 Thread Kevin Newman

 Hi,

Anyone know how to detect the iPhone version a Flash CS5 iPhone app is 
running on? I have a game that runs at 59.1 FPS on a 3GS or ~45FPS on an 
older iPod touch.


I'd like to be able to detect which device the app is running on, so I 
can throttle back the FPS, to 30 or 40 on slower hardware (30 for iPhone 
3G which is slightly less powerful on paper, than iPod touch 2g).


BTW, the frameskip feature isn't very smooth (I'm using the 
ENTER_FRAME/stage.invalidate()/RENDER method).


Thanks,

Kevin N.


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[Flashcoders] bounce object off tilted wall

2010-09-28 Thread Kevin Newman

 Hi,

I'm looking for information to help me learn how to bounce an object off 
another rotated object (or irregularly shaped object). I've already got 
basic collision detection working, and can bounce off straight 
horizontal and vertical shapes easily enough (blocks). I'm looking for 
info on doing that to an arbitrarily rotated block, or even a round 
shape, in a realistic way.


I'd considered using a physics engine, but that seems like overkill in 
my case - I really just need the bounce logic.


Any ideas or tutorials suggestions are appreciated. :-)

A bonus would be information that helps me do that to data that isn't on 
the display list or DisplayObject derived.


Thanks,

Kevin N.
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Re: [Flashcoders] bounce object off tilted wall

2010-09-28 Thread Kevin Newman
 I'd thought of that, but was hoping to something with less weight - I 
think it's Matrix/Vector math I need to learn about.


Just to continue down this path - anyone have a recommendation for the 
most appropriate engine for mobile?


Is there a physics engine that operates on non-screen objects which 
would allow me to apply that data to my scene in the RENDER event (this 
seems to be important on GPU accelerated AIR for mobile).  In other 
words, I don't want a physics engine that updates the display list 
itself, I want to be able to grab the data and update the scene myself.


Box2D Alchemy looks good, but I'd love some suggestions. :-)

Kevin N.


On 9/28/10 1:52 PM, Carl Welch wrote:

I'd look in this direction:

http://www.google.com/search?q=actionscript+3+physics+library

Hope this helps. Cheers.



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Re: [Flashcoders] bounce object off tilted wall

2010-09-28 Thread Kevin Newman

 On 9/28/10 2:25 PM, Glen Pike wrote:
Keith Peter's Making Things Move book is really good.  Jobe Makar's 
Flash MX Game Programming Demystified explained the basic concepts 
nicely too.

I'm reading Keith Peter's book now. So far, very relevant - thanks!

There are lots of tutorials online, so I would Google as3 physics 
collisions or similar.  For other optimisations - it's possibly not 
worth updating stuff that's not on stage until you put it back - is 
that possible? 
What I was talking about wasn't necessarily adding and removing things 
from the stage, but adding and removing them from the GPU. You can add 
stuff to the stage without too many hiccups (in software) - but if you 
set the cacheAsBitmap and cacheAsBitmapMatrix properties (or update or 
remove something with those set), you cause the player to generate and 
upload (or destroy) a texture to the GPU - this has a noticeable impact 
on performance (at least as far as I can tell so far - the biggest 
impact out of most things).


That's why I was saying I'd like to control that part of it myself - I 
don't know if the available physics libraries have been re-crafted for 
mobile/GPU yet.


Kevin N.

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Re: [Flashcoders] Apple changes their guidelines

2010-09-23 Thread Kevin Newman
 I'm not quite sure what the best way to send the app around is. Also 
the app performs significantly better on iPhone than the swf does on 
Android (the swf even performs better on iPhone with Frash) so looking 
at the swf in the browser will not get you 60FPS. Here it is though:


http://www.unfocus.com/unBrix.refac.html

The alpha transitions really hurt the software version (non-iPhone/AIR).

If anyone has any suggestions about how to share the ipa... I'd be happy 
to send a fake-signed copy around.


Notes: This performs at 59.1FPS on iPhone, ~52FPS  in Frash/iOS 3GS - 
~32 on Droid 2, and only ~45FPS in Firefox on Mac OS X (60FPS solid in 
Safari and Chrome)!!


I haven't tested Android AIR yet (I suspect it'll be similar to iPhone 
because of cacheAsBitmapMatrix).


Kevin N.


On 9/22/10 1:17 PM, Tom Gooding wrote:

Yes, I'd love to see this too, thanks for keeping us updated Kevin, nice one
Tom


On 22 Sep 2010, at 18:07, jared stanley wrote:

wow 60 fps sounds impressive! i have not been impressed with the
flashiphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.







On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newmancapta...@unfocus.com  wrote:


This all worked great. I now have the unBrix demo running at 60FPS -
smooth as silk (almost, there are a very few small hiccups, nothing like in
the previous demo - I have one last optimization left that I think will
clean that up).

The things I did were to make sure GPU acceleration is working (the bricks
were red previously) - and preallocating (instantiating and storing) any and
all objects I might need, and removing reliance on build in black box
methods like hitTextObject. Actually, I separated the entire game engine
into simpler shape objects (x, y, width, height - all int - final classes,
no getter/setter, no inheritance) and did all the hit testing movement
calculation manually on those, then apply that to scene in the render phase
of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields
any improvement too (which'll be hard to spot!).

Doing all that preallocation jives with what is mentioned in the packager
for iphone dev guide PDF:

http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

In particular: Allocating fresh blocks of memory is costly. It can slow
down your application or cause performance to lag during animation or
interaction as the garbage collection gets triggered.

and: As memory fills up, iPhone OS notifies other running, native iPhone
applications to free up memory. As these applications process this
notification and work to free memory, they may compete with your application
for CPU cycles. This can momentarily degrade the performance of your
application.

For me, memory allocation has been the biggest cause for stuttering and
visual lag in Flash on iPhone.

I haven't posted the results yet, because I only finished this work at 3am.
;-) Also, certain properties like cacheAsBitmapMatrix aren't available in
the Player swf builds (to run on Android or Frash) so I'm not certain a
posted swf would truly represent these improvements (I'll try it anyway
though). Hopefully I can finish and polish something within a few weeks or
months and get it into the app store! :-D

Kevin N.




On 9/21/10 5:07 PM, Kevin Newman wrote:


I've been attempting to tackle the same issues, and would love a lot more
info, if there is any available, on how to get the framerates to be stable.

I've actually had a bit of luck, and I'm currently operating on the theory
that the problem lies with memory allocation/deallocation and the garbage
collector. This seems to apply to any situation where the player might
create objects that will have to be collected - including events (the event
object - passed on dispatch), and maybe even functions in general (args
array?) - and certain built in methods like hitTestObject, or
txtFld.htmlText. Constructors are a killer.

I'm in the process of refactoring this:
http://www.unfocus.com/unBrix.html to aggressively remove all reliance on
black box APIs (like hitTestObject) and create 0 (zero) new objects per
frame, except the two event objects (ENTER_FRAME and possibly RENDER) and
touch/mouse events.

I should be done with that tonight, and then I'll have a better idea of
what kind of impact that has if any on the performance, and most importantly
on the lag spikes (for lack of a better term).

In general, I'll also note that Frash (the hacked Android player on iOS)
works far better in terms of scripting than the iPhone compiler - I hope the
recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip
all this AOT compilation, since AVM2 from what I can tell, performs better
anyway (it should help make the compile times bearable too).

 From what I'm seeing, the scripting has

Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread Kevin Newman
 This all worked great. I now have the unBrix demo running at 60FPS - 
smooth as silk (almost, there are a very few small hiccups, nothing like 
in the previous demo - I have one last optimization left that I think 
will clean that up).


The things I did were to make sure GPU acceleration is working (the 
bricks were red previously) - and preallocating (instantiating and 
storing) any and all objects I might need, and removing reliance on 
build in black box methods like hitTextObject. Actually, I separated the 
entire game engine into simpler shape objects (x, y, width, height - all 
int - final classes, no getter/setter, no inheritance) and did all the 
hit testing movement calculation manually on those, then apply that to 
scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER 
event and see if that yields any improvement too (which'll be hard to 
spot!).


Doing all that preallocation jives with what is mentioned in the 
packager for iphone dev guide PDF:

http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

In particular: Allocating fresh blocks of memory is costly. It can slow 
down your application or cause performance to lag during animation or 
interaction as the garbage collection gets triggered.


and: As memory fills up, iPhone OS notifies other running, native 
iPhone applications to free up memory. As these applications process 
this notification and work to free memory, they may compete with your 
application for CPU cycles. This can momentarily degrade the performance 
of your application.


For me, memory allocation has been the biggest cause for stuttering and 
visual lag in Flash on iPhone.


I haven't posted the results yet, because I only finished this work at 
3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't 
available in the Player swf builds (to run on Android or Frash) so I'm 
not certain a posted swf would truly represent these improvements (I'll 
try it anyway though). Hopefully I can finish and polish something 
within a few weeks or months and get it into the app store! :-D


Kevin N.



On 9/21/10 5:07 PM, Kevin Newman wrote:
 I've been attempting to tackle the same issues, and would love a lot 
more info, if there is any available, on how to get the framerates to 
be stable.


I've actually had a bit of luck, and I'm currently operating on the 
theory that the problem lies with memory allocation/deallocation and 
the garbage collector. This seems to apply to any situation where the 
player might create objects that will have to be collected - including 
events (the event object - passed on dispatch), and maybe even 
functions in general (args array?) - and certain built in methods like 
hitTestObject, or txtFld.htmlText. Constructors are a killer.


I'm in the process of refactoring this: 
http://www.unfocus.com/unBrix.html to aggressively remove all reliance 
on black box APIs (like hitTestObject) and create 0 (zero) new objects 
per frame, except the two event objects (ENTER_FRAME and possibly 
RENDER) and touch/mouse events.


I should be done with that tonight, and then I'll have a better idea 
of what kind of impact that has if any on the performance, and most 
importantly on the lag spikes (for lack of a better term).


In general, I'll also note that Frash (the hacked Android player on 
iOS) works far better in terms of scripting than the iPhone compiler - 
I hope the recent changes in Apple's ToS means that Adobe can just 
ship AVM2 and skip all this AOT compilation, since AVM2 from what I 
can tell, performs better anyway (it should help make the compile 
times bearable too).


From what I'm seeing, the scripting has a definite impact on 
performance, much more than the folks at Adobe are letting on (maybe 
they aren't aware?).


Kevin N.



On 9/21/10 9:19 AM, Tom Gooding wrote:

Hi Flashcoders (back to Apple again),

I'm wondering, having seen reports that developers are getting CS5 
packager content approved on the app store, if anyone knows of a 
decent Flash game / app on iPhone?


I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0

Whilst there's some regrettable bickering to wade through - the 
overall impression I take from it, is that decent visual performance, 
say 30fps,  (even when optimising for gpu according to the 
guidelines) isn't possible.  I'm considering whether to dedicate some 
resources to our own benchmarking of it, but currently, I get the 
impression it's not worth it if you want stuff that runs well / is 
comparable to the native platform.


Can anyone point me in the direction of something that makes a 
genuine case for Flash on iPhone before we dump it in favour of 
Unity3D?!


Thanks!

Tom




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Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread Kevin Newman
 I haven't published a swf for the mobile player yet (will do tonight). 
I don't actually have an Android device to test that on either - I test 
primarily in Frash (Android plugin on iOS). Oddly enough, swfs perform 
better in that, than on Android. O.o


The other thing is GPU acceleration with the mobile player is different 
than it would be in iPhone apps, or AIR - because there is no 
cacheAsBitmapMatrix, which is important when you want to alpha 
transition a DisplayObject or scale/rotate it (I'm doing alpha transitions).


Like I said though, I'll publish a swf based version of the demo and put 
it up so you can all test it. I bet it come close enough to 60FPS even 
in the plugin. ;-)


I have no problem putting up an ipa as well, but you'll need to 
jailbreak your iOS device to test that.


Kevin N.


On 9/22/10 1:07 PM, jared stanley wrote:

wow 60 fps sounds impressive! i have not been impressed with the
flashiphone demos adobe has been showcasing; they showcased the same blox
game when they first announced it and again 6 months later just before
release...i would love to see your example as it would be the first
smooth-running demo i've seen.



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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I've been attempting to tackle the same issues, and would love a lot 
more info, if there is any available, on how to get the framerates to be 
stable.


I've actually had a bit of luck, and I'm currently operating on the 
theory that the problem lies with memory allocation/deallocation and the 
garbage collector. This seems to apply to any situation where the player 
might create objects that will have to be collected - including events 
(the event object - passed on dispatch), and maybe even functions in 
general (args array?) - and certain built in methods like hitTestObject, 
or txtFld.htmlText. Constructors are a killer.


I'm in the process of refactoring this: 
http://www.unfocus.com/unBrix.html to aggressively remove all reliance 
on black box APIs (like hitTestObject) and create 0 (zero) new objects 
per frame, except the two event objects (ENTER_FRAME and possibly 
RENDER) and touch/mouse events.


I should be done with that tonight, and then I'll have a better idea of 
what kind of impact that has if any on the performance, and most 
importantly on the lag spikes (for lack of a better term).


In general, I'll also note that Frash (the hacked Android player on iOS) 
works far better in terms of scripting than the iPhone compiler - I hope 
the recent changes in Apple's ToS means that Adobe can just ship AVM2 
and skip all this AOT compilation, since AVM2 from what I can tell, 
performs better anyway (it should help make the compile times bearable too).


From what I'm seeing, the scripting has a definite impact on 
performance, much more than the folks at Adobe are letting on (maybe 
they aren't aware?).


Kevin N.



On 9/21/10 9:19 AM, Tom Gooding wrote:

Hi Flashcoders (back to Apple again),

I'm wondering, having seen reports that developers are getting CS5 packager 
content approved on the app store, if anyone knows of a decent Flash game / app 
on iPhone?

I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0

Whilst there's some regrettable bickering to wade through - the overall 
impression I take from it, is that decent visual performance, say 30fps,  (even 
when optimising for gpu according to the guidelines) isn't possible.  I'm 
considering whether to dedicate some resources to our own benchmarking of it, 
but currently, I get the impression it's not worth it if you want stuff that 
runs well / is comparable to the native platform.

Can anyone point me in the direction of something that makes a genuine case for 
Flash on iPhone before we dump it in favour of Unity3D?!

Thanks!

Tom




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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I have to be honest, the only reason I haven't jumped ship to Unity3D 
is because 1, it's a lot of new to learn, and I find time scarce, and 2, 
the free version doesn't have the ability to output iphone apps, and 
especially not from a PC - which is to say, I don't have the time or 
money to purchase and learn a bunch of new platforms (it's not for lack 
of interest).


If it's on the table, I can't see why not to switch to Unity3D - unless 
you are betting on the rumored (confirmed?) new Rendering Engine Adobe's 
got in the works - but idk, I hope they impress.


Kevin N.


On 9/21/10 9:19 AM, Tom Gooding wrote:

Can anyone point me in the direction of something that makes a genuine case for 
Flash on iPhone before we dump it in favour of Unity3D?!



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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 I'm sorry to gum up  this thread (I'm so happy to be back in 
flashcoders after months without!) - after reading this, I'm not certain 
my objects are GPU accelerated. Good info here (despite the whining).


I'll reply to this thread with more info when I get it.

Kevin N.


On 9/21/10 9:19 AM, Tom Gooding wrote:

I have just read this thread on Adobe labs:

http://forums.adobe.com/thread/718595?tstart=0


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[Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-08 Thread Kevin Newman

 What is the fastest way to animate a series of bitmaps (say 20 frames).

Here's a couple of ideas:

A single big image behind a frame sized mask, move it one frame 
onEnterFrame.


A series of memory cached Bitmap objs, swap them using 
addChild/removeChild (or set visible?) onEnterFrame.


A series of memory cached BitmapData objs swap them by resetting 
bmp.bitmapData onEnterFrame.


Anything faster is nice too - particularly on mobile.

Thanks!

Kevin N.


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Re: [Flashcoders] Question on variable init in a for loop

2010-08-04 Thread Kevin Newman
 That's an over simplification of the scope chain properties of AS3, 
and global isn't the right word there (though I know what you meant).


To clarify the scope chain issue, keep in mind that you can nest 
function scopes to create a hierarchy of scopes with a closure (usually 
this is difficult for new devs in ECMAScript languages like AS3 and 
Javascript to grasp). So global really just refers to the top of the 
scope chain.


Additionally, there are also as file level scopes. For example, in a 
file named getURL.as:


package {
function getURL() {
trace(topScopeVar);
}
}
var topScopeVar:String = Hello world!;


That topScopeVar is only accessible from within that as file, because 
it is at the top of that file's individual scope chain. A function or 
class in a different as file would not have access to that variable, and 
this class has no access to other seemingly global scopes either, like 
the timeline, or other as files.


functions and classes defined in root packages, and available in the 
class path, those are global, and you can define a property on those 
(static var on a class for example) - that's about as close as you get 
to a global in AS3.


Kevin N.



On 8/4/10 9:21 AM, Juan Pablo Califano wrote:

In actionscript you have only local and global scope. Meaning a variable
can be declared as local to the function or in the class that contains it.
Other languages allow for creating further scopes.


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Re: [Flashcoders] HTML TextFields - 'A HREF' RollOvers..

2010-06-15 Thread Kevin Newman

a:hover works in a css style sheet:

var ss:StyleSheet = new StyleSheet();
ss.parseCSS(a:link{color: #FF;}a:hover{text-decoration: 
underline;color: #FF;});

var tf:TextField = new TextField();
tf.autoSize = TextFieldAutoSize.LEFT;
tf.styleSheet = ss;
tf.htmlText = 'pA link: a href=http://www.unfocus.com;unFocus 
Projects/a/p';

addChild(tf);


Kevin N.



On 6/15/10 8:24 AM, Karim Beyrouti wrote:

Hi All -

Wondering if there are any hacks to trigger a 'RollOver' script when hovering 
over a 'a href' link in an html textfield.
Currently using TextEvent.LINK,to trigger links - but would like to show a 
tooltip on rollover (of that part of text).

So far the only solution i can think of is using : 
TextField.getCharIndexAtPoint(x:Number, y:Number)
create this  - but it seems like this could be quite long winded solution.

Any other ways of achieving this?


Thanks



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Re: [Flashcoders] Smokescreen: Flash without the plugin

2010-06-02 Thread Kevin Newman
I guess ad makers get the last laugh. They get to convert existing Flash 
ads to HTML5 - which is far less efficient than Flash (and boat loads 
slower) - and then drain iPad users' batteries more quickly than Flash 
would.


I love it.

Kevin N.



On 6/1/10 1:54 PM, Joe Minkiewicz wrote:

This has begun making the rounds recently but I didn't see it posted here
yet: http://smokescreen.us/.

Check out the demos, it's pretty crazy what they are able to accomplish. I
tried implementing it this morning with some swfs at the place I'm
contracting at but they haven't worked. I do a lot of prototypes of possible
new software that are mainly just glorified slideshows. Some of them play
through even though I have stop points and some only load the first frame
but don't play. I can't wait until the official release so I can play around
some more. Even if it can't handle 100% of what Flash Player can do, for
what I'm doing here it would be great to have the option to play them on an
iPad for presentation purposes.
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Re: [Flashcoders] GPU, Direct or Normal?

2010-05-28 Thread Kevin Newman
Is that information still current? I was under the impression that much 
of that was dropped from release players (can the Flash Player make a 
Direct3D/OpenGL surface from within a browser plugin?).


The post also says that content should be specifically designed for GPU 
if you set wmode to GPU, but doesn't really say very much more, which is 
the important part. Exactly what considerations should we take when 
designing for GPU compositing?


Kevin N.


On 5/28/10 5:23 AM, tom rhodes wrote:

http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.html

http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.htmlgoogle
has a lot more too.


On 28 May 2010 07:35, Fahim Akhterakhter.fa...@gmail.com  wrote:

   

That makes two of us brother.

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


On Thu, May 27, 2010 at 9:33 PM, Kevin Newmancapta...@unfocus.com
wrote:

 

I'd like a lot more info on this subject as well - general info - when is
which mode better, what happens if the GPU isn't supported on the
   

particular
 

hardware, how can I take better advantage of GPU, etc.

Kevin N.




On 5/24/10 8:28 AM, Fahim Akhter wrote:

   

Hi,

In a event driven game with lots of graphics (static essentially ) which
mode would you suggest ? Direct/GPU or normal?

Fahim Akhter
Game Developer | White Rabbit Studios |
http://apps.facebook.com/feline-frenzy/
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Re: [Flashcoders] GPU, Direct or Normal?

2010-05-27 Thread Kevin Newman
I'd like a lot more info on this subject as well - general info - when 
is which mode better, what happens if the GPU isn't supported on the 
particular hardware, how can I take better advantage of GPU, etc.


Kevin N.



On 5/24/10 8:28 AM, Fahim Akhter wrote:

Hi,

In a event driven game with lots of graphics (static essentially ) which
mode would you suggest ? Direct/GPU or normal?

Fahim Akhter
Game Developer | White Rabbit Studios |
http://apps.facebook.com/feline-frenzy/
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Re: [Flashcoders] AS3 - Objective-C

2010-03-22 Thread Kevin Newman

I had no trouble following this tutorial:

http://cocoadevcentral.com/d/learn_objectivec/

The C one was enlightening really. Worth the read even if you don't end 
up developing in C or Objective-C


Kevin N.



On 3/11/10 10:15 AM, Matt S. wrote:

Have any of you taken on the challenge of learning Objective-C (or any
C-based language), coming from an AS/Scripting background? I came to
AS3 from a designer origin, taking the route from design to
HTML/CSS/Javascript to AS's 1,2 and 3, so while I'm pretty comfortable
in an oop/coding environment, I havent ventured into true programming
languages as of yet. The few times I've looked at the code it seems
like its less natural and more complex than an ECMA-based scripting
language but maybe thats just an initial reaction and not reality
based.

Anyway I'd love to hear y'alls 2¢... (oh and in case you hadnt guessed
this is iphone related ;) Since Adobe doesnt seem to be planning to
release CS5 any time soon — and no, October 2010 doesn't count as soon
—  I figured it was time to dive in ).

.m

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Re: [Flashcoders] and now..CLIENT now hates Flash

2010-02-03 Thread Kevin Newman
I've found that when I break down the options (because I don't care, 
I'll do it in Ajax) by project requirements - Flash is often the better 
choice, from a cost benefit angle - as well as enabling a few more 
things than HTML is even capable of.


It seems easy to argue for Flash, if that's your goal:

Flash does more, and often cheaper to develope for - better tools, more 
consistent cross platform, etc.


HTML is limitted, has many tradeoffs between compatibility, and is 
inconsistent cross platforms (graceful degradation vs. progressive 
enhancement) - and some things simply can't be done - despite the buzz 
(HTML5 video, rich animation). There are other subtle things, that 
clients will eventually notice, and that will drive them back to Flash 
(text rendering can be an issue for clients, but it's not one they 
notice until the end of the probject).


That said, HTML is going to become an option for an increasing portion 
of the kinds of work that Flash is currently used for. I think that's ok 
personally. Sometimes, a quick JS/CSS widget is all you need.


Kevin N.



On 2/3/10 11:55 AM, artur wrote:

from my client ( an established design agency in NYC ):

   artur,

   I've been doing a lot of research and polling of colleagues.

   *Here's my takeaway:*

   - no one knows what's going on
   - flash developers I've spoken to all are saying it's no big deal,
   proceed with flash
   - all designers are making an abrupt shift away from flash, steering
   their clients as a result
   - clients are questioning flash even without prompting
   - media has called for the death of it

   I think the answer is that Flash will need to change ASAP, or else I
   can't recommend it without looking like an ignoramus to clients.
   That sucks, because I love Flash, but it's not where the momentum is
   moving.

   People still look at it as non SEO friendly.


they now want to do all future sites in html/css/jquery - powered by 
WPress or Joomla/Drupal.


any articles , facts, that i can point them to that may change their 
minds?


thanks

artur
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Re: [Flashcoders] WIRED hates Flash

2010-01-29 Thread Kevin Newman
The iPad is a buggy rushed to market, compromised piece of hardware. The 
competition in that space at CES is staggering, likely cheaper, and 
mostly based on Android. Apple isn't going to win this market, so I'm 
not worried about it.


Kevin N.



On 1/29/10 8:03 AM, artur wrote:

/i was wondering what the communities thoughts were about this:/*
*

*
http://www.wired.com/gadgetlab/2010/01/ten-things-missing-from-the-ipad/
*

*Flash*

Many people will bemoan the lack of Flash in the iPad. It wasn't 
mentioned, but eagle-eyed viewers would have seen the missing plugin 
icon on the New York Times site during yesterday's demo, and given 
that Apple clearly hates Flash as both a non-open web standard and 
as a buggy, CPU-hungry piece of code, it's unlikely it will ever be 
added, unless Apple decides it wants to cut the battery life down to 
two hours.


Who needs Flash, anyway? YouTube and Vimeo have both switched to H.264 
for video streaming (in Chrome and Safari, at least -- Firefox doesn't 
support it), and the rest of the world of Flash is painful to use.


In fact, we think the lack of Flash in the iPad will be the thing that 
finally kills Flash itself. If the iPad is as popular as the iPhone 
and iPod Touch, Flash-capable browsers will eventually be in the 
minority.



go.


-artur
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Re: [Flashcoders] WIRED hates Flash

2010-01-29 Thread Kevin Newman

The case is easy:

1. It's more expensive to do the same amount of app development with 
HTML/Canvas/SVG - because of all the hacks you need (more dev hours).

2. It won't work in every browser the same way - if at all in some browsers.
3. It will probably not be as polished, though it may load faster on 
initial load (critical concern in some areas).
4. The browser with the biggest market share still does not support most 
of HTML5, and will not support enough of it any time soon, to make 
certain things even possible - and is expensive to develop for.
5. HTML apps will not currently scale as well as Flash/Flex RIAs will, 
when they start to get robust.


All this HTML 5 talk is getting obnoxious - how long before the industry 
remembers why we are all on Flash to begin with?


Now, if you are able to target HTML5 exclusively (iPad/iPhone exclusive 
web app), heck just take the work. ;-)


Kevin N.



On 1/29/10 8:53 AM, artur wrote:

i have an agency client who i get a lot of flash work from.

however they are not technically saavy and they're
EASILY swayed when they read filth like this!

they simply freak out and want to stop making flash websites 
all-together.

WTF?!

so i need to make a STRONG case here.

-a
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Re: [Flashcoders] WIRED hates Flash

2010-01-29 Thread Kevin Newman
It's based on my estimate of Apple's usual slick product launches. This 
one by comparisons is full of mistakes, and half finished looking 
components, like the  ugly unlock screen, and tiny app launch icons - as 
well as the lack of an original background behind the icons (looks an 
aweful lot like Android). That combined with a less than accurate SDK, 
which they would normally have pretty clean and proper.


They did pull it together enough for a demo, but it's not up to Apple's 
standards.


Kevin N.


On 1/29/10 12:53 PM, allandt bik-elliott (thefieldcomic.com) wrote:

The iPad is a buggy rushed to market, compromised piece of hardware

what's this based on? it looks pretty slick to me, for what it is



On Fri, Jan 29, 2010 at 5:30 PM, Kevin Newmancapta...@unfocus.com  wrote:

   

The iPad is a buggy rushed to market, compromised piece of hardware. The
competition in that space at CES is staggering, likely cheaper, and mostly
based on Android. Apple isn't going to win this market, so I'm not worried
about it.

Kevin N.




On 1/29/10 8:03 AM, artur wrote:

 

/i was wondering what the communities thoughts were about this:/*
*

*
http://www.wired.com/gadgetlab/2010/01/ten-things-missing-from-the-ipad/
*

*Flash*

Many people will bemoan the lack of Flash in the iPad. It wasn't
mentioned, but eagle-eyed viewers would have seen the missing plugin icon on
the New York Times site during yesterday's demo, and given that Apple
clearly hates Flash as both a non-open web standard and as a buggy,
CPU-hungry piece of code, it's unlikely it will ever be added, unless Apple
decides it wants to cut the battery life down to two hours.

Who needs Flash, anyway? YouTube and Vimeo have both switched to H.264 for
video streaming (in Chrome and Safari, at least -- Firefox doesn't support
it), and the rest of the world of Flash is painful to use.

In fact, we think the lack of Flash in the iPad will be the thing that
finally kills Flash itself. If the iPad is as popular as the iPhone and iPod
Touch, Flash-capable browsers will eventually be in the minority.


go.


-artur
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Re: [Flashcoders] as3 to iphone app

2009-12-15 Thread Kevin Newman

There are other ways to get apps on the iPhone. ;-)

I'll personally just pony up the $100 (whenever Adobe releases the beta!!)

Kevin N.



On 12/13/09 9:31 AM, jonathan howe wrote:

  Additionally, it looks like you have to be an apple developer before you
can even export a test app, meaning a $100 fee just to experiment.

-jonathan

   


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Re: [Flashcoders] as3 to iphone app

2009-12-11 Thread Kevin Newman

Thanks! Can't wait for the beta!! Where is that thing?!!

:-D

Kevin N.


On 12/10/09 8:13 PM, David Hunter wrote:

bit of an old thread but thought people might like to check out lee brimelow's 
new video (in case you hadn't seen it) showing you a quick demo on how to make 
an iphone app in flash CS5:http://www.gotoandlearn.com/play?id=116
best, david.

   

Date: Thu, 5 Nov 2009 13:13:50 -0500
From: capta...@unfocus.com
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] as3 to iphone app

I was actually asking about a lower level implementation detail -
dealing with regular non-iphonen swfs - than what that link answers.
That link information about product releases - which is great.

You did seem to suggest that regular MXML swfs do get run through LLVM
in an earlier post on this thread, but I wasn't sure if you meant for
iPhones only, or for web swfs too. I guess I'll just wait till the beta
is released and find out for myself how it works. :-)

I really can't wait for the beta!

Thanks!

Kevin N.


On 11/5/09 11:20 AM, Mike Chambers wrote:
 

This is covered in the FAQ:

http://labs.adobe.com/wiki/index.php/Applications_for_iPhone#Which_Flash_Platform_tools_and_technologies_can_be_used_to_build_content_for_the_iPhone.3F



Which Flash Platform tools and technologies can be used to build
content for the iPhone?

The primary tool for developing iPhone applications using Flash will
be Adobe Flash Professional CS5.

We are also looking at adding this feature to other Flash Platform
tools and technologies.


It is on the road map for Flash Builder, but the release cycles may
not line up perfectly initially.

mike chambers

m...@adobe.com

On Nov 5, 2009, at 7:58 AM, Kevin Newman wrote:

   

I'm not sure what No. was answering, but thanks for the clarification
on the compile pipeline. This is good info.

One more - will the regular swf compiler run MXMLC swfs through LLVM to
pick up some possible optimizations from LLVM?

That would be MXMLC -  SWF / ABC -  LLVM -  SWF / ABC.

Kevin N.


On 11/5/09 1:22 AM, Mike Chambers wrote:
 

It is MXMLC -  SWF / ABC -  LLVM -  arm byte code.


   

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Re: [Flashcoders] CS5 release date?

2009-11-30 Thread Kevin Newman
I've been drooling over the Flash CS5 preview page on labs since they 
made the announcement at Max.


I'm getting dehydrated waiting for the public beta.

Can't wait!

Kevin N.


On 11/30/09 12:24 PM, Henrik Andersson wrote:

David Hunter wrote:


hi all,
there has been talk of CS5 before on this group in reference to 
iPhone apps, but does anyone know when it will be released to buy?


Not even I know when it will be released. And I already have it ;)
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Re: [Flashcoders] as3 to iphone app

2009-11-04 Thread Kevin Newman
How about better warnings for non-strict compile (or runtime testing) 
mode? I'm talking about warnings (or a notice) that get kicked off when 
you do things like assign a value to a variable that has not been 
initialized, or to a class property that has not been defined on a 
dynamic object.


Kevin N.



On 11/2/09 1:44 PM, Henrik Andersson wrote:

Kevin Newman wrote:

What I'm really interested in is are there any other language
improvements/additions coming with the update (private constructors,
inline functions, structural typing, let keyword, etc.)? Or is is the
same version of Actionscrtip 3.0?


Other than new api stuff for the new hardware, there are no changes in 
the language as far as I know. Maybe a bugfix or two in the compiler, 
but no new features in the language itself.

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Re: [Flashcoders] as3 to iphone app

2009-11-04 Thread Kevin Newman

Bummer. :-(

I was hoping for some better dynamic stuff (duck typing), and some 
quicker ways to define (or at least instantiate) throw away static types 
(like a static version of an object literal - or some kind of structural 
data types). And maybe some performance tools like inline functions, or 
static (jit) constructors - or old favs from as2 like private 
constructors. C# has some of this kind of stuff. So does HaXe.


Maybe next time.

Kevin N.



On 11/2/09 7:50 PM, Mike Chambers wrote:

age changes, although there are some new APIs.

mike chambers 


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Re: [Flashcoders] as3 to iphone app

2009-11-04 Thread Kevin Newman
Hmmm, I had wondered about that - is LLVM being used in place of the old 
compiler?


The old compiler was Java based AS3 - ABC bytecode.

Is the new one:

AS3 - ABC bytecode - LLVM - bytecode (ARM, ABC, etc.)?

or

AS3 - LLVM - bytecode (ARM, ABC, etc.)  -  with a second path for SWC 
files - ABC bytecode - LLVM - bytecode (ARM, ABC, etc.).


With my meger understanding of how LLVM worksld , I've guessed that 
Adobe would be using LLVM in place of the old compiler since you already 
had at least one side of it working from Alchemy (LLVM to ABC) and LLVM 
is bidirectional (and plug-able - hence the ARM backend for iPhone) by 
design. It also makes sense to use something as robust and well 
supported as LLVM, and gain all of it's low level optimizations (does 
this obsolete Joa's work?).


I'm pretty sure what I've written is possible with LLVM, but I'm not 
certain Adobe is doing that with CS5, because there hasn't been a real 
clear post by anyone official saying exactly how it works (though 
there's been a lot of guessing on various blogs, and on the HaXe list in 
particular, as well as some slides in some slideshows that seem to 
suggest what I've written).


It's great to hear about compiler improvements either way (thanks!) - 
although, some language improvements would be welcome as well. ;-)


On a related note, will the underpinnings be exposed to LLVM to allow 
other languages to plugin to CS5 or at least the Flex compiler? 
(speaking of which, is the Flex compiler using LLVM yet?)


LOL Sorry for the barrage of questions and stream of thought reply! :-D

Thanks,

Kevin N.



On 11/4/09 1:36 PM, Mike Chambers wrote:

Well, we do another level of optimizations via LLVM (so some of the performance 
stuff you mention is addressed).

mike chambers

m...@adobe.com


From: flashcoders-boun...@chattyfig.figleaf.com 
[flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kevin Newman 
[capta...@unfocus.com]
Sent: Wednesday, November 04, 2009 10:13 AM
To: Flash Coders List
Subject: Re: [Flashcoders] as3 to iphone app

Bummer. :-(

I was hoping for some better dynamic stuff (duck typing), and some
quicker ways to define (or at least instantiate) throw away static types
(like a static version of an object literal - or some kind of structural
data types). And maybe some performance tools like inline functions, or
static (jit) constructors - or old favs from as2 like private
constructors. C# has some of this kind of stuff. So does HaXe.

Maybe next time.

Kevin N.



On 11/2/09 7:50 PM, Mike Chambers wrote:
   

age changes, although there are some new APIs.

mike chambers
 

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Re: [Flashcoders] as3 to iphone app

2009-11-02 Thread Kevin Newman

On 10/29/09 5:16 AM, Ian Thomas wrote:

s, the AS3 is being compiled directly into
iPhone native code, not bytecode; in the same way as Objective C is
compiled to native code.
   
That is widely repeated, but I'm not sure it's accurate. Some of the 
charts I've seen suggest that it's actually translating ABC bytecode 
(thus allowing the use of swc files) into native code (Objective-C or 
machine code, I'm not sure which) for the iPhone.


The entire debate can be quelled by releasing the Flash CS5 Alpha/Beta 
(you there mesh? ;-)!!


What I'm really interested in is are there any other language 
improvements/additions coming with the update (private constructors, 
inline functions, structural typing, let keyword, etc.)? Or is is the 
same version of Actionscrtip 3.0?


Kevin N.


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Re: [Flashcoders] Windows 7 Compatibility with Flash

2009-10-26 Thread Kevin Newman

On 10/23/09 6:37 PM, Paul Andrews wrote:

AutGlass Jobs wrote:

Hi all,

Now that Windows 7 came out, I wanted to see if there might be any
compatibility issues with playing Flash on it.  Anyone have any 
insight on

this matter?

Been running Win7 RC for months now without problems..


Same here - I've had very few problems at all with Windows 7 - it's 
definitely not a repeat of the early Vista experience (in fact, many 
things worked better in 7 than Vista). Jump in.


Kevin N.

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Re: [Flashcoders] Open PPT/WMV files from SWF?

2008-11-03 Thread Kevin Newman
If you are using a Projector, you could look into fscommand - that has 
the ability to execute applications:


http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/actionscript_dictionary372.html

Kevin N.


Ali Drongo wrote:
Hiya, I'm building a DVD that will allow the user to open powerpoint 
and wmv files on their computer by clicking on buttons.
The user will already have Windows Media Player and Powerpoint 
installed and the files will exist on the DVD.


How can I trigger the actions to launch these files?

Thanks in advance for any help,
Ali


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Re: [Flashcoders] AS3 associativ array length=0

2008-10-28 Thread Kevin Newman
It's normal behavior for AS3. In fact, there is no Associative Array 
in AS3 (that's a PHP term and convention).


You'd want to look into using a Dictionary object or iterating over a 
dynamic object:



var foo:Object ={item1: val, item2: val};
var count:int = 0;
for (var bar:* in foo) {
   trace(bar);
   count++;
}
trace(count);


Kevin N.



laurent wrote:

Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS2 SOAP web service

2008-04-01 Thread Kevin Newman

Is the posted swf and the webservice on the same servers (url)?

If not, you may have a crossdomain.xml policy  issue.

Kevin N.


Gert-Jan van der Wel wrote:

Thanks for your suggestion, but it doesn't seem to work...

Gert-Jan

2008/4/1, Jason Van Cleave [EMAIL PROTECTED]:
  

you can try and authenticate before you go to the page or hardcode your
user/pass like

var url:String = http://user:[EMAIL PROTECTED];


On Mon, Mar 31, 2008 at 11:32 AM, Gert-Jan van der Wel 
[EMAIL PROTECTED] wrote:



Hi everybody,

I'm having some trouble with connecting to a SOAP web service from my
AS2 app. I need to log in on the web service to use it, but I don't
know when I should use the login/pass. I use this script:

var service:WebService = new WebService( url );
var call:PendingCall = service.doSomething();

call.onResult = function( result:XML ) {
   trace( result );
};
call.onFault = function( fault:SOAPFault ) {
   trace(Webservice fault: + fault.faultcode + , +
fault.faultstring );
}

When I run it on my local machine there's no problem, but when I run
it from our server a html dialog appears and I get a SOAPFault.

Any suggestions?

Cheers,
Gert-Jan


  



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Re: [Flashcoders] flashvars repeater?

2007-07-23 Thread Kevin Newman
Anyone who might be following,

It seems kind of silly, but you have to use MMplayerType to pass in the
player Type instead of using your own variable name.

From the Adobe Flash Detection Kit:

function loadComplete()
{
loaderClip.redirectURL = _root.MMredirectURL;
loaderClip.MMplayerType = _root.MMplayerType;
loaderClip.MMdoctitle = _root.MMdoctitle;
loaderClip.startUpdate();
}

At least the second line within the function (playerType) doesn't seem
to do anything, as the update movie that is downloaded from the
macromedia address, seems to use _root.MMplayerType no matter what you
set the above to (and it seems to default to ActiveX if you don't have
_root.MMplayerType set).

I guess someone hard coded _root.MMplayerType, instead of using the one
that's set above. Oh well, I guess I'll just use those MM* variable
names. :-)

This is actually promising for the original question of this post -
maybe flashvars are automatically available to loaded swfs? I'll test
and let you know what I find.

Thanks,

Kevin N.



Kevin Newman wrote:
 Hello Everyone,

 So here's what I got so far:

 /*_root.requireVersion = '9';
 _root.redirectURL = 'http://www.unfocus.com';
 _root.useExpressInstall = 'true';
 _root.documentTitle = foo bar;
 _root.movieSrc = 'movie.swf';
 _root.playerType = PlugIn;
 */
 var playerVersion:Number = parseInt(System.capabilities.version.split('
 ')[1]);

 // clean the flashvars
 _root.requireVersion = (typeof _root.requireVersion !=
 undefined)?parseInt(_root.requireVersion):0;
 if (typeof _root.redirectURL != undefined)
 _root.redirectURL = new String(_root.redirectURL);
 _root.useExpressInstall = _root.useExpressInstall == true?true:false;
 if (typeof _root.documentTitle != undefined)
 _root.documentTitle = new String(_root.documentTitle);
 if (typeof _root.playerType != 'undefined')
 _root.playerType = new String(_root.playerType);

 trace('Checking Version');
 // determine if Express Install is necessary:
 if (
 _root.useExpressInstall 
 playerVersion  _root.requireVersion 
 _root.redirectURL 
 _root.documentTitle 
 _root.playerType
 ) {
 trace('Express Install Started');

 System.security.allowDomain(fpdownload.macromedia.com);

 _root.installStatus = function(status)
 {
 switch (status) {
 //case Download.Complete:
 // Express Install worked. There's really nothing to do
 here.
 //break;
 case Download.Cancelled:
 // User chose not to Express Install new Flash version
 case Download.Failed:
 // The Download failed for some reason, so kick out
 message to javascript
 sendEIResults(status);
 break;
 }
 }
 //var updateClip:MovieClip;

 _root.createEmptyMovieClip('updateClip', _root.getNextHighestDepth());

 updateClipOnLoad = function()
 {
 trace('checking');
 if (typeof updateClip.startUpdate == 'function') {
 clearInterval(updateInterval);
 trace('Express Install SWF Loaded');
 updateClip.redirectURL = _root.redirectURL;
 //updateClip.MMplayerType = _root.playerType;
 updateClip.MMplayerType = PlugIn;
 updateClip.MMdoctitle = _root.documentTitle;
 updateClip.startUpdate();
 }
 };

 updateClip.loadMovie (

 http://fpdownload.macromedia.com/pub/flashplayer/update/current/swf/autoUpdater.swf?+Math.random()
 );

 var updateInterval:Number = setInterval(updateClipOnLoad, 20);

 }
 else if (typeof _root.movieSrc == 'string') // load content
 {
 trace('loading content');
 _root.loadMovie(_root.movieSrc);
 }
 else // complete breakdown (probably left out a variable)
 {
 trace(typeof _root.movieSrc);
 trace('complete breakdown: misconfiguration');
 /* probably do some kind of javascript communication here
 and let javascript turn off the movie, and use whatever
 non-flash content was specified there.*/
 var EIResultsMSg:String = 'Misconfiguration';
 sendEIResults(EIResultsMSg);

 var intervalID = setInterval('SendEIResultsBackup', 200, EIResultsMSg);

 _root.unFocusShimMsgConfirm = false;
 _root.watch('unFocusShimMsgConfirm', function(prop, oldVal, newVal,
 intervalID) {
 clearInterval(intervalID);
 return newValue;
 }, intervalID);

 }

 // this isn't all worked out yet
 function sendEIResults(result:String):Void
 {
 // this should respond through swfRef.SetVariable - setting
 // unFocusShimMsgConfirm to true;
 fscommand('unFocusShim.EIResults', result);
 }
 // fscommand doesn't always work, so we do a backup with this in that case
 function sendIERsultsBackup(result:String):Void
 {
 getURL('javascript:unFocus.Shim.EIRsultsMsg('+results+')');
 // :TODO: turn on generic English message as a final backup plan

[Flashcoders] flashvars repeater?

2007-07-16 Thread Kevin Newman

Hey All,

I'd like to be able to simulate the flashvars behavior when I load up a 
swf through loadMovie, so when the swf begins to play, it has access to 
the flashvars set by the loading swf. I'd like to do this without using 
a query string (movie.swf?flashvar1=foobar=etc) because using a query 
string has server side and bandwidth implications that I would like to 
avoid.


Is there anyway to simulate that?

If anyone is interested, I intend to use this information to create a 
shim swf that will do the following:
* provide express install support (I still need to look more closely at 
the express install docs to see what's possible here)
* will work for the satay embed method to enable loading progress bars, 
without losing flashvars
* work to speed up PatentMagic (and ObjectSwap too), also without 
losing flashvars
* load forward version swfs (Actionscript 3.0 based swfs - I'm pretty 
sure I read that this is possible)

* anything else that comes up that might be useful.

Thanks,

Kevin N.



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Re: [Flashcoders] wmode transparent, disappearing cs3 components andFirefox

2007-06-25 Thread Kevin Newman
I did try that too, but no luck. I won't be able to get back to this 
project until later this week, but I'll fiddle with it some more, and 
let you know what happens. :-)


Thanks,

Kevin N.


Phil Chung wrote:

Crap, i should have known.  If you replaced Event.RENDER with
Event.ENTER_FRAME it should work.

If its not taking, try making a copy of UIComponent, and set up the
directory structure (fl/core/) in your project folder and it should use that
version instead of the compiled version.

Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kevin
Newman
Sent: Friday, June 22, 2007 10:45 AM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] wmode transparent,disappearing cs3 components
andFirefox


Hey Phil,

Thanks for the info. I think your attachment was stripped, could you
point me to the class file and line number?

I found a UIComponent.as file here:
C:\Program Files\Adobe\Adobe Flash CS3\en\Configuration\Component
Source\ActionScript 3.0\User Interface\fl\core

I replaced all three occurrences of Event.RENDER with Event.ENTER_FRAME
in that file, but it didn't seem to take. Is that the correct file?

Thanks, I really appreciate the help,

Kevin N.



Phil Chung wrote:
  

Kevin,

Yes, i've run into this as well.  After some testing, i narrowed it down


to
  

the fact that the mozilla Flash player doesn't capture RENDER events when
wmode = transparent.  A bug has been filed with Adobe.

In the meantime, this is a fairly significant player bug that does break


the
  

CS3 components because they rely on RENDER events for invalidation.  One
quick fix is to change the invalidation setup to use ENTER_FRAME instead


of
  

RENDER.  I've attached an updated UIComponent file that does this (look in
the callLater and callLaterDispatcher functions).  I'm pretty sure this is
kosher under the EULA.

Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kevin
Newman
Sent: Thursday, June 21, 2007 1:52 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] wmode transparent,disappearing cs3 components and
Firefox


Hello all,

Has anyone else experienced a problem with using CS3 components along
with wmode transparent? I tried that recently, and the CS3 widget I was
using (List) simply will not show up if wmode is set to transparent in
Firefox (Firefox 2.0.0.4 on Windows - opaque works fine).

So the questions - why is it doing that, and more inportantly how do I
fix it? :-)

If anyone has experienced this problem, I'd really appreciate the help.

Thanks,

Kevin N.







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Re: [Flashcoders] wmode transparent, disappearing cs3 components and Firefox

2007-06-22 Thread Kevin Newman

Kevin Newman wrote:
Has anyone else experienced a problem with using CS3 components along 
with wmode transparent? I tried that recently, and the CS3 widget I 
was using (List) simply will not show up if wmode is set to 
transparent in Firefox (Firefox 2.0.0.4 on Windows - opaque works fine).


As it turns out, this seems to be a problem with every browser that uses 
embed (which is all of them but IE) on Windows and on Mac OS X.


Just an update. To fix it, I've switched to using opaque instead of 
transparent, but that is not quite optimal. I'll let you know if I find 
something that fixes it better.


Thanks,

Kevin N.



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Re: [Flashcoders] wmode transparent,disappearing cs3 components and Firefox

2007-06-22 Thread Kevin Newman

Hey Phil,

Thanks for the info. I think your attachment was stripped, could you 
point me to the class file and line number?


I found a UIComponent.as file here:
C:\Program Files\Adobe\Adobe Flash CS3\en\Configuration\Component 
Source\ActionScript 3.0\User Interface\fl\core


I replaced all three occurrences of Event.RENDER with Event.ENTER_FRAME 
in that file, but it didn't seem to take. Is that the correct file?


Thanks, I really appreciate the help,

Kevin N.



Phil Chung wrote:

Kevin,

Yes, i've run into this as well.  After some testing, i narrowed it down to
the fact that the mozilla Flash player doesn't capture RENDER events when
wmode = transparent.  A bug has been filed with Adobe.

In the meantime, this is a fairly significant player bug that does break the
CS3 components because they rely on RENDER events for invalidation.  One
quick fix is to change the invalidation setup to use ENTER_FRAME instead of
RENDER.  I've attached an updated UIComponent file that does this (look in
the callLater and callLaterDispatcher functions).  I'm pretty sure this is
kosher under the EULA.

Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Kevin
Newman
Sent: Thursday, June 21, 2007 1:52 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] wmode transparent,disappearing cs3 components and
Firefox


Hello all,

Has anyone else experienced a problem with using CS3 components along
with wmode transparent? I tried that recently, and the CS3 widget I was
using (List) simply will not show up if wmode is set to transparent in
Firefox (Firefox 2.0.0.4 on Windows - opaque works fine).

So the questions - why is it doing that, and more inportantly how do I
fix it? :-)

If anyone has experienced this problem, I'd really appreciate the help.

Thanks,

Kevin N.


  



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[Flashcoders] wmode transparent, disappearing cs3 components and Firefox

2007-06-21 Thread Kevin Newman

Hello all,

Has anyone else experienced a problem with using CS3 components along 
with wmode transparent? I tried that recently, and the CS3 widget I was 
using (List) simply will not show up if wmode is set to transparent in 
Firefox (Firefox 2.0.0.4 on Windows - opaque works fine).


So the questions - why is it doing that, and more inportantly how do I 
fix it? :-)


If anyone has experienced this problem, I'd really appreciate the help.

Thanks,

Kevin N.



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Re: [Flashcoders] Flash CS3 over 400 MB! and 25 minutes to install!

2007-06-20 Thread Kevin Newman
I think it's interesting to note that additional Adobe CS 3 software, 
will not take as long to install, since there are many common files 
shared between all the CS 3 stuff.


Still, it is pretty slow. Maybe Adobe could find a way to put all those 
tiny files into some kind of larger single file package.


Kevin N.



JulianG wrote:
I saw this coming... Once Adobe take over Macromedia, things would 
start to happen.

Bad things, I mean.

How come Flash CS3 Installer is over 400 MB, when Flash 8 was only 110 
MB??
While I'm writing this the application in being installed (less than 
50% progress).

How is it possible that it's taking AGES to do finish!
It almost seems like I was installing... I don't know Photoshop, or 
some other buggy Adobe software. Oh! s**t I am!


I'm scared! I hope they don't screw it with the Flash Player. That'd 
be quite harmful for us. I think.
I don't see people updating Flash Player if it's 30MB or annoying in 
some other way.


Perhaps you guys had this discussion some time ago.
Do you have any URLs I can read about this, so I can find out if it is 
just me paranoid?


Thanks,
JulianG




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Re: [Flashcoders] Flash CS3 over 400 MB! and 25 minutes to install!

2007-06-20 Thread Kevin Newman
I think it's interesting to note that additional Adobe CS 3 software, 
will not take as long to install, since there are many common files 
shared between all the CS 3 stuff.


Still, it is pretty slow. Maybe Adobe could find a way to put all those 
tiny files into some kind of larger single file package.


Kevin N.



JulianG wrote:
I saw this coming... Once Adobe take over Macromedia, things would 
start to happen.

Bad things, I mean.

How come Flash CS3 Installer is over 400 MB, when Flash 8 was only 110 
MB??
While I'm writing this the application in being installed (less than 
50% progress).

How is it possible that it's taking AGES to do finish!
It almost seems like I was installing... I don't know Photoshop, or 
some other buggy Adobe software. Oh! s**t I am!


I'm scared! I hope they don't screw it with the Flash Player. That'd 
be quite harmful for us. I think.
I don't see people updating Flash Player if it's 30MB or annoying in 
some other way.


Perhaps you guys had this discussion some time ago.
Do you have any URLs I can read about this, so I can find out if it is 
just me paranoid?


Thanks,
JulianG




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Re: [Flashcoders] bitmap RLE example

2007-02-06 Thread Kevin Newman

Zeh Fernando wrote:
I have a project that creates comic strips, and the owner would like 
me to make it so that users can download an image of the comics they 
create. I have looked around, and found that this is possible to do 
in Flash 8, but there are some performance considerations. I've seen 
it mentioned a few times that you can help the problem, which seems 
to be tied mostly the time it will take to upload an uncompressed 
bitmap to a server, by compressing the bitmap stream using RLE or 
LZW. I haven't found any examples that I can follow that show or 
explain how to do that.
Does anyone have an example of how I can compress a bitmap stream 
then upload it to a server (any server scripts in php to send that 
data back as an image file, are a bonus ;-) ).


There are many AS classes that do LZW compression for you, and RLE 
could easily be done with new code.


Depending on what kind of data you'll compress - ie, black  white 
data - RLE is good enough. If not, LZW is the way to go, but you'll be 
spending *a lot* of time reading them compressing it.


You would need the decoding done on the server side script too. The AS 
part is just half of the equation. LZW is standardized, though, so if 
you're going with LZW data, it might be easy to find LZW decoders in PHP.


Another possible solution (depending on your case) would be to use 
AS3. It can do PNG generation natively and faster (so you'd have to 
upload the PNG data, then simply output it to a file when the PHP 
receives it).


Anyhow, if you're looking for LZW in AS2, I would suggest this one:

http://hosted.zeh.com.br/misc/classes/zeh/compression/LZW.as

It's the one I've done for my own use, the difference from all others 
being that it has functionality to split the compression between 
frames instead of trying to do all at once (and freezing playback). 
Read the .AS file for usage examples.


Zeh

Sweet! Thanks for the link.

Kevin N.


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[Flashcoders] bitmap RLE example

2007-02-05 Thread Kevin Newman

Hey Everyone,

I have a project that creates comic strips, and the owner would like me 
to make it so that users can download an image of the comics they 
create. I have looked around, and found that this is possible to do in 
Flash 8, but there are some performance considerations. I've seen it 
mentioned a few times that you can help the problem, which seems to be 
tied mostly the time it will take to upload an uncompressed bitmap to a 
server, by compressing the bitmap stream using RLE or LZW. I haven't 
found any examples that I can follow that show or explain how to do that.


Does anyone have an example of how I can compress a bitmap stream then 
upload it to a server (any server scripts in php to send that data back 
as an image file, are a bonus ;-) ).


Thanks,

Kevin N.


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Re: [Flashcoders] history, bookmarks, etc within flash

2007-01-10 Thread Kevin Newman

Hi James,

I'm kinda partial to the unfocus stuff myself. ;-) But it has been a 
while since I worked on that. I did manage to get it organized a few 
weeks ago, and get it into an SVN account (I couldn't get the 
osflash.org svn account working though).


I'll be cleaning that up, but work is always very slow on my stuff.

I found this a while back, and it seems to work pretty well.

http://www.asual.com/swfaddress/

As far as I know, all of these libraries are using similar techniques 
behind the scenes (iframe for IE, location.hash/polling for everyone 
else). I'd say it's really just a matter of picking the one you are most 
comfortable with code wise.


Kevin N.


James Dean wrote:

I've been asked to implement back button functionality and possibly
bookmarking for a flash project that I've been involved in, and I'm 
aware of

a project from unfocus (http://www.unfocus.com/projects/FlashSuite/).
basically, having the back and forward buttons in the browser respond 
to the
flash movie rather than the browser's history. My question is if 
anyone is

familiar with a better version than the unfocus method, or if there is
currently a standard method for this functionality other than what is 
being

used in unfocus.

Ultimately i can incorporate the above. I am, however, looking for 
what is

considered the best / most recommended method.
~james




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Re: [Flashcoders] Microsoft Expression ...

2006-12-18 Thread Kevin Newman
I tried it very briefly, and will possibly give it another go just for 
the heck of it, and to waste time.


My initial feeling is that if you like Microsoft's other IDE - Visual 
Studio, you will like Expression, since even Blend is just a thin skin 
over top of the standard Visual Studio interface. Unless I have 
something configured incorrectly, you also have to install Visual Studio 
Express to edit the scripts.


I think those apps will appeal mostly to Microsoft developer types, but 
probably not to too many others.


Just my 2 cents.

Kevin N.


Stephen Ford wrote:

Anyone tried any of the Expression apps yet, specifically Blend and Web ?Any 
thoughts ? I guess the Expression suite will be competing with the Apollo 
platform once it's released.Yes / 
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Re: [Flashcoders] Q:Repurpose flex to flash

2006-10-02 Thread Kevin Newman
I'm don't have the tiny details to answer your question, but I do know 
that the YahooMaps Flash component was built in Flex, even though it's 
intended to be used in Flash (they have both a Flex and Flash version, 
both built in Flex). So it must be possible.


Kevin N.


[EMAIL PROTECTED] wrote:

Saw a fantastic Flex demo recently

http://demo.quietlyscheming.com/fisheye/index.html

Seems counterproductive but my question is there anyway to leverage the code 
from a Flex only app to Flash?

Jim Bachalo




[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] (Taboo) What to charge

2006-09-28 Thread Kevin Newman

Aaron,

Thanks for the reply, and for the link. I did read that other thread 
that you mentioned, but while there was a lot of discussion around the 
various issues that can affect pricing, and rates, there were not a lot 
of specific examples. So I thought I would post some finished flash 
apps and see what you guys think.


That link is very helpful, thank you for that. :-)

Kevin N.


Aaron Buchanan wrote:

Hi kev,

I always break down the hours. For me it is time consuming until you are
able to liscence your codebase for projects. Then the process of bidding can
go much faster. I don't have the time to look at your links atm, but I can
give you a couple tip to help. First take a look at what's already been said
on the topic.There was a big thread a while back titled where to poliely
and appropriately discuss pricing issues. You should be able to find it in
the archives.

One bookmark of mine that came from this discussion was this:
http://www.blueflavor.com/ed/tips_tricks/pricing_a_project.php

Cheers!
Aaron 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Newman
Sent: Wednesday, September 27, 2006 1:02 PM
To: Flashcoders mailing list
Subject: [Flashcoders] (Taboo) What to charge

Hey guys,

I know this is a somewhat taboo topic, but I thought I'd ask anyway. :-D

What would you charge to either design these apps or to do the
production/programming or both? Also, what pricing strategy would you use
(hourly rate, itemized deliverables, etc.)?

http://www.makebeliefscomix.com/

http://www.marchofdimes.com/pad/

I'd gladly take off list responses if necessary. :-)

Thanks,

Kevin N.




  



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[Flashcoders] (Taboo) What to charge

2006-09-27 Thread Kevin Newman

Hey guys,

I know this is a somewhat taboo topic, but I thought I'd ask anyway. :-D

What would you charge to either design these apps or to do the
production/programming or both? Also, what pricing strategy would you 
use (hourly rate, itemized deliverables, etc.)?


http://www.makebeliefscomix.com/

http://www.marchofdimes.com/pad/

I'd gladly take off list responses if necessary. :-)

Thanks,

Kevin N.





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Re: [Flashcoders] Flash + Web Services problems

2006-08-31 Thread Kevin Newman
Assuming that webservices.domain.com is where your web service is 
located, and www.domain.com is where your swf files are located, so you 
have the crossdomain.xml file on the correct server (it should be on 
webservices.domain.com)?


Kevin N.


Liam Mincy wrote:

Unfortunately this doesn't seem to be doing it either. After I tried this I 
also put
the following inside the code to no avail:

System.security.allowDomain(webservices.domain.com,*,*.somedomain.com);

This one has me flummoxed...

Thanks,
liam m-


--- Mike Britton [EMAIL PROTECTED] wrote:
  

Like this:

?xml version=1.0?
cross-domain-policy domain=* /
allow-access-from domain=somedomain secure=false  /
allow-access-from domain=anotherdomain secure=false  /  
allow-access-from domain=* /
/cross-domain-policy


Mike




  



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Re: [Flashcoders] Re: OOP methodology and flash. I'm loosing my faith...

2006-08-30 Thread Kevin Newman
I really like OOP, like Javascript style prototyping and look forward to 
use a combination of both in AS3. Having said that, I really was not 
impressed with AS2.0, mostly because of some of it's bugs that made it 
work in odd ways (mostly related to scoping issues, which are only 
partially solved with the Delegate Class).


So for me I usually prefer either AS1.0, or (I imagine, since I haven't 
gotten around to it yet) AS 3.0.


It's nice not to be locked into either OOP, or procedural, or typed or 
untyped. It seems like AS 3.0 will let me do the one I want to at the 
moment (without being buggy like AS 2.0). :-)


Kevin N.



James wrote:
I think that the mixture of prototype based and class based OOP is 
really interesting. I think prototype based object orientated 
languages (such as AS1.0 and JavaScript) are really pretty cool and 
you can do amazing things with them.


I read somewhere (sorry can't find link but it was on sitepoint.com 
written by Harry Fuecks)  that one of the leading technical directors 
at google had produced a patterns book with most of the important 
patterns completely rewritten for prototype OO languages and many of 
them were far simpler and much less code.


of course there is always the trade off with any dynamic language - 
the less errors can be caught at 'compile time' the more you have to 
test the code using 'unit testing' at run time.


I take any comments like 'AS2 is crap' or 'PHP is crap' or whatever 
with a huge pinch of salt. Ask them 'Do you think people at 
Macromedia/Adobe don't know what they're doing?' usually these people 
have a computer science degree from Wolverhampton Poly or somesuch and 
couldn't get a job at Adobe or Macromedia if they promised to work for 
nothing and give foot massages to all the other developers whilst 
compiling.


James

At 15:12 25/08/2006, you wrote:

When it comes to OOP and Flash I think an individuals opinion comes from
their knowledge of OOP. Those that have used it swear by it and vice 
versa.
This is pretty much how it is with everything. I remember at the 
release of
AS2 there were quite a few developers that I had interactions with 
that were
saying that AS2 was crap and not to use it. I wonder how well that 
worked

out for them :)

- darren



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Re: [Flashcoders] Flash + Array + Web Service

2006-08-24 Thread Kevin Newman

Here is an example that seems to work for me. Inside an .asmx file:

using System;
using System.Web;
using System.Collections;
using System.Collections.Generic;
using System.Web.Services;
using System.Web.Services.Protocols;

[WebService(Namespace = http://domain.com/;)]
[WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)]
public class service : System.Web.Services.WebService {

   public service () {
   //Uncomment the following line if using designed components
   //InitializeComponent();
   }

   /// summary
   /// Some web method
   /// /summary
   /// param name=param1The first parameter/param
   /// param name=param2The second parameter/param
   /// returns/returns
   [WebMethod]
   public ListYourTypeOrBuiltInTypeLikeString 
GetProductsByCategoryAndType (int paramOne, string paramTwo)

   {
   return Your.Internal.MethodToCall(paramOne, paramTwo);
   }
}


In config.xml all I see is this:

   webServices
   protocols
   add name=HttpGet/
   add name=HttpPost/
   /protocols
   /webServices

Hopefully something in that example will be useful to you..

We are running ASP.NET 2.0 and have no problem with complex objects with 
Lists (Arrays) - if I remember correctly, some .NET data objects will 
not be serialized into standard SOAP objects, but into MS extensions 
(embrace and extend) - so you have to make sure you are not using those 
Types on property nodes in your complex object (I think the one we found 
that out with was a DataGrid).


Kevin N.



Brake, Stephen wrote:

I read the following post and have the same exact problem.  How did you
construct the .net web service to allow the web  service to grab the
value of the complex array from Flash:

 


This is an old thread I started back in May which I am following up on
with a question.  Muzak had replied to me with this:
 
  

If you'll be using webservices that you can control (which it sounds
  

like is the
  

case), don't send XML back and forth.
When using webservices, you can send Array of Objects back and forth,
  

which is
  

alot easier to work with.
There should be a list of data type conversions in the docs somewhere.
  
 
I am using the Web service classes to load in a wsdl from a .NET

developer using C#.  We have the basics working, I can receive a simple
string from him no problem by calling the SOAP method.  However, since
Muzak (in the quote above) and the docs say the Web service classes
supports complex object types, we are now trying to read in a complex
object in Flash.  
 
The C# developer created a method for me, called GetProject() that

returns a complex object he created (the complex object is simple - it
just has a property that contains a simple string - i.e. objProj.Title).
However, when I trace the result on the method, it returns null.
Neither the C# developer or myself can figure out where we are going
wrong.  Any ideas?   One of us has something wrong with this object
and we're not sure who.
 
Also, for a second related question, once I can read the object in Flash

(it would contain arrays and properties, etc.) - we want to just send
that object back to the webservice to update the object in C#.  Any
issues with that?  The Help docs only say this about objects:
 
Web Service classes  Supported Types  Object Types

Object Types:  Complex Type - ActionScript object composed of properties
of any supported type
 
Jason Merrill
Bank of America 
Learning  Organization Effectiveness - Technology Solutions 

 
  



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Re: [Flashcoders] Actionscript 3.0 compiler Qs

2006-08-21 Thread Kevin Newman

Sweet! Thanks for the info.

Kevin N.


Nicolas Cannasse wrote:
Here are some things I've been wondering about Actionscript 3.0s 
compiler and runtime engines:


I'm assuming AS 3.0 compiles to a bytecode. What kind of bytecode 
does it compile to? Is it more like Java/.NET CLR, or more like 
Mozilla's Spidermonkey compiler?


I don't know about SpiderMonkey, but AS3 bytecode is similar to Java 
one. It's actually more complicated since there is several way to 
access the properties (using prototype, traits or slots).


Does the compiled code get recompiled during runtime to machine code 
(like a JIT compiler) or does it get interpreted?


Some Adobe presentation on the subjet was saying that all the code get 
JIT'ed, except the $iinit and $cinit functions which are the one 
defining the classes and initializing their static variables.


Also, how does the compiler deal with typing? Statically typed, 
compiled languages usually have the type set in stone at compile time 
whereas dynamically typed, interpreted languages like javascript and 
php can do type coercion at runtime on the fly. Which one does the 
Actionscript 3.0 runtime do? Does it do both depending on whether the 
type is static or dynamic?


The complete class structure with type is stored into the Flash9 SWF. 
Then local (per-function) type-inference is performed to check the 
types coherency. There is some bytecode options that perform 
type-casting. For instance everytime a value is stored into an untyped 
variable, the opcode 0x82 is forgetting about the original value type.


This makes things actually pretty difficult for other languages with 
different type system to be compiled to Flash9 bytecode, but I could 
succeed in doing it for haXe (http://haxe.org).


I started documenting the Flash9 file format on 
http://osflash.org/flash9, you can start reading there, but only the 
haXe swf library sources are containing the complete specification :


http://cvs.motion-twin.com/horde/chora/browse.php?rt=ocamlf=swflib

Nicolas



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Re: [Flashcoders] Actionscript 3.0 compiler Qs

2006-08-19 Thread Kevin Newman

Anybody?

Kevin N.


Kevin Newman wrote:
Here are some things I've been wondering about Actionscript 3.0s 
compiler and runtime engines:


I'm assuming AS 3.0 compiles to a bytecode. What kind of bytecode does 
it compile to? Is it more like Java/.NET CLR, or more like Mozilla's 
Spidermonkey compiler?


Does the compiled code get recompiled during runtime to machine code 
(like a JIT compiler) or does it get interpreted?


Also, how does the compiler deal with typing? Statically typed, 
compiled languages usually have the type set in stone at compile time 
whereas dynamically typed, interpreted languages like javascript and 
php can do type coercion at runtime on the fly. Which one does the 
Actionscript 3.0 runtime do? Does it do both depending on whether the 
type is static or dynamic?


Thanks, and please correct anything that I may have written if it is 
not accurate. :-)


Kevin N.



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[Flashcoders] Actionscript 3.0 compiler Qs

2006-08-14 Thread Kevin Newman
Here are some things I've been wondering about Actionscript 3.0s 
compiler and runtime engines:


I'm assuming AS 3.0 compiles to a bytecode. What kind of bytecode does 
it compile to? Is it more like Java/.NET CLR, or more like Mozilla's 
Spidermonkey compiler?


Does the compiled code get recompiled during runtime to machine code 
(like a JIT compiler) or does it get interpreted?


Also, how does the compiler deal with typing? Statically typed, compiled 
languages usually have the type set in stone at compile time whereas 
dynamically typed, interpreted languages like javascript and php can do 
type coercion at runtime on the fly. Which one does the Actionscript 3.0 
runtime do? Does it do both depending on whether the type is static or 
dynamic?


Thanks, and please correct anything that I may have written if it is not 
accurate. :-)


Kevin N.





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Re: [Flashcoders] Madobe certified professional - still recommend?

2006-08-10 Thread Kevin Newman
I was also interesting in hearing some responses to this question, or 
even if Adobe/Macromedia certification is useful in general. Anyone?


Thanks,

Kevin N.


André Goliath wrote:

Hello List,

I´m thinking about becoming a certifed Macromedia(?) Flash MX04 Developer,
but I wonder if this qualification is still of any worth, what do you think?
Have you profited in any way from your certification?

Is there anything in the pipeline for Flash 8/9 or will there ever be?

Flash MX04 certified sounds a bit outdated IMHO,...

Thanks for any and all thoughts,

André
  


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Re: [Flashcoders] Yahoo! Maps api

2006-07-17 Thread Kevin Newman
This is a known problem with the current version of the mxp file (3.02). 
You can work around the problem by using the whole classname.


so instead of:

import com.yahoo.maps.widgets.NavigatorWidget;
var foo:NavigatorWidget = new NavigatorWidget('closed');

use:

var foo:com.yahoo.maps.widgets.NavigatorWidget =
   new com.yahoo.maps.widgets.NavigatorWidget('closed');

etc.

There is another way to fix this, but I can't remember it ;-P

Kevin N.


Aaron Buchanan wrote:

Anyone seen any issues with class files not being installed when you load
the mpx in?

This is among the errors I am getting after freshly installing the
component. I tried y! Blogs but haven't heard back yet, so was wondering if
anyone here had found any info on the mystery classes :)

**Error** Symbol=yahoomap, layer=//as, frame=1:Line 7: The class or
interface 'com.yahoo.maps.widgets.NavigatorWidget' could not be loaded.
 import com.yahoo.maps.widgets.NavigatorWidget;

Thx!
A

  



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Re: [Flashcoders] call JS-Method from SWF in hidden div on IE

2006-07-14 Thread Kevin Newman
In my experience with trying to work out a magic fix for the eolas 
patent (http://www.unfocus.com/projects/patentMagic/), I have found that 
in IE, with swfs at least (but possibly all objects) objects that are 
set with display: none, do not even load in the background, never mind 
execute javascript.


Kevin N.


David Fischer wrote:

Hi,

turns out that a swf in a  hidden div won't execute any 
Javascript-Methods in Internet Explorer.

it kinda seems logical in terms of if anything is hidden, i don't care.

this works with firefox (mac/win), opera(mac/win), safari though.
Can anyone confirm this behaviour ?

Thanks,

David



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Re: [Flashcoders] Tabbed Browsing support? htmlText, contextMenu, Javascript?

2006-07-05 Thread Kevin Newman
IE7 will open any link with target=_blank in a new tab instead of a 
new window depending on the user's prefs (the defaults are new tabs though).


I personally think IE 7 and Opera 8 get it done right, and that it 
should be a browser setting that determines how best to handle popups 
(links with target=_blank), and that they should treat all such links 
consistently (meaning either open them in tabs or make new windows). 
Either way, it's a browser problem, not a Flash problem, IMHO.


More info (for all browsers, not just Firefox):
http://wiki.mozilla.org/Link_Targeting


Kevin N.


Greg Hamer wrote:
Has anyone here implemented tabbed browser support in Flash? i.e. 
links in

Flash content that can be opened in a new tab?

I see three possible options: 1) getURL; 2) TextField with html=true and
htmlText= containing html anchors; and 3) Javascript.

The problems are ...

1) With getURL(), how would you specify new tab?

2) With anchors in htmlText, Flash Player provides the context menu. The
Flash Player browser plug-ins include in the context menu the option 
Open
in new window. The freestanding Flash Player omits this option. (fyi 
... a

swf with an anchor in htmlText can be found here:
www.oman3d.com/tutorials/flash/loadvars_bc/ )

3) With Javascript, as a Flash/ActionScript developer I don't know how to
code this solution. (fyi ... I did some google searchs on this with no
luck.) If anyone can point me to a Javascript code solution, it would be
much appreciated.

Note: For those from Adobe that read this list ... With IE7's release and
it's support for tabbed browsing, if Flash Player provides no support for
opening links in tabs it will be increasing apparent that Flash Player is
essentially unaware of tabbed browers.)


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Re: [Flashcoders] Fjax... does this seem ridiculous to anyone else?

2006-06-26 Thread Kevin Newman
It can do limited cross domain xml loading (obeying crossdomain.xml 
policy files of course), unlike the JavaScript XmlHttpRequest object. So 
if nothing else, it could work as a client side proxy, for those that 
can't run server side proxies, or just want less traffic to run through 
their server.


Kevin N.


ryanm wrote:

http://www.fjax.net/

ryanm



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Re: [Flashcoders] Loading external SWFs with a different frame rate

2006-06-26 Thread Kevin Newman
I don't think it's possible to run the loaded swf at a different frame 
rate from the container, but I have read (and I even got it to work 
once) that you can force the parent clip to take the frame rate of the 
loaded swf, by embedding a streaming (I think) sound file (even if it's 
silence) into the swf that will be loaded. I'm pretty sure that if you 
can get this to work, it will slow down the parent swf's frame rate though.


Kevin N.


Geoffrey Holland wrote:

If the loaded SWF (12fps) is straight linear, you could control its playback
using setInterval, at advancing the frame every 83 milliseconds (1000/12).
That is one option (maybe your only)

-Geoff

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, June 26, 2006 4:07 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Loading external SWFs with a different frame rate

whatver you load takes its parents frame rate - so I'm gonna say - ain't
gonna happen.
  

Does anyone know how to load an external SWF and have it play back at
its native frame rate if the movie that its being loaded into has a
different frame rate?

For example, I have a movie that is set to 30fps (swf1)  and I want to
load in another movie that's 12fps (swf2).  I want swf2 to play back at
its intended speed.

Any suggestions?

Thanks,

Derek




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Re: [Flashcoders] Eolas fix and backspace key flash bug

2006-06-15 Thread Kevin Newman

Tom Lee wrote:

If you're referring to the issue I'm reporting, I'm afraid your solution is
not immune either.  Two out of 3 of my PCs will show the click to activate
message if you have cleared your cache and then visited your example pages
without restarting your browser first.


  
If that's the case, I'm not sure there's anything we can do about it. 
SwfObject should be 100% immune to the click to activate feature. If 
it's not, I'd say its a bug in IE, and we may have no choice but to wait 
for a fix from MS (it's ok, you can laugh now).


After taking a look at that link, it does sound plausible that that 
could be the issue. In any case, it sounds like this bug would affect 
few people, since they both have to have their system configured to see 
it (by installing some combination of updates), and meet a condition 
requirement (having cleared their cache, and reloaded your page without 
restarting the browser).


BTW (a bit of brainstorming to follow), I wonder if there is some way to 
see if the user has been to your site, and then cleared their cache and 
returned without re-starting their browser - maybe by setting a session 
cookie on the first visit, then checking it on subsequent visits as well 
as checking the speed or download state of the Flash movie or other 
Object on the page (using Object.onload, or Object.onreadystate). If 
there is some way to figure out if the cache has been cleared, and this 
is a detected revisit, and the object hasn't been downloaded, then 
perhaps a simple refresh of the whole page after the defer or 
document.onload could fix it - setting another cookie of course to 
prevent endless refreshes. Of course this will not work if they delete 
their cookies at the same time they empty their cache. I don't know.


Also, I apologize if what I'm saying doesn't make much sense in the face 
of any evidence, I'm struggling to finish a project that has been a real 
time killer, and simply haven't had the time to read all the posted 
materials as thoroughly as I would have liked or conduct full tests of 
suggested solutions on my own (or even set up a reliable reproduction 
machine).


Kevin N.



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[Flashcoders] xAL and xNAL

2006-06-15 Thread Kevin Newman

Hello all,

Has anyone done any work with these new address formats (xNAL, xAL, xNL) 
that have been standardized by OASIS in flash? I was so happy to hear 
about a standard way to deal with international address information, now 
all we need are some standardized form layouts, and some solid Libraries 
for dealing with this format. Does anyone know of any?


http://www.oasis-open.org/committees/ciq/ciq.html#6

I am mostly interested in the address standard myself, which if I 
understand it correctly is xAL (eXtensible Address Language 
http://www.oasis-open.org/committees/ciq/ciq.html#6), which is a 
subset of xNAL. I learned of this new standard because Google is using 
it in their geocoding API.


http://googlemapsapi.blogspot.com/2006/06/geocoding-at-last.html

Thanks,

Kevin N.



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Re: [Flashcoders] Eolas fix and backspace key flash bug

2006-06-14 Thread Kevin Newman

Hello,

I have not been able to reproduce that problem with IE 7 beta, but I 
have found that it occasionally stalls out after the files have been 
cleared from the cache (though not if this is the first time to visit 
the page, then it seems to work fine - maybe if all history is cleared 
and not just the cache it solves the problem?).


I think the defer attribute on the script my be causing this - I have 
had some issues with using this method as an ondomcomplete event 
mimicker, and I'm not sure it always works (it definitely does not under 
IE 5.5 on Windows 98 that I'm running in VMware - it's the standalone 
install, which might be the problem). Do you have the same problem if 
you are running this script from onload instead of using the deferred 
script? If so, then a possible fix might be to use ondocumentready 
instead, and just fix the objects that are available at each stage of 
ondocument ready (I have never used that, so I'm not sure it would work, 
but it might be worth a try, if this is an onload problem).


If that is not the problem and/or that solution doesn't work, it might 
be possible to add the replacement script the each individual object 
tag's onload, so that the replacement doesn't happen until we know that 
the specific object has been loaded (though I'm not sure they are 
loading if you set the display to none, and if they are, then you get 
the double loading issue). Setting these onload properties could be done 
during the stages of ondocumentready (or if the deferred script is 
actually working, we could just use that).


I will do some testing on these tricks, and see what I can come up with, 
but I probably will not be able to get to it any time soon - its quite 
busy around here. :-)


BTW, I have no problem discussing this stuff in the mailing list, if it 
isn't too OT.


Thanks,

Kevin N.


Tom Lee wrote:
Kevin, 


I just tried out your patentmagic demo, and found that it suffers from the
same problem I have faced in my own attempts.  If you empty your cache and
then reload the page, the Active X control does require activation.  (I have
verified this on 3 individual PCs).  I blogged about the problem at
http://tom-lee.blogspot.com/2006/06/eolas-workaround-fails-if-triggered.html
.  The post contains a test page to verify.  Perhaps we can join forces and
figure out what the hell's going on with this?  I'd be happy to work with
you off-list if you prefer.

-tom

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Newman
Sent: Tuesday, June 13, 2006 3:49 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Eolas fix and backspace key flash bug

Is the problem that you can't run Javascript at all, or that you need to 
put the embed code in html instead of javascript?


You could use this patent fix:
http://www.unfocus.com/projects/patentmagic/

It still relies on scripting being enabled (so you'd still have this 
problem for anyone that doesn't have JS enabled - if they don't have JS 
enabled, they probably don't have ActiveX enable either though), but you 
can at least use your html markup to embed the flash movie.


Kevin N.


Alec Matusis wrote:
  

I have to embed flash applets into web pages directly, without Javascript
Eolas workaround. The users therefore have to click to activate the
flash movie in IE. 
 
After that, the Flash movie properly receives the text input, EXCEPT for

Backspace and Tab keys. Pressing Backspace has an action of Back button


in
  

the browser, it takes a user back one page. Pressing Tab moves the focus
into another object in the browser.  
 
So it looks like when the control is activated , the Flash receives only


a
  

PARTIAL focus: it accepts all text input except Backspace and Tab. When


you
  

click on Flash the second time, it receives full focus, and Backspace and
Tab function properly. 
 
Can anyone explain this behavior? Is this an IE bug? 

 



  



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Re: [Flashcoders] Eolas fix and backspace key flash bug

2006-06-14 Thread Kevin Newman
Maybe the workaround is to remove the old node, before overwriting it? I 
am currently just setting oldObjectNode.outerHTML = newObject.outerHTML. 
We might have to remove the old node completely, then reinsert it (in 
the correct position in the DOM).


Actually, it's probably worth testing if the script is running at all 
when you set up your error condition (and whether the script has access 
to the DOM if it does run - an alert(document.body.innerHTML); should 
do). I think that you may have found a critical bug in the deferred 
script technique. I have noticed intermittent strange behavior with 
using deffered scripts with IE on other projects.


Another solution might be to just suffer the extra load time (waiting 
for images and such), and use the document.onactivate event or 
document.onbeforeactivate, which fires before onload. I think right 
before it, which means after all the images load - actually, I'm not 
even sure it waits until the DOM is ready... If my assumptions about 
when this fires are correct, it will take longer to load than the defer 
method, but will still happen before onload, so onload scripting should 
still be safe.


http://msdn.microsoft.com/workshop/author/dhtml/reference/events/onactivate.asp

Then there's the old ondocumentready trick..

This is still related to Flash in a round about way, but it more about 
JScript ActiveX and IE than it is about Flash at this point. I'll let 
you guys decide if this should continue on the list...


Kevin N.


Tom Lee wrote:

Really I wasn't considering the delay as a real solution.  It was just
something I was using to probe for clues.  

the embedded object cannot exist prior to the 
onload event firing or it will require activation. Period.


Actually, that's not true.  The only time it DOES require activation when
inserted by a deferred script (script defer src=whatever.js/script) is
if the user clears their cache and revisits the page without restarting
their browser first.  It is this edge case for which I am seeking a
workaround.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ryanm
Sent: Wednesday, June 14, 2006 5:20 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Eolas fix and backspace key flash bug

  

Perhaps there is a magic sweet spot between the execution
of deferred scripts and window.onload when elements can be inserted into 
the

document without click to activate.


There's no magic there, the embedded object cannot exist prior to the 
onload event firing or it will require activation. Period. Don't use a 
delay, use the onload event. A delay is unpredictable because you are 
working on the client side, where bandwidth, network congestion, and the 
size of the images and other files loaded into the page will cause the 
amount of time before the onload event fires to vary drastically. To state 
that more clearly, you will *never* accomplish this in any predictable way 
using a time delay, not even if you make the delay over 1 minute, because 
somewhere there is still a guy using a 14.4 modem.


ryanm 
  



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Re: [Flashcoders] Yahoo! Maps Flash API

2006-06-14 Thread Kevin Newman
I'm using the 3.02 (it says 3.2.0 in the Extension Manager) component in 
my current work, and importing that widget seems to work fine. Are you 
sure you have the latest MXP?


http://developer.yahoo.com/maps/flash/componentEULA.html

Kevin N.


Mike Britton wrote:

I'm getting started with the Yahoo! Flash API, and noticed their Maps
mxp doesn't include com.yahoo.maps.widgets.NavigatorWidget.  Looks
like Yahoo! needs to update their MXP to include this code since
there's an article on Adobe about how to use it.

http://www.adobe.com/devnet/flash/articles/yahoo_mashup_02.html

If anyone's run into this, let me know (and if you have this MXP with
com.yahoo.maps.widgets.NavigatorWidget included, I'd appreciate it
someone could send this to me offlist).


Mike




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Re: [Flashcoders] Eolas fix and backspace key flash bug

2006-06-13 Thread Kevin Newman
Is the problem that you can't run Javascript at all, or that you need to 
put the embed code in html instead of javascript?


You could use this patent fix:
http://www.unfocus.com/projects/patentmagic/

It still relies on scripting being enabled (so you'd still have this 
problem for anyone that doesn't have JS enabled - if they don't have JS 
enabled, they probably don't have ActiveX enable either though), but you 
can at least use your html markup to embed the flash movie.


Kevin N.


Alec Matusis wrote:

I have to embed flash applets into web pages directly, without Javascript
Eolas workaround. The users therefore have to click to activate the
flash movie in IE. 
 
After that, the Flash movie properly receives the text input, EXCEPT for

Backspace and Tab keys. Pressing Backspace has an action of Back button in
the browser, it takes a user back one page. Pressing Tab moves the focus
into another object in the browser.  
 
So it looks like when the control is activated , the Flash receives only a

PARTIAL focus: it accepts all text input except Backspace and Tab. When you
click on Flash the second time, it receives full focus, and Backspace and
Tab function properly. 
 
Can anyone explain this behavior? Is this an IE bug? 

 


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Re: [Flashcoders] use of embedded font = blank text?

2006-06-01 Thread Kevin Newman
I had a problem recently embedding ComicSans MS (it was a comic app, so 
it was ok ;-) ). The problem turned out to be related to my use of Faux 
Bold. Just unchecking the Faux Bold box fixed it up. So maybe it's a 
formatting problem?


In the code that you provided question_fmt is not defined anywhere. I 
guess it was defined in code that you didn't post?


Kevin N.


Kent Humphrey wrote:

http://devqa.exnis.net/vanclarke.com/www/test.html

Can someone tell me what I am doing wrong here?

What you can't see on that test page is the questions, which are being 
pulled in with identical code, but have been set to use an embedded 
font. Here is my code:


q_mc = content_mc.createTextField(question+i, 
content_mc.getNextHighestDepth(), 0, 0, 385, 20);

q_mc.autoSize = left;
q_mc.wordWrap = true;
q_mc.antiAliasType = advanced;

q_mc.embedFonts = true;

q_mc.selectable = false;
// assign text format defined above
q_mc.setTextFormat(question_fmt);
   
q_mc.text = questions[i];


If I comment out the embedFonts line, the text is visible.

I have tried embedding different fonts, different font weights, 
different linkage names, htmltext vs text and so on.


The text is currently being pulled from a list, but testing with 
straight text has the same effect.


I am using this same code to pull text into the swf that this swf is 
loaded into, and it works fine there. This swf doesn't work as a 
standalone or as part of the larger app.


Anyone got any ideas?



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Re: [Flashcoders] geturl:javascript is causing images to not display on IE

2006-05-29 Thread Kevin Newman
I think you may have hit one of the problems with using javascript: 
pseudo urls. If I remember correctly, when you use a javascript pseudo 
url it disables some of the events under some circumstances. You could 
try two things - either use fscommand (or FlashJS, or one of the other 
communication packages floating around on the net) or try returning 
false from the javascript: url (I'm not sure about this one).


getURL(javascript:setFlashHeight('wrapper','+h+');return false;);

This is the only mention of the problem that I could find: 
http://groups.google.com/group/comp.lang.javascript/browse_frm/thread/a57416b64499f57b/e77bfad5ee2fe342?lnk=stq=javascript+pseudo+url+images+not+loading+group%3Acomp.lang.javascriptrnum=2hl=en#e77bfad5ee2fe342


Since the javascript: url seems to work fine in plugin based browsers 
(Mozilla, Opera, Safari), and just doesn't work in ActiveX (IE) you 
could check the plugin type in Actionscript 
(System.capabilities.playerType == PlugIn), and use fscommand for 
ActiveX and use getURL for plugin. You would just need to add a vbscript 
to catch the fscommand and route it to the javascript call.


Something along these lines should work (untested - probably needs work):

Actionscript:
if (System.capabilities.playerType == PlugIn) {
   getURL(javascript:setFlashHeight('wrapper','+h+');return false;);
} else {
   fscommand(setFlashHeight, wrapper,+h);
}

HTML:
script type=text/vbscript language=vbscript
On Error Resume Next
Sub YourMovieName_FSCommand(ByVal command, ByVal args)
   Call yahooMap_DoFSCommand(command, args)
End Sub
/script
script type=text/javascript
function YourMovieName_DoFSCommand(command, args) {
   var args = args.split(',');
   window[command](args[0], args[1]);
}
/script
:NOTE: You could probably do everything from the VBScript, but I don't 
know VBScript well.


Also, if you are publishing to Flash 8 then you can save yourself some 
headache by using ExternalInterface.


BTW, I'm pretty sure this is an IE problem, not a Flash one. ;-)

Kevin N.


Phil Glatz wrote:
I've been experiencing an intermittent problem with a getURL call back 
to a javascript function on the page calling an SWF.


I'm using Flash 8, and testing on XP.  With Firefox, there is no 
issue.  With IE 6, I experience the problem about 80% of the time.  
This issue is that I have my SWF in a div, with some divs below it 
containing some gif images.  When I flush the browser's cache, the 
images always display.  After subsequent page refreshes (F5), the 
images usually don't appear (but sometimes do).


I'm using the SWF to display some variable content, filling dynamic 
text fields from passed variables.  I can also select from a number of 
fonts via a passed var.  When the font changes, the div height needed 
to contain the stage changes.  I created an actionscript function that 
passes the new calculated height back to the page via a javascript call:


function resize() {
  if (allowResize == true) {
h = Math.ceil(pBody._y+pBody._height)+10;
getURL(javascript:setFlashHeight('wrapper','+h+'););
  }
}

The HTML page has the javascript function setFlashHeight() that 
resizes the enclosing division for the SWF, via DOM.  Like I say, it 
all works fine with Firefox, and the HTML and CSS are both correct.


I first suspected a DOM issue, but I later discovered that if I added 
a return statement as the first line of the javascript function, the 
problem persisted.


If I comment out the getURL call in the actionscript, my disappearing 
image problem goes away.  So it appears to be a Flash issue of some 
sort, which I'm not understanding.


I've Googled around a bit and can't find anything remotely related to 
this problem.  I'm on a tight project deadline and am about to send 
$99 to Macromedia for a support call.  I thought I'd check with this 
wise group first to see if this rings any bells.  Is this some sort of 
known issue with Flash/IE?  Driving me nuts!


thanks, Phil




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Re: [Flashcoders] Can Variables have listeners?

2006-05-26 Thread Kevin Newman
You might also look into mx.events.EventDispatcher (and to avoid scoping 
issues, mx.utils.Delegate).


Kevin N.


eka wrote:

Hello :)

open Flash help (F1) and search in the actionscript dictionnary 
Object.watch and Object.unwatch :)

EKA+ :)

2006/5/26, Mike Anderson [EMAIL PROTECTED]:


Hello All,

I have a ton of components scattered throughout my application, and most
of them react to changes of a specific variable.

It's getting really old, having to manually write code - that updates
all these controls with the new value of a specific variable, when a
specific variable changes.  It would be nice to just have ONE function,
that propagates all the changes to all my controls, and then have an
active listener applied to a variable which automatically triggers that
specific function.

Am I overlooking something, or is there a better way to do something
like this?

Thank you all in advance, for any suggestions you can throw my way.

Mike







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Re: [Flashcoders] active X activation, no blinkinkg

2006-05-26 Thread Kevin Newman
If you really need to use html to output your flash movie, you could try 
this fix:


http://www.unfocus.com/projects/patentmagic/

This seems to work pretty well, and doesn't create any blink. It doesn't 
deal with nested Objects though.


Kevin N.


Martin Weiser wrote:

Hello guys,
i found soullution for active x object activation by js here:
http://therippa.blogspot.com/2006/03/activateactivex.html
but, it had that unpleasant blink 
(http://cigare1.fatcow.com/picture_hosting/web_pages/therippa/stuff/activateActiveX/example.html) 
i tried to bypass it by hiding in div element:

ans you can see it here:
http://flash.dna01.net/advertures/banner/tester.htm

Do you see it ok, in all browsers?

Thanks for help
Martin



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Re: [Flashcoders] Flex vs. Flash IDE

2006-05-25 Thread Kevin Newman

Marcelo de Moraes Serpa wrote:

Well, I think you should just stick with the tool that works for you. I´m
currently using Flash 8 IDE to build the layout and assets, and, for 
me, it

is pretty good to build forms as well. The rest I do outside Flash, in
FlashDevelop and compile with MTASC ;)

It´s just another way to build the views... and there are tons of ways 
you

can do that... what really matters to me is the advent of AS3 that is for
sure above all this discussion...

Marcelo.


It's exactly this kind of thing that has me looking into Flex - It seems 
like Flash IDE is very good for some of the things it tries to do 
(animation, assets production, etc.) but falls apart when you need to 
actually make a swf that works like an application. From the replies to 
this thread it sounds like others have found this to be true as well, 
and so people are using the Flash IDE in the way you've described, while 
resorting to outside tools to get the application level work done (like 
FlashDevelop and MTASC - and eventually, Adobe's free compiler I would 
imagine).


This situation for me answers pretty clearly the question of where Flex 
Builder fits in.


This thread has been very informative. Thanks a bunch. :-)

Kevin N.



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[Flashcoders] Flex vs. Flash IDE

2006-05-23 Thread Kevin Newman

Hello all,

So what are the opinions regarding Flex vs. Flash IDE? Which do you guys 
prefer, and why?


I've been looking into Flex 2.0, and so far I like what I'm seeing. But 
I'd love to hear some opinions from this list. :-)


Thanks,

Kevin N.

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Re: [Flashcoders] Newbie security issues?

2006-05-03 Thread Kevin Newman
I would also be very interested in reading about ways to protect content 
that is embedded in a flash movie (especially fonts). Is it possible to 
include art and fonts in a swf file, in a way that makes it impossible 
to get those objects out of the swf movie?


Thanks,

Kevin N.


Audry Taylor wrote:
Hey everyone!  I'm new here so just steer me in the right direction if 
I get off-topic without realizing it.  I'm in the middle of convincing 
my company that we should include some fun Flash games on our company 
website using art elements from some original IPs.  They're concerned 
that Flash can be cracked too easily, putting our art elements at risk 
of being stolen.  Anybody got some arguments I can use to back up my 
faith in Flash?  The other concern my bosses have is that since we 
want to add registration to our website so that members can have 
access to these free games, it's important to protect our member's 
personal info, even if it's just a nickname and password.  If the 
member has to sign in inside a flash game, for example, is there a 
risk that their information could be stolen?


Speaking of which, I've heard Amayeta SWF Encrypt is good.  Can anyone 
vouch for it or do you know if it's been cracked by anyone?


You guys are the hardcore coders so I figured you could help me come 
up with the most compelling answers to give my bosses.  I have read 
about security issues on the Macromedia website and relayed that 
information to them already but they are still indecisive about this 
matter.


In spite of some of its limitation, Flash is a really cool program.  
IMO.  ^_^


Audry Taylor
Creative Director
Go! Comi
http://www.gocomi.com



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Re: [Flashcoders] Deep Linking and the Back button. IE6 problem

2006-05-01 Thread Kevin Newman

Hi Drew,

Are you using the latest build of FlashJS?

I believe this has to do with the release build of Flash/JS Integration 
Kit's use of the getURL('javascript:') method to send script calls to 
javascript. javascript: urls break HistoryKeeper. You can get around 
this by using fscommand from within flash to send calls out to 
javascript from flash, but I believe they are using that method in the 
latest version.


http://www.osflash.org/flashjs/docs/getsource

Download the one that is generated daily 
(http://weblogs.macromedia.com/flashjavascript/fjs_source.zip)


If that's not it, let me know, and I'll see if I can think of something 
else. :-)


Oh, if you are using javascript: urls anywhere else in you flash movie, 
that will break it too.



Kevin N.



Drew Foehn wrote:

Hi Kevin,

After wrestling with this issue for awhile and writing a solution
myself, I decided to try your more elegant implementation and found it
very useful, I really like the 'onHistoryChange event' notification
system. I tied it to the JavaScript Integration Kit to notify my flash
app.

I have an issue with IE that is very perplexing and it occurs with my
solution and yours. After making more than 2 calls to update the
location.hash object, IE6 freezes and stops loading the page. I think
it's the same issue that is documented here
http://www.thescripts.com/forum/threadnav157294-1-10.html and I don't
see a solution to it. Have you had this issue?

Cheers,

Drew Foehn
Actionscript Developer
HotHouse Interactive

-
p:  +61 2 9432 3600
e:  [EMAIL PROTECTED]   
-

HotHouse Interactive Pty Ltd
Level 3, 154 Pacific Highway
St Leonards NSW 2067
Australia
-
www.hothouse.com.au http://www.hothouse.com.au/  
-



-- Original Message --
Date: Tue, 25 Apr 2006 11:50:33 -0400
From: Kevin Newman [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Deep Linking and the Back button.
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I have made a script that intends to solve this very issue. It is a 
single javascript file (no extra server calls to grab a file to fill the


iframe, it's all done in javascript), with a method (addHistory) that 
adds a history entry, and a delegation pattern for history change 
notification. You can find it here:


http://www.unfocus.com/projects/HistoryKeeper/
http://www.unfocus.com/projects/source/

The history script only takes care of the history portion, you will have

to take care of the javascript/flash communication using one of the many

techniques available (my communication framework, or FlashJS, or 
ExternalInterface), and you will need to set up a small script that will


update the flash movie when the state changes. The state will also need 
to be maintained by your custom Flash scripting (however it is that you 
build your app, I recommend MVC, and making a VC out of the history part


of the app).

I am working on a History Bridge (JS side is done) to take or this, but 
it isn't ready for prime time yet.


Kevin N.





  



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Re: [Flashcoders] Deep Linking and the Back button. IE6 problem

2006-05-01 Thread Kevin Newman
Oh, I just saw on another thread that you fixed this. I'm glad it's 
working. :-)


Kevin N.


Kevin Newman wrote:

Hi Drew,

Are you using the latest build of FlashJS?

I believe this has to do with the release build of Flash/JS 
Integration Kit's use of the getURL('javascript:') method to send 
script calls to javascript. javascript: urls break HistoryKeeper. You 
can get around this by using fscommand from within flash to send calls 
out to javascript from flash, but I believe they are using that method 
in the latest version.


http://www.osflash.org/flashjs/docs/getsource

Download the one that is generated daily 
(http://weblogs.macromedia.com/flashjavascript/fjs_source.zip)


If that's not it, let me know, and I'll see if I can think of 
something else. :-)


Oh, if you are using javascript: urls anywhere else in you flash 
movie, that will break it too.



Kevin N.



Drew Foehn wrote:

Hi Kevin,

After wrestling with this issue for awhile and writing a solution
myself, I decided to try your more elegant implementation and found it
very useful, I really like the 'onHistoryChange event' notification
system. I tied it to the JavaScript Integration Kit to notify my flash
app.

I have an issue with IE that is very perplexing and it occurs with my
solution and yours. After making more than 2 calls to update the
location.hash object, IE6 freezes and stops loading the page. I think
it's the same issue that is documented here
http://www.thescripts.com/forum/threadnav157294-1-10.html and I don't
see a solution to it. Have you had this issue?

Cheers,

Drew Foehn
Actionscript Developer
HotHouse Interactive

-
p:  +61 2 9432 3600
e:  [EMAIL PROTECTED]   -
HotHouse Interactive Pty Ltd
Level 3, 154 Pacific Highway
St Leonards NSW 2067
Australia
-
www.hothouse.com.au http://www.hothouse.com.au/  
-



-- Original Message --
Date: Tue, 25 Apr 2006 11:50:33 -0400
From: Kevin Newman [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Deep Linking and the Back button.
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I have made a script that intends to solve this very issue. It is a 
single javascript file (no extra server calls to grab a file to fill the


iframe, it's all done in javascript), with a method (addHistory) that 
adds a history entry, and a delegation pattern for history change 
notification. You can find it here:


http://www.unfocus.com/projects/HistoryKeeper/
http://www.unfocus.com/projects/source/

The history script only takes care of the history portion, you will have

to take care of the javascript/flash communication using one of the many

techniques available (my communication framework, or FlashJS, or 
ExternalInterface), and you will need to set up a small script that will


update the flash movie when the state changes. The state will also 
need to be maintained by your custom Flash scripting (however it is 
that you build your app, I recommend MVC, and making a VC out of the 
history part


of the app).

I am working on a History Bridge (JS side is done) to take or this, 
but it isn't ready for prime time yet.


Kevin N.




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Re: [Flashcoders] Shared fonts nightmare

2006-04-28 Thread Kevin Newman
I just posted something similar a few days ago. To take care of the font 
shifting you can make sure to publish the files with the fonts on the 
system they were designed on. So for example if you did the design on 
the pc, then the swf and the shared lib with the fonts should also be 
published on the pc. If you did the design on the mac, then the final 
output should also be on the mac.


I suppose you could end up with a problem where some files were designed 
on the mac, and some on then pc, in this case you may never be able to 
get them to line up right all the time using the same publishing 
computer - so you could do a comprimise by making sure all PC designed 
flas are finally published on a PC and use a PC fonts shared lib, while 
all the Mac designed flas are published on the Mac, and use a Mac fonts 
shared lib. It's suboptimal, but it's better than 50K on every file.


By the way I have no experience with fonts in shared libraries, so while 
conceptually this solution should work, it might be overkill, since just 
making sure to publish the final swf on the platform they were layed out 
in, might fix the problem. In our environment, I do programming on the 
PC, and the designers do layout on the Mac, so after they do the layout, 
I have to program it, then send it back to them for final output to get 
the fonts to line up. I'm not sure how to work in the shared font libs, 
but I would bet that using two different libs (one PC and one Mac) would 
fix it.


Kevin N.


Serge Jespers wrote:

Hey guyz,

I'm working on this project that has a shared library with some 
movieclips and fonts...

It are those fonts that cause quite a bit of stress...

The designer on this project is on a PC and I work on a Mac... Not 
that that should matter but I'm taking a wild guess this is the 
problem...


The situation... Both his PC and my Mac have all the fonts... Same TTF 
files. However, if I use the shared fonts in the swf on the server, 
they come out looking like this: 
http://webkitchen.be/downloads/sharedfonts.png

Not really what was intended...

If I make that library again, and use my shared lib instead of the one 
on the server, the text comes out right but is shifted down by quite a 
few pixels causing the design to be screwed up...


So yeah... Should we just drop the shared fonts and thereby add a some 
50k to each swf? Or is there something we may not have thought about?


Thanks for your help,
Serge





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Re: [Flashcoders] Shared fonts nightmare

2006-04-28 Thread Kevin Newman

That's even better then. :-)

I actually don't know where the problem is, with embedding or with 
authoring - but as you said, it should be easy to figure it out, and if 
it's embedding that's the problem, then the workaround is pretty easy 
too (using two different external libs for the fonts - 1 PC, and 1 Mac).


Kevin N.


elibol wrote:

Nice idea. You think just one shared library would work?

Since the problem is that each platform renders the same font 
differently,
the presentation needs to be compiled in the same platform it was 
designed
in, but the source should have no effect on the presentation; atleast 
none
that pertain from the compiler. This approach is analogous to how the 
same

font on both platforms render differently.

If the process of embeding the font is the source of the problem, it 
can be

determined by observing the effects of not embeding the culprit font,
however, I'm under the impression that this occurs at author time. If 
it's

the case, then you would have to seperate the libraries.

I had this problem when I was freelancing with a company that had mac 
users,

and if my memory is right, then the fonts were shifted at author time.

Just tossing in my 2 cents =]

M.

On 4/28/06, Kevin Newman [EMAIL PROTECTED] wrote:


I just posted something similar a few days ago. To take care of the font
shifting you can make sure to publish the files with the fonts on the
system they were designed on. So for example if you did the design on
the pc, then the swf and the shared lib with the fonts should also be
published on the pc. If you did the design on the mac, then the final
output should also be on the mac.

I suppose you could end up with a problem where some files were designed
on the mac, and some on then pc, in this case you may never be able to
get them to line up right all the time using the same publishing
computer - so you could do a comprimise by making sure all PC designed
flas are finally published on a PC and use a PC fonts shared lib, while
all the Mac designed flas are published on the Mac, and use a Mac fonts
shared lib. It's suboptimal, but it's better than 50K on every file.

By the way I have no experience with fonts in shared libraries, so while
conceptually this solution should work, it might be overkill, since just
making sure to publish the final swf on the platform they were layed out
in, might fix the problem. In our environment, I do programming on the
PC, and the designers do layout on the Mac, so after they do the layout,
I have to program it, then send it back to them for final output to get
the fonts to line up. I'm not sure how to work in the shared font libs,
but I would bet that using two different libs (one PC and one Mac) would
fix it.

Kevin N.


Serge Jespers wrote:
 Hey guyz,

 I'm working on this project that has a shared library with some
 movieclips and fonts...
 It are those fonts that cause quite a bit of stress...

 The designer on this project is on a PC and I work on a Mac... Not
 that that should matter but I'm taking a wild guess this is the
 problem...

 The situation... Both his PC and my Mac have all the fonts... Same TTF
 files. However, if I use the shared fonts in the swf on the server,
 they come out looking like this:
 http://webkitchen.be/downloads/sharedfonts.png
 Not really what was intended...

 If I make that library again, and use my shared lib instead of the one
 on the server, the text comes out right but is shifted down by quite a
 few pixels causing the design to be screwed up...

 So yeah... Should we just drop the shared fonts and thereby add a some
 50k to each swf? Or is there something we may not have thought about?

 Thanks for your help,
 Serge









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Re: [Flashcoders] Font jumping cross platform

2006-04-27 Thread Kevin Newman
Most of the fonts that I use are not free or come from Adobe Font Folio 
OpenType edition. It doesn't happen with all fonts, but it is definitely 
a problem with the Macromedia programs (I think this is a problem in 
Freehand and Fireworks also, though I haven't tested that in a while) 
since this problem doesn't exist in other programs (like adobe's). So I 
really think this is a bug in the framework, and that workarounds should 
only be considered in that light (meaning, Adobe/Macromedia should fix 
this, so we don't have to employ workarounds).


I'm also pretty sure that this happens with PostScript outline fonts 
(OpenType can contain either TrueType or PostScript outlines), but I'll 
keep a closer eye on that, and let you know if I find something out that 
differs from this description. Also, the fonts that I've converted with 
CrossFont have all always been Mac PostScript fonts. I originally 
thought this was a problem with CrossFont, but have since learned that 
this affects other cross platform fonts as well (OpenType).


Kevin N.



Adrian Penn wrote:

Hello.
 
This would make sense I think. However, I'm nearly certain that the font we'd used and experienced problems with, Rotis, is an Adobe font (of one flavor or another) and not a free Truetype font. I'll check in a couple days and report back if I learn anything of interest.
 
Thanks!
 
-Adrian




From: Roman Blöth [mailto:[EMAIL PROTECTED]
Sent: Wed 4/26/2006 11:50 AM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Font jumping cross platform



Hello there,


Adrian Penn schrieb:
  

I've also experienced this problem or something very similar.

I was given a handful of .fla files for a project a while back. All of these 
files were authored on a Mac. When we opened them on a PC - many of the text 
fields looked substantially different. The vertical positioning was off a bit 
as described here but worse still, the leading between characters was 
different. It looked fine when opening the same file in Flash on a Mac. The 
leading appeared much tighter on the PC than on the Mac. If we fixed the 
leading on the PC then it was too spaced-out on the Mac.

If memory serves, we only saw this problem with one of the fonts used in the 
project. I think it was Rotis. I do not recall its format. I'm curious to go 
have a look again based on this thread however.

Not being able to resolve the issue on the PC - we were left with having to do 
the final compile on a Mac.


Same same...
Here we face this phenomenon every day - unfortunately normally
designers work on Mac whileas programmers work on PCs.

I assume it has to do with the fonts you use - I believe ATM fonts on a
PC (using ATM - though I thought since w2k you wouldn't need ATM any
more to use ATM fonts) work much better than TTF. And probably
(expensive) high quality fonts also work better than one of those
thousands free TTF fonts out there...


Regards,
Roman.

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[Flashcoders] Font jumping cross platform

2006-04-26 Thread Kevin Newman

Hello,

I don't know if this is the right place for this kind of question, but I 
have an problem where if I use a font (either a crossplatform opentype, 
or a crossfont converted font) in an fla, then move that fla from a Mac 
to a Windows, all the text elements move down on the screen by a few 
pixels. The opposite problem exists if I move it from Windows to Mac (it 
moves up). This is only a problem in the IDE - published files are fine 
(well once I correct the positioning problem in the IDE anyway).


Has anyone seen this problem or found a solution? This problem only 
exists in Flash it seems, since if I load the same fonts in Photoshop 
(or just about anything else) I don't have any problems at all.


Any help would be appreciated.

Thanks,

Kevin N.



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Re: [Flashcoders] Font jumping cross platform

2006-04-26 Thread Kevin Newman
This seems to happen with any OpenType font (most of them from Fontfolio 
OpenType), and possibly means with all PostScript outline fonts, since 
it happens with OpenType and converted fonts (from mac).


I really think this is a bug in Flash, since as I've mentioned, I don't 
have a problem with any other software using these fonts.


Oh well, I guess I'm stuck moving the fonts up and down. :-(

Thanks,

Kevin N.


Geoff Stearns wrote:
i've seen a jsfl that you can run to move all the text fields in a 
movie up/down .. but other than that i think you are screwed. (or 
maybe you could use a different font?)




On Apr 26, 2006, at 11:11 AM, Kevin Newman wrote:


Hello,

I don't know if this is the right place for this kind of question, 
but I have an problem where if I use a font (either a crossplatform 
opentype, or a crossfont converted font) in an fla, then move that 
fla from a Mac to a Windows, all the text elements move down on the 
screen by a few pixels. The opposite problem exists if I move it from 
Windows to Mac (it moves up). This is only a problem in the IDE - 
published files are fine (well once I correct the positioning problem 
in the IDE anyway).


Has anyone seen this problem or found a solution? This problem only 
exists in Flash it seems, since if I load the same fonts in Photoshop 
(or just about anything else) I don't have any problems at all.


Any help would be appreciated.

Thanks,

Kevin N.




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Re: [Flashcoders] [POLL] getters setters preference

2006-04-26 Thread Kevin Newman
I've wrestled with this question too. In general I've found that I 
usually only want to use a getter in situations where I don't want the 
user to be able to set the value. In this case, it has seemed more 
appropriate to just supply a getMyProperty value, so that it doesn't 
appear that the value can be set.


In other cases, I provide only a way to set a specific value, and no way 
to read it (mostly because I want to do error checking on the value, and 
was too lazy to set up the get functions). In this case, using the built 
in method would seem more warranted, but then it is less obvious that 
the user of the class should catch an exception, or check to make sure 
the value was actually set properly.


One other minor technical thing, is that you can't use Object.watch to 
watch for changes on a property that is a getter, which would rarely be 
used, but could still annoying for someone later on down the line, who 
has to discover this the hard way (like on javascript's window.location, 
grrr).


So in general, at this point I try to stay away from built in getters 
and setters, and just use normal functions. It seems that if when you 
set or get a property, if it is more than just getting or retrieving a 
value, then there is no reason to hide those computations from the 
programmer using the class.


Kevin N.


Jim Tann wrote:

Hello all,

After a long time of trying to figure which method of using getters 
setters is better I though the best way to get a good answer is to throw
it open to the list.

Do you prefer to use the inbuilt getter  setter functionality?
i.e.

public function get myProperty():Number{ return _myProperty; }
public function set myProperty(intSet:Number):Void{ _myProperty =
intSet; }

or do you prefer using normal functions?
i.e.

public function getMyProperty():Number{ return _myProperty; }
public function setMyProperty(intSet:Number):Void{ _myProperty = intSet;
}

I like the first method as it looks cleaner, but there have been issues
with inheritance where if you overwrite either the getter or setter, but
not both in the child class it gets ignored.

What are your views?
Jim
  



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Re: [Flashcoders] Font jumping cross platform

2006-04-26 Thread Kevin Newman

Sweet! Thanks :-)

I'll give this a try.

Kevin N.


Geoff Stearns wrote:

i found this link from a cached page in google:

http://www.slice-media.com/jsfl/pixelShift.mxp

it's supposed to be the jsfl that shifts your textfields so you don't 
have to do it manually.


link: 
http://72.14.203.104/search?q=cache:9lKfRcMTFOwJ:www.eyezberg.com/Breaking_News_from_the_Flash_World/Components_(mxp_packages)/Shift_all_textfields/+jsfl+font+shift+flashhl=engl=usct=clnkcd=2 



On Apr 26, 2006, at 11:39 AM, Kevin Newman wrote:

This seems to happen with any OpenType font (most of them from 
Fontfolio OpenType), and possibly means with all PostScript outline 
fonts, since it happens with OpenType and converted fonts (from mac).


I really think this is a bug in Flash, since as I've mentioned, I 
don't have a problem with any other software using these fonts.


Oh well, I guess I'm stuck moving the fonts up and down. :-(

Thanks,

Kevin N.


Geoff Stearns wrote:
i've seen a jsfl that you can run to move all the text fields in a 
movie up/down .. but other than that i think you are screwed. (or 
maybe you could use a different font?)




On Apr 26, 2006, at 11:11 AM, Kevin Newman wrote:


Hello,

I don't know if this is the right place for this kind of question, 
but I have an problem where if I use a font (either a crossplatform 
opentype, or a crossfont converted font) in an fla, then move that 
fla from a Mac to a Windows, all the text elements move down on the 
screen by a few pixels. The opposite problem exists if I move it 
from Windows to Mac (it moves up). This is only a problem in the 
IDE - published files are fine (well once I correct the positioning 
problem in the IDE anyway).


Has anyone seen this problem or found a solution? This problem only 
exists in Flash it seems, since if I load the same fonts in 
Photoshop (or just about anything else) I don't have any problems 
at all.


Any help would be appreciated.

Thanks,

Kevin N.




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