Re: [Flashcoders] RE: Pricing a Freelance Project

2009-10-12 Thread mike cann
Hi All,

Thanks for all the great advice. Seems like everyone is suggesting around
the £40-60 mark if quoting per hour. But if quoting a fixed amount then it
should be considerably more.

Cheers!

2009/10/12 Hans Wichman 

> Hi Steven,
>
> excuse my ignorance, but as a non native English person what is T&M NET
> 15/30? Couldn't find it on google.
>
> regards,
> Hans
>
> On Mon, Oct 12, 2009 at 8:23 AM, Steven Sacks  >wrote:
>
> > I do not do fixed bid projects. I always do T&M NET 15/30, and don't have
> > an issue selling my work that way.
> >
> > If you want me to do a fixed bid project, I'm bidding on exactly what the
> > scope is right now.  If there is any change in scope, production will
> stop
> > as I assess the impact such a change will have on the schedule (my
> > assessment is billable), and take time to modify the contract to reflect
> the
> > change in scope and cost, and you will need to review and approve these
> > changes in writing, all of which take time spent not developing and puts
> > your deadline in jeopardy.  However, with T&M, I get paid for the work I
> do,
> > and you have full flexibility in making as many changes as you like, with
> > the knowledge that development never stops, though the deadline may be
> > affected by your changes.
> >
> > Something to that effect.
> >
> >
> >
> > Kerry Thompson wrote:
> >
> >> Steven Sacks wrote:
> >>
> >> You need to charge for time spent babysitting the client.  That's
> billable
> >>> time.
> >>>
> >>
> >> Absolutely true, with one kicker: a fixed bid. A lot of clients want to
> >> shift the risk to you, the freelancer, so they ask for a fixed-price bid
> >> rather than an hourly rate.
> >>
> >> My advice is to be very, very careful with these. My experience shows
> that
> >> clients rarely, if ever, know just what they need. They will give you an
> >> idea, but there will inevitably be extras that simply must be done.
> Initial
> >> estimates of the amount of work needed are almost always off by a factor
> of
> >> at least two, often up to a factor of 10. If you underbid one of these
> >> contracts, you could spend a year to earn $20,000.
> >>
> >> Be up front with the client in this case. You are bidding on the project
> >> as it is currently designed. Changes and additions will be billed extra.
> You
> >> must do this to survive, or your client will bury you with feature
> creep.
> >>
> >> Be positive about it, of course. When they request an additional
> feature,
> >> say "Sure, we can do that. It will cost you $4,000 and add two weeks to
> the
> >> schedule. I'll get started on it just as soon as I get an amendment to
> the
> >> contract."
> >>
> >> Also, on a fixed-bid contract, get at least 25% up front. If you bill
> only
> >> on milestones, can you live off your savings until they approve the
> >> prototype, or the alpha? I can't--I'm lucky that my wife has a
> well-paying
> >> job.
> >>
> >> Cordially,
> >>
> >> Kerry Thompson
> >>
> >>
> >> ___
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> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>
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> >
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[Flashcoders] Pricing a Freelance Project

2009-10-11 Thread mike cann
Hi List!

I have been asked to price a freelance project and as its my first proper
freelance project im not sure what to charge per hour.

Some details:

Its a code only project, all the design and artwork is supplied. (flash)
Its a fairly simple flash game interface with multiple sub-minigames all
communicating with a server
It will require a CMS back-end for admin management of the users, games, and
content. (probably flex)
mySQL / php will tie it all together

Its for a fairly large client so im worried of under-charging myself as I
know they are likely to have a sizeable budget.

So far I have done a few googles and worked out what my day-job hourly rate
is and come up with a figure of £40per hour. Does this seem unreasonable for
a flash/php/database coding project?

Cheers,

-- 
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Re: [Flashcoders] Particle Playground, Flash 10 General Purpose Comuting with Pixel Bender

2009-03-25 Thread mike cann
I personally havent done any haXe yet. Have you got the latest version of FD
running?

2009/3/24 allandt bik-elliott (thefieldcomic.com) 

> can anyone recommend a good set of tutorials compatible with both haXe and
> flashdevelop - i started going through the ones on haXe.org but they bang
> on
> about a bunch of files that don't seem present in my flashdevelop project
> (i
> suspect they are hidden). The flashdevelop ones seem to be missing.
>
> On Tue, Mar 24, 2009 at 2:53 PM, mike cann  wrote:
>
> > Yep, I have been considering haXe, especially now that they have added
> SWC
> > support I can export the core of my rendering engine as haXe compiled SWC
> > and then use that in my Flex Project, agreed tho the alchemy "cheats" are
> > anoying but still very impressive what is possible if you try hard enough
> > ;)
> >
> > 2009/3/20 Juan Delgado 
> >
> > > You can try haXe, it outputs Alchemy bytoce for that extra performance:
> > >
> > > http://ncannasse.fr/blog/adobe_alchemy
> > >
> > > Still, it's odd that to get the best of Flash you are forced to use...
> > > C or haXe, not ActionScript.
> > >
> > > On Thu, Mar 19, 2009 at 8:25 PM, Latcho  wrote:
> > > > You are still clever:)
> > > > I think the Alchemy story is a bit of a frustrating one (to know).
> > > > Especially if you don't want to go C++ to obtain...performative AS3.
> > > > Latcho
> > > >
> > > > mike cann wrote:
> > > >>
> > > >> Just thought I would update anyone interested, I have updated my
> > > Particle
> > > >> Playground see post: http://www.mikecann.co.uk/?p=392
> > > >>
> > > >> Also I stumbled accross this very interesting particle on 300k 3D
> > > >> particles
> > > >> in flash using alchemy and pixel bender!
> > > >>
> > > >>
> > >
> >
> http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/
> > > >>
> > > >> It put a swift end to the thoughts about how clever i was with 40k
> 2D
> > > >> particles :P
> > > >>
> > > >>
> > > >>
> > > >> 2009/3/18 mike cann 
> > > >>
> > > >>
> > > >>>
> > > >>> Sure will, i learnt quite abit about what you can and cant do with
> > > >>> shaders
> > > >>> in flash making this. I hope to share with you all soon.
> > > >>>
> > > >>> 2009/3/18 Eric E. Dolecki 
> > > >>>
> > > >>> Ping us when you release something or have a demo online. Looks
> cool.
> > > >>>
> > > >>>>
> > > >>>> E.
> > > >>>>
> > > >>>> On Wed, Mar 18, 2009 at 8:03 AM, Hans Wichman <
> > > >>>> j.c.wich...@objectpainters.com> wrote:
> > > >>>>
> > > >>>>
> > > >>>>>
> > > >>>>> awesome:)
> > > >>>>>
> > > >>>>> On Wed, Mar 18, 2009 at 12:45 PM, mike cann  >
> > > >>>>>
> > > >>>>
> > > >>>> wrote:
> > > >>>>
> > > >>>>>>
> > > >>>>>> Hey List,
> > > >>>>>>
> > > >>>>>> I have been playing around with particles again...
> > > >>>>>>
> > > >>>>>> I have just released my latest little saunter into the world of
> > > >>>>>>
> > > >>>>
> > > >>>> particles
> > > >>>>
> > > >>>>>>
> > > >>>>>> and shaders in flash 10. It started off as and idea to use the
> new
> > > >>>>>>
> > > >>>>
> > > >>>> pixel
> > > >>>>
> > > >>>>>>
> > > >>>>>> bender shaders of flash 10 as a more efficient method of
> updating
> > > >>>>>>
> > > >>>>>
> > > >>>>> particle
> > > >>>>>
> > > >>>>>>
> > > >>>>>> simulations.
> > > >>>>>>
> > 

Re: [Flashcoders] Particle Playground, Flash 10 General Purpose Comuting with Pixel Bender

2009-03-24 Thread mike cann
Yep, I have been considering haXe, especially now that they have added SWC
support I can export the core of my rendering engine as haXe compiled SWC
and then use that in my Flex Project, agreed tho the alchemy "cheats" are
anoying but still very impressive what is possible if you try hard enough ;)

2009/3/20 Juan Delgado 

> You can try haXe, it outputs Alchemy bytoce for that extra performance:
>
> http://ncannasse.fr/blog/adobe_alchemy
>
> Still, it's odd that to get the best of Flash you are forced to use...
> C or haXe, not ActionScript.
>
> On Thu, Mar 19, 2009 at 8:25 PM, Latcho  wrote:
> > You are still clever:)
> > I think the Alchemy story is a bit of a frustrating one (to know).
> > Especially if you don't want to go C++ to obtain...performative AS3.
> > Latcho
> >
> > mike cann wrote:
> >>
> >> Just thought I would update anyone interested, I have updated my
> Particle
> >> Playground see post: http://www.mikecann.co.uk/?p=392
> >>
> >> Also I stumbled accross this very interesting particle on 300k 3D
> >> particles
> >> in flash using alchemy and pixel bender!
> >>
> >>
> http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/
> >>
> >> It put a swift end to the thoughts about how clever i was with 40k 2D
> >> particles :P
> >>
> >>
> >>
> >> 2009/3/18 mike cann 
> >>
> >>
> >>>
> >>> Sure will, i learnt quite abit about what you can and cant do with
> >>> shaders
> >>> in flash making this. I hope to share with you all soon.
> >>>
> >>> 2009/3/18 Eric E. Dolecki 
> >>>
> >>> Ping us when you release something or have a demo online. Looks cool.
> >>>
> >>>>
> >>>> E.
> >>>>
> >>>> On Wed, Mar 18, 2009 at 8:03 AM, Hans Wichman <
> >>>> j.c.wich...@objectpainters.com> wrote:
> >>>>
> >>>>
> >>>>>
> >>>>> awesome:)
> >>>>>
> >>>>> On Wed, Mar 18, 2009 at 12:45 PM, mike cann 
> >>>>>
> >>>>
> >>>> wrote:
> >>>>
> >>>>>>
> >>>>>> Hey List,
> >>>>>>
> >>>>>> I have been playing around with particles again...
> >>>>>>
> >>>>>> I have just released my latest little saunter into the world of
> >>>>>>
> >>>>
> >>>> particles
> >>>>
> >>>>>>
> >>>>>> and shaders in flash 10. It started off as and idea to use the new
> >>>>>>
> >>>>
> >>>> pixel
> >>>>
> >>>>>>
> >>>>>> bender shaders of flash 10 as a more efficient method of updating
> >>>>>>
> >>>>>
> >>>>> particle
> >>>>>
> >>>>>>
> >>>>>> simulations.
> >>>>>>
> >>>>>> Well after a few struggling evenings I managed to get a little
> >>>>>>
> >>>>
> >>>> prototype
> >>>>
> >>>>>>
> >>>>>> going. I was so amazed at some of the beautiful patterns and effects
> >>>>>>
> >>>>
> >>>> that
> >>>>
> >>>>>>
> >>>>>> the particles were making I thought it may be nice rather than just
> >>>>>> releasing a tech demo, to add abit more to it and release it for
> >>>>>>
> >>>>
> >>>> others
> >>>>
> >>>>>
> >>>>> to
> >>>>>
> >>>>>>
> >>>>>> enjoy.
> >>>>>>
> >>>>>> I will be releasing the source code in the coming weeks along with a
> >>>>>>
> >>>>
> >>>> blog
> >>>>
> >>>>>>
> >>>>>> post which should explain in detail how the technical aspects of
> >>>>>>
> >>>>
> >>>> updating
> >>>>
> >>>>>>
> >>>>>> and rendering tens of thousands of particles per frame works.
> >&

Re: [Flashcoders] Particle Playground, Flash 10 General Purpose Comuting with Pixel Bender

2009-03-19 Thread mike cann
Just thought I would update anyone interested, I have updated my Particle
Playground see post: http://www.mikecann.co.uk/?p=392

Also I stumbled accross this very interesting particle on 300k 3D particles
in flash using alchemy and pixel bender!
http://www.unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/

It put a swift end to the thoughts about how clever i was with 40k 2D
particles :P



2009/3/18 mike cann 

> Sure will, i learnt quite abit about what you can and cant do with shaders
> in flash making this. I hope to share with you all soon.
>
> 2009/3/18 Eric E. Dolecki 
>
> Ping us when you release something or have a demo online. Looks cool.
>> E.
>>
>> On Wed, Mar 18, 2009 at 8:03 AM, Hans Wichman <
>> j.c.wich...@objectpainters.com> wrote:
>>
>> > awesome:)
>> >
>> > On Wed, Mar 18, 2009 at 12:45 PM, mike cann 
>> wrote:
>> >
>> > > Hey List,
>> > >
>> > > I have been playing around with particles again...
>> > >
>> > > I have just released my latest little saunter into the world of
>> particles
>> > > and shaders in flash 10. It started off as and idea to use the new
>> pixel
>> > > bender shaders of flash 10 as a more efficient method of updating
>> > particle
>> > > simulations.
>> > >
>> > > Well after a few struggling evenings I managed to get a little
>> prototype
>> > > going. I was so amazed at some of the beautiful patterns and effects
>> that
>> > > the particles were making I thought it may be nice rather than just
>> > > releasing a tech demo, to add abit more to it and release it for
>> others
>> > to
>> > > enjoy.
>> > >
>> > > I will be releasing the source code in the coming weeks along with a
>> blog
>> > > post which should explain in detail how the technical aspects of
>> updating
>> > > and rendering tens of thousands of particles per frame works.
>> > >
>> > > The tool features a gallery tab which you can use to take screenshots
>> > then
>> > > upload them to my picassa account (proxyed via php). The hope is to
>> get
>> > > some
>> > > realy beautiful images in here, perhaps if some are good enough ill
>> get
>> > > them
>> > > printed and framed ;)
>> > >
>> > > You can see it in action over on my blog:
>> > http://www.mikecann.co.uk/?p=384
>> > >
>> > > Let me know what you think!
>> > > 
>> > > Mike Cann
>> > > http://www.mikecann.co.uk/
>> > > http://www.artificialgames.co.uk/
>> > > ___
>> > > Flashcoders mailing list
>> > > Flashcoders@chattyfig.figleaf.com
>> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>> > >
>> > ___
>> > Flashcoders mailing list
>> > Flashcoders@chattyfig.figleaf.com
>> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>> >
>>
>>
>>
>> --
>> http://ericd.net
>> Interactive design and development
>> ___
>> Flashcoders mailing list
>> Flashcoders@chattyfig.figleaf.com
>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>
>
>
>
> --
> Mike Cann
> http://www.mikecann.co.uk/
> http://www.artificialgames.co.uk/
>



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Re: [Flashcoders] Particle Playground, Flash 10 General Purpose Comuting with Pixel Bender

2009-03-18 Thread mike cann
Sure will, i learnt quite abit about what you can and cant do with shaders
in flash making this. I hope to share with you all soon.

2009/3/18 Eric E. Dolecki 

> Ping us when you release something or have a demo online. Looks cool.
> E.
>
> On Wed, Mar 18, 2009 at 8:03 AM, Hans Wichman <
> j.c.wich...@objectpainters.com> wrote:
>
> > awesome:)
> >
> > On Wed, Mar 18, 2009 at 12:45 PM, mike cann  wrote:
> >
> > > Hey List,
> > >
> > > I have been playing around with particles again...
> > >
> > > I have just released my latest little saunter into the world of
> particles
> > > and shaders in flash 10. It started off as and idea to use the new
> pixel
> > > bender shaders of flash 10 as a more efficient method of updating
> > particle
> > > simulations.
> > >
> > > Well after a few struggling evenings I managed to get a little
> prototype
> > > going. I was so amazed at some of the beautiful patterns and effects
> that
> > > the particles were making I thought it may be nice rather than just
> > > releasing a tech demo, to add abit more to it and release it for others
> > to
> > > enjoy.
> > >
> > > I will be releasing the source code in the coming weeks along with a
> blog
> > > post which should explain in detail how the technical aspects of
> updating
> > > and rendering tens of thousands of particles per frame works.
> > >
> > > The tool features a gallery tab which you can use to take screenshots
> > then
> > > upload them to my picassa account (proxyed via php). The hope is to get
> > > some
> > > realy beautiful images in here, perhaps if some are good enough ill get
> > > them
> > > printed and framed ;)
> > >
> > > You can see it in action over on my blog:
> > http://www.mikecann.co.uk/?p=384
> > >
> > > Let me know what you think!
> > > 
> > > Mike Cann
> > > http://www.mikecann.co.uk/
> > > http://www.artificialgames.co.uk/
> > > ___
> > > Flashcoders mailing list
> > > Flashcoders@chattyfig.figleaf.com
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> http://ericd.net
> Interactive design and development
> ___
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>



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[Flashcoders] Particle Playground, Flash 10 General Purpose Comuting with Pixel Bender

2009-03-18 Thread mike cann
Hey List,

I have been playing around with particles again...

I have just released my latest little saunter into the world of particles
and shaders in flash 10. It started off as and idea to use the new pixel
bender shaders of flash 10 as a more efficient method of updating particle
simulations.

Well after a few struggling evenings I managed to get a little prototype
going. I was so amazed at some of the beautiful patterns and effects that
the particles were making I thought it may be nice rather than just
releasing a tech demo, to add abit more to it and release it for others to
enjoy.

I will be releasing the source code in the coming weeks along with a blog
post which should explain in detail how the technical aspects of updating
and rendering tens of thousands of particles per frame works.

The tool features a gallery tab which you can use to take screenshots then
upload them to my picassa account (proxyed via php). The hope is to get some
realy beautiful images in here, perhaps if some are good enough ill get them
printed and framed ;)

You can see it in action over on my blog: http://www.mikecann.co.uk /?p=384

Let me know what you think!

Mike Cann
http://www.mikecann.co.uk/
http://www.artificialgames.co.uk/
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Re: [Flashcoders] Either an incredibly easy or incredibly difficult problem

2009-02-16 Thread mike cann
Correct, its not possible unless you create a symbol for each point im
afraid

2009/2/9 Anthony Pace 

> That is exactly what I was going to say, and I have been trying to find
> something online; yet, I have found nothing, so I just assume its not
> possible to do it programatically, outside of the flash ide using jsfl.
>
> Now that I think of it, this could be somewhat useful.
>
>
>
> Merrill, Jason wrote:
>
>> Might be possible, but I don't know of a way - Sprite.graphics is for
>> drawing graphics with code - not accessing manually created graphic
>> properties.
>>
>>
>> Jason Merrill
>>
>>  Bank of  America   Learning Performance Solutions Instructional
>> Technology & Media
>> Learn about the Adobe Flash platform for rich media experiences - join
>> the Bank of America Flash Platform Community
>>
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>>
>>
>
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Re: [Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
Hi Muzak,

I have just tried this and still get the error.

Screenshot of error:
http://www.mikecann.co.uk/DumpingGround/AS2_Problem01.png

Example Code:
http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare_SneakyButton.zip

Also there is another problem. If you click outside of the masked area of
the advert it still registers it as a click on the loaded movie!?!

Anyone else any ideas?



2008/12/3 Muzak <[EMAIL PROTECTED]>

> Use the (very) old invisible button trick.
> So create a "Button symbol" with only the "hit" state (keyframe) defined
> and put that on top of the movieclip that holds the loaded swf.
>
> - Original Message - From: "mike cann" <[EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Wednesday, December 03, 2008 3:07 PM
> Subject: [Flashcoders] [AS2] Catching clicks in child clip?
>
>
>  Hello List,
>>
>> I have been forced to go back to AS2 recently for a work project and oh my
>> is it annoying me.
>>
>> Part of the project I am writing a simple advertising loader, its
>> basically
>> just a swf that loads other swfs into it.
>>
>> The problem is that the adverts that are loaded in sometimes contain
>> clicks
>> within them so without access to the source code i need a method of
>> preventing those clicks from happening.
>>
>> To my knowledge this should be doable by implementing a cover over the top
>> of the loaded swf with a onPress, onRelease etc functions defined correct?
>>
>> Well for some reason this isnt happenining.
>>
>> See the source output below. You can download the project here:
>> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip
>>
>>
>>
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Re: [Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
Okay i have now tried the mc.enable approach and still the clicks are
getting through?

Download this example here:
http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare_Enable.zip

Source below:

private function loadAdvert(advertURL:String)
{
// Make a mask for those naughty ads that dont mask
var mask : MovieClip = _mc.createEmptyMovieClip("mask",
_mc.getNextHighestDepth());
mask.beginFill(0, 255);
mask.moveTo(0,0);
mask.lineTo(_sizeWidth,0);
mask.lineTo(_sizeWidth,_sizeHeight);
mask.lineTo(0,_sizeHeight);
mask.lineTo(0,0);
mask.endFill();
_mc.setMask(mask);

_adContainter = _mc.createEmptyMovieClip("container",
_mc.getNextHighestDepth());

var clip : MovieClip = _adContainter.createEmptyMovieClip("clip",
_adContainter.getNextHighestDepth());
var mcl : MovieClipLoader = new MovieClipLoader();
mcl.addListener( { onLoadInit:adInit } );
mcl.loadClip(advertURL,clip);
}

private function adInit(mc:MovieClip):Void
{
mc.enabled = false;
trace("mc.enabled "+mc.enabled);
}


Just thinking this couldnt a _lockroot problem could it??





2008/12/3 mike cann <[EMAIL PROTECTED]>

> Okay the mousetrap over the top doesnt work. Find the new example here:
> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare_MouseTrap.zip
>
> Source output here:
>
> private function loadAdvert(advertURL:String)
> {
> // Make a mask for those naughty ads that dont mask
> var mask : MovieClip = _mc.createEmptyMovieClip("mask",
> _mc.getNextHighestDepth());
> mask.beginFill(0, 255);
> mask.moveTo(0,0);
> mask.lineTo(_sizeWidth,0);
> mask.lineTo(_sizeWidth,_sizeHeight);
> mask.lineTo(0,_sizeHeight);
> mask.lineTo(0,0);
> mask.endFill();
> _mc.setMask(mask);
>
> _adContainter = _mc.createEmptyMovieClip("container",
> _mc.getNextHighestDepth());
> _adContainter.loadMovie(advertURL);
> _adContainter.enabled = false;
>
> var mouseTrap : MovieClip = _mc.createEmptyMovieClip("mouseTrap",
> _mc.getNextHighestDepth());
> mouseTrap.beginFill(0xFF, 255);
> mouseTrap.moveTo(0,0);
> mouseTrap.lineTo(_sizeWidth,0);
> mouseTrap.lineTo(_sizeWidth,_sizeHeight);
> mouseTrap.lineTo(0,_sizeHeight);
> mouseTrap.lineTo(0,0);
> mouseTrap.endFill();
> mouseTrap._alpha = 50;
>
> mouseTrap.onMouseUp = Delegate.create(this, advertClickthrough);
> mouseTrap.onRelease = function() { }
> mouseTrap.onPress = function() { }
> mouseTrap.onMouseDown = function() { }
> mouseTrap.onMouseMove = function() { }
> }
>
> Ill now attempt to do an _enabled on the loaded clip by using
> MovieClipLoader instead of loadMovie()
>
>
>
>
> 2008/12/3 Glen Pike <[EMAIL PROTECTED]>
>
>> Hi,
>>
>>
>>   I think enabled only applies to the clip, not it's children.
>>
>>   Glen
>>
>>
>> jonathan howe wrote:
>>
>>> I forget but doesn't the _mc.enabled property cascade downwards? So once
>>> loaded you could set the container for the loaded swf as enabled =
>>> false...
>>> ?
>>>
>>> On Wed, Dec 3, 2008 at 9:07 AM, mike cann <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>
>>>> Hello List,
>>>>
>>>> I have been forced to go back to AS2 recently for a work project and oh
>>>> my
>>>> is it annoying me.
>>>>
>>>> Part of the project I am writing a simple advertising loader, its
>>>> basically
>>>> just a swf that loads other swfs into it.
>>>>
>>>> The problem is that the adverts that are loaded in sometimes contain
>>>> clicks
>>>> within them so without access to the source code i need a method of
>>>> preventing those clicks from happening.
>>>>
>>>> To my knowledge this should be doable by implementing a cover over the
>>>> top
>>>> of the loaded swf with a onPress, onRelease etc functions defined
>>>> correct?
>>>>
>>>> Well for some reason this isnt happenining.
>>>>
>>>> See the source output below. You can download the project here:
>>>> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip
>>>>
>>>>
>>>> import flash.geom.Matrix;
>>>> import mx.controls.Loader;
>>>> impor

Re: [Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
Okay the mousetrap over the top doesnt work. Find the new example here:
http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare_MouseTrap.zip

Source output here:

private function loadAdvert(advertURL:String)
{
// Make a mask for those naughty ads that dont mask
var mask : MovieClip = _mc.createEmptyMovieClip("mask",
_mc.getNextHighestDepth());
mask.beginFill(0, 255);
mask.moveTo(0,0);
mask.lineTo(_sizeWidth,0);
mask.lineTo(_sizeWidth,_sizeHeight);
mask.lineTo(0,_sizeHeight);
mask.lineTo(0,0);
mask.endFill();
_mc.setMask(mask);

_adContainter = _mc.createEmptyMovieClip("container",
_mc.getNextHighestDepth());
_adContainter.loadMovie(advertURL);
_adContainter.enabled = false;

var mouseTrap : MovieClip = _mc.createEmptyMovieClip("mouseTrap",
_mc.getNextHighestDepth());
mouseTrap.beginFill(0xFF, 255);
mouseTrap.moveTo(0,0);
mouseTrap.lineTo(_sizeWidth,0);
mouseTrap.lineTo(_sizeWidth,_sizeHeight);
mouseTrap.lineTo(0,_sizeHeight);
mouseTrap.lineTo(0,0);
mouseTrap.endFill();
mouseTrap._alpha = 50;

mouseTrap.onMouseUp = Delegate.create(this, advertClickthrough);
mouseTrap.onRelease = function() { }
mouseTrap.onPress = function() { }
mouseTrap.onMouseDown = function() { }
mouseTrap.onMouseMove = function() { }
}

Ill now attempt to do an _enabled on the loaded clip by using
MovieClipLoader instead of loadMovie()




2008/12/3 Glen Pike <[EMAIL PROTECTED]>

> Hi,
>
>   I think enabled only applies to the clip, not it's children.
>
>   Glen
>
>
> jonathan howe wrote:
>
>> I forget but doesn't the _mc.enabled property cascade downwards? So once
>> loaded you could set the container for the loaded swf as enabled =
>> false...
>> ?
>>
>> On Wed, Dec 3, 2008 at 9:07 AM, mike cann <[EMAIL PROTECTED]> wrote:
>>
>>
>>
>>> Hello List,
>>>
>>> I have been forced to go back to AS2 recently for a work project and oh
>>> my
>>> is it annoying me.
>>>
>>> Part of the project I am writing a simple advertising loader, its
>>> basically
>>> just a swf that loads other swfs into it.
>>>
>>> The problem is that the adverts that are loaded in sometimes contain
>>> clicks
>>> within them so without access to the source code i need a method of
>>> preventing those clicks from happening.
>>>
>>> To my knowledge this should be doable by implementing a cover over the
>>> top
>>> of the loaded swf with a onPress, onRelease etc functions defined
>>> correct?
>>>
>>> Well for some reason this isnt happenining.
>>>
>>> See the source output below. You can download the project here:
>>> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip
>>>
>>>
>>> import flash.geom.Matrix;
>>> import mx.controls.Loader;
>>> import mx.utils.Delegate;
>>> /**
>>>  * ...
>>>  * @author DefaultUser (Tools -> Custom Arguments...)
>>>  */
>>> class GJAdJacket
>>> {
>>>   // Privates
>>>   private var _mc : MovieClip;
>>>   private var _adContainter : MovieClip;
>>>   private var _sizeWidth:Number;
>>>   private var _sizeHeight:Number;
>>>
>>>   public function GJAdJacket(attachToMC:MovieClip)
>>>   {
>>>   // The MC we are to attach to
>>>   _mc = attachToMC;
>>>
>>>   // Set the stage scale modes
>>>   Stage.scaleMode = "noScale";
>>>   Stage.align = "TL";
>>>
>>>   // Init
>>>   _sizeWidth = 300;
>>>   _sizeHeight = 250;
>>>   loadAdvert("
>>>
>>>
>>> http://gjacket-images.adbureau.net/gjacket/_clientcreative/Eidos/BattleMail021208.swf
>>> ");
>>>   }
>>>
>>>   private function loadAdvert(advertURL:String)
>>>   {
>>>   // Make a mask for those naughty ads that dont mask
>>>   var mask : MovieClip = _mc.createEmptyMovieClip("mask",
>>> _mc.getNextHighestDepth());
>>>   mask.beginFill(0, 255);
>>>   mask.moveTo(0,0);
>>>   mask.lineTo(_sizeWidth,0);
>>>   mask.lineTo(_sizeWidth,_sizeHeight);
>>>   mask.lineTo(0,_sizeHeight);
>>>   mask.lineTo(0,0);
>>>   mask.endFill();
>>>   

Re: [Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
setting _adContainter.enabled = false; doesnt work. (this is the one that
contains the loaded swf);

I have tried using MovieClipLoader and then doing the masking and the event
listening after the load too

If you would like i can do you an example with that method too.

I have tried making a "mouse trap" over the top and it didnt work, ill try
again and do you a version 2 mins..

2008/12/3 Glen Pike <[EMAIL PROTECTED]>

> Hi,
>
>   You need a separate clip to attach the mouse handlers too - not the
> loaded clip, but another transparent one over the top of this - you probably
> need something in the "mousetrap" clip with an alpha of 0 to make this work.
>
>   Glen
>
>
> mike cann wrote:
>
>> Okay well setting these values:
>>
>>mask.onMouseUp = Delegate.create(this, advertClickthrough);
>>mask.onRelease = function() { }
>>mask.onPress = function() { }
>>mask.onMouseDown = function() { }
>>mask.onMouseMove = function() { }
>>
>> to
>>
>>_mc.onMouseUp = Delegate.create(this, advertClickthrough);
>>_mc.onRelease = function() { }
>>_mc.onPress = function() { }
>>_mc.onMouseDown = function() { }
>>_mc.onMouseMove = function() { }
>>
>> has had no effect.
>>
>> Believe me i have tried every single combination of where to place these
>> listeners. The mask is essentail BTW as some ads have objects off-stage
>> and
>> hence need to be masked when they are loaded in.
>>
>>
>>
>> 2008/12/3 Glen Pike <[EMAIL PROTECTED]>
>>
>>
>>
>>> Hi,
>>>
>>>  Use a transparent clip over the top rather than making a clip a mask for
>>> your loaded clip - that should intercept mouse clicks, not sure a mask
>>> will?
>>>
>>>  Glen
>>>
>>>
>>> mike cann wrote:
>>>
>>>
>>>
>>>> Hello List,
>>>>
>>>> I have been forced to go back to AS2 recently for a work project and oh
>>>> my
>>>> is it annoying me.
>>>>
>>>> Part of the project I am writing a simple advertising loader, its
>>>> basically
>>>> just a swf that loads other swfs into it.
>>>>
>>>> The problem is that the adverts that are loaded in sometimes contain
>>>> clicks
>>>> within them so without access to the source code i need a method of
>>>> preventing those clicks from happening.
>>>>
>>>> To my knowledge this should be doable by implementing a cover over the
>>>> top
>>>> of the loaded swf with a onPress, onRelease etc functions defined
>>>> correct?
>>>>
>>>> Well for some reason this isnt happenining.
>>>>
>>>> See the source output below. You can download the project here:
>>>> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip
>>>>
>>>>
>>>> import flash.geom.Matrix;
>>>> import mx.controls.Loader;
>>>> import mx.utils.Delegate;
>>>> /**
>>>>  * ...
>>>>  * @author DefaultUser (Tools -> Custom Arguments...)
>>>>  */
>>>> class GJAdJacket
>>>> {
>>>>   // Privates
>>>>   private var _mc : MovieClip;
>>>>   private var _adContainter : MovieClip;
>>>>   private var _sizeWidth:Number;
>>>>   private var _sizeHeight:Number;
>>>>
>>>>   public function GJAdJacket(attachToMC:MovieClip)
>>>>   {
>>>>   // The MC we are to attach to
>>>>   _mc = attachToMC;
>>>>
>>>>   // Set the stage scale modes
>>>>   Stage.scaleMode = "noScale";
>>>>   Stage.align = "TL";
>>>>
>>>>   // Init
>>>>   _sizeWidth = 300;
>>>>   _sizeHeight = 250;
>>>>   loadAdvert("
>>>>
>>>>
>>>> http://gjacket-images.adbureau.net/gjacket/_clientcreative/Eidos/BattleMail021208.swf
>>>> ");
>>>>   }
>>>>
>>>>   private function loadAdvert(advertURL:String)
>>>>   {
>>>>   // Make a mask for those naughty ads that dont mask
>>>>   var mask : MovieClip = _mc.createEmptyMovieClip("mask",
>>>> _mc.getNextHighestDepth());
>>>>   mask.beginFill(0, 255);
>>>>   mask.moveTo(0,0);

Re: [Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
Okay well setting these values:

mask.onMouseUp = Delegate.create(this, advertClickthrough);
mask.onRelease = function() { }
mask.onPress = function() { }
mask.onMouseDown = function() { }
mask.onMouseMove = function() { }

to

_mc.onMouseUp = Delegate.create(this, advertClickthrough);
_mc.onRelease = function() { }
_mc.onPress = function() { }
_mc.onMouseDown = function() { }
_mc.onMouseMove = function() { }

has had no effect.

Believe me i have tried every single combination of where to place these
listeners. The mask is essentail BTW as some ads have objects off-stage and
hence need to be masked when they are loaded in.



2008/12/3 Glen Pike <[EMAIL PROTECTED]>

> Hi,
>
>   Use a transparent clip over the top rather than making a clip a mask for
> your loaded clip - that should intercept mouse clicks, not sure a mask will?
>
>   Glen
>
>
> mike cann wrote:
>
>> Hello List,
>>
>> I have been forced to go back to AS2 recently for a work project and oh my
>> is it annoying me.
>>
>> Part of the project I am writing a simple advertising loader, its
>> basically
>> just a swf that loads other swfs into it.
>>
>> The problem is that the adverts that are loaded in sometimes contain
>> clicks
>> within them so without access to the source code i need a method of
>> preventing those clicks from happening.
>>
>> To my knowledge this should be doable by implementing a cover over the top
>> of the loaded swf with a onPress, onRelease etc functions defined correct?
>>
>> Well for some reason this isnt happenining.
>>
>> See the source output below. You can download the project here:
>> http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip
>>
>>
>> import flash.geom.Matrix;
>> import mx.controls.Loader;
>> import mx.utils.Delegate;
>> /**
>>  * ...
>>  * @author DefaultUser (Tools -> Custom Arguments...)
>>  */
>> class GJAdJacket
>> {
>>// Privates
>>private var _mc : MovieClip;
>>private var _adContainter : MovieClip;
>>private var _sizeWidth:Number;
>>private var _sizeHeight:Number;
>>
>>public function GJAdJacket(attachToMC:MovieClip)
>>{
>>// The MC we are to attach to
>>_mc = attachToMC;
>>
>>// Set the stage scale modes
>>Stage.scaleMode = "noScale";
>>Stage.align = "TL";
>>
>>// Init
>>_sizeWidth = 300;
>>_sizeHeight = 250;
>>loadAdvert("
>>
>> http://gjacket-images.adbureau.net/gjacket/_clientcreative/Eidos/BattleMail021208.swf
>> ");
>>}
>>
>>private function loadAdvert(advertURL:String)
>>{
>>// Make a mask for those naughty ads that dont mask
>>var mask : MovieClip = _mc.createEmptyMovieClip("mask",
>> _mc.getNextHighestDepth());
>>mask.beginFill(0, 255);
>>mask.moveTo(0,0);
>>mask.lineTo(_sizeWidth,0);
>>mask.lineTo(_sizeWidth,_sizeHeight);
>>mask.lineTo(0,_sizeHeight);
>>mask.lineTo(0,0);
>>mask.endFill();
>>_mc.setMask(mask);
>>
>>mask.onMouseUp = Delegate.create(this, advertClickthrough);
>>mask.onRelease = function() { }
>>mask.onPress = function() { }
>>mask.onMouseDown = function() { }
>>mask.onMouseMove = function() { }
>>
>>_adContainter = _mc.createEmptyMovieClip("container",
>> _mc.getNextHighestDepth());
>>_adContainter.loadMovie(advertURL);
>>}
>>
>>public function advertClickthrough()
>>{
>>getURL("http://www.google.com";, "_blank")
>>}
>> }
>>
>>
>> Cheers.
>>
>>
>>
>
> ___
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> Flashcoders@chattyfig.figleaf.com
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>



-- 
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http://www.mikecann.co.uk/
http://www.artificialgames.co.uk/
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[Flashcoders] [AS2] Catching clicks in child clip?

2008-12-03 Thread mike cann
Hello List,

I have been forced to go back to AS2 recently for a work project and oh my
is it annoying me.

Part of the project I am writing a simple advertising loader, its basically
just a swf that loads other swfs into it.

The problem is that the adverts that are loaded in sometimes contain clicks
within them so without access to the source code i need a method of
preventing those clicks from happening.

To my knowledge this should be doable by implementing a cover over the top
of the loaded swf with a onPress, onRelease etc functions defined correct?

Well for some reason this isnt happenining.

See the source output below. You can download the project here:
http://www.mikecann.co.uk/DumpingGround/AS2_StrippedBare.zip


import flash.geom.Matrix;
import mx.controls.Loader;
import mx.utils.Delegate;
/**
 * ...
 * @author DefaultUser (Tools -> Custom Arguments...)
 */
class GJAdJacket
{
// Privates
private var _mc : MovieClip;
private var _adContainter : MovieClip;
private var _sizeWidth:Number;
private var _sizeHeight:Number;

public function GJAdJacket(attachToMC:MovieClip)
{
// The MC we are to attach to
_mc = attachToMC;

// Set the stage scale modes
Stage.scaleMode = "noScale";
Stage.align = "TL";

// Init
_sizeWidth = 300;
_sizeHeight = 250;
loadAdvert("
http://gjacket-images.adbureau.net/gjacket/_clientcreative/Eidos/BattleMail021208.swf
");
}

private function loadAdvert(advertURL:String)
{
// Make a mask for those naughty ads that dont mask
var mask : MovieClip = _mc.createEmptyMovieClip("mask",
_mc.getNextHighestDepth());
mask.beginFill(0, 255);
mask.moveTo(0,0);
mask.lineTo(_sizeWidth,0);
mask.lineTo(_sizeWidth,_sizeHeight);
mask.lineTo(0,_sizeHeight);
mask.lineTo(0,0);
mask.endFill();
_mc.setMask(mask);

mask.onMouseUp = Delegate.create(this, advertClickthrough);
mask.onRelease = function() { }
mask.onPress = function() { }
mask.onMouseDown = function() { }
mask.onMouseMove = function() { }

_adContainter = _mc.createEmptyMovieClip("container",
_mc.getNextHighestDepth());
_adContainter.loadMovie(advertURL);
}

public function advertClickthrough()
{
getURL("http://www.google.com";, "_blank")
}
}


Cheers.

-- 
Mike Cann
http://www.mikecann.co.uk/
http://www.artificialgames.co.uk/
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Re: [Flashcoders] online .swf generator

2008-11-27 Thread mike cann
ashcoders@chattyfig.figleaf.com
> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>
> >> 
> >> This email is intended only for the person or entity to which it is
> >> addressed and may contain information that is privileged, confidential
> or
> >> otherwise protected from disclosure. Dissemination, distribution or
> copying
> >> of this email or the information herein by anyone other than the
> intended
> >> recipient, or an employee or agent responsible for delivering the
> message to
> >> the intended recipient, is prohibited.  If you have received this email
> in
> >> error, please immediately notify us by calling our Help Desk at (415)
> >> 581-5552 or by e-mailing us at [EMAIL PROTECTED]
> >>
> >>
> >>
> >> ___
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> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>
> >>
> >>
> >
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> >
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-- 
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Re: [Flashcoders] Advice on creating nodes on elastic

2008-10-03 Thread mike cann
IMO you dont need a third party engine for this. Elastic is an easy property
to model programatically.

var bindX : Number = 100;
var bindY : Number = 100;
var x : Number = bindX:
var y : Number = bindY;
var nodeVelX : Number = 3;
var nodeVelY : Number = 2;

function update() : void
{
nodeVelX += (bindX-x)/4;
nodeVelY += (bindY-y)/4;
x += nodeVelX;
y += nodeVelY;
nodeVelX *= 0.99;
nodeVelY *= 0.99;
}

or something simmilar to that.



2008/10/3 Ali Drongo <[EMAIL PROTECTED]>

> Hiya, I want to create something very similar to visualthesaurus.com,
> dyamically generating nodes with labels that are linked by elastic.
>
> I'm thinking of using the APE from cove.org
>
> If anyone can point me in the way of any tutorials/alternative approaches
> or existing source that would be amazing!
>
>
> Thanks,
> Ali
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>



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Re: [Flashcoders] Flash cant add up!!

2006-08-09 Thread mike cann

oaky great cheers :D

On 09/08/06, Michael Kneib <[EMAIL PROTECTED]> wrote:





http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_13989



Am Mi, 9.08.2006, 16:46, schrieb mike cann:
> Okay, i may be going crazy but slap this on frame one of a flash file
and
>  observe the output:
>
>...
>
> so the res value continues on like that being 0.0996 rather
> than 0.1..
>
>


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[Flashcoders] Flash cant add up!!

2006-08-09 Thread mike cann

Okay, i may be going crazy but slap this on frame one of a flash file and
observe the output:

//

var incrementNum:Number = 0;
var oldNum:Number = 0;
var resultNum:Number =0;

onEnterFrame = function(){gogo();}

function gogo()
{
   oldNum = incrementNum;
   incrementNum += 0.1;
   resultNum = incrementNum - oldNum;

   trace("old: "+oldNum);
   trace("inc: "+incrementNum);
   trace("res: "+resultNum);
   trace("");
}

stop();

//

For those who dont have the time to test it the output follows like this:

//

old: 0
inc: 0.1
res: 0.1

old: 0.1
inc: 0.2
res: 0.1

old: 0.2
inc: 0.3
res: 0.1

old: 0.3
inc: 0.4
res: 0.1

old: 0.4
inc: 0.5
res: 0.1

old: 0.5
inc: 0.6
res: 0.1

old: 0.6
inc: 0.7
res: 0.1

old: 0.7
inc: 0.8
res: 0.1

old: 0.8
inc: 0.9
res: 0.1

old: 0.9
inc: 1
res: 0.1

old: 1
inc: 1.1
res: 0.1

old: 1.1
inc: 1.2
res: 0.1

old: 1.2
inc: 1.3
res: 0.1

old: 1.3
inc: 1.4
res: 0.1

old: 1.4
inc: 1.5
res: 0.1

old: 1.5
inc: 1.6
res: 0.1

old: 1.6
inc: 1.7
res: 0.1

old: 1.7
inc: 1.8
res: 0.1

old: 1.8
inc: 1.9
res: 0.1

old: 1.9
inc: 2
res: 0.0999

old: 2
inc: 2.1
res: 0.1

old: 2.1
inc: 2.2
res: 0.1

old: 2.2
inc: 2.3
res: 0.1

old: 2.3
inc: 2.4
res: 0.1

old: 2.4
inc: 2.5
res: 0.1

old: 2.5
inc: 2.6
res: 0.1

old: 2.6
inc: 2.7
res: 0.1

old: 2.7
inc: 2.8
res: 0.1

old: 2.8
inc: 2.9
res: 0.1

old: 2.9
inc: 3
res: 0.1

old: 3
inc: 3.1
res: 0.1

old: 3.1
inc: 3.2
res: 0.1

old: 3.2
inc: 3.3
res: 0.1

old: 3.3
inc: 3.4
res: 0.1

old: 3.4
inc: 3.5
res: 0.1

old: 3.5
inc: 3.6
res: 0.1

old: 3.6
inc: 3.7
res: 0.1

old: 3.7
inc: 3.8
res: 0.1

old: 3.8
inc: 3.9
res: 0.1

old: 3.9
inc: 4
res: 0.0996

old: 4
inc: 4.1
res: 0.0996

old: 4.1
inc: 4.2
res: 0.0996

old: 4.2
inc: 4.3
res: 0.0996

old: 4.3
inc: 4.4
res: 0.0996

old: 4.4
inc: 4.5
res: 0.0996

old: 4.5
inc: 4.6
res: 0.0996

old: 4.6
inc: 4.7
res: 0.0996

old: 4.7
inc: 4.8
res: 0.0996

old: 4.8
inc: 4.9
res: 0.0996

old: 4.9
inc: 5
res: 0.0996

old: 5
inc: 5.1
res: 0.0996

old: 5.1
inc: 5.2
res: 0.0996

//

so the res value continues on like that being 0.0996 rather than
0.1..

anyone have any idea why flash does this???
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Re: [Flashcoders] Flash SQL

2006-07-14 Thread mike cann

this doesnt sound like a good idea as anyone can download your .swf and
decompile it then change that SELECT * statement to a DROP statement with
ease.

On 12/07/06, Jose Maria Barros <[EMAIL PROTECTED]> wrote:


Now im working on a project that involves SQL Server, ASP , XML and
flash..and i think its so difficult to work with this for me..
Maybe tthis component whill help..but not much..

Im not a good coder..so maybe this help

On 7/12/06, jcarlos <[EMAIL PROTECTED]> wrote:
>
> it seems to be interesting
>
> But I didn´t see any Stored Procedure based example
>
> Isn´t  this SQL open way of dB query not very recommended since it
exposes
> your persistence logic, tables and so on ???
>
> I´m not an n-layers app expert but I found this arguments very often

>
> João Carlos
>
> - Original Message -
> From: "Tunç Atakan" <[EMAIL PROTECTED]>
> To: "'Flashcoders mailing list'" 
> Sent: Wednesday, July 12, 2006 9:39 AM
> Subject: RE: [Flashcoders] Flash SQL
>
>
> > http://www.netdrims.com/flashsql/
> >
> >
> > Anybody use this component?
> >
> > I need comment?
> >
> > Thanx...
> >
> > Tunc
> >
> >
> >
> > ___
> > Flashcoders@chattyfig.figleaf.com
> > To change your subscription options or search the archive:
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] the speed of bitmapdata

2006-06-29 Thread mike cann

perhaps create a black sqare movieclip then draw that to your bitmap? Not
sure if that was is any quicker than set pixel..

On 29/06/06, Andreas Rønning <[EMAIL PROTECTED]> wrote:


Anyone know a fast way to draw a pixel perfect rectangle onto a
bitmapData instance without a loop and setPixel? I have a
picture-in-picture video thing going on and the client wants a black 1px
outline around the picture in picture, and i fear my method now is stupid
:P

- A
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Re: [Flashcoders] mmog server

2006-06-10 Thread mike cann

I reccently created a post asking the same question as the company i work
for was in a simmilar situation. In the end we decided to go for SmartFox as
money wasnt realy an problem, dedicated custer support and ongoing upgrades
became more important.

I have been coding in smartfox for a coupple of weeks now and its great, the
documentation and tutorials are very good, however i found that i had to
write a wrapper the main class the SmartFoxClient as it doesnt implement
listeners natively, but that wasnt too much of an issue :)

Other alternatives were Red 5, Electroserver, Oregano and Unity.

Mike


On 09/06/06, Mathieu Savard <[EMAIL PROTECTED]> wrote:


Hello,



We about to start the production of a MMOG using flash. I'd like to know
what type of server you would be using. So far we've been using flashcomm
for multi user game but Smartfox seems to be another solution too.



I'd like to have your input on this.



Thank you,



Mathieu Savard



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Re: [Flashcoders] Is Object scope lost when using Delegate?

2006-06-10 Thread mike cann

ahhh yes julien you are correct. In fact this is almost the exact thing i
did when you advised me on listeners a few posts back :)

On 09/06/06, Julien Vignali <[EMAIL PROTECTED]> wrote:


I'm afraid mike but you're wrong.
The MovieClip.onRelease handler doesn't pass any parameter...
From the help files : MovieClip.onRelease = function() {}
What Jeff could do is using a Delegate alternative class that allows him
to pass parameters to the handler, but he can also link his button
movieclips to a class that would dispatch events:


class MenuButton extends MovieClip {

  // EventDispatcher mix-in functions here

  public function MenuButton(){
EventDispatcher.initialize(this);
  }

  public function onRelease():Void {
dispatchEvent({type:"click", target:this});
  }

}


class Menu extends MovieClip {

  private var btn1:MenuButton
  private var btn2:MenuButton

  public function Menu(){
btn1.addEventListener("click", Delegate.create(this, onMenuRelease);
btn2.addEventListener("click", Delegate.create(this, onMenuRelease);
  }

  private function handleEvent(event:Object):Void {
if (event.target == btn1) {
  // do some stuff...
  btn1.enabled = false;
  btn2.enabled = true;
}

if (event.target == btn2) {
  // do some stuff...
  btn2.enabled = false;
  btn1.enabled = true;
}
  }
}



mike cann a écrit :
> ummm correct me if im wrong but onRelease you are passed an event object
> that contains the target of the event?
>
> so:
>
> funciton addChild( txt:String ):Void
> {
>  // make new mc, with a text field and set the txt
>  myNewMc.onRelease = Delegate( this, onMenuRelease );
> {
>
> function onMenuRelease( event:Object):Void
> {
>event.target.myPropertyOfmyNewMc = somevalue;
> }
>
> I could be wrong however...
>
> Mike
>
> On 09/06/06, Jeff Jonez <[EMAIL PROTECTED]> wrote:
>>
>> This is exactly what I was looking for, cheers Mark and Morten!
>> > >   myNewMc.onRelease = Delegate( this, onMenuRelease, myNewMc );
>>
>> Previously, I kept a reference to my class in mc variable, which
>> wasn't so bad codewise... not sure if there are other side effects to
>> doing that.
>>
>> Re: Matt
>> > can you not add your children in a loop?
>>
>> The children or menu items are added and removed dynamically by
>> calling add/remove child ( and then I animate them on and off) from
>> some other class that wants to use the menu
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Re: [Flashcoders] Is Object scope lost when using Delegate?

2006-06-09 Thread mike cann

ummm correct me if im wrong but onRelease you are passed an event object
that contains the target of the event?

so:

funciton addChild( txt:String ):Void
{
 // make new mc, with a text field and set the txt
 myNewMc.onRelease = Delegate( this, onMenuRelease );
{

function onMenuRelease( event:Object):Void
{
   event.target.myPropertyOfmyNewMc = somevalue;
}

I could be wrong however...

Mike

On 09/06/06, Jeff Jonez <[EMAIL PROTECTED]> wrote:


This is exactly what I was looking for, cheers Mark and Morten!
> >   myNewMc.onRelease = Delegate( this, onMenuRelease, myNewMc );

Previously, I kept a reference to my class in mc variable, which
wasn't so bad codewise... not sure if there are other side effects to
doing that.

Re: Matt
> can you not add your children in a loop?

The children or menu items are added and removed dynamically by
calling add/remove child ( and then I animate them on and off) from
some other class that wants to use the menu
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Re: [Flashcoders] Regarding ascb Proxy

2006-06-09 Thread mike cann

Okay, i havent ever looked at the proxy class but i think i can take a stab
at answering some of your questions, others can probably back me up /
correct me on any errors.

1. Yes it appears he could have used slice, perhaps using the for loop is
quicker?

2. There are occasions when you want to pass the returning functions extra
parameters. When using the Macromedia Delegate class i came accross times
when it would have been neater to supply additional paramters, but it wasnt
essential. Im sure somone else can give you a specific example of when its
needed.

Mike

On 09/06/06, js <[EMAIL PROTECTED]> wrote:


I was taking a look recently at the Proxy class created by Joey Lott of
Person13 for educational purposes, as I have just started learning OOP,
and a couple questions popped into my mind.

Here is the full class:

class ascb.util.Proxy {

  public static function create(oTarget:Object,
fFunction:Function):Function {

var aParameters:Array = new Array();

for(var i:Number = 2; i < arguments.length; i++) {
  aParameters[i - 2] = arguments[i];
}

var fProxy:Function = function():Void {

  var aActualParameters:Array = arguments.concat(aParameters);
  fFunction.apply(oTarget, aActualParameters);

};

return fProxy;

  }

}

First of all, when populating aParameters, why couldn't you just do:

aParameters = arguments.slice(2);

That seems a lot more clean and improves readability a bit, no?

Second, why exactly do you need to concat the arguments of fProxy and
aParameters? I can see what it's doing; it's tacking on the additional
arguments supplied to Proxy.create onto the arguments of the fProxy
function (which is then returned) -- but I can't really envision a
situation where that would be needed? For instance:

class someClass {

private var _someMc:MovieClip;

function someClass(mc:MovieClip){

_someMc = mc;

_someMc.onRelease = Proxy.create(this,someMethod,1,2,3);

}

private function someMethod(a,b,c){

   trace(a+" "+b+" "+c);

}

}

In what case would I be calling someMethod() via Proxy and supplying a
set of arguments that do not match the syntax of someMethod()? It seems
to me that you could just replace the following:

var aActualParameters:Array = arguments.concat(aParameters);
fFunction.apply(oTarget, aActualParameters);

with:

fFunction.apply(oTarget, aParameters);

Any clarification or insight is greatly appreciated.

Joseph Sorensen
aerosdesign.com/jsorensen
jsorensen[at]aerosdesign.com
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Re: [Flashcoders] Variable trace Problem

2006-06-07 Thread mike cann

using "this." within a function construct such as

siguiente_btn.onPress = function (){
 if (this.contador<=this.cant)
 {

means you are talking about the variables beloging to siguiente_btn not to
its parent.

if its located on the root u can do this:

siguiente_btn.onPress = function (){
 if (_root.contador<=_root.cant)
 {

or if you are within a movie and the button is attached to the movie and you
want to get the vaiables of the movie clip rather than the root use:

 siguiente_btn.onPress = function (){
 if (_parent.contador<=_parent.cant)
 {

hope this helps,
mike

On 07/06/06, jcanistrum <[EMAIL PROTECTED]> wrote:


When you are using

siguiente_btn.onPress = function (){
  if (  this.contador

this in this context is seguiente_btn and not your app

I think one solution could be to refer to siguiente_btn attaching from the
library, with something like

var contador: Number = 0 ;

var nextBtn = this.attachMovie( "myButtonLibrary", "siguiente_btn", level)
;

nextBtn.onRelease = function()
{
   trace( contador++ ) ;

}


2006/6/7, Jorge Antonio Diaz Gutierrez <[EMAIL PROTECTED]>:
>
> Hi everyone. I have a Problem with this code and I've been testing it
> for hours. I don't know much about Flash Develop. It tells everything's
> right, but Macromedia Flash Pro 8 traces it Undeffined. Could anyone
> tell me wath's the problem.
>
> Thanks
>
>
> Private var contador:Number;
> public function Control (){
> contador=1;
> siguiente_btn.onPress = function (){
>   if (this.contador<=this.cant)
>   {
>trace("siguiente");
>trace(this.contador);
>//this.cont++;
>}
>
> }
> atras_btn.onPress = function(){
>   if (this.contador!=1)
>   {
>this.cargaImagen(this.contador);
>this.cont--;
>trace("atras")
>}
>   }
> }
>
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--
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Re: [Flashcoders] reposition MC on release

2006-06-07 Thread mike cann

i think he means sumthin like this:

inside your button:

on (release)
{
 _root.myMC.endX = -500;
 _root.myMC.endY = -200;
}

assuming myMC is the movieclip you are talking about

On 07/06/06, jcanistrum <[EMAIL PROTECTED]> wrote:


if I understand it correctly, one way would be to use attachMovie like

var myMC = this.attachMovie( "MC", "newName", this.getNextHighestDepth())
;

myMC.onRelease = function()
{
   this.endX = -500;
   this.endY = -200;
}


2006/6/7, Tony Watkins <[EMAIL PROTECTED]>:
>
> OK, not sure I can explain this. The following code is inside the MC to
be
> repositioned. Notice the AS targets the button named contact.
>
>_root.contact.onRelease = function() {
>endX = -500;
>endY = -200;
>};
> }
>
> Fine. But what if I want to move the AS out of the actual MC and onto
the
> button named contact? How would I target the MC to be repositioned after
> on
> (release)?
>
>
> on (release) {
>something here I presume?
>endX = -500;
>endY = -200;
> }
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--
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Re: [Flashcoders] Event dispatching, to use or not to use?

2006-06-07 Thread mike cann

Thanks Julien, you confirmed what i thought to be the best programming
practice.

Mike

On 07/06/06, Julien Vignali <[EMAIL PROTECTED]> wrote:


Hi Mike,
You can easily achieve this with the EventDispatcher & Delegate classes
like this:



import mx.events.EventDispatcher;
class cMyMenu{

   // let's declare static vars for menu states/options
   public static var OPTION1_EVENT:String = "onOption1";
   public static var OPTION2_EVENT:String = "onOption2";

   // mix-ins functions of EventDispatcher
   private function dispatchEvent:Function;
   private function removeEventListener:Function;
   public function addEventListener:Function;

   // menu buttons
   private var button1:MovieClip;
   private var button2:MovieClip;

   // constructor
   public function cMyMenu(){
 // do the mix-in
 EventDispatcher.initialize(this);
 init();
   }

   public function onLoad():Void {
 // let's wire buttons events with functions and proper scope
 button1.onRelease = Delegate.create(this, this.onButton1Click);
 button2.onRelease = Delegate.create(this, this.onButton2Click);
   }

   private function onButton1Click():Void {
 // do some menu graphic things like disabling button1, etc...
 button1.enabled = false;
 button2.enabled = true;
 dispatchEvent({type:OPTION1_EVENT, target:this});
   }
   private function onButton2Click():Void {
 // do some menu graphic things..
 button2.enabled = false;
 button1.enabled = true;
 dispatchEvent({type:OPTION2_EVENT, target:this});
   }
}


import mx.utils.Delegate;
class cMyGame {
   private var menu:cMyMenu;

   public function cMyMenu(){
 // let's listen to menu events
 menu.addEventListener(cMyMenu.OPTION1_EVENT, this);
 menu.addEventListener(cMyMenu.OPTION2_EVENT, this);
   }

   // implements the default event handler called by EventDispatcher
   // but we could have create 2 functions named :
   // onOption1() for button1 menu event...
   // onOption2() for button2 menu event...
   private function handleEvent(event:Object):Void {
 var type:String = event.type;
 switch(type) {
   case cMyMenu.OPTION1_EVENT:
 // do some stuff here (disable or load a movie...)
   break;
   case cMyMenu.OPTION2_EVENT:
 // do some other stuff (play sound...)
   break;
 }
   }
}

For more options & understandings :
http://www.gskinner.com/blog/archives/23.html
http://www.osflash.org/flashcoders/as2
http://www.person13.com/articles/proxy/Proxy.htm
http://www.adobe.com/devnet/flash/articles/eventproxy.html

http://www.actionscript.org/tutorials/beginner/the_delegate_class/index.shtml


mike cann a écrit :
> Hi all,
>
> Im kinda new to the whole event dispatching and listening way of doing
> things that the v2 components have introduced me to and would like some
> advice on how to go about coding this situation:
>
> Suppose i have a game which is represented by a class cMyGame and within
> there i have have my main menu system called cMyMenu. Some code:
>
>
> class cMyGame
> {
>private var myMenu;
>
>function cMyGame()
>{
>myMenu = new cMyMenu();
>}
> }
>
>
> class cMyMenu
> {
>function cMyMenu()
>{
>{
> }
>
>
> Okay now suppose that inside my menu class i have a load of button
> componants to represent the different menu options. When a user clicks
one
> of the menu options i would like the game to then destroy the main menu
(or
> atleast hide it) and then go to the option that the user clicked on.
>
> What i would like to know if how the menu system should tell the cMyGame
> what to do if the user clicked a button. As i see it there are a coupple
of
> ways, i could pass a reference to the cMyGame into the constructor then
> just
> call it like so:
>
> class cMyMenu
> {
>
>private var myParent:cMyGame;
>
>function cMyMenu(parent:cMyGame)
>{
>myParent = parent;
>{
>
>function onMenuOption1Released()
>{
>myParent.doSomething();
>}
> }
>
> Or the alternative is to use events and listeners so that the game can
> listen to events fired by the menu class.
>
> I know this seems like a very basic problem but it is at the core of my
> fundemental understanding of how you should scope your project. So if
> anyone
> could advise me on the best programming practice i should be using it
would
> be greatly appreciated, thanks :)
>
> Mike
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Re: [Flashcoders] Funny

2006-06-06 Thread mike cann

ahhahaahhaha thats quality nice one :)

On 05/06/06, Aaron Buchanan <[EMAIL PROTECTED]> wrote:


http://abum.com/file/shadow/animations/17632.swf
Now get back to work ;)

--
Aaron


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[Flashcoders] Event dispatching, to use or not to use?

2006-06-02 Thread mike cann

Hi all,

Im kinda new to the whole event dispatching and listening way of doing
things that the v2 components have introduced me to and would like some
advice on how to go about coding this situation:

Suppose i have a game which is represented by a class cMyGame and within
there i have have my main menu system called cMyMenu. Some code:


class cMyGame
{
   private var myMenu;

   function cMyGame()
   {
   myMenu = new cMyMenu();
   }
}


class cMyMenu
{
   function cMyMenu()
   {
   {
}


Okay now suppose that inside my menu class i have a load of button
componants to represent the different menu options. When a user clicks one
of the menu options i would like the game to then destroy the main menu (or
atleast hide it) and then go to the option that the user clicked on.

What i would like to know if how the menu system should tell the cMyGame
what to do if the user clicked a button. As i see it there are a coupple of
ways, i could pass a reference to the cMyGame into the constructor then just
call it like so:

class cMyMenu
{

   private var myParent:cMyGame;

   function cMyMenu(parent:cMyGame)
   {
   myParent = parent;
   {

   function onMenuOption1Released()
   {
   myParent.doSomething();
   }
}

Or the alternative is to use events and listeners so that the game can
listen to events fired by the menu class.

I know this seems like a very basic problem but it is at the core of my
fundemental understanding of how you should scope your project. So if anyone
could advise me on the best programming practice i should be using it would
be greatly appreciated, thanks :)

Mike
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Re: [Flashcoders] Flash Multiplayer System

2006-06-02 Thread mike cann

Yes I looked at oregano a while back, and was planning on using it but it
falls into the same category as the other open source projects as having no
financial obligation to support with problems that we may encounter. If i
was going to develop a project for personal use I would probably use oregano
however as this is for a business i think the boss' are looking for more
financial support and reassurance of as stable system.

The current leading contenders are:

http://www.electrotank.com/ElectroServer/
and
http://www.smartfoxserver.com/

Mike


On 02/06/06, erixtekila <[EMAIL PROTECTED]> wrote:


Definitively, every one interested with multiplayer server for flash
should look at :

http://www.oregano-server.org/
and
http://www.v-i-a.net/forum/

You'll appreciate the quality stuff and beautiful documentation.
Last but not least it's opensource and extendable severside.

Wants more ?

Do comet before vox ;)
Cheers.
---
erixtekila
http://blog.v-i-a.net/

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[Flashcoders] Flash Multiplayer System

2006-06-01 Thread mike cann

Hi,

I have been tasked with setting up a multiplayer enviroment for the company
i work for and i need some advice.

I am currently looking at SmartfoxServer and perhaps Red5. Im told money
isnt realy an issue, so things like ease of development, good documentation
and customer support become more important.

Im sure others have been in my situation before, so im asking for
reccomendations and suggestions.

Thanks
Mike
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Re: [Flashcoders] Where to politely and appropriately discuss pricing issues

2006-06-01 Thread mike cann

If you are going to take the discussion private can i ask politely to be
CC'ed in too pls as im very interested in this topic too :)

On 01/06/06, Manuel Saint-Victor <[EMAIL PROTECTED]> wrote:


I' read years ago that directly asking pricing in a public forum is gauche
and  a good way to get a good flame going.  At the same time I quoted
someone a price the other day on my first attempt at freelancing and I
could
hear their jaw drop and knew I low-balled my hourly.  The problem is that
I
have no idea what I should be pricing at with my level of experience and
am
not sure the polite way to invite a conversation on this.  If anyone is
willing to offlist me and school me as to the etiquette of discussing how
people are setting their prices and what a medium-advanced to advanced
Flash
component developer is charging right now I would welcome the guidance-

Thanks guys-
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Re: [Flashcoders] flickering components, depth issue?

2006-06-01 Thread mike cann

HI,

I had simmilar problems when using both the componants and the standard
getNextHighestDepth() on movieclips.
I reccomend using either getNextHighestDepth() and no componants or just the
DepthManager for everything.

Mike

On 01/06/06, Kent Humphrey <[EMAIL PROTECTED]> wrote:


I can understand perhaps that components get picky about getting
moved around, but I am loading these components in as part of a
normal .swf - surely that's ok?

There is no funky changing of depths going on, they get loaded in,
they then get removed when another one is loaded.

Can anyone confirm that this IS what happens when you use
getNextHighestDepth() with components instead of the depthManager class?

On 1 Jun 2006, at 12:11, Ramon Miguel M. Tayag wrote:

> I use getNextHighest and it has always worked fine.  I don't see why
> it should be a problem - unless you change your depths in the middle
> of the movie for some reason.
>
> On 6/1/06, Kent Humphrey <[EMAIL PROTECTED]> wrote:
>> http://devqa.exnis.net/vanclarke.com/www/index.html
>>
>> Go to News & PR/Fashion Shows and News & PR/Photo Gallery
>>
>> The Fashion Shows page is using the FLV Playback from Flash 8, the
>> Photo Gallery is using thumbgallery from www.flashrelief.com
>>
>> Perhaps foolishly, I have been developing this on a Mac with the
>> Flash 9 plugin installed, and these 2 components behave perfectly.
>> But it seems for anyone else they don't. I have since reinstalled
>> Flash Player 8 and I too get the flickering issue.
>>
>> The pages above are external .swfs that are loaded into a parent swf
>> with .loadClip. I am guessing the problems I have are due to using
>> getNextHighestDepth() rather than the depthManager class, is that
>> right? Can anyone point me to a tutorial on how to use it? I've done
>> some googling and found nothing :<
>> ___
>
> --
> Ramon Miguel M. Tayag
> Managing Director
> Quirkworks
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Re: [Flashcoders] Q: creating oval mask with 4 bezier points

2006-06-01 Thread mike cann

Hi,

There are probably better examples if you googled around a while but I found
these usefull:

http://www.nuran.org/  (Click closed spline on the right hand side)

http://recycle.andre-michelle.com/geometry/bezier/ (
bezier3_circle_approximation
)

Mike

On 31/05/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:


Hi
I want to use the drawing api to create an oval mask whose shape is
controlled by 4 bezier points.

To start I need to look into simulating bezier control points in flash.

Can anyone point me in the right direction?

Thanks in advance

Jim Bachalo

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

"...all improvisation is life in search of a style."
 - Bruce Mau,'LifeStyle'
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Re: [Flashcoders] Re: NumericStepper in CellRender disappears and gets 256 levels of recursion...

2006-05-31 Thread mike cann

This may not be the best place to post this but..

A while back i was trying to write my own custom cell renderer that took a
movieclip as the content for the cell renderer (not a movieclip from the
libary, a dynamically created movie clip) needless to say it was a compleate
headache and many wierd and unexplained things went on. I gave up in the end
:P

Mike

On 31/05/06, Josh Santangelo <[EMAIL PROTECTED]> wrote:


There's a multiline CellRenderer in the Flash 8 documentation.

http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/
html/wwhelp.htm?context=LiveDocs_Parts&file=3131.html

(Or just search "CellRenderer" in the Help panel.)

I made one based on this code and it worked fine, the only trick
being setting the rowHeight of the component to the height of the
largest row you need to display.

-josh

On May 30, 2006, at 9:35p, John Mark Hawley wrote:

> I triple dog dare someone to post a gallery of basic CellRenderers,
> especially a multiline text field one like the one I'm going to
> have to put together tomorrow amidst much cranking that no one has
> posted one online yet that I can find via Google...don't be a
> chicken, some person with more gumption than I...
>
> Really, CellRenderers are so annoying to put together if you don't
> fool around with DataGrids often, it would be a mammoth boon to
> have all the basic possible ones covered -- ComboBox,
> NumericStepper, RadioButton, CheckBox, etc.
>
> grimmwerks wrote:
>> Curious - does anyone have a good example of a NumericStepper
>> CellRender?
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Re: [Flashcoders] AS 2.0 and Casting to datatypes ...

2006-05-31 Thread mike cann

Hi,

Casting is telling the program expeicitly what a variable it so that the
compiler doesn't throw a wobbler when you try to perform an operation on
said variable.

In your example:

var info:ClockUpdate = ClockUpdate(infoObj);

infoObj is probably defined as type Object? And even though you know that it
is of type ClockUpdate the compiler doesn't know, so when you try to do:

info = infoObj

the compiler will think you are trying to do this:

variable:ClockUpdate = variable:Object

and wont know what to do.



I hope this made some sense, I'm sure others will be able to explain it
better then I.

Mike




On 31/05/06, Stephen Ford <[EMAIL PROTECTED]> wrote:


Myello,

Can anyone explain what Casting is.

For example, in Moock's Essential AS 2.0, chapter 18 MVC clock example,
page 407:

// Cast the generic infoObj to the ClockUpdate datatype.varinfo:ClockUpdate = 
ClockUpdate(infoObj);

The infoObj at this point is already a ClockUpdate datatype, so why is it
being Cast ? and what is Casting in general.

Thanks,
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Re: [Flashcoders] what's the best tutorial for the bitmapdata API

2006-05-26 Thread mike cann

i personally like senocular ZenDoc, lets u output ure docs in a number of
formats such as JavaDoc or MMDoc:

www.senocular.com/projects/ZenDoc/

Mike



On 26/05/06, Lee McColl-Sylvester <[EMAIL PROTECTED]> wrote:


As2Doc is one I use and work well

Lee



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 26 May 2006 16:29
To: Flashcoders mailing list
Subject: Re: [Flashcoders] what's the best tutorial for the bitmapdata
API

hi,

iam looking for a good application for creating help-files for my
flash-application
/components.

what i really like is the "look" in the help section in the flash ide. i

know there are some
chm creators, but iam looking for something that looks a little bit
better
from
the gui.

commercial and free tools are welcome.

thanks for your time..

tom, germany



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Re: [Flashcoders] Flash interface in directx application

2006-05-26 Thread mike cann

mmm sounds good thanks lee, will checkit this weekend :)

On 26/05/06, Lee McColl-Sylvester <[EMAIL PROTECTED]> wrote:


Flash in a box does provide a means to render swf to DirectX 3d objects as
a texture.  Check out the examples... It even supports .NET, Win32 and
Delphi applications.

Lee



-Original Message-
From: [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] On Behalf Of Marcelo de Moraes
Serpa
Sent: 26 May 2006 15:28
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Flash interface in directx application

Hi Lee,

I don´t think that it´s what he wants... I guess he wants something that
can
read swf and then render it to a directdraw surface for example, I don´t
think f-in-box is meant to do that... I may be wrong however.

Marcelo.

On 5/26/06, Lee McColl-Sylvester <[EMAIL PROTECTED]> wrote:
>
> Look up www.f-in-box.com
>
> Lee
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Marcelo de
Moraes
> Serpa
> Sent: 26 May 2006 13:57
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] Flash interface in directx application
>
> Hello Mike,
>
> There has been some projects towards this I´m sure, but I don´t remember
> their names or websites... I guess that they are listed on OSFLASH.org,
> under Flash Players (Open Source Flash Projects)... If I´m not wrong
there
> were a .NET C# implementation of a library that could read swf´s for the
> purpose you are asking...
>
> Good luck,
>
> - Marcelo Serpa.
>
> On 5/26/06, mike cann <[EMAIL PROTECTED]> wrote:
> >
> > Hi,
> >
> > I know this was asked back in '04 but it wasn't really answered to my
> > satisfaction and i hope that there is a better solution now.
> >
> > What i would like to do is develop a DirextX 3D application but use
> flash
> > as
> > an interface system for it.
> >
> > So what i would like to know is:
> >
> > 1) is it possible to even run flash inside a DirectX application
(render
> > to
> > a texture?)
> > 2) if that is possible, can u use flash to communicate with and
receive
> > information from the host application?
> >
> > This is only theory at the moment, I'm considering different projects
i
> > could do for my final year project of university ;)
> >
> > Thanks all
> > Mike
> > ___
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Re: [Flashcoders] Flash interface in directx application

2006-05-26 Thread mike cann

Hi, and thanks for your replies.

Marcelo, i couldn't find that project you were talking about on OSFLASH.org.
Tho i do remember coming across a game engine (perhaps open source) that
touted ease and speed of creation of custom games. In it i remember it
saying that it used flash for its interfaces because its quick to build
interactive interfaces with.

Lee, im not entirely sure that is what im looking for. If i understand
correctly f-in-box is just a standalone wrapper for a .swf file? Or can it
be used as an API for loading and interfacing with a SWF in a .Net project?

Thanks again for your replies!
Mike

On 26/05/06, Marcelo de Moraes Serpa <[EMAIL PROTECTED]> wrote:


Hi Lee,

I don´t think that it´s what he wants... I guess he wants something that
can
read swf and then render it to a directdraw surface for example, I don´t
think f-in-box is meant to do that... I may be wrong however.

Marcelo.

On 5/26/06, Lee McColl-Sylvester <[EMAIL PROTECTED]> wrote:
>
> Look up www.f-in-box.com
>
> Lee
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Marcelo de
Moraes
> Serpa
> Sent: 26 May 2006 13:57
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] Flash interface in directx application
>
> Hello Mike,
>
> There has been some projects towards this I´m sure, but I don´t remember
> their names or websites... I guess that they are listed on OSFLASH.org,
> under Flash Players (Open Source Flash Projects)... If I´m not wrong
there
> were a .NET C# implementation of a library that could read swf´s for the
> purpose you are asking...
>
> Good luck,
>
> - Marcelo Serpa.
>
> On 5/26/06, mike cann <[EMAIL PROTECTED]> wrote:
> >
> > Hi,
> >
> > I know this was asked back in '04 but it wasn't really answered to my
> > satisfaction and i hope that there is a better solution now.
> >
> > What i would like to do is develop a DirextX 3D application but use
> flash
> > as
> > an interface system for it.
> >
> > So what i would like to know is:
> >
> > 1) is it possible to even run flash inside a DirectX application
(render
> > to
> > a texture?)
> > 2) if that is possible, can u use flash to communicate with and
receive
> > information from the host application?
> >
> > This is only theory at the moment, I'm considering different projects
i
> > could do for my final year project of university ;)
> >
> > Thanks all
> > Mike
> > ___
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[Flashcoders] Flash interface in directx application

2006-05-26 Thread mike cann

Hi,

I know this was asked back in '04 but it wasn't really answered to my
satisfaction and i hope that there is a better solution now.

What i would like to do is develop a DirextX 3D application but use flash as
an interface system for it.

So what i would like to know is:

1) is it possible to even run flash inside a DirectX application (render to
a texture?)
2) if that is possible, can u use flash to communicate with and receive
information from the host application?

This is only theory at the moment, I'm considering different projects i
could do for my final year project of university ;)

Thanks all
Mike
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Re: [Flashcoders] Compute a point guarateed to be within a irregular polygon

2006-05-26 Thread mike cann

perhaps soe of the suff on andre michelle's site will help you?

Try checking out the constrain pollygon.swf

http://recycle.andre-michelle.com/geometry/polygon/

Mike

On 25/05/06, Kjel Anderson <[EMAIL PROTECTED]> wrote:


Hello list,

Has anyone implemented something like this? An example would be extremely
helpful.

Thanks,

Kjel
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Re: [Flashcoders] sending HTML image map data to Flash

2006-05-26 Thread mike cann

I do not know of a way to do this, but would be interested if you do find
out a way :)

Mike

On 25/05/06, Marc Hoffman <[EMAIL PROTECTED]> wrote:



[My apologies if you receive this twice -- didn't seem to go through
the first time.]


Anyone have tips on making Flash read the image map on the host html
page and parse it into a multi-dimensonal array (as would happen if
we were importing xml)?

In a web-based project, we provide non-flash browsers with a jpg and
image map. We want to grab the image map data directly from the html
and send it to the swf so that Flash can construct hit areas and URLs
from that data (it's too cumbersome to copy this data manually into
the .fla). I'm having trouble parsing the image map data inside
Flash. For one thing, I have to account for the way I.E. rewrites
html (different quoting conventions, for example). It would be nice
if the image map data were sent to Flash in more of an xml format.

Does this already exist? Any thoughts?

TIA,

Marc


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Re: [Flashcoders] TextInput disabled when loaded into a Window Component into a child swf

2006-05-25 Thread mike cann

On 25/05/06, Manuel Saint-Victor <[EMAIL PROTECTED]> wrote:


I have a window that is loading a swf file which has a movieclip with a
TextInput in it that refuses to work- Is this a known bug and is there a
workaround?
Thanks
Mani
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Re: [Flashcoders] Getting the class name?

2006-05-25 Thread mike cann

i agree, i just tested your class eka and it works very well, nicely done
mate :)

On 25/05/06, eka <[EMAIL PROTECTED]> wrote:


???

you speak about my ConstructorUtil class ? :)

My methods search in the _global object the instance and this Constructor
and build a little private property "__path__".

I use a pattern of reflexion and a storage of the result to avoid seeking
the name and the namespace of the class each time. It's automatic :)

For me the method of macromedia is not at all functional and clean ;)

I Use this method in all toString() methods with an enormous framework and
it's perfect.

EKA+ :)



2006/5/25, Arul Prasad <[EMAIL PROTECTED]>:
>
> :)
>
> that will work - but won't be feasible, unless you are checking against
a
> selected set of classes.
>
> If they are classes that you write, the best thing to do would be have a
> variable inside ur class right away called 'ClassName' and use it. (
like
> how macromedia did in V2 component classes ;-) )
>
> ~Arul Prasad.
>
> On 5/25/06, mike cann <[EMAIL PROTECTED]> wrote:
> >
> > so you could do:
> >
> > var myClassName:String;
> > var xx= new myClass();
> >
> > if (xx instanceof myClass){myClassName="myClass";}
> > else if (xx instanceof someOtherClass){myClassName="someOtherClass";}
> >
> > maybe?
> >
> > On 25/05/06, Arul Prasad <[EMAIL PROTECTED]> wrote:
> > >
> > > instanceof does not return anything - It is not a method, but an
> > operator.
> > > You can use instanceof only to compare - like this:
> > >
> > > var xx:XML  = new XML();
> > > trace (xx instanceof XML);
> > >
> > > // output will be true.
> > >
> > > ~Arul Prasad.
> > >
> > >
> > > On 5/25/06, mike cann <[EMAIL PROTECTED]> wrote:
> > > >
> > > > im not entirely sure but can you use "instanceof" against a switch
> > > > statement
> > > > to check if its of a particular class?
> > > >
> > > > On 25/05/06, eka <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > Hello :)
> > > > >
> > > > > you can use my ContructorUtil class with the statics getName,
> > > getPackage
> > > > > and
> > > > > getPath methods :
> > > > >
> > > > >
> > > > >
> > > >
> > >
> >
>
http://live.burrrn.com/browser/projects/VEGAS/AS2/trunk/src/vegas/util/ConstructorUtil.as
> > > > >
> > > > > More precision in http://osflash.org/vegas to install VEGAS with
> SVN
> > > :)
> > > > > you
> > > > > can read in french my TRAC : http://live.burrrn.com/wiki/VEGAS
> > > > >
> > > > > now for the custom object's serialization you can use EDEN :
> > > > > http://live.burrrn.com/wiki/eden
> > > > >
> > > > > EKA+ :)
> > > > >
> > > > > 2006/5/25, Merrill, Jason <[EMAIL PROTECTED]>:
> > > > > >
> > > > > > You mean the Class type then - for a custom class, I think you
> > would
> > > > > > have to create a property to hold that.
> > > > > >
> > > > > > class MyClass extends MovieClip{
> > > > > > public var type:String = "MyClass"
> > > > > > }
> > > > > >
> > > > > > class MyOtherClass extends MovieClip{
> > > > > > public var type:String = "MyOtherClass"
> > > > > > }
> > > > > >
> > > > > > In Flash:
> > > > > >
> > > > > > var a:MyClass = new MyClass();
> > > > > > var b:MyClass = new MyOtherClass();
> > > > > > trace(a.type)
> > > > > > trace(b.type)
> > > > > >
> > > > > > Name usually refers to the instance name.
> > > > > >
> > > > > > Jason Merrill
> > > > > > Bank of America
> > > > > > Learning Technology Solutions
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > >>-Original Message-
> > > > > > >>From: [EMAIL PROTECTED]

Re: [Flashcoders] OOP 101: Is import really necessary?

2006-05-25 Thread mike cann

If you are talking about flash, no i believe it doesnt automatically import
your class for you.
You may be getting confused with the new Flex Builder 2 which does infact
import automatically for you.

On 25/05/06, Rifled Cloaca <[EMAIL PROTECTED]> wrote:


Flashcoders,

So this is one of those things I wonder about.  If I type a var to a
custom
type, doesn't the compiler automatically import the associated class
files?
When or why would I need to explicitly need to use the import directive?

Thanks in advance!
-g
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Re: [Flashcoders] Getting the class name?

2006-05-25 Thread mike cann

so you could do:

var myClassName:String;
var xx= new myClass();

if (xx instanceof myClass){myClassName="myClass";}
else if (xx instanceof someOtherClass){myClassName="someOtherClass";}

maybe?

On 25/05/06, Arul Prasad <[EMAIL PROTECTED]> wrote:


instanceof does not return anything - It is not a method, but an operator.
You can use instanceof only to compare - like this:

var xx:XML  = new XML();
trace (xx instanceof XML);

// output will be true.

~Arul Prasad.


On 5/25/06, mike cann <[EMAIL PROTECTED]> wrote:
>
> im not entirely sure but can you use "instanceof" against a switch
> statement
> to check if its of a particular class?
>
> On 25/05/06, eka <[EMAIL PROTECTED]> wrote:
> >
> > Hello :)
> >
> > you can use my ContructorUtil class with the statics getName,
getPackage
> > and
> > getPath methods :
> >
> >
> >
>
http://live.burrrn.com/browser/projects/VEGAS/AS2/trunk/src/vegas/util/ConstructorUtil.as
> >
> > More precision in http://osflash.org/vegas to install VEGAS with SVN
:)
> > you
> > can read in french my TRAC : http://live.burrrn.com/wiki/VEGAS
> >
> > now for the custom object's serialization you can use EDEN :
> > http://live.burrrn.com/wiki/eden
> >
> > EKA+ :)
> >
> > 2006/5/25, Merrill, Jason <[EMAIL PROTECTED]>:
> > >
> > > You mean the Class type then - for a custom class, I think you would
> > > have to create a property to hold that.
> > >
> > > class MyClass extends MovieClip{
> > > public var type:String = "MyClass"
> > > }
> > >
> > > class MyOtherClass extends MovieClip{
> > > public var type:String = "MyOtherClass"
> > > }
> > >
> > > In Flash:
> > >
> > > var a:MyClass = new MyClass();
> > > var b:MyClass = new MyOtherClass();
> > > trace(a.type)
> > > trace(b.type)
> > >
> > > Name usually refers to the instance name.
> > >
> > > Jason Merrill
> > > Bank of America
> > > Learning Technology Solutions
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > >>-Original Message-
> > > >>From: [EMAIL PROTECTED]
> > > >>[mailto:[EMAIL PROTECTED] On Behalf
> > > >>Of David Skoglund
> > > >>Sent: Thursday, May 25, 2006 9:17 AM
> > > >>To: Flashcoders mailing list
> > > >>Subject: Re: [Flashcoders] Getting the class name?
> > > >>
> > > >>Yes, i know that the class name is MyClass when writing the
> > > >>code, but does the object know what class it is constucted
> > > >>from at runtime?
> > > >>
> > > >>I want to save out scene objects to a XML-file and need to
> > > >>save what class the objects are constructed from (or their
> > > >>linkage ID in set in the Flash IDE).
> > > >>
> > > >>/David
> > > >>
> > > >>
> > > >>- Original Message -
> > > >>From: "Merrill, Jason" <[EMAIL PROTECTED]>
> > > >>To: "Flashcoders mailing list" 
> > > >>Sent: Thursday, May 25, 2006 2:56 PM
> > > >>Subject: RE: [Flashcoders] Getting the class name?
> > > >>
> > > >>
> > > >>> Given:
> > > >>>
> > > >>>>>class MyClass extends MovieClip {
> > > >>>>>
> > > >>>>> function MyClass (){
> > > >>>>>  trace (this.className)
> > > >>>>> }
> > > >>>
> > > >>> The name of the class is "MyClass" - or do you mean the
> > > >>instance name?
> > > >>>
> > > >>> Jason Merrill
> > > >>> Bank of America
> > > >>> Learning Technology Solutions
> > > >>>
> > > >>>
> > > >>>
> > > >>>
> > > >>>
> > > >>>
> > > >>>
> > > >>> ___
> > > >>> Flashcoders@chattyfig.figleaf.com
> > > >>> To change your subscription options or search the archive:
> > > >>> http://chattyfig.figleaf.com/mailman/l

Re: [Flashcoders] Getting the class name?

2006-05-25 Thread mike cann

im not entirely sure but can you use "instanceof" against a switch statement
to check if its of a particular class?

On 25/05/06, eka <[EMAIL PROTECTED]> wrote:


Hello :)

you can use my ContructorUtil class with the statics getName, getPackage
and
getPath methods :


http://live.burrrn.com/browser/projects/VEGAS/AS2/trunk/src/vegas/util/ConstructorUtil.as

More precision in http://osflash.org/vegas to install VEGAS with SVN :)
you
can read in french my TRAC : http://live.burrrn.com/wiki/VEGAS

now for the custom object's serialization you can use EDEN :
http://live.burrrn.com/wiki/eden

EKA+ :)

2006/5/25, Merrill, Jason <[EMAIL PROTECTED]>:
>
> You mean the Class type then - for a custom class, I think you would
> have to create a property to hold that.
>
> class MyClass extends MovieClip{
> public var type:String = "MyClass"
> }
>
> class MyOtherClass extends MovieClip{
> public var type:String = "MyOtherClass"
> }
>
> In Flash:
>
> var a:MyClass = new MyClass();
> var b:MyClass = new MyOtherClass();
> trace(a.type)
> trace(b.type)
>
> Name usually refers to the instance name.
>
> Jason Merrill
> Bank of America
> Learning Technology Solutions
>
>
>
>
>
>
>
>
> >>-Original Message-
> >>From: [EMAIL PROTECTED]
> >>[mailto:[EMAIL PROTECTED] On Behalf
> >>Of David Skoglund
> >>Sent: Thursday, May 25, 2006 9:17 AM
> >>To: Flashcoders mailing list
> >>Subject: Re: [Flashcoders] Getting the class name?
> >>
> >>Yes, i know that the class name is MyClass when writing the
> >>code, but does the object know what class it is constucted
> >>from at runtime?
> >>
> >>I want to save out scene objects to a XML-file and need to
> >>save what class the objects are constructed from (or their
> >>linkage ID in set in the Flash IDE).
> >>
> >>/David
> >>
> >>
> >>- Original Message -
> >>From: "Merrill, Jason" <[EMAIL PROTECTED]>
> >>To: "Flashcoders mailing list" 
> >>Sent: Thursday, May 25, 2006 2:56 PM
> >>Subject: RE: [Flashcoders] Getting the class name?
> >>
> >>
> >>> Given:
> >>>
> >class MyClass extends MovieClip {
> >
> > function MyClass (){
> >  trace (this.className)
> > }
> >>>
> >>> The name of the class is "MyClass" - or do you mean the
> >>instance name?
> >>>
> >>> Jason Merrill
> >>> Bank of America
> >>> Learning 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
> >>>
> >>
> >>___
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> >>
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> >>
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