Re: [Flashcoders] FaceBook, Posting Data allowScriptAccess
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] current consensus of available Flash 3D engines?
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] [Job] Activescript 3 development
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Actionscript 4?
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 -- This message w/attachments (message) is intended solely for the use of the intended recipient(s) and may contain information that is privileged, confidential or proprietary. If you are not an intended recipient, please notify the sender, and then please delete and destroy all copies and attachments, and be advised that any review or dissemination of, or the taking of any action in reliance on, the information contained in or attached to this message is prohibited. Unless specifically indicated, this message is not an offer to sell or a solicitation of any investment products or other financial product or service, an official confirmation of any transaction, or an official statement of Sender. Subject to applicable law, Sender may intercept, monitor, review and retain e-communications (EC) traveling through its networks/systems and may produce any such EC to regulators, law enforcement, in litigation and as required by law. The laws of the country of each sender/recipient may impact the handling of EC, and EC may be archived, supervised and produced in countries other than the country in which you are located. This message cannot be guaranteed to be secure or free of errors or viruses. References to Sender are references to any subsidiary of Bank of America Corporation. Securities and Insurance Products: * Are Not FDIC Insured * Are Not Bank Guaranteed * May Lose Value * Are Not a Bank Deposit * Are Not a Condition to Any Banking Service or Activity * Are Not Insured by Any Federal Government Agency. Attachments that are part of this EC may have additional important disclosures and disclaimers, which you should read. This message is subject to terms available at the following link: http://www.bankofamerica.com/emaildisclaimer. By messaging with Sender you consent to the foregoing. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Converting fla to mov
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Actionscript 3 and Flashplayer 8
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Actionscript 3 and Flashplayer 8
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Detect when AIR (Android/iOS) exits
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Flash CS5 iPhone development question
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Flash CS5 iPhone development question
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Detect iPhone version
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Detect iPhone version
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;) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Ray casting collision detection for Circles
___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Ray casting collision detection for Circles
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Designing for multiple screen sizes - and input types
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Designing for multiple screen sizes - and input types
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Designing for multiple screen sizes - and input types
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Designing for multiple screen sizes - and input types
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 } ? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Detect iPhone version
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Detect iPhone version
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] bounce object off tilted wall
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] bounce object off tilted wall
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] bounce object off tilted wall
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
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
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing
Re: [Flashcoders] Apple changes their guidelines
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
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?! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Best (fastest/memory efficient) way to animate bitmaps
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Question on variable init in a for loop
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] HTML TextFields - 'A HREF' RollOvers..
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 Karim ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Smokescreen: Flash without the plugin
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] GPU, Direct or Normal?
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/ ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] GPU, Direct or Normal?
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/ ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] AS3 - Objective-C
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] and now..CLIENT now hates Flash
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] WIRED hates Flash
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] WIRED hates Flash
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] WIRED hates Flash
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] as3 to iphone app
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] as3 to iphone app
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _ Use Hotmail to send and receive mail from your different email accounts http://clk.atdmt.com/UKM/go/186394592/direct/01/___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] CS5 release date?
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 ;) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] as3 to iphone app
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] 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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] as3 to iphone app
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] as3 to iphone app
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Windows 7 Compatibility with Flash
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Open PPT/WMV files from SWF?
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] AS3 associativ array length=0
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] AS2 SOAP web service
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flashvars repeater?
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?
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] wmode transparent, disappearing cs3 components andFirefox
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] wmode transparent, disappearing cs3 components and Firefox
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] wmode transparent,disappearing cs3 components and Firefox
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flash CS3 over 400 MB! and 25 minutes to install!
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flash CS3 over 400 MB! and 25 minutes to install!
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] bitmap RLE example
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] bitmap RLE example
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] history, bookmarks, etc within flash
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Microsoft Expression ...
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 / No.___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Q:Repurpose flex to flash
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' ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] (Taboo) What to charge
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flash + Web Services problems
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Re: OOP methodology and flash. I'm loosing my faith...
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flash + Array + Web Service
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Actionscript 3.0 compiler Qs
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Actionscript 3.0 compiler Qs
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Actionscript 3.0 compiler Qs
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Madobe certified professional - still recommend?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Yahoo! Maps api
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] call JS-Method from SWF in hidden div on IE
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Tabbed Browsing support? htmlText, contextMenu, Javascript?
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.) ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Fjax... does this seem ridiculous to anyone else?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Loading external SWFs with a different frame rate
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Eolas fix and backspace key flash bug
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] xAL and xNAL
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Eolas fix and backspace key flash bug
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? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Eolas fix and backspace key flash bug
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Yahoo! Maps Flash API
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
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? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] use of embedded font = blank text?
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? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] geturl:javascript is causing images to not display on IE
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Can Variables have listeners?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] active X activation, no blinkinkg
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flex vs. Flash IDE
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Flex vs. Flash IDE
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Newbie security issues?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Deep Linking and the Back button. IE6 problem
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Deep Linking and the Back button. IE6 problem
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Shared fonts nightmare
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Shared fonts nightmare
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Font jumping cross platform
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. -- --- gosub communications gmbh | fredersdorfer str. 10 | 10243 berlin t [030] 29 36 39 1 - 43 | f [030] 29 66 88 84 | http://www.gosub.de --- ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Font jumping cross platform
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Font jumping cross platform
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] [POLL] getters setters preference
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Font jumping cross platform
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. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com