Re: [Flashcoders] Flash to HTML

2014-08-08 Thread Cédric Muller
I second the GSAP proposal, and regarding point 3) I never had Haxe rebuild my 
HTML file, so I am wondering how this happened.

Since I told you I would show my tests with HTML5 vs Flash, here they are:

FLASH
http://www.benga.li/mcd/versailles/banner_de_chili_1600x490.html
HTML
http://www.benga.li/mcd/versailles/html5/royal.html

The only remaining Flash advantage lies on the size of the overall production. 
This was done using Haxe (for HTML5) and Haxe/Flash for Flash part.

Le 8 août 2014 à 01:46, David Cohn d...@eyebright.com a écrit :

 Hey all,
 
 I've been looking a bit at CreateJS and Haxe/OpenFL, and since the question 
 was asked a while ago, and the list is rather slow, I thought I'd share some 
 further thoughts...
 
 I've decided to go with CreateJS for now.  I was very excited about Haxe, 
 especially from the point of view of one source for multiple platforms, but 
 for heavily interactive Flash-style projects it just doesn't seem to be quite 
 there yet.  I'd love to be proven wrong(!), but here are the shortcomings 
 that I've found in my brief look:
 
 1. Sprite/Bitmap detection -- it looks like mouse detection is on the 
 bounding box, so e.g. rollovers on arbitrarily shaped bitmaps is impossible.  
 (Well, you may be able to use hitTestPoint and some fancy gyrations, but... 
 eeech.)
 
 2. Filter support -- seems weak and limited; e.g. GlowFilter isn't available 
 for the HTML5 target.
 
 3. Ease of developing -- relatively minor, and single-source across targets 
 would easily outweigh this.  But with Haxe, firstly you have an extra step 
 (the build).  Then, Haxe seems somewhat monolithic:  it's good for handling 
 the core interactive canvas area, but the HTML has to live in a separate 
 file: Haxe rebuilds the HTML file each time and there doesn't seem to be a 
 good way to preserve custom HTML in the same file between builds.  Again, not 
 a show-stopper, but I find workflow quicker without the build, and editing 
 the HTML/JS directly.
 
 CreateJS seems to work well across all browsers I've tested on so far (with, 
 of course, the exception of IE8)... as did Haxe.  
 
 There may be retorts for all these criticisms, since I've only looked so 
 far... please feel free to contradict me!
 
 Thanks,
 --Dave
 
 
 
 On Jun 24, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:
 
 On 23/06/2014 17:29, David Cohn wrote:
 Cedric,
 I've been here since the get-go... in digest mode, so most questions are 
 answered by the time I get them ;-)
 Thanks-- time to delve into Haxe-- I'm excited!
 --Dave
 
 
 I don't know how good it is but FDT have been involved with Haxe for a long 
 time...
 http://fdt.powerflasher.com/w/index.php?title=Special:Searchns0=1redirs=0search=haxelimit=500offset=0
 
 John
 
 
 
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Re: [Flashcoders] Flash to HTML

2014-06-21 Thread Cédric Muller
Hi David,

I have been playing with a lot of HaXE, createjs, base html5 canvas and, of 
course, Flash these last months. Whatever you can do in AS3, you can do it with 
HaXE. And there are some additional benefits, but these are just developer 
bonuses. From what I can say, JS+HTML canvas execution performs really well 
under some circumstances: you need to accept the 10x assets file size you will 
be loading and that the overall performance can hit the CPU. And forget about 
the html5 canvas textfields ….. this feels like Flash 6.
I hope I can show you my latest work before the end of the week (both in AS3 
and JS) so you can compare.

hth,
Cedric

 John,
 
 Flash HTML5 Canvas publishing uses createJS.  If, like me, you're using CS6 
 instead of doing the CC subscription route, there's a Toolkit for that as 
 well (http://www.adobe.com/devnet/createjs.html).  I'm just beginning to look 
 at this, and additionally I have the luxury of starting with some simple 
 content.  I fear that if your content is very complex, especially time-based, 
 that it will be at best a publish-and-tweak scenario, with the tweaking being 
 arduous.  I also wonder about performance.  Check out 
 http://www.createjs.com/#!/CreateJS for more understanding of what's going on 
 under the hood.
 
 That having been said, tom 's mention of haxe looks interesting.  Have you 
 done any serious graphics with it, and does it perform well?  Does it use 
 OpenGL for vector rendering?  How about bitmap animation?  Is there a robust 
 actionScript exporter, or is it more of a re-implementation?
 
 Thanks,
 --Dave
 
 
 On Jun 20, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:
 
 
 The group has been quite for awhile. Anyone still here?
 
 I know things are constantly evolving, I‚m curious if anyone has found a 
 good tool that will convert a rather complex game from Flash to HTML? I know 
 Adobe has tools to convert timeline animations and graphics and minimal code 
 and Google Swiffy came around when CS4 was out. I‚m looking around to see if 
 there is any newer developments in bringing existing Flash AS3 apps to HTML. 
 Even if it‚s not one to one, but at least gets me a good start, please 
 through out your thoughts and/or suggestions.
 
 Much appreciated∑
 
 Thanks,
 John
 
 
 New version of Flash just came out that claims to export to HTML5 Canvas and 
 do Actionscript to Javascript translations. Worth checking out?
 
 https://helpx.adobe.com/flash/how-to/creating-publishing-html5-canvas-document.html
 
 
 Jason Merrill
 
 Look at Haxe, www.haxe.org and in particular OpenFL lib (
 http://www.openfl.org/) to use with it, port your AS3 to Haxe (there are
 automated tools for this, but you'll probably still have to get your hands
 dirty) and from there you should be good with a few tweaks to compile with
 OpenFL to HTML5, iOS, Android and lots of other targets all from the same
 codebase.
 
 Seriously I've been using Haxe for years now, mostly to make programming
 server side and javascript much much easier coming from AS3. I've tapped
 prbably 5% of it's potential ;) It's awesome.
 
 
 
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Re: [Flashcoders] Video on IOS

2014-03-13 Thread Cédric Muller
John, are you using StageVideo ? If positive, then that’s the reason why Flash 
content will _always_ appear on top of the Stage.
(I may be offroads, as .. always)

hth,
Cedric

Le 13 mars 2014 à 09:32, Paul A. p...@ipauland.com a écrit :

 I have made a few IOS projects using video and not really found much of an 
 issue, though encoding of the video has been critical (to avoid skipping 
 frames)- originally targeting iPad 1's.
 
 The video does play over background graphics and it seems to play flvs.
 
 Rendering options are set to auto, resolution standard.
 
 Unfortunately I don't remember the encoding settings that I used to generate 
 the flvs.
 
 Not sure if that is helpful or not.
 
 Paul
 
 On 13/03/2014 04:20, John R. Sweeney Jr. wrote:
 Ironically, that is what I tried about an hour ago. No other video approach 
 was working, so I cut a hole in the background graphic and made it a .png. 
 Then I saw the video. Though that would be a work around.
 
 Does anyone else have an suggestion. Is that the ONLY this the only way to 
 play video now on the iPad in a Flash app?
 
 It seems a bit absurd…
 
 Thanks,
 John R. Sweeney Jr.
 Senior Interactive Multimedia Developer
 OnDemand Interactive Inc
 Hoffman Estates, IL 60169
 
 
 
 
 On Mar 12, 2014, at 9:44 PM, Rick rickhas...@hotmail.com wrote:
 
 Yup, video plays behind the display list only, under the stage, because 
 that is where the gpu can process it rather than the cpu. So, I think the 
 workaround is to have the background graphic as a frame, which is in 
 actuality above the video with a transparent center, but at least preserves 
 the appearance of background graphic consistent with the style of your app.
 Take what I say here with a grain of salt as I've only really dealt with 
 video in an AIR app in the real world for android, so perhaps someone else 
 can weigh in with more hands on knowledge and iOS experience. I read up on 
 it a while back for an iOS AIR app that ended up not including the video 
 component.
 
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Re: [Flashcoders] Ask for Windows Phone support for AIR

2014-02-06 Thread Cédric Muller
I do tend to consider Microsoft as being a pain when it comes to standards, 
working things, and functionalities.
I hope Linux does overrun these proprietary OSs etc. It really gets tense. I 
never thought I would troll this long about one single company, but it proves 
me everyday how bad their vision is. The more I see, the less I want.

AIR for Windows Phone 8 ? wasn’t it related to the processor being used and 
_not_ the OS ?¿?

 Hey everyone,
 
 I'm not sure how far this will be effective - but it's worth our click, if
 you ask me..
 
 Consider voicing your opinion here to ask for support for Windows Phone 8:
 https://bugbase.adobe.com/index.cfm?event=bugid=3648920
 
 There's already around 400 votes, maybe they'll hear us, and figure
 sometihng out?
 
 Regards,
 Joel.
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread Cédric Muller
:)
I feel so alone with that TLF


 Sorry Cedric, I didn't ever make the switch to TLF once I'd dabbled with it
 a bit, so I can't help you out there.
 
 Crazy they have dropped it from CC though and yeah I do remember flash 3 :)
 
 
 On 27 August 2013 23:01, John R. Sweeney Jr. jr.swee...@comcast.net wrote:
 
 Yep. Director 12 came out in February and has had its issues, to say the
 least. :)
 
 Since your from Director, your missing the joke because its based on
 earlier Flash, current Flash and future Flash. That's why your Director
 statement initially throw me.
 
 
 John R. Sweeney Jr.
 Senior Interactive Multimedia Developer
 OnDemand Interactive Inc
 Hoffman Estates, IL 60169
 
 
 
 
 On Aug 27, 2013, at 3:35 PM, Rick Hassen rickhas...@hotmail.com wrote:
 
 At the time, I was using Director. Flash 1 came out and I wasn't into
 banner ads and didn't know how powerful it would eventually become.
 Did you know that Director is still out with new updates??? I was
 shocked to find this and apparently has a userbase with HD people.
 
 
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread Cédric Muller
:D
hi there.China Team Test Change

 http://sourceforge.net/adobe/tlf/svn/604/tree/
 
 doesn't look like anyone has touched it for a couple of years. maybe you
 can create the method you want?
 
 
 On 28 August 2013 10:08, Cédric Muller flashco...@benga.li wrote:
 
 :)
 I feel so alone with that TLF
 
 
 Sorry Cedric, I didn't ever make the switch to TLF once I'd dabbled with
 it
 a bit, so I can't help you out there.
 
 Crazy they have dropped it from CC though and yeah I do remember flash 3
 :)
 
 
 On 27 August 2013 23:01, John R. Sweeney Jr. jr.swee...@comcast.net
 wrote:
 
 Yep. Director 12 came out in February and has had its issues, to say the
 least. :)
 
 Since your from Director, your missing the joke because its based on
 earlier Flash, current Flash and future Flash. That's why your Director
 statement initially throw me.
 
 
 John R. Sweeney Jr.
 Senior Interactive Multimedia Developer
 OnDemand Interactive Inc
 Hoffman Estates, IL 60169
 
 
 
 
 On Aug 27, 2013, at 3:35 PM, Rick Hassen rickhas...@hotmail.com
 wrote:
 
 At the time, I was using Director. Flash 1 came out and I wasn't into
 banner ads and didn't know how powerful it would eventually become.
 Did you know that Director is still out with new updates??? I was
 shocked to find this and apparently has a userbase with HD people.
 
 
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[Flashcoders] TLFTextField drowning me ...

2013-08-27 Thread Cédric Muller
So I have this complex TLFTextField vortex where I try to let user format text 
with … Bullet Lists for example.
So … so so …. I have got this overly complex and deep question to whether some 
did write this API or was it thrown together by some spaghetti monster ? (ok, 
this is some intentional pun towards bad Adobe documenters not doing their work)

Here goes my question/remark/complaint/doom:
Why is it /so/ hard to remove a ListElement ?

If you wish to answer, don't bother reading, just get that:
How can I remove a bullet list I added with EditManager.createList ?

I see EditManager.createList (which works perfectly) but why on earth no one 
did a 'EditManager.removeList' ???
How can I remove a bulleted list I added with code ? Why is it not available 
per se in the EditManager public methods ? Since when do we use a Class to 
createSomething, and totally fail to provide the removeSomething part ?
The only almost feasible way I found was using ListElement.moveChildren … but 
mn: this only happens to be a success if you don't add button that let the 
user decide when he/she wants to format some part of some text …

This TLFTextField is quite a debacle. I wonder if Adobe people know that no one 
can handle such bad APIs and documentation :'(

Cedric, all in flames.
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-27 Thread Cédric Muller
further info, even though I suspect that I am the last one on earth using this 
framework ………

//  init
var fmt:TextLayoutFormat = new TextLayoutFormat();
var tmpInt:ISelectionManager = field.textFlow.interactionManager;
var editManager:EditManager = new EditManager();
field.textFlow.interactionManager = editManager;
//  wrap up the format change in a composite operation
editManager.beginCompositeOperation();
var fmtSelectionState:SelectionState;
//  select the desired text and apply the new paragraph format
fmtSelectionState:SelectionState = new SelectionState(field.textFlow, 
beginIndex_p, endIndex_p);
editManager.applyParagraphFormat(fmt, fmtSelectionState:SelectionState);  
//  create the list
editManager.createList(null, fmt, fmtSelectionState:SelectionState);
editManager.endCompositeOperation();
//  restore the original interaction manager
field.textFlow.interactionManager = tmpInt;


See my intent ?
instead of
editManager.createList(null, fmt, fmtSelectionState:SelectionState);

I want to replace that line with:
editManager.removeList(null, fmt, fmtSelectionState:SelectionState);

would be amazing! (I am ready to kill any nested lists inside a list, so I am 
not /that/ keen :) )

anyone's up for a ride in space with me ?


 So I have this complex TLFTextField vortex where I try to let user format 
 text with … Bullet Lists for example.
 So … so so …. I have got this overly complex and deep question to whether 
 some did write this API or was it thrown together by some spaghetti monster ? 
 (ok, this is some intentional pun towards bad Adobe documenters not doing 
 their work)
 
 Here goes my question/remark/complaint/doom:
 Why is it /so/ hard to remove a ListElement ?
 
 If you wish to answer, don't bother reading, just get that:
 How can I remove a bullet list I added with EditManager.createList ?
 
 I see EditManager.createList (which works perfectly) but why on earth no one 
 did a 'EditManager.removeList' ???
 How can I remove a bulleted list I added with code ? Why is it not available 
 per se in the EditManager public methods ? Since when do we use a Class to 
 createSomething, and totally fail to provide the removeSomething part ?
 The only almost feasible way I found was using ListElement.moveChildren … but 
 mn: this only happens to be a success if you don't add button that let 
 the user decide when he/she wants to format some part of some text …
 
 This TLFTextField is quite a debacle. I wonder if Adobe people know that no 
 one can handle such bad APIs and documentation :'(
 
 Cedric, all in flames.
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-27 Thread Cédric Muller
Thanks :)
Yep, my application _requires_ TLF (left to right, right to left, top down 
(korean), ligatures, …. and so on, that's is a big circus).
The worst part is that I managed implementing everything else.
I think I may be off for a quick exit if I understand how I can get a 'fake' 
ListElementGroup (if any, or a 'real' one if needed) based on a Selection. I 
bet I could 'moveChildren' out of this ListElement hierarchy.

Thanks anyways. I feel my pain now … as I realize I could down with the ship 
(and I am not that kind of captain!)

 I think you are quite right that this is a problematic api. While I can't 
 address your specific question, I had tons of problems with TLF in the past. 
 It caused strange bugs that would break my movies(this was in CS5) At the 
 time, there were a lot of complaints on the forums with TLF with the solution 
 simply to not use it. You can google problems with TLF text to see a lot of 
 the issues and some of the clunky, heavy workaround solutions.
 I noticed that Flash CC no longer supports TLF, which I found gratifying - as 
 I had lost tons of hours dealing with it, while on deadline no less.
 So, good luck, as it sounds as if your application requires TLF!!! But if you 
 weren't too far committed, I thought this bit of history might help you in 
 your decision making to use the api at all.
 
 
 From: flashco...@benga.li
 Date: Tue, 27 Aug 2013 18:53:41 +0200
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] TLFTextField drowning me ...
 
 So I have this complex TLFTextField vortex where I try to let user format 
 text with … Bullet Lists for example.
 So … so so …. I have got this overly complex and deep question to whether 
 some did write this API or was it thrown together by some spaghetti monster 
 ? (ok, this is some intentional pun towards bad Adobe documenters not doing 
 their work)
 
 Here goes my question/remark/complaint/doom:
 Why is it /so/ hard to remove a ListElement ?
 
 If you wish to answer, don't bother reading, just get that:
 How can I remove a bullet list I added with EditManager.createList ?
 
 I see EditManager.createList (which works perfectly) but why on earth no one 
 did a 'EditManager.removeList' ???
 How can I remove a bulleted list I added with code ? Why is it not available 
 per se in the EditManager public methods ? Since when do we use a Class to 
 createSomething, and totally fail to provide the removeSomething part ?
 The only almost feasible way I found was using ListElement.moveChildren … 
 but mn: this only happens to be a success if you don't add button that 
 let the user decide when he/she wants to format some part of some text …
 
 This TLFTextField is quite a debacle. I wonder if Adobe people know that no 
 one can handle such bad APIs and documentation :'(
 
 Cedric, all in flames.
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-27 Thread Cédric Muller
 I noticed that Flash CC no longer supports TLF
I bet all my TLF code that Flash CC 8 will come with a simple timeline to draw 
things on … remember Flash 3 ? Not far :)


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Re: [Flashcoders] AS3 finally..

2013-05-21 Thread Cédric Muller

For some more insights (though ... not much .. .and hey baby, is that Java over 
there ?) you can check this thread (they are speaking about private and 
protected classes, but the reading is interesting)
http://www.coderanch.com/t/410134/java/java/private-protected-class

hth,
Cedric

 Why? The answer has to do with Adobe's adherence to the ECMAScript working 
 standard that they were basing AS3 on. At the time (before the ECMAScript 4 
 process fell apart), the body determined that private constructors were not 
 needed, so adobe built this restriction into AS3.
 
 Private constructors aren't useless, particularly for single pattern. With a 
 private constructor, you can instantiate the class from within itself, assign 
 it to a private class (static) property, and then expose the single instance 
 through a public class (static) getter function. You'd be protected from 
 every other way to instantiate the class. There are ways to do singleton 
 without it, they are just more of a pain. Like taking an instance of a key 
 class in the constructor, where the Key class is defined in the local class 
 file scope chain. Since nothing else will have access to that Key class 
 except your singleton class, you can use that as a nice locking mechanism.
 
 I can't think of any use for private class off the top of my head, but that 
 doesn't mean there isn't one.
 
 Kevin N.
 
 
 On 5/21/13 2:39 AM, Cor wrote:
 Karl,
 
 One: why doesn't ActionScript 3 allow private classes?
 A: They are useless because they couldn't be used, I guess.
 You can use a Class within a public class which then would be private to
 that class it self.
 
 Two: why is writing public class a best practice if private class does
 not exist?
 Look a the variations with static etc.
 
 HTH
 Cor
 
 
 
 
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Re: [Flashcoders] (no subject)

2013-05-16 Thread Cédric Muller
fishcoder would have been a cool word
in a cool world
a godish thing to do



 just fuck with that flshcoder shit,
 cant get rid of that group no metter what.
 how bout now? thanks.
 
 
 On Thu, May 16, 2013 at 12:43 AM, Kerry Thompson 
 al...@cyberiantiger.bizwrote:
 
 It sounds like you need to upgrade to the latest Flash Player. I believe
 the latest version is 11.7.700.202, but I'm on Windows 7. I think it's
 unlikely, but there might be a different player for Windows 8. You can
 check it out at www.adobe.com. Just search on Flash Player.
 
 Cordially,
 
 Kerry Thompson
 
 
 On Wed, May 15, 2013 at 3:59 PM, natalia Vikhtinskaya 
 natavi.m...@gmail.com
 wrote:
 
 Hi
 To all problems that Flash has I found new.
 I tested some flash sites in Windows 8 Metro and found that some pages
 with
 flash sites does not play. Adobe.com plays well. What  reason can be for
 other sites?
 Some sites said you need to upgrate you Flash player if they use
 swfobject,
 some just nothing show.
 
 Thanks in advance.
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Re: [Flashcoders] Stolen Laptop: Adobe Support Laughable

2013-05-15 Thread Cédric Muller
Yep :(

But the Cloud thing is quite interesting (I would consider the upgrade). Making 
users captive in a creative eco system.

Cedric

Le 15 mai 2013 à 05:51, John R. Sweeney Jr. a écrit :

 If they won't help you, that's probably your best bet. Just get CS4 disk or 
 the digital files (which are about 6 or 7 gig) and use your serial number. 
 
 Sorry. :(
 
 
 John R. Sweeney Jr.
 Senior Interactive Multimedia Developer
 OnDemand Interactive Inc
 Hoffman Estates, IL 60169
 
 
 
 
 On May 14, 2013, at 8:24 PM, Jim Duber wrote:
 
 Any better suggestions?
 
 
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Re: [Flashcoders] Adobe Flash future

2013-05-08 Thread Cédric Muller
Flash will be here for the years to come. Gladly, it isn't the sexy thing where 
trendy buzzers are. So, there are less projects, but projects are still flowing 
here, at least on the top high client part.

I have no future, but Flash has one. Just look at all those HTML5 bad designs ;)

Le 8 mai 2013 à 16:40, natalia Vikhtinskaya a écrit :

 Hi
 What do you think about Flash technology in the near future? It is a
 pity but it seems that almost all clients have no interest in Flash
 projects.
 Do you think Adobe Flash has no future? Where to move from Flash?
 
 Thanks
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Re: [Flashcoders] Flash to animated gif without looping

2013-04-26 Thread Cédric Muller
Hello,

You simply cannot. What is possible is to export the images comprised in the 
GIF to single frame images, write a small JS that loads them and reads each 
image and plays them. Then you can set a loopCount or whatever.

hth,
Cedric

 Hi
 The client wants to convert flash animation to gif animation. Flash
 animation has stop() at the end. This is simple task but I can not
 make gif stop and not looping. I tried solution that I found in
 Internet – when export to gif use animation 1 repetition. That does
 not help. I can not find solution for so simple task and need advice.
 
 Thank you in advance for any help.
 
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Re: [Flashcoders] Flash to animated gif without looping

2013-04-26 Thread Cédric Muller
…. or maybe Flash's older sister Photoshop (is that a girl ?) can handle it 
when you set the export options ….

hth
Le 26 avr. 2013 à 08:45, natalia Vikhtinskaya a écrit :

 Hi
 The client wants to convert flash animation to gif animation. Flash
 animation has stop() at the end. This is simple task but I can not
 make gif stop and not looping. I tried solution that I found in
 Internet – when export to gif use animation 1 repetition. That does
 not help. I can not find solution for so simple task and need advice.
 
 Thank you in advance for any help.
 
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Re: [Flashcoders] Re: OT: Interactive conferences (Merrill, Jason)

2013-01-25 Thread Cédric Muller
Man!!!
A DM demo, downloaded it, reading it. THANKS! (this is ... like the best 
opportunity for me to jump through demo code).

Cedric

 Hello mates,
 I think that the list is missing one of the most important js library for 
 flashist of of there, that is the createjs
 http://www.createjs.com/
 As you all, I'm a flashist (10 years of experience) that had to (re)learn 
 html and javascript.
 When I began to use createjs, in particular easeljs I was really pleased 
 because it seemed to me to program (quite) exactly as in Flash.
 
 A demo is worth 1000 words so here it is 2 demos I made in html/js by using 
 that library (obviously I use also a lot jquery as support and the greensock 
 libs for tweening):
 
 Monkey Island - Insult Swordfighting Game
 http://www.int33h.com/test/mi/
 
 Dungeon Master Social Demo
 http://www.int33h.com/test/dm/
 
 I'm really pleased by the results.
 I stronlgy suggest that if you want to learn html/js then you have to begin 
 with createjs.
 
 
 
 Il 25/01/2013 16:15, John McCormack ha scritto:
 Some great resources throughout these posts.
 Thank you so much.
 
 Personally, I hope Adobe come storming back with some new tools next 
 iteration.
 
 John
 
 On 25/01/2013 13:03, Marco Terrinoni wrote:
 Not too sure about conferences. We have UX in London but not sure how much
 focus is on JS.
 
 On the forum / educational side I have found the following resources
 invaluable:
 
 CSS
 www.css-tricks.com
 Chris Coyier's screencasts and blog posts are awesome for learning simple
 and advanced css authoring and keeping up-to-date with best practices.
 
 Experts Exchange
 http://www.experts-exchange.com/
 This is a subscription based service but the quality of programming advice
 for every language including JS is well worth it
 
 For IDE's it's difficult and for me, the single biggest barrier to entry
 because of the huge number of development options. The key is to find a
 workflow that works best for you but the following resources I cannot
 recommend highly enough:
 - Sublime Text 2
 - Wordpress (Bones HTML5 Development Theme)
 - CSS using SASS (Compass.App)
 - Greensock Animation Library
 
 Sublime Text 2 - Text Editor
 http://www.sublimetext.com/2
 There are thousands of extensions and packages I don't know where to begin
 
 If you're learning HTML5 then learning responsive design techniques is a
 must - this involves using CSS media queries so once you have grasped the
 basics of CSS, be sure to move to using pre-processing language like SASS or
 LESS - there's a great article on css tricks about the benefits and merits
 of each method. I use SASS and it's sped up my whole development  process 10
 fold!). To do this on Windows I use compass.app
 
 http://compass.handlino.com/
 If you're using Mac, then Codekit includes libraries for compass.
 
 I do a lot of web development in Wordpress, there are a lot of great
 resources out there but if you're really looking to learn best practices for
 Responsive Web Design then you cannot go wrong with the Bones HTML5 Theme,
 amazingly well commented
 http://themble.com/bones/
 
 
 Animation:
 jQuery is obviously ubiquitous but if you're a flasher then you've probably
 used Tweenmax in AS3 and if you loved using that as much as I did then you
 should definitely try the new Greensock for JavaScript library.
 http://www.greensock.com/
 It provides a nice, familiar syntax and a ton of plugins that make animation
 in html5 a lot easier than using jQuery plugins which seem to have a short
 shelve life due to continual updates of the jQuery library (Can also be used
 on conjunction with jQuery).
 
 I haven't tried Sencha yet but look forward to dipping my toe soon.
 
 If you're looking to develop purely in Javascript using MVC design patterns
 then a framework like backbone.js , dojo or node.js get a lot of mentions
 though I haven't looked into any of this seriously yet.
 
 
 Cheers
 
 
 Marco Terrinoni - Director
 MULARAM  PRODUCTIONS
 web design // animation // illustration
 uk: +44 7876 652 643
 e: ma...@mularam.com
 w: www.mularam.com
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
 Jason
 Sent: 24 January 2013 19:18
 To: Flash Coders List
 Subject: RE: [Flashcoders] Re: OT: Interactive conferences (Merrill, Jason)
 
 Thanks Dave - I have found a few of my answers on Stack Overflow in the
 past, I like it. Is it web browser only or can you subscribe like a mailing
 list? I think I prefer that format.
 
 Jason Merrill
 Instructional Technology Architect II
 Bank of America  Global Learning
  703.302.9265 (w/h)
 
 
 
 
 
 
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Dave Watts
 Sent: Thursday, January 24, 2013 2:12 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Re: OT: Interactive conferences (Merrill, Jason)
 
 Oh, and as a side 

Re: [Flashcoders] Actionscript lives on.

2012-09-18 Thread Cédric Muller

Jon Bradley wrote :
 The problem of flash for mobile is as much about politics and protecting the 
 Apple appstore than anything else -it seems to me that flash was a threat by 
 allowing apps to be produced bypassing Apples appstore.

It is the problem of HTML5 too, since all these may happen in the browser, they 
all bypass and gracefully skip the appstore model.
I think the problem is the AppStore, and not the technology(ies). And you are 
right, it has much to do with politics and moneymaking.

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Re: [Flashcoders] Actionscript lives on.

2012-09-18 Thread Cédric Muller
Flash would not have been an option when the first iPhone came out, we all know 
it by now.

Apple is too protective, but that's why they achieved to release hardware that 
always work with their OS and apps. That's a true plus when it comes to users; 
though it is getting less innovative with the latest OS X releases, 
everything is melting into that iOSish aspect of locking in user experience. I 
am not a supporter (writing this from an iMac, with the latest OS, with its 
hidden files truely hidden: hello Terminal). Being dependent (addict) was never 
(and will never be) a good thing for a human. Plus, Apple is among the few to 
be able to make 'programmed obsolescence' look like a false concept. Consumers 
are waiting in queues to buy new hardware, screaming when they get out with 
their Graal. And journalists are taking pictures of these scenes and are 
thrilled as never when they are reporting these. Looks like bad medicine for me.

Why everyone went down that road ? because iPhone took over the mobile market, 
making giants of the industry crumble to the sea and then there is that 
'sectarian' aspect of people consuming Apple products. It is a horde, and 
journalists that cover technology are all biased and never critical (do they 
have any means to be critical ?) towards new Apple products. I am not calling 
for a conspiracy, nor do I need one. I just seem to observe that technology 
journalists are not factual, nor visionary. Take political journalists for 
example, they always have the guts to say things that near facts.

Cedric

 Flash is not dead. It's hibernating. 
 I for one don't see why everyone went with Apples view. Flash works on almost 
 all other phone devices doesn't it? I do agree with Jobs, that flash pieces 
 (not Flash itself) can be an inferior product, but this I believe was a 
 problem that lay in the flash programers hands. With SOME of the fault in the 
 way flash handles things. So yeah +1 on the money grab idea. 
 
 As far as vector. I thought the advantage to vector was because it utilized 
 math algorithms instead of pixel/raster and when it comes to processing, pure 
 math is quicker. 
 
 Karl
 
 Sent from losPhone
 
 On Sep 18, 2012, at 4:48 AM, Cédric Muller flashco...@benga.li wrote:
 
 
 Jon Bradley wrote :
 The problem of flash for mobile is as much about politics and protecting 
 the Apple appstore than anything else -it seems to me that flash was a 
 threat by allowing apps to be produced bypassing Apples appstore.
 
 It is the problem of HTML5 too, since all these may happen in the browser, 
 they all bypass and gracefully skip the appstore model.
 I think the problem is the AppStore, and not the technology(ies). And you 
 are right, it has much to do with politics and moneymaking.
 
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Re: [Flashcoders] Actionscript lives on.

2012-09-18 Thread Cédric Muller
Karl DeSaulniers wrote :
 Flash is not dead. It's hibernating. 
 . With SOME of the fault in the way flash handles things. 

Adobe was a little confusing on that one. It somehow proved it lacked of 
vision, and failed to capitalize the 'money grabbing' process that was needed 
for Mankind (sarcasm). And since then, it looks like Flash is living the 
Director's fate (and maybe the Director's Cut too ...). Flash is still very 
good, as a runtime. As are a lot of runtimes. What we observe is that browsers 
are runtimes, and that we can do many things with them that don't justify Flash 
use anymore (as it was always the case, take the usability gurus .. err 
darketers ). So all in all, Flash Player is still a strong runtime that lets 
developpers leverage some amazing things with it. Moreover, this AppStore storm 
got rid of a lot of bad Flash use (indirectly, a lot of bad applications with 
bad usability principles can be found on the iOS ecosystem from now on). Flash 
is now considered as a technology, and no more as a new paradigm (which is what 
the iOS AppStore is currently going through). 15 minutes of fame.

Cedric.

Sorry for the OT, as I don't really anything to add regarding vectors vs 
bitmaps ... though I 'plus' the view that it truly depends on the utilization: 
sometimes bitmaps are better, sometimes vectors are better: know your tech and 
make experiments in order to test in real situations. (Though I was amazingly 
amazed by the way Flash Player simply merges with Retina displays, for example. 
Vectors power!)
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Re: [Flashcoders] AIR WebKit vs iTumes WebKit

2012-05-31 Thread Cédric Muller
Apple is doing all it can in order to make Flash fail (with some success), so 
that's certainly the case here.
Sorry not to have more information.

 Is there a conflict between AIR and iTumes on Windows? I've been getting 
 sporadic crashes on Windows 7 from WebKit.dll when using HTMLLoader. Seeing 
 suggestions to uninstall iTunes I tried it and haven't experienced a crash 
 since. Would like to confirm that that was the problem but can't find any 
 definitive information that there can be a conflict.
 
 _ _ _
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 P: (952) 346.6610
 M: (612) 377.2272
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Re: [Flashcoders] Real System Make Money Easy 2012 Trend‏‏‏‏‏

2012-03-12 Thread Cédric Muller
As they say in their commercial: This is called Market Research
LOL, funniest mail for weeks.

Point 1 and 2 are hillarious (Er, wait I do own an iPhone, does it count? I 
don't know if I have access to the internet, but I certainly have access to the 
AppStore+iTunes). Bring on the pigeons banded together in wagons.
Sometimes spam can save a monday morning (it was either spam or crazy liberty 
defenders shoot-killing innocent people in a foreign country, all put together 
by our greatest fiend, alcohol). Done, onto the next!

TGIM!

 'Thousands' of people from Flashcoders are earning money so fast we don't 
 fulfill criteria #3, sorry.
 
 On 11/03/2012 00:34, Geril Senem wrote:
 Dear Friend;
 
 Thousands of people from all over the world are earning substantial incomes 
 from home just by completing simple online surveys.
 
 This new system realy work!!!
 Your First Requirements:
 
 1-) A computer or laptop.
 2-) Access to the internet.
 3-) A few extra minutes of your time.
 
 If you have this go to url and star win now. This is first section.
 
 http://tinyurl.com/6u2dyuw
 
 So get really excited... 
 
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Re: [Flashcoders] Image grid with zoom effect

2012-01-03 Thread Cédric Muller
just use a timer (as Karim pointed out) 
or compare the previous values (stageWidth and stageHeight) with the current 
ones: if both are equal you could fire your resize code
or you could, ultimately, resize your application each time resize is called 
too (depending on how you are handling your resize code, this could work)

 Maybe I don't understand your idea.
 I checked
 stage.addEventListener(Event.RESIZE, resizeHandler);
 function resizeHandler(e:Event=null):void {
   trace(stage +stage.stageWidth)
 }
 
 That gives me
 stage 999
 stage 967
 stage 911
 stage 835
 stage 790
 stage 745
 stage 705
 stage 679
 stage 674
 stage 673
 I need to do something only once after the last changes where stage is 673.
 How Resize Event can help in this situation?
 
 
 
 
 
 3 января 2012 г. 16:46 пользователь Cédric Muller flashco...@benga.li 
 написал:
 or you could setup a CustomEvent.RESIZED thing that you throw when your 
 resize code has been executed ... but you could also be ok by just calling a 
 method /after/ the resize code/loop
 
 private function resizeHandler (e:Event):void {
//  resize code here (could be long)
//  resize code here
//  end of resize code/loop, now we dispatch a RESIZED event
var ce:CustomEvent = new CustomEvent(CustomEvent.RESIZED);
dispatchEvent(ce);
 }
 
 (your class needs to somewhat extend flash.events.EventDispatcher)
 
 Or, if you really need to, you can do something like this:
 
 import flash.utils.setTimeout;
 import flash.utils.clearTimeout;
 
 var timeOutID : uint;
 stage.addEventListener(Event.RESIZE, resizeHandler, false, 0, true)
 
 function resizeHandler( e : Event = null ) : void {
 
clearTimeout(  timeOutID ) ;
timeOutID = setTimeout( resizeIsComplete , 250 );
 
 }
 
 function resizeIsComplete() : void {
trace('resizeIsComplete');
 }
 
 
 
 On 3 Jan 2012, at 08:05, Cédric Muller wrote:
 
 Yes, I know, but I interpreted what was needed, and I /think/ RESIZE does 
 the job:
 
 RESIZE occurs
 your 'resize' code is executed
 when your code has been executed, it is RESIZEd.
 
 :) Ok, ok, I know
 
 Cédric Muller skriver:
 stage.addEventListener(Event.RESIZE, resizeHandler, false, 0, true)
 
 
 
 Is it possible to get information in swf from a browser that resizing
 process is finished?
 
 
 Sorry, but that event is not for when the resizing has finished. It is
 when it is happening.
 
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Re: [Flashcoders] Switching to HaXe?

2011-12-01 Thread Cédric Muller
No problem, I am not very fair actually :)

Flex was epic fail since the beginning. How would you name a framework you 
don't believe in ?

I stand corrected with Nicolas and am deeply sorry to have skipped all the 
people names behind 'nowadays HaXe'

Adobe ? They are a bunch of cool business people that were doing Photoshop, the 
only photo application that won't respect colors ;) Afterwards, it is all 
downhill ...  business is about rentability/profitability, business is about 
hatching the right tree and when the forest is endless it looks like you could 
hatch any tree and get the big results.
That isn't right.

Adobe is morphing into a PR company, servicing the other technological 
companies, but in a deep and dense SM way :)


 Hey cedric :)
 
 haxe used to be a one man effort. there are quite a few people on the
 compiler team now, then there are others that develop and maintain the
 different targets. so it's not fair to say it's a one man show, although it
 is fair to say that nicholas created something very very impressive indeed.
 
 it is worrying what adobe have done recently, fortunately i never bought
 into flex that much! if i had i'd be very pissed off at the moment.
 
 2011/12/1 Cédric Muller flashco...@benga.li
 
 :)
 
 What if we acknowledge the fact that HaXe is a one man efforts. Then, we
 can compare this man (Nicolas Cannasse) with Adobe's efforts and teams of
 tens of tens of people. There, there my ladies and gents, there we have it.
 Shame on Adobe, once again, once again (I am serious, and the issue is
 serious).
 
 We have the Flash Player which is a truely amazing plugin (and will remain
 as it is: the swiss army knife of plugins).
 
 Then we have HaXe with its stricter typing, keener compiler, I mean:
 THAT'S THE WAY TO GO even if it is going nowhere. These precise points are
 the key to making a whole thing go round (ie: reinventing the wheel).
 HaXe offers you to export to Desktop (and that was way before AIR could
 produce any good results), to C++, to HTML5, all in all with AS3 *that is
 better structured, more professional* I might add.
 
 How can I dare to compare HaXe to AS3 ? I don't know, I just feel that if
 a one man can do it, then a corporation can't. I was proven right  (at
 least until today).
 
 So, if HaXe dies, I die :)
 
 On the other side, I am truely concerned about Flash right now. Adobe
 killed the cow and it is now looking for an animal that could bring them
 milk. What a bummer these stupid business people.
 
 Going on the iOS was a mistake, we don't care about stupid people clicking
 stupid standard lists and getting thrilled all the day long with it, OR DO
 WE ? Hey man, look at my standard list, it slides to the right and it has
 the standard colors plus it is standard. Standards are so boring,
 everything is serious, people are bursting in explosions if the list's
 colors are not standard. I tell (and ask) you: what will we do with these
 extermists people looking for ONE font, ONE color, ONE list. Will we end up
 with a MEGA LIST thing, where everything is put into it and the rest will
 be crap ? iOS is a no go. Flash is a no go.
 
 Adobe killed the cow and it is now looking for an animal that could bring
 them milk.
 Adobe killed the cow and it is now looking for an animal that could bring
 them milk.
 Adobe killed the cow and it is now looking for an animal that could bring
 them milk.
 
 I hate exploiters.
 
 Cedric The Troll Who Escaped The Unescapable
 
 The same thing could have been said of PHP many years ago. I don't think
 HaXe is going anywhere.
 
 Kevin N.
 
 
 On 11/30/11 11:43 AM, Andrew Sinning wrote:
 Jumping into this discussion.
 
 Is anybody concerned that HaXe will die or languish, that features will
 be
 unsupported or broken on customer platforms?  I don't see any major
 players
 on the list of HaXe projects (http://haxe.org/com/projects).
 
 GWT on the other hand.  You get the full faith and credit of one of the
 most powerful companies in the world behind your development platform.
 On
 the downside, you have to learn Java.
 
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Re: [Flashcoders] Adobe ceases development on mobile browser Flash

2011-11-10 Thread Cédric Muller
I may think that devs won't do the same mistake again. Throw GIFs in your face 
and cash in thousands of dollars. LOL, what else ?

 totally, that's why i've been learning haxe for ages :)
 
 i'm still dissapointed that adobe have pulled away from supporting flash on
 mobile devices though, as andriods market share increased the more positive
 i was about flash on mobiles. if it got to the point that the majority of
 the people using tablets and smartphones were running android and thus the
 majority of people on the mobile web could run flash then perhaps MS and
 apple would have had to rethink a bit in regards to flash.
 
 still it's going to be funny when ads start being made predominently in
 HTML5 and they start crashing the */% out of mobile browsers by being
 poorly made processor hogging monsters, and it not being a plug in means it
 can't be blocked etc.
 
 On 9 November 2011 17:07, Paul Andrews p...@ipauland.com wrote:
 
 On 09/11/2011 15:33, tom rhodes wrote:
 
 well, that's all well and good saying it seems silly, but the internet
 browsed from a desktop machine will rapidly become the minority of the
 internet userbase.
 
 That's a way off yet.
 
 
 so then what? adobe has a browser plugin that's selling point is 99%
 penetration. well they can't say that anymore seeing as they are
 abandoning
 flash as a mobile platform. so it becomes 99% of desktop computers. not
 exactly great if desktop users make up less than half of the target
 audience...
 
 
 For one platform they have no choice and for another platform they have no
 choice for the most popular browser, so the fragmentation isn't down to
 them.
 
 The world doesn't stand still.
 
 
 On 9 November 2011 16:19, Paul Andrewsp...@ipauland.com  wrote:
 
 On 09/11/2011 14:39, Henrik Andersson wrote:
 
 I see no reason why flash 11 would be the last player version. In fact,
 the article is quite clear that Adobe does not mind it if other parties
 were to port their players (providing they properly license it of
 course), just that they will no longer do it themselves.
 
 The indirectly linked to blog post also outright states that Adobe is
 working on a new version of the Flash player.
 
 So in short, Adobe just dropped their own port of the Flash player.
 
 Only on mobile platforms..
 
 I think their problem is that Apple and Windows Mobile IE wont have the
 plugin, so it seems silly to invest in a mobile plugin technology that
 only
 addresses part of the mobile space. It's different when it comes to air
 deployment and the desktop.
 
 Paul
 
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Re: [Flashcoders] vb.net and flash Relation??????

2011-10-06 Thread Cédric Muller
Hello,

I don't know if that's feasible, but besides 'externalInterface' you could have 
a try with flash.net.Socket

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/Socket.html

hth,
Cedric


 can u help me to find great solotion to make good relation between vb.net 
 (windows application) and flash , i found how to import swf on vb.net and a 
 simple relation to send and recive data with externalinterface but i want to 
 make better relation and send  or recive more data between them what is 
 solotion ?
 BestRgard
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Re: [Flashcoders] TLF (TextLayout) markup (or even FXG markup) to PDF: hints/help/advice/save me

2011-09-22 Thread Cédric Muller
Hello Kevin,

Thanks a lot for these answers. I have the full picture.
I need an automated solution (at least), which will render things on the fly, 
but I'll definitely look along that road (and server-side).
I will let you and the list know if I find anything interesting.

thanks!
Cedric

ps: I don't want to fool Adobe, but here is the answer I got from the official 
TLF forums :) (sorry list, I cross posted ... )

TLF - SWF
In Acrobat, SWF - PDF

LOL, like I'd be playing legos (I'm starting to wonder if Adobe knows that 
people are building true programs on automated processes with their software 
solutions ??!!?? )

 Hi Cédric,
 
 I think you can open FXG (and TLF) in Illustrator or InDesign and save it out 
 as a PDF from there.
 
 It should also be possible to create an AIR app (or Flash) that renders the 
 FXG or TLF using the TLF library, then use PrintJob to print to PDF on 
 Windows with Acrobat Distiller, or natively on Mac OSX.
 
 If you need something more automated, I'm not sure what you'd use - but there 
 may be an AS3 library that can export your stage elements to PDF (it'd need 
 to support FTE, which is what the TLF lib distills your TLF/FXG xml into, 
 when it adds it to the stage). I've never looked for something like that, so 
 I'm not sure if it exists.
 
 On the server side, I'd guess you'd need to find (or create) an xls style 
 sheet (or some library written in some server side language) to translate the 
 document.
 
 Good luck!
 
 Kevin N.
 
 
 On 9/21/11 8:00 AM, Cédric Muller wrote:
 Does anyone know if Adobe did a TextLayout FXG markup to PDF converter ? 
 (that would be a blast to envision such txt layout without building a bridge 
 towards PDF !! Seriously, I am about to whine as I didn't find anything ... 
 just wondering what to do next)
 
 What I have found, and I am not happy about it:
 I have TLF markup - I convert to XML - I use XSL:FO and render to PDF ???
 
 Never used to beg or anything, but pleeease  (Why do I feel left alone 
 when I opt for TextLayout action ? )
 
 Cedric
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[Flashcoders] TLF (TextLayout) markup (or even FXG markup) to PDF: hints/help/advice/save me

2011-09-21 Thread Cédric Muller
Does anyone know if Adobe did a TextLayout FXG markup to PDF  
converter ? (that would be a blast to envision such txt layout  
without building a bridge towards PDF !! Seriously, I am about to  
whine as I didn't find anything ... just wondering what to do next)


What I have found, and I am not happy about it:
I have TLF markup - I convert to XML - I use XSL:FO and render to  
PDF ???


Never used to beg or anything, but pleeease  (Why do I feel left  
alone when I opt for TextLayout action ? )


Cedric
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Re: [Flashcoders] Flash on top of flash

2011-09-21 Thread Cédric Muller

SWF on top of another SWF: in Flash or in HTML ?

In Flash, it could be easier, by loading the SWF into a container,  
and doing a '_lockroot' (if AS2)


hth,
Cedric


You're pretty much guaranteed some weirdness in the display. I was
able to get this working, in a few latest-greatest browsers, but even
there if you had motion happening in both layers at once I was getting
some odd artifacts and overlaps. I dont think the browsers, or Flash
for that matter, are really set up to deal with layered object's.

.m

On Wed, Sep 21, 2011 at 2:09 AM, Mikael Enroos  
mikael.enr...@paf.com wrote:

Hi,

I’m trying to position a windowed swf on top of another windowed  
swf on my site. The underlaying swf (windowed) is the main  
application and now I need to add a separate swf on top of it,  
which is another application.


I tried with some css work including z-layer but without any luck.  
Has anyone else done this?


Mikael Enroos
Webmaster

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Re: [Flashcoders] Flash on top of flash

2011-09-21 Thread Cédric Muller
ok, but overlaying a container over another container in Flash is  
somewhat straightforward. What isn't is the way the 2 SWFs could/must  
communicate ...


thanks for the precisions


I think we're specifically talking in HTML here. I meant that Flash
isnt really designed to display while overlapping multiple swf objects
embedded in an html page.

.m

2011/9/21 Cédric Muller flashco...@benga.li:

SWF on top of another SWF: in Flash or in HTML ?


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Re: [Flashcoders] Question about SWC elements for use in Flex

2011-09-21 Thread Cédric Muller

what if you do 'var s:Sphere = new Sphere() as IVisualElement' ?`


Apologies but I haven't done any Flex in a few years and I am  
getting back

into it.

I created a FLA and then created some visual assets in the Library,  
with

Linkage names. I then published a SWC of these.

In my Flex app project I linked the SWC with my project. Then I try  
to call

the stuff up and place  I get an error:

fx:Script
![CDATA[
private function init():void {
var s:Sphere = new Sphere();
this.addElement(s);
}
]]
/fx:Script

TypeError: Error #1034: Type Coercion failed: cannot convert
Sphere@46b0179to mx.core.IVisualElement.

?
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Re: [Flashcoders] webcam wackiness...

2011-09-20 Thread Cédric Muller
ok, I found something :)

Does not work:
http://46.4.226.29/camtest/flash9/

Works:
http://46.4.226.29/camtest/flash9/camflash9.swf

Difference: HTML / JS / Detection havok

hth,
Cedric

HTML 99% bad :P

 ok, here is the most basic webcam script in the world as provided by cedric
 :)
 
 http://46.4.226.29/camtest/flash9/
 
 this does not work in chrome v 14 on a pc or on a host of macs.
 
 anyone?
 
 On 19 September 2011 16:05, tom rhodes tom.rho...@gmail.com wrote:
 
 anyone got any ideas why this script is failing on so many machines?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 yes, it works
 
 ok cheers for the testing, does the simple script work for you in a
 browser?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 I don't have GoogleTalk plugin, actually I am not Google wavy, so I
 have
 nothing 'Google' on my mac. I don't even have Chrome installed. Just
 tested
 in Safari and it didn't work.
 I do get the same 'camera.muted' status with Safari (no dialog, just a
 blank white screen)
 
 always living across the border, under the mountains :) but had a baby,
 a
 baby from the mountains ;)
 
 yeah started with basic code like that, you on a mac with googletalk
 plugin
 installed? i think it may have something to do with that. if you look
 at
 my
 code the actual attahcing of the camera is the same. on chrome 14 i
 get
 one
 Camera.muted from teh status event and then nothing. no dialog or
 anything.
 same behaviour being reported on macs (not got one here).
 
 just outside rome these days man, you across the border in the
 mountains
 still?
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 hey ya tom!
 
 still does not work :(
 
 did you try the following overbasic code ? (works here)
 
 var video:Video = new Video(640, 480);
 var camera:Camera = Camera.getCamera();
 camera.setMode(640, 480, 30);
 video.attachCamera(camera);
 addChild(video);
 
 hth,
 Cedric
 
 ps: still in Roma ?
 
 http://46.4.226.29/camtest/
 
 updated to include a dropdown of all camera's on the system, and a
 button
 to
 kick them off with.
 
 right now, if it only finds one camera it will attempt to attach it,
 if
 it
 finds more than one it will wait for you to select which one you
 want
 to
 use
 and then click start webcam button.
 
 this fails for me in chrome v 14, and i'm told on a mac in any
 browser.
 source below...
 
 package
 {
 import fl.controls.Button;
 import fl.controls.ComboBox;
 import fl.data.DataProvider;
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.MouseEvent;
 import flash.events.StatusEvent;
 import flash.external.ExternalInterface;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 private var combo:ComboBox;
 private var dp:DataProvider;
 private var butt:Button;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.INIT, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 combo = new ComboBox();
 combo.prompt = Select a webcam...;
 dp = new DataProvider();
 var camList:Array = Camera.names;
 for (var i:int = 0; i  camList.length; i++)
 {
 var camName:String = camList[i];
 dp.addItemAt( { label:camName, data:String(i) }, i );
 /*if (camName.indexOf(Google)  -1)
 {
 var googleCam:Camera = Camera.getCamera(i.toString())
 googleCam.setMode(400, 300, 30, false);
 var vid:Video = new Video(cam.width, cam.height);
 vid.attachCamera(googleCam);
 }*/
 }
 addChild(combo);
 combo.x = 10;
 combo.y = 10;
 combo.width = 150;
 combo.dataProvider = dp;
 combo.addEventListener(Event.CHANGE, comboSelected);
 if (dp.length == 1) attachCamera(0);
 butt = new Button();
 butt.y = combo.y;
 butt.x = combo.x + combo.width + 15;
 butt.label = Start Webcam;
 butt.width = 100;
 addChild(butt);
 }
 private function comboSelected(e:Event):void
 {
 butt.addEventListener(MouseEvent.CLICK, buttClicked);
 }
 private function buttClicked(e:MouseEvent):void
 {
 cam.removeEventListener(StatusEvent.STATUS, startcam);
 cam = null;
 removeChild(video);
 video = null;
 attachCamera(combo.selectedItem.data);
 }
 private function attachCamera(camIndex:String):void
 {
 cam = Camera.getCamera(camIndex);
 if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 video.y = 50;
 video.x = 10;
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 if (ExternalInterface.available) ExternalInterface.call(alert,
 event.toString());
 }
 }
 }
 
 On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com
 wrote:
 
 hey cedric if you've got code that you think 100% works on
 everything
 send
 it on and i'll put it up on the link. i thought that too :)
 
 after googling i've found stuff about looping through character
 names

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread Cédric Muller
Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14

Could you drop the 'if (stage) init' line ?

(I am asking because I have plenty of webcam examples, and they do work)

hth,
Cedric

 hey all,
 
 i want to confirm that this...
 
 http://46.4.226.29/camtest/
 
 does not work on a mac, and in chrome 14 beta on the pc? massively simple
 webcam example, source below...
 
 code
 package
 {
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.StatusEvent;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.ADDED_TO_STAGE, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 cam = Camera.getCamera();
if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 // stuff
 }
 }
 }
 /code
 
 i've NEVER experienced probs with webcam before, what is going on here?
 
 tom.
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Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread Cédric Muller
hey ya tom!

still does not work :(

did you try the following overbasic code ? (works here)

var video:Video = new Video(640, 480);
var camera:Camera = Camera.getCamera();
camera.setMode(640, 480, 30);
video.attachCamera(camera);
addChild(video);

hth,
Cedric

ps: still in Roma ?

 http://46.4.226.29/camtest/
 
 updated to include a dropdown of all camera's on the system, and a button to
 kick them off with.
 
 right now, if it only finds one camera it will attempt to attach it, if it
 finds more than one it will wait for you to select which one you want to use
 and then click start webcam button.
 
 this fails for me in chrome v 14, and i'm told on a mac in any browser.
 source below...
 
 package
 {
 import fl.controls.Button;
 import fl.controls.ComboBox;
 import fl.data.DataProvider;
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.MouseEvent;
 import flash.events.StatusEvent;
 import flash.external.ExternalInterface;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 private var combo:ComboBox;
 private var dp:DataProvider;
 private var butt:Button;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.INIT, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 combo = new ComboBox();
 combo.prompt = Select a webcam...;
 dp = new DataProvider();
 var camList:Array = Camera.names;
 for (var i:int = 0; i  camList.length; i++)
 {
 var camName:String = camList[i];
 dp.addItemAt( { label:camName, data:String(i) }, i );
 /*if (camName.indexOf(Google)  -1)
 {
 var googleCam:Camera = Camera.getCamera(i.toString())
 googleCam.setMode(400, 300, 30, false);
 var vid:Video = new Video(cam.width, cam.height);
 vid.attachCamera(googleCam);
 }*/
 }
 addChild(combo);
 combo.x = 10;
 combo.y = 10;
 combo.width = 150;
 combo.dataProvider = dp;
 combo.addEventListener(Event.CHANGE, comboSelected);
 if (dp.length == 1) attachCamera(0);
 butt = new Button();
 butt.y = combo.y;
 butt.x = combo.x + combo.width + 15;
 butt.label = Start Webcam;
 butt.width = 100;
 addChild(butt);
 }
 private function comboSelected(e:Event):void
 {
 butt.addEventListener(MouseEvent.CLICK, buttClicked);
 }
 private function buttClicked(e:MouseEvent):void
 {
 cam.removeEventListener(StatusEvent.STATUS, startcam);
 cam = null;
 removeChild(video);
 video = null;
 attachCamera(combo.selectedItem.data);
 }
 private function attachCamera(camIndex:String):void
 {
 cam = Camera.getCamera(camIndex);
if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 video.y = 50;
 video.x = 10;
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 if (ExternalInterface.available) ExternalInterface.call(alert,
 event.toString());
 }
 }
 }
 
 On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
 hey cedric if you've got code that you think 100% works on everything send
 it on and i'll put it up on the link. i thought that too :)
 
 after googling i've found stuff about looping through character names and
 attaching google cameras to video objects offstage, or pulling out the name
 for the usb cam on a mac if on mac OS, or even just using index 2 for the
 mac. all seem a bit hacky to me. this is somethign that has worked in flash
 fine for a LONG time, that now appears to be broken. what's up?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14
 
 Could you drop the 'if (stage) init' line ?
 
 (I am asking because I have plenty of webcam examples, and they do work)
 
 hth,
 Cedric
 
 hey all,
 
 i want to confirm that this...
 
 http://46.4.226.29/camtest/
 
 does not work on a mac, and in chrome 14 beta on the pc? massively
 simple
 webcam example, source below...
 
 code
 package
 {
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.StatusEvent;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.ADDED_TO_STAGE, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 cam = Camera.getCamera();
   if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 // stuff
 }
 }
 }
 /code
 
 i've NEVER experienced probs with webcam before, what is going on here?
 
 tom

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread Cédric Muller
I don't have GoogleTalk plugin, actually I am not Google wavy, so I have 
nothing 'Google' on my mac. I don't even have Chrome installed. Just tested in 
Safari and it didn't work.
I do get the same 'camera.muted' status with Safari (no dialog, just a blank 
white screen)

always living across the border, under the mountains :) but had a baby, a baby 
from the mountains ;)

 yeah started with basic code like that, you on a mac with googletalk plugin
 installed? i think it may have something to do with that. if you look at my
 code the actual attahcing of the camera is the same. on chrome 14 i get one
 Camera.muted from teh status event and then nothing. no dialog or anything.
 same behaviour being reported on macs (not got one here).
 
 just outside rome these days man, you across the border in the mountains
 still?
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 hey ya tom!
 
 still does not work :(
 
 did you try the following overbasic code ? (works here)
 
 var video:Video = new Video(640, 480);
 var camera:Camera = Camera.getCamera();
 camera.setMode(640, 480, 30);
 video.attachCamera(camera);
 addChild(video);
 
 hth,
 Cedric
 
 ps: still in Roma ?
 
 http://46.4.226.29/camtest/
 
 updated to include a dropdown of all camera's on the system, and a button
 to
 kick them off with.
 
 right now, if it only finds one camera it will attempt to attach it, if
 it
 finds more than one it will wait for you to select which one you want to
 use
 and then click start webcam button.
 
 this fails for me in chrome v 14, and i'm told on a mac in any browser.
 source below...
 
 package
 {
 import fl.controls.Button;
 import fl.controls.ComboBox;
 import fl.data.DataProvider;
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.MouseEvent;
 import flash.events.StatusEvent;
 import flash.external.ExternalInterface;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 private var combo:ComboBox;
 private var dp:DataProvider;
 private var butt:Button;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.INIT, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 combo = new ComboBox();
 combo.prompt = Select a webcam...;
 dp = new DataProvider();
 var camList:Array = Camera.names;
 for (var i:int = 0; i  camList.length; i++)
 {
 var camName:String = camList[i];
 dp.addItemAt( { label:camName, data:String(i) }, i );
 /*if (camName.indexOf(Google)  -1)
 {
 var googleCam:Camera = Camera.getCamera(i.toString())
 googleCam.setMode(400, 300, 30, false);
 var vid:Video = new Video(cam.width, cam.height);
 vid.attachCamera(googleCam);
 }*/
 }
 addChild(combo);
 combo.x = 10;
 combo.y = 10;
 combo.width = 150;
 combo.dataProvider = dp;
 combo.addEventListener(Event.CHANGE, comboSelected);
 if (dp.length == 1) attachCamera(0);
 butt = new Button();
 butt.y = combo.y;
 butt.x = combo.x + combo.width + 15;
 butt.label = Start Webcam;
 butt.width = 100;
 addChild(butt);
 }
 private function comboSelected(e:Event):void
 {
 butt.addEventListener(MouseEvent.CLICK, buttClicked);
 }
 private function buttClicked(e:MouseEvent):void
 {
 cam.removeEventListener(StatusEvent.STATUS, startcam);
 cam = null;
 removeChild(video);
 video = null;
 attachCamera(combo.selectedItem.data);
 }
 private function attachCamera(camIndex:String):void
 {
 cam = Camera.getCamera(camIndex);
   if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 video.y = 50;
 video.x = 10;
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 if (ExternalInterface.available) ExternalInterface.call(alert,
 event.toString());
 }
 }
 }
 
 On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
 hey cedric if you've got code that you think 100% works on everything
 send
 it on and i'll put it up on the link. i thought that too :)
 
 after googling i've found stuff about looping through character names
 and
 attaching google cameras to video objects offstage, or pulling out the
 name
 for the usb cam on a mac if on mac OS, or even just using index 2 for
 the
 mac. all seem a bit hacky to me. this is somethign that has worked in
 flash
 fine for a LONG time, that now appears to be broken. what's up?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14
 
 Could you drop the 'if (stage) init' line ?
 
 (I am asking because I have plenty of webcam examples, and they do
 work)
 
 hth,
 Cedric
 
 hey all,
 
 i want to confirm that this...
 
 http://46.4.226.29/camtest/
 
 does not work on a mac, and in chrome 14 beta on the pc? massively
 simple
 webcam example, source below...
 
 code
 package

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread Cédric Muller
yes, it works

 ok cheers for the testing, does the simple script work for you in a browser?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 I don't have GoogleTalk plugin, actually I am not Google wavy, so I have
 nothing 'Google' on my mac. I don't even have Chrome installed. Just tested
 in Safari and it didn't work.
 I do get the same 'camera.muted' status with Safari (no dialog, just a
 blank white screen)
 
 always living across the border, under the mountains :) but had a baby, a
 baby from the mountains ;)
 
 yeah started with basic code like that, you on a mac with googletalk
 plugin
 installed? i think it may have something to do with that. if you look at
 my
 code the actual attahcing of the camera is the same. on chrome 14 i get
 one
 Camera.muted from teh status event and then nothing. no dialog or
 anything.
 same behaviour being reported on macs (not got one here).
 
 just outside rome these days man, you across the border in the mountains
 still?
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 hey ya tom!
 
 still does not work :(
 
 did you try the following overbasic code ? (works here)
 
 var video:Video = new Video(640, 480);
 var camera:Camera = Camera.getCamera();
 camera.setMode(640, 480, 30);
 video.attachCamera(camera);
 addChild(video);
 
 hth,
 Cedric
 
 ps: still in Roma ?
 
 http://46.4.226.29/camtest/
 
 updated to include a dropdown of all camera's on the system, and a
 button
 to
 kick them off with.
 
 right now, if it only finds one camera it will attempt to attach it, if
 it
 finds more than one it will wait for you to select which one you want
 to
 use
 and then click start webcam button.
 
 this fails for me in chrome v 14, and i'm told on a mac in any browser.
 source below...
 
 package
 {
 import fl.controls.Button;
 import fl.controls.ComboBox;
 import fl.data.DataProvider;
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.events.MouseEvent;
 import flash.events.StatusEvent;
 import flash.external.ExternalInterface;
 import flash.media.Camera;
 import flash.media.Video;
 
 public class Main extends Sprite
 {
 private var cam:Camera;
 private var video:Video;
 private var combo:ComboBox;
 private var dp:DataProvider;
 private var butt:Button;
 public function Main():void
 {
 if (stage) init();
 else addEventListener(Event.INIT, init);
 }
 private function init(e:Event = null):void
 {
 removeEventListener(Event.ADDED_TO_STAGE, init);
 // entry point
 combo = new ComboBox();
 combo.prompt = Select a webcam...;
 dp = new DataProvider();
 var camList:Array = Camera.names;
 for (var i:int = 0; i  camList.length; i++)
 {
 var camName:String = camList[i];
 dp.addItemAt( { label:camName, data:String(i) }, i );
 /*if (camName.indexOf(Google)  -1)
 {
 var googleCam:Camera = Camera.getCamera(i.toString())
 googleCam.setMode(400, 300, 30, false);
 var vid:Video = new Video(cam.width, cam.height);
 vid.attachCamera(googleCam);
 }*/
 }
 addChild(combo);
 combo.x = 10;
 combo.y = 10;
 combo.width = 150;
 combo.dataProvider = dp;
 combo.addEventListener(Event.CHANGE, comboSelected);
 if (dp.length == 1) attachCamera(0);
 butt = new Button();
 butt.y = combo.y;
 butt.x = combo.x + combo.width + 15;
 butt.label = Start Webcam;
 butt.width = 100;
 addChild(butt);
 }
 private function comboSelected(e:Event):void
 {
 butt.addEventListener(MouseEvent.CLICK, buttClicked);
 }
 private function buttClicked(e:MouseEvent):void
 {
 cam.removeEventListener(StatusEvent.STATUS, startcam);
 cam = null;
 removeChild(video);
 video = null;
 attachCamera(combo.selectedItem.data);
 }
 private function attachCamera(camIndex:String):void
 {
 cam = Camera.getCamera(camIndex);
  if (cam != null) {
 //cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
 video.y = 50;
 video.x = 10;
 cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
 }
 }
 private function startcam(event:StatusEvent):void {
 if (ExternalInterface.available) ExternalInterface.call(alert,
 event.toString());
 }
 }
 }
 
 On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
 hey cedric if you've got code that you think 100% works on everything
 send
 it on and i'll put it up on the link. i thought that too :)
 
 after googling i've found stuff about looping through character names
 and
 attaching google cameras to video objects offstage, or pulling out the
 name
 for the usb cam on a mac if on mac OS, or even just using index 2 for
 the
 mac. all seem a bit hacky to me. this is somethign that has worked in
 flash
 fine for a LONG time, that now appears to be broken. what's up?
 
 
 2011/9/19 Cédric Muller flashco...@benga.li
 
 Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14
 
 Could you drop the 'if (stage) init' line ?
 
 (I am asking because I have plenty of webcam examples, and they do
 work)
 
 hth,
 Cedric
 
 hey all,
 
 i want to confirm that this...
 
 http

Re: [Flashcoders] Unknown error optimizing byte code.

2011-04-27 Thread Cédric Muller
Hi,
It happened to me once with a big project: Flash would break during compilation 
and throw this error.

What worked for me: 
I kept removing classes from my project until Flash would compile the file 
correctly.
Then, I worked around the way I was using some classes (that were central to 
the project) by trimming them into multiple classes. Sometimes, this happens 
because Flash keeps importing a class that is used across the whole project. 
All in all, it was a misconception of the project that led me to this error. 
Try to think about the central (major) classes you use in your project and try 
to know exactly what these are doing: maybe there is a cross reference 
somewhere.

Another solution would to .swc a part of your classes, which means that these 
wouldn't be 'compiled' during compilation time ,hence releasing a lot of memory 
for Flash.
Another solution would to use Flex and give more memory to its compiler 
(there's a command out there, Google knows it).

hth,
Cedric

 
 I am starting to see this error more and more when testing apps:
 
  Line 15005: Unknown error optimizing byte code.
 This is in a fully updated Flash CS5 Professional, and occurs when working 
 with either AIR or Flash apps. No other compile errors; and the app does not 
 load.
 Moving past my love of tools that report ‘unknown errors’ within their own 
 processing – it does not seem that this has been resolved anywhere in my 
 searches.
 The only temp solution is to get out of Flash and reload the app, which 
 allows a number of more compiles, before the error pops up again.
 Anyone else seeing this error occur?
 Any thoughts on solutions?
 File, Publish Settings, Flash tab, [x] Compress movie has no bearing.
 Thanks
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Re: [Flashcoders] Unknown error optimizing byte code.

2011-04-27 Thread Cédric Muller
You could also try searching google with 'White screen of death' or 'WSOD'. 
This leads to some technical insight. I think Keith Peters was the first to 
experience this /thing/.

Cedric

 
 I am starting to see this error more and more when testing apps:
 
  Line 15005: Unknown error optimizing byte code.
 This is in a fully updated Flash CS5 Professional, and occurs when working 
 with either AIR or Flash apps. No other compile errors; and the app does not 
 load.
 Moving past my love of tools that report ‘unknown errors’ within their own 
 processing – it does not seem that this has been resolved anywhere in my 
 searches.
 The only temp solution is to get out of Flash and reload the app, which 
 allows a number of more compiles, before the error pops up again.
 Anyone else seeing this error occur?
 Any thoughts on solutions?
 File, Publish Settings, Flash tab, [x] Compress movie has no bearing.
 Thanks
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Re: [SPAM?] Re: [Flashcoders] Trouble with é

2011-04-04 Thread Cédric Muller
You have to actually embed the desired chars (ie: you have to include: é)

hth,
Cedric (actually: Cédric ;) )

 No Kerry...the actionscript name is ArialReg which is the regular vers of
 Arial. ArialBold is Arial Bold.
 Fonts are embedded properly and work everywhere in the app except for that
 instance of a strange character.
 
 I got it working but thanks for the help.
 
 -Gerry
 
 
 On 4/4/11 1:26 PM, Kerry Thompson al...@cyberiantiger.biz wrote:
 
 Ok, a couple more things to consider. Are the fonts Unicode? They should be.
 
 Are ArialReg and ArialBold the actual name of the embedded version of
 the font? Do you have ArialReg and ArialBold on your system?
 
 Cordially,
 
 Kerry Thompson
 
 On Mon, Apr 4, 2011 at 1:01 PM, Creighton, Gerry
 gcreigh...@discmakers.com wrote:
 Font is DEF embedded...ArialReg and ArialBold are the names...I didn't embed
 the entire font so that I don't bloat my application. I selected upper,
 lower, numbers and punctuation and included:.$()_-=+ é™℠
 
 System: Mac - CS5
 
 Thanks,
 
 -Gerry
 
 On 4/4/11 12:43 PM, Kerry Thompson al...@cyberiantiger.biz wrote:
 
 Gerry Creighton wrote:
 
 Yes, font is embedded and I even included the offending characters as well
 as a couple others.
 
 Are you sure you're using the embedded font? If a font by the same
 name is on the system, it will use that. I always put an asterisk in
 font of my embedded font names, e.g. *Arial, so it will show up first
 in the font list.
 
 What system are you developing on, and what font are you using? The ĂŠ
 looks like it may be expecting an ANSI character, and getting a
 Unicode character instead. Also, there are some funny characters in
 the body of your e-mail--I'm is coming through as Išm.
 
 There's something system-related, or font-related, going on here.
 
 Cordially,
 
 Kerry Thompson
 
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Re: [Flashcoders] test

2011-01-12 Thread Cédric Muller
:D

I like the talking monkey concept ;)



 ahahah.
 
 ok i promised a client 3d dancing and talking monkeys integrated with
 facebook and twitter, i've got a facebook account but i'm a bit stuck with
 the rest
 
 
 On 12 January 2011 10:08, Glen Pike g...@engineeredarts.co.uk wrote:
 
 No, Beno is still on holiday.
 
 
 On 11/01/2011 18:06, Merrill, Jason wrote:
 
 Could be a sign of list maturity.  As the list audience grows in skill
 set, people have to ask fewer questions until we reach a point where the
 list has served its ultimate purpose and fulfilled its destiny and can move
 on to a higher plane, kind of like Yoda. Perhaps we're all gurus now. :)
 
 Or, could just be that the global economy still sucks and fewer of us have
 jobs.
 
 Jason Merrill
 Instructional Technology Architect
 Bank of America  Global Learning


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Re: [Flashcoders] FileReference

2010-10-21 Thread Cédric Muller
don't, but given your example I /think/ that's logical:

var file:FileReference(); - this is not instanciation

var file:FileReference = new FileReference()
should be better and by doing such you shoudn't see the error message

 I have two files where I use:
 
 var file:FileReference();
 var jpgSource:BitmapData = new BitmapData(x,y);
 jpgSource.draw(sprite);
 
 var jpgEncoder:JPGEncoder = new JPGENcoder(85);
 var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
 
 file.save(jpgStream, 'fileName.jpg');
 
 
 it works fine in one file, but in another (both in the same directory) I get:
 
 1061: Call to a possibly undefined method save through a reference with 
 static type flash.net:FileReference
 
 Why would it work in one but not the other?
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Re: [Flashcoders] NOOBed - wtf basic procedural tween skipping

2010-09-29 Thread Cédric Muller
We, almost everyone here, feel deeply sorry for what you are observing. As Thom 
said, we ve all been on /that/ path  some for years now 

anyway, this might help you understand what is going on with Flash Player engine
http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/

Then, there are techniques that could come up with better results (like using 
bitmaps, working with PixelBender,  all kind of hacky flashy hacks).

hth,
Cedric

 i'm not looking for a way to tween things, i'm looking for an explanation on
 why this happens? i've never noticed it but it must be this
 framerate+velocity range or something
 
 thanks for your input!
 
 On Wed, Sep 29, 2010 at 10:48 AM, tom rhodes tom.rho...@gmail.com wrote:
 
 he did say in the original post that a motion tween was smooth!
 
 
 On 29 September 2010 19:25, Taka Kojima t...@gigafied.com wrote:
 
 This is going to sound abrupt but have you ever heard of a tweening
 engine?
 
 http://www.greensock.com/tweenlite/
 
 On Wed, Sep 29, 2010 at 10:02 AM, Bob Wohl bob.w...@gmail.com wrote:
 
 Up the frame rate and lower the x position update or use a tweening
 class. For the most part I don't really see any skipping/chugging.
 
 
 On Wed, Sep 29, 2010 at 9:45 AM, jared stanley 
 jared.stan...@gmail.com
 wrote:
 
 hey gang i have no idea what's going on here -
 
 http://lab.freestyleinteractive.com/jared/wtf/
 
 this is a basic tween, clip.x+=20 or whatever.
 
 It's totally skipping/chugging? what is up with that? doing a motion
 tween
 looks fine, it's just when it's procedural that it's funky.
 We started noticing it on a project, now it's killing me - has it
 always
 been there? jeez.


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Re: [Flashcoders] Inheritance and abstract classes

2010-09-25 Thread Cédric Muller
IS-A = Inheritance
HAS-A = Composition

Inheritance:
Rose extends Flower

Composition:
MyGarden.rose = new Rose()


hth,
Cedric

 I want it to match examples as:
 Bathroom HAS-A Baththub.
 Cat IS-A Feline.
 Cat IS-NOT-A Simalian, but Cat HAS-A Simalian owner.
 MovieClip IS-A Sprite, but a Sprite can HAVE-A MovieClip child.
 Loader HAS-A Sprite accessible by the content property.
 Bitmap HAS-AN associated BitmapData.
 Socket IS-AN IDataOutput, but Socket IS also AN EventDispatcher.

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Re: [Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Cédric Muller
Out in the wild (read: dumb question):
Do you have some player version detection in your tests ? (it could be that the 
third computer has not FP9 installed?)

hth,
Cedric

 I've been working on an AS3 project with some input text - using CS5 
 targetting FP 9.
 
 It works nicely but I have a few text input fields, but one of them has a 
 problem on some computers. I have tried it on three computers and only one 
 shows the problem and the other input fields do not show the problem. Even 
 cutting and pasting working or new textInput fields don't cure it.
 
 The problem is that when the user types too much text, the text should shift 
 left so that what the user has just typed is always in view. In two out of 
 three machines I have access to it does. On another it does not and the user 
 can't see what they are typing.
 
 There's no obvious correlation between machines that have the correct 
 behaviour for the field and those that do not. One tester had the bad 
 behaviour on all browsers except IE8. Works fine on every browser I have 
 installed.
 
 Any ideas?
 
 Paul


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Re: [Flashcoders] Left shifting input text as user types is unreliable

2010-09-22 Thread Cédric Muller
And, by any chance, are any fonts not embedded ? (another halfy dumb question)

22/09/2010 19:28, Paul Andrews wrote :

 On 22/09/2010 17:26, Cédric Muller wrote:
 Out in the wild (read: dumb question):
 Do you have some player version detection in your tests ? (it could be that 
 the third computer has not FP9 installed?)
 Fair question. Machine in question is running FP10! (as are the other two)
 
 hth,
 Cedric
 
 I've been working on an AS3 project with some input text - using CS5 
 targetting FP 9.
 
 It works nicely but I have a few text input fields, but one of them has a 
 problem on some computers. I have tried it on three computers and only one 
 shows the problem and the other input fields do not show the problem. Even 
 cutting and pasting working or new textInput fields don't cure it.
 
 The problem is that when the user types too much text, the text should 
 shift left so that what the user has just typed is always in view. In two 
 out of three machines I have access to it does. On another it does not and 
 the user can't see what they are typing.
 
 There's no obvious correlation between machines that have the correct 
 behaviour for the field and those that do not. One tester had the bad 
 behaviour on all browsers except IE8. Works fine on every browser I have 
 installed.
 
 Any ideas?
 
 Paul
 
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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-09 Thread Cédric Muller
but for frame by frame animation (ie: one bitmap per frame), the method Zeh 
said is the fastest... all bitmaps on stage, visible=true or visible=false 

var currentFrame:int = 0;
var bitmaps:Array = [ ... push the bitmap instances into this array ... ];

function enterFrameLoop (e:Event):void {
animateBitmaps();
currentFrame++;
if (currentFrame = 20) {
//  loop play
currentFrame = 0;
}
}

function animateBitmaps ():void {
var i:int = 0;
var iLen:int = 20;
for (i; iiLen; i++) {
bitmaps[i].visible = false;
}
bitmaps[currentFrame].visible = true;
}

addEventListener(Event.ENTER_FRAME, enterFrameLoop);




cedric


 allandt bik-elliott (thefieldcomic.com) skriver:
 i was always under the impression that the best way of doing that (for games
 sprite animations for instance) is bitmap 'blitting' where you use a
 tilesheet and then use bitmap draw to pull the current frame you want to
 show into your actual sprite
 
 I think that's not the fastest way. It's still copying the pixels. I am 
 fairly sure that not copying the pixels is infinitely faster.
 
 My money is on the one Bitmap/multiple BitmapData solution. It should be 
 using the least amount of memory and have no data copying at all.
 
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Re: [Flashcoders] ActionScript equivalent of embed/object BASE tag

2006-02-02 Thread Cédric Muller

did you try '_lockroot' ?

cedric



You could do it manually. Create a variable and prepend(not a  
word!) it to

all your loadMovie(), load() etc. calls.

Ade

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jan
Schluenzen
Sent: 02 February 2006 10:23
To: Flashcoders mailing list
Subject: [Flashcoders] ActionScript equivalent of embed/object BASE  
tag



Hi-

does anyone know of an ActionScript equivalent of accomplishing the  
effect

of the BASE tag (part of the embed and object tags in HTML)?
The problem is, I have a flash application that loads XMLs and SWFs  
relative

to the application's base SWF index.swf.
Now I need to load my index.swf into another container, a stand- 
alone
projector. I don't want to fix all paths within my application so  
that they
are relative to the new container (which is outside my actual  
application

folder). Is there some way to set the basepath through actionscript?

To clarify, here's the structure of my app:

+ root
  index.swf
  some.swf
  other.swf
  + content/
foo.xml
bar.xml

Now with the new container, it will look like this:

+ root
  container.exe (Stand-alone Flash projector)
  + data
index.swf
some.swf
other.swf
+ content/
  foo.xml
  bar.xml


Since all paths for loading files are now relative to the
container.exeinstead of
index.swf, everything's broken..
Is there an easy fix?

Jan
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Re: [Flashcoders] mx.utils.ClassFinder.findClass problem

2006-02-02 Thread Cédric Muller
because you call it directly  new sk.whatever.linux.AClass()  
calls the class directly, as you specify the path, it doesn't need to  
import it before ... another way would be to:


import sk.whatever.linux.AClass;
var myAClass = new AClass();

would work too ...

now regarding your idea, if you push *direct* references (not with  
sk.classes) to the class in the 'c' Array, you should find that it  
works too ...


var c=[];
c.push(sk.sowhat.linuxPlayer.Application);
c.push(sk.sowhat.linuxPlayer.HelperFunctions);

???
cedric




Can someone explain me this?
Im using mx.utils.ClassFinder.findClass to find class and make  
instance from it

but some classes it cant find, it's not just problem of
mx.utils.ClassFinder.findClass im using another way to create
dynamic class (as I wrote yesterday to the list)
but same classes are not found e.g

sk.sowhat.linuxPlayer.play4dogs.Test

but when I create instance in this way

new sk.sowhat.linuxPlayer.play4dogs.Test()

it is created!!! Can someone tell me why? I try all I know, add
imports and such but nothing
help me. Im stuck on this for 8 hours now :( and i have to find  
solution


Please help :)

Maybe you can try it on your own projects, if it will find your  
classes


Thank you



import sk.sowhat.linuxPlayer.Application;
import sk.sowhat.linuxPlayer.play4horses.*;
import sk.sowhat.linuxPlayer.Screen;


var c = []
c.push(sk.sowhat.linuxPlayer.Application)
c.push(sk.sowhat.linuxPlayer.HelperFunctions)
c.push(sk.sowhat.linuxPlayer.Screen)
c.push(com.franto.ria.screen.Screen)
c.push(sk.sowhat.linuxPlayer.ScreenEffects)
c.push(sk.sowhat.linuxPlayer.ScreenInfoBanner)
c.push(sk.sowhat.linuxPlayer.ScreenVideo)

c.push(sk.sowhat.linuxPlayer.play4horses.Application)
c.push(sk.sowhat.linuxPlayer.play4horses.ScreenInfoBanner)
c.push(sk.sowhat.linuxPlayer.play4horses.ScreenSingle)
c.push(sk.sowhat.linuxPlayer.play4horses.ScreenAds)
c.push(sk.sowhat.linuxPlayer.play4horses.ScreenMultiBets)
c.push(sk.sowhat.linuxPlayer.play4horses.ScreenManager)

c.push(sk.sowhat.linuxPlayer.play4dogs.Application)
c.push(sk.sowhat.linuxPlayer.play4dogs.Test)
c.push(sk.sowhat.linuxPlayer.play4dogs.ScreenInfoBanner)
c.push(sk.sowhat.linuxPlayer.play4dogs.ScreenManager)

new sk.sowhat.linuxPlayer.play4dogs.Test();

for (var i in c)
{
screenClass = c[i];
var newClass:Function = mx.utils.ClassFinder.findClass(screenClass);
if (newClass == undefined)
{
trace(new class[+screenClass+]:  + newClass);
}
}



Franto

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http://www.flashcoders.sk
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Re: [Flashcoders] mx.utils.ClassFinder.findClass problem

2006-02-02 Thread Cédric Muller

do you know which ones weren't found (the 3 classes) ?


but Ian, why it find other classes, i dont instantiate any of class,
that code you can see in email is everything, and it has found 15
classes, but 3 doesnt find

Classes found: 15
Classes not found: 3

Why?

On 2/2/06, Ian Thomas [EMAIL PROTECTED] wrote:

Hi Franto,

As far as I understand it, 'import' isn't enough to get a class  
compiled

into your .swf.

The line:
import sk.sowhat.linuxPlayer.play4dogs.Test;
just tells the compiler that any mention of the word Test in your  
code will

refer to that class.

If the class isn't compiled into the SWF, ClassFinder won't find  
it. You
actually need to access  or instantiate the class somewhere in the  
code to
make Flash include it. From memory I think just referring to the  
class

constructor is enough e.g.

import sk.sowhat.linuxPlayer.play4dogs.Test;

var dummyVar:Function=sk.sowhat.linuxPlayer.play4dogs.Test; //  
somewhere

later in the code

I also have a vague memory that you might be able to force MTASC  
to include
classes, but not being a user of MTASC (yet!) I'm not certain on  
that one.


HTH,
  Ian

P.S.
You may just get away with
import sk.sowhat.linuxPlayer.play4dogs.Test;

sk.sowhat.linuxPlayer.play4dogs.Test; // refers to the  
constructor, so Flash

includes the code

I seem to remember reading that somewhere... although  
syntactically it's

odd.

On 2/2/06, franto [EMAIL PROTECTED] wrote:


Can someone explain me this?
Im using mx.utils.ClassFinder.findClass to find class and make  
instance

from it
but some classes it cant find, it's not just problem of
mx.utils.ClassFinder.findClass im using another way to create
dynamic class (as I wrote yesterday to the list)
but same classes are not found e.g

sk.sowhat.linuxPlayer.play4dogs.Test

but when I create instance in this way

new sk.sowhat.linuxPlayer.play4dogs.Test()

it is created!!! Can someone tell me why? I try all I know, add
imports and such but nothing
help me. Im stuck on this for 8 hours now :( and i have to find  
solution


Please help :)

Maybe you can try it on your own projects, if it will find your  
classes


Thank you




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--
-- 
-- 
-

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Re: [Flashcoders] mx.utils.ClassFinder.findClass problem

2006-02-02 Thread Cédric Muller
in your .as file (main class, or classesManger,...) you can simply  
put references to the classes you will/should use ...


I did it once the following way:

/**
*   setPackagesToImport
*	fake method, never gets called. just here for 'import' + reference  
purposes

*
*/

private function setPackagesToImport ():Void {
sk.sowhat.linuxPlayer. ScreenEffects;
sk.sowhat.linuxPlayer.ScreenVideo;
sk.sowhat.linuxPlayer.Screen;
sk.sowhat.linuxPlayer.HelperFunctions;
// and so on ...
}

with such, you assure yourself that Flash will include the  
classes . not very official, nor clean, but really worked for me  
(as I had to reference the classes paths through xml)

cedric


Yes it works
var dummyVar:Function=sk.sowhat.linuxPlayer.play4dogs.Test; (with  
no import)


this is not problem

but i create instance dynamicly, i got string in XML
sk.sowhat.linuxPlayer.play4dogs.Test
and i need create instance, but application doesnt know which classes
will be instantiated, so i cannot create instance of all possible
class in initialize phase of application



On 2/2/06, franto [EMAIL PROTECTED] wrote:

but Ian, why it find other classes, i dont instantiate any of class,
that code you can see in email is everything, and it has found 15
classes, but 3 doesnt find

Classes found: 15
Classes not found: 3

Why?

On 2/2/06, Ian Thomas [EMAIL PROTECTED] wrote:

Hi Franto,

As far as I understand it, 'import' isn't enough to get a class  
compiled

into your .swf.

The line:
import sk.sowhat.linuxPlayer.play4dogs.Test;
just tells the compiler that any mention of the word Test in your  
code will

refer to that class.

If the class isn't compiled into the SWF, ClassFinder won't find  
it. You
actually need to access  or instantiate the class somewhere in  
the code to
make Flash include it. From memory I think just referring to the  
class

constructor is enough e.g.

import sk.sowhat.linuxPlayer.play4dogs.Test;

var dummyVar:Function=sk.sowhat.linuxPlayer.play4dogs.Test; //  
somewhere

later in the code

I also have a vague memory that you might be able to force MTASC  
to include
classes, but not being a user of MTASC (yet!) I'm not certain on  
that one.


HTH,
  Ian

P.S.
You may just get away with
import sk.sowhat.linuxPlayer.play4dogs.Test;

sk.sowhat.linuxPlayer.play4dogs.Test; // refers to the  
constructor, so Flash

includes the code

I seem to remember reading that somewhere... although  
syntactically it's

odd.

On 2/2/06, franto [EMAIL PROTECTED] wrote:


Can someone explain me this?
Im using mx.utils.ClassFinder.findClass to find class and make  
instance

from it
but some classes it cant find, it's not just problem of
mx.utils.ClassFinder.findClass im using another way to create
dynamic class (as I wrote yesterday to the list)
but same classes are not found e.g

sk.sowhat.linuxPlayer.play4dogs.Test

but when I create instance in this way

new sk.sowhat.linuxPlayer.play4dogs.Test()

it is created!!! Can someone tell me why? I try all I know, add
imports and such but nothing
help me. Im stuck on this for 8 hours now :( and i have to find  
solution


Please help :)

Maybe you can try it on your own projects, if it will find your  
classes


Thank you




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Re: [Flashcoders] mx.utils.ClassFinder.findClass problem

2006-02-02 Thread Cédric Muller
but please, remember that this is a Flash Hack with a lot of whack  
and crack :)

you're welcome!
cedric


This works Cedric, thank you very much :)
All of you

On 2/2/06, Cédric Muller [EMAIL PROTECTED] wrote:

in your .as file (main class, or classesManger,...) you can simply
put references to the classes you will/should use ...

I did it once the following way:

/**
*   setPackagesToImport
*   fake method, never gets called. just here for 'import' +  
reference

purposes
*
*/

private function setPackagesToImport ():Void {
sk.sowhat.linuxPlayer. ScreenEffects;
sk.sowhat.linuxPlayer.ScreenVideo;
sk.sowhat.linuxPlayer.Screen;
sk.sowhat.linuxPlayer.HelperFunctions;
// and so on ...
}

with such, you assure yourself that Flash will include the
classes . not very official, nor clean, but really worked for me
(as I had to reference the classes paths through xml)
cedric


Yes it works
var dummyVar:Function=sk.sowhat.linuxPlayer.play4dogs.Test; (with
no import)

this is not problem

but i create instance dynamicly, i got string in XML
sk.sowhat.linuxPlayer.play4dogs.Test
and i need create instance, but application doesnt know which  
classes

will be instantiated, so i cannot create instance of all possible
class in initialize phase of application



On 2/2/06, franto [EMAIL PROTECTED] wrote:
but Ian, why it find other classes, i dont instantiate any of  
class,

that code you can see in email is everything, and it has found 15
classes, but 3 doesnt find

Classes found: 15
Classes not found: 3

Why?

On 2/2/06, Ian Thomas [EMAIL PROTECTED] wrote:

Hi Franto,

As far as I understand it, 'import' isn't enough to get a class
compiled
into your .swf.

The line:
import sk.sowhat.linuxPlayer.play4dogs.Test;
just tells the compiler that any mention of the word Test in your
code will
refer to that class.

If the class isn't compiled into the SWF, ClassFinder won't find
it. You
actually need to access  or instantiate the class somewhere in
the code to
make Flash include it. From memory I think just referring to the
class
constructor is enough e.g.

import sk.sowhat.linuxPlayer.play4dogs.Test;

var dummyVar:Function=sk.sowhat.linuxPlayer.play4dogs.Test; //
somewhere
later in the code

I also have a vague memory that you might be able to force MTASC
to include
classes, but not being a user of MTASC (yet!) I'm not certain on
that one.

HTH,
  Ian

P.S.
You may just get away with
import sk.sowhat.linuxPlayer.play4dogs.Test;

sk.sowhat.linuxPlayer.play4dogs.Test; // refers to the
constructor, so Flash
includes the code

I seem to remember reading that somewhere... although
syntactically it's
odd.

On 2/2/06, franto [EMAIL PROTECTED] wrote:


Can someone explain me this?
Im using mx.utils.ClassFinder.findClass to find class and make
instance
from it
but some classes it cant find, it's not just problem of
mx.utils.ClassFinder.findClass im using another way to create
dynamic class (as I wrote yesterday to the list)
but same classes are not found e.g

sk.sowhat.linuxPlayer.play4dogs.Test

but when I create instance in this way

new sk.sowhat.linuxPlayer.play4dogs.Test()

it is created!!! Can someone tell me why? I try all I know, add
imports and such but nothing
help me. Im stuck on this for 8 hours now :( and i have to find
solution

Please help :)

Maybe you can try it on your own projects, if it will find your
classes

Thank you




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--
--- 
--

---
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http://www.flashcoders.sk




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Re: [Flashcoders] Seeking a bit of drawing API inspiration..

2006-02-02 Thread Cédric Muller

please. have a look here:
http://www.kaourantin.net/2005/08/alpha-masking-goodness-in-flash- 
player.html

worth everything ;)
take care
cedric


Hi Mike,
  Yes, not flash 8. :-) Otherwise that would have been my first  
stop. :-)


Although come to think of it I've no idea whether/how bitmap masks  
work -
does Flash take into account the alpha channels of a bitmap used as  
a mask?

Anyway - that's irrelevant to me at the moment and and experiment for
another day...

Thanks anyway,
  Ian

On 2/2/06, Mike Mountain [EMAIL PROTECTED] wrote:


I missed the very first post - but is there a reaosn you're not using
bitmap data to achieve this? (ie. Not flash 8?)

M


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Ian Thomas
Sent: 02 February 2006 13:16
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Seeking a bit of drawing API  
inspiration..


Hi Hans,
  Thanks for that - unfortunately it doesn't work in my case.
I'd already thought of it, but I'm actually drawing a mask
layer - and line thickness has no effect on a mask.

Cheers,
  Ian

On 2/2/06, j.c.wichman [EMAIL PROTECTED] wrote:


Hi,
This probably isnt of any use to you, but for the filled

circles, you

can only simply draw a linepiece with a length of say

0.0001 and a

high linethickness (50px for example results in a circle with a
diameter of 50px). Like I said only of use if you draw

filled circles.


Greetz
Hans


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Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

???
blurFilter=very smooth
convultionFilter=shaky and unstable




much better with Convolution filter :)

On 1/31/06, Mike Mountain [EMAIL PROTECTED] wrote:

OK you'll need a movie 768x768 - copy this code on to frame 1 etc.

with blur filter:

[/as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height, false, 0);
var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = new Point(0, 0);
var clip:MovieClip = createEmptyMovieClip(clip, 1);
clip._x = 0;
clip._y = 0;
clip.attachBitmap(onScreen, 1);
// wire the bitmap to the screen
function RGBtoHEX(r, g, b) {
return (r  16 | g  8 | b);
}
function spectre(angle) {
r = (180-angle)/180*Math.PI;
var c_r = Math.sin(r++)*127+128  16;
var c_g = Math.sin(r)*127+128  8;
var c_b = Math.cos(r--)*127+128;
return (c_r | c_g | c_b);
}
var filterArray = new Array();
//var filter:GlowFilter = new GlowFilter(color, alpha, blurX,  
blurY, strength, quality, inner, knockout);

//filterArray.push(filter);
var blurX = 20;
var blurY = 20;
var quality = 2;
var filter = new BlurFilter(blurX, blurY, quality);
filterArray.push(filter);
//
var plug = _root.createEmptyMovieClip('plug', 10);
plug._y = 200;
plug._x = 200;
createEmptyMovieClip('canvas', 200);
t = 0;
numsegs = 15;
segmentLength = 6;
drawCord = function () {
t += 2;
lw = Math.sin(t)*100;
//trace(lw);
a = 100;
//trace(a)
canvas.clear();
var col = spectre(t);
canvas.lineStyle(1, col, a);
canvas.moveTo(plug._x, plug._y);
points[0] = new Object();
points[0].x = plug._x;
points[0].y = plug._y;
var v1 = 1;
while (v1points.length-1) {
v4 = Math.atan2(points[v1].y-points[v1-1].y, points 
[v1].x-points[v1-1].x);

v3 = points[v1-1].x+(segmentLength)*Math.cos(v4)*2;
v2 = points[v1-1].y+(segmentLength)*Math.sin(v4)*2;
points[v1].x = v3;
points[v1].y = v2;
canvas.lineStyle((points.length-v1)/2, col);
canvas.lineTo(v3, v2);
++v1;
}
//(points.length-v1)/2
};
var points = new Array();
var i = 0;
while (inumsegs) {
points[i] = new Object();
points[i].x=5*i, points[i].y=Math.sin(i/20);
++i;
}
//drawCord();
plug.xVel = 10+Math.random()*10;
plug.yVel = 10+Math.random()*10;
plug.xmax = Stage.width;
plug.xmin = 0;
plug.ymax = Stage.height;
plug.ymin = 0;
/*
var matrixX:Number = 3;
var matrixY:Number = 3;
var matrix:Array = [1, 1, 1, 0, 0, 0, 0, 1, 0];
var divisor:Number = 4;
*/
//var sfilter:ConvolutionFilter = new ConvolutionFilter(matrixX,  
matrixY, matrix, divisor);

var blurX = 10;
var blurY = 10;
var quality = 2;
var sfilter = new BlurFilter(blurX, blurY, quality);

//
myMatrix = new Matrix();
translateMatrix = new Matrix();
degrees = 180;
radians = (degrees/180)*Math.PI;
myMatrix.rotate(radians);
translateMatrix.translate(768, 768);
myMatrix.concat(translateMatrix);
myColorTransform = new ColorTransform();
blendMode = normal;
myRectangle = new Rectangle(0, 0, 768, 768);
smooth = true;
// sfilter = new BlurFilter(5, 5, 1);
plug.onEnterFrame = function() {
rolldie = Math.random()*100;
if (rolldie97) {
this.xVel = -10+Math.random()*20;
this.yVel = -10+Math.random()*20;
}
canvas.filters = filterArray;
drawCord();
copyStage();
var nextX = this.xVel+this._x;
var nextY = this.yVel+this._y;
if (nextXthis.xmax) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmax-(nextX-this.xmax);
} else if (nextXthis.xmin) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmin+(this.xmin-nextX);
}
if (nextYthis.ymax) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymax-(nextY-this.ymax);
} else if (nextYthis.ymin) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymin+(this.ymin-nextY);
}
this._x = nextX;
this._y = nextY;
onScreen.copyPixels(offScreen1, offScreen1.rectangle,  
zeroPoint);
onScreen.applyFilter(offScreen1, offScreen1.rectangle, new  
Point(0, 0), sfilter);
offScreen1.draw(_root, myMatrix, myColorTransform,  
blendMode, myRectangle, smooth);

};
[/as]


With convolution filter:

[as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height, false, 0);
var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = 

Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

I am using Flash 8 on OS X 10.4

?? really strange ...



much better with Convolution filter :)

On 1/31/06, Mike Mountain [EMAIL PROTECTED] wrote:

OK you'll need a movie 768x768 - copy this code on to frame 1 etc.

with blur filter:

[/as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height, false, 0);
var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = new Point(0, 0);
var clip:MovieClip = createEmptyMovieClip(clip, 1);
clip._x = 0;
clip._y = 0;
clip.attachBitmap(onScreen, 1);
// wire the bitmap to the screen
function RGBtoHEX(r, g, b) {
return (r  16 | g  8 | b);
}
function spectre(angle) {
r = (180-angle)/180*Math.PI;
var c_r = Math.sin(r++)*127+128  16;
var c_g = Math.sin(r)*127+128  8;
var c_b = Math.cos(r--)*127+128;
return (c_r | c_g | c_b);
}
var filterArray = new Array();
//var filter:GlowFilter = new GlowFilter(color, alpha, blurX,  
blurY, strength, quality, inner, knockout);

//filterArray.push(filter);
var blurX = 20;
var blurY = 20;
var quality = 2;
var filter = new BlurFilter(blurX, blurY, quality);
filterArray.push(filter);
//
var plug = _root.createEmptyMovieClip('plug', 10);
plug._y = 200;
plug._x = 200;
createEmptyMovieClip('canvas', 200);
t = 0;
numsegs = 15;
segmentLength = 6;
drawCord = function () {
t += 2;
lw = Math.sin(t)*100;
//trace(lw);
a = 100;
//trace(a)
canvas.clear();
var col = spectre(t);
canvas.lineStyle(1, col, a);
canvas.moveTo(plug._x, plug._y);
points[0] = new Object();
points[0].x = plug._x;
points[0].y = plug._y;
var v1 = 1;
while (v1points.length-1) {
v4 = Math.atan2(points[v1].y-points[v1-1].y, points 
[v1].x-points[v1-1].x);

v3 = points[v1-1].x+(segmentLength)*Math.cos(v4)*2;
v2 = points[v1-1].y+(segmentLength)*Math.sin(v4)*2;
points[v1].x = v3;
points[v1].y = v2;
canvas.lineStyle((points.length-v1)/2, col);
canvas.lineTo(v3, v2);
++v1;
}
//(points.length-v1)/2
};
var points = new Array();
var i = 0;
while (inumsegs) {
points[i] = new Object();
points[i].x=5*i, points[i].y=Math.sin(i/20);
++i;
}
//drawCord();
plug.xVel = 10+Math.random()*10;
plug.yVel = 10+Math.random()*10;
plug.xmax = Stage.width;
plug.xmin = 0;
plug.ymax = Stage.height;
plug.ymin = 0;
/*
var matrixX:Number = 3;
var matrixY:Number = 3;
var matrix:Array = [1, 1, 1, 0, 0, 0, 0, 1, 0];
var divisor:Number = 4;
*/
//var sfilter:ConvolutionFilter = new ConvolutionFilter(matrixX,  
matrixY, matrix, divisor);

var blurX = 10;
var blurY = 10;
var quality = 2;
var sfilter = new BlurFilter(blurX, blurY, quality);

//
myMatrix = new Matrix();
translateMatrix = new Matrix();
degrees = 180;
radians = (degrees/180)*Math.PI;
myMatrix.rotate(radians);
translateMatrix.translate(768, 768);
myMatrix.concat(translateMatrix);
myColorTransform = new ColorTransform();
blendMode = normal;
myRectangle = new Rectangle(0, 0, 768, 768);
smooth = true;
// sfilter = new BlurFilter(5, 5, 1);
plug.onEnterFrame = function() {
rolldie = Math.random()*100;
if (rolldie97) {
this.xVel = -10+Math.random()*20;
this.yVel = -10+Math.random()*20;
}
canvas.filters = filterArray;
drawCord();
copyStage();
var nextX = this.xVel+this._x;
var nextY = this.yVel+this._y;
if (nextXthis.xmax) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmax-(nextX-this.xmax);
} else if (nextXthis.xmin) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmin+(this.xmin-nextX);
}
if (nextYthis.ymax) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymax-(nextY-this.ymax);
} else if (nextYthis.ymin) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymin+(this.ymin-nextY);
}
this._x = nextX;
this._y = nextY;
onScreen.copyPixels(offScreen1, offScreen1.rectangle,  
zeroPoint);
onScreen.applyFilter(offScreen1, offScreen1.rectangle, new  
Point(0, 0), sfilter);
offScreen1.draw(_root, myMatrix, myColorTransform,  
blendMode, myRectangle, smooth);

};
[/as]


With convolution filter:

[as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height, false, 0);
var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = new Point(0, 

Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

my mails seem to fall before getting to the list...
I am on OS X 10.4.4 using Flash 8 on a G5 dualcore 2*2ghz

ouch
WHAT IS THAT ?

we are in a bad shape ;)
and macromedia is the only one to shed some light on 'hardware  
acceleration'

is it ??

cedric


uff, Cedric, i got opposite results

blurFilter=shaky and unstable
convultionFilter=svery smooth

can anybody tell me why?



On 1/31/06, Cédric Muller [EMAIL PROTECTED] wrote:

???
blurFilter=very smooth
convultionFilter=shaky and unstable




much better with Convolution filter :)

On 1/31/06, Mike Mountain [EMAIL PROTECTED] wrote:

OK you'll need a movie 768x768 - copy this code on to frame 1 etc.

with blur filter:

[/as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height, false,  
0);

var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = new Point(0, 0);
var clip:MovieClip = createEmptyMovieClip(clip, 1);
clip._x = 0;
clip._y = 0;
clip.attachBitmap(onScreen, 1);
// wire the bitmap to the screen
function RGBtoHEX(r, g, b) {
return (r  16 | g  8 | b);
}
function spectre(angle) {
r = (180-angle)/180*Math.PI;
var c_r = Math.sin(r++)*127+128  16;
var c_g = Math.sin(r)*127+128  8;
var c_b = Math.cos(r--)*127+128;
return (c_r | c_g | c_b);
}
var filterArray = new Array();
//var filter:GlowFilter = new GlowFilter(color, alpha, blurX,
blurY, strength, quality, inner, knockout);
//filterArray.push(filter);
var blurX = 20;
var blurY = 20;
var quality = 2;
var filter = new BlurFilter(blurX, blurY, quality);
filterArray.push(filter);
//
var plug = _root.createEmptyMovieClip('plug', 10);
plug._y = 200;
plug._x = 200;
createEmptyMovieClip('canvas', 200);
t = 0;
numsegs = 15;
segmentLength = 6;
drawCord = function () {
t += 2;
lw = Math.sin(t)*100;
//trace(lw);
a = 100;
//trace(a)
canvas.clear();
var col = spectre(t);
canvas.lineStyle(1, col, a);
canvas.moveTo(plug._x, plug._y);
points[0] = new Object();
points[0].x = plug._x;
points[0].y = plug._y;
var v1 = 1;
while (v1points.length-1) {
v4 = Math.atan2(points[v1].y-points[v1-1].y, points
[v1].x-points[v1-1].x);
v3 = points[v1-1].x+(segmentLength)*Math.cos(v4)*2;
v2 = points[v1-1].y+(segmentLength)*Math.sin(v4)*2;
points[v1].x = v3;
points[v1].y = v2;
canvas.lineStyle((points.length-v1)/2, col);
canvas.lineTo(v3, v2);
++v1;
}
//(points.length-v1)/2
};
var points = new Array();
var i = 0;
while (inumsegs) {
points[i] = new Object();
points[i].x=5*i, points[i].y=Math.sin(i/20);
++i;
}
//drawCord();
plug.xVel = 10+Math.random()*10;
plug.yVel = 10+Math.random()*10;
plug.xmax = Stage.width;
plug.xmin = 0;
plug.ymax = Stage.height;
plug.ymin = 0;
/*
var matrixX:Number = 3;
var matrixY:Number = 3;
var matrix:Array = [1, 1, 1, 0, 0, 0, 0, 1, 0];
var divisor:Number = 4;
*/
//var sfilter:ConvolutionFilter = new ConvolutionFilter(matrixX,
matrixY, matrix, divisor);
var blurX = 10;
var blurY = 10;
var quality = 2;
var sfilter = new BlurFilter(blurX, blurY, quality);

//
myMatrix = new Matrix();
translateMatrix = new Matrix();
degrees = 180;
radians = (degrees/180)*Math.PI;
myMatrix.rotate(radians);
translateMatrix.translate(768, 768);
myMatrix.concat(translateMatrix);
myColorTransform = new ColorTransform();
blendMode = normal;
myRectangle = new Rectangle(0, 0, 768, 768);
smooth = true;
// sfilter = new BlurFilter(5, 5, 1);
plug.onEnterFrame = function() {
rolldie = Math.random()*100;
if (rolldie97) {
this.xVel = -10+Math.random()*20;
this.yVel = -10+Math.random()*20;
}
canvas.filters = filterArray;
drawCord();
copyStage();
var nextX = this.xVel+this._x;
var nextY = this.yVel+this._y;
if (nextXthis.xmax) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmax-(nextX-this.xmax);
} else if (nextXthis.xmin) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmin+(this.xmin-nextX);
}
if (nextYthis.ymax) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymax-(nextY-this.ymax);
} else if (nextYthis.ymin) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymin+(this.ymin-nextY);
}
this._x = nextX;
this._y = nextY;
onScreen.copyPixels(offScreen1, offScreen1.rectangle,
zeroPoint);
onScreen.applyFilter(offScreen1, offScreen1.rectangle, new
Point(0, 0), sfilter

Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

Actually, I don't have time to write a small 'performance' reporter 
but I did upload the files so most of us can see them live ...

WHAT IS IT ??? pure crazyness 

http://www.benga.li/performance/

Cedric




my mails seem to fall before getting to the list...
I am on OS X 10.4.4 using Flash 8 on a G5 dualcore 2*2ghz

ouch
WHAT IS THAT ?

we are in a bad shape ;)
and macromedia is the only one to shed some light on 'hardware  
acceleration'

is it ??

cedric


uff, Cedric, i got opposite results

blurFilter=shaky and unstable
convultionFilter=svery smooth

can anybody tell me why?



On 1/31/06, Cédric Muller [EMAIL PROTECTED] wrote:

???
blurFilter=very smooth
convultionFilter=shaky and unstable




much better with Convolution filter :)

On 1/31/06, Mike Mountain [EMAIL PROTECTED] wrote:

OK you'll need a movie 768x768 - copy this code on to frame 1 etc.

with blur filter:

[/as]
import flash.filters.*;
import flash.geom.*;
import flash.display.*;
//
//import flash.display.Bitmap;
var width:Number = 768;
var height:Number = 768;
var offScreen1:BitmapData = new BitmapData(width, height,  
false, 0);

var onScreen:BitmapData = new BitmapData(width, height, false, 0);
var zeroPoint:Point = new Point(0, 0);
var clip:MovieClip = createEmptyMovieClip(clip, 1);
clip._x = 0;
clip._y = 0;
clip.attachBitmap(onScreen, 1);
// wire the bitmap to the screen
function RGBtoHEX(r, g, b) {
return (r  16 | g  8 | b);
}
function spectre(angle) {
r = (180-angle)/180*Math.PI;
var c_r = Math.sin(r++)*127+128  16;
var c_g = Math.sin(r)*127+128  8;
var c_b = Math.cos(r--)*127+128;
return (c_r | c_g | c_b);
}
var filterArray = new Array();
//var filter:GlowFilter = new GlowFilter(color, alpha, blurX,
blurY, strength, quality, inner, knockout);
//filterArray.push(filter);
var blurX = 20;
var blurY = 20;
var quality = 2;
var filter = new BlurFilter(blurX, blurY, quality);
filterArray.push(filter);
//
var plug = _root.createEmptyMovieClip('plug', 10);
plug._y = 200;
plug._x = 200;
createEmptyMovieClip('canvas', 200);
t = 0;
numsegs = 15;
segmentLength = 6;
drawCord = function () {
t += 2;
lw = Math.sin(t)*100;
//trace(lw);
a = 100;
//trace(a)
canvas.clear();
var col = spectre(t);
canvas.lineStyle(1, col, a);
canvas.moveTo(plug._x, plug._y);
points[0] = new Object();
points[0].x = plug._x;
points[0].y = plug._y;
var v1 = 1;
while (v1points.length-1) {
v4 = Math.atan2(points[v1].y-points[v1-1].y,  
points

[v1].x-points[v1-1].x);
v3 = points[v1-1].x+(segmentLength)*Math.cos(v4) 
*2;
v2 = points[v1-1].y+(segmentLength)*Math.sin(v4) 
*2;

points[v1].x = v3;
points[v1].y = v2;
canvas.lineStyle((points.length-v1)/2, col);
canvas.lineTo(v3, v2);
++v1;
}
//(points.length-v1)/2
};
var points = new Array();
var i = 0;
while (inumsegs) {
points[i] = new Object();
points[i].x=5*i, points[i].y=Math.sin(i/20);
++i;
}
//drawCord();
plug.xVel = 10+Math.random()*10;
plug.yVel = 10+Math.random()*10;
plug.xmax = Stage.width;
plug.xmin = 0;
plug.ymax = Stage.height;
plug.ymin = 0;
/*
var matrixX:Number = 3;
var matrixY:Number = 3;
var matrix:Array = [1, 1, 1, 0, 0, 0, 0, 1, 0];
var divisor:Number = 4;
*/
//var sfilter:ConvolutionFilter = new ConvolutionFilter(matrixX,
matrixY, matrix, divisor);
var blurX = 10;
var blurY = 10;
var quality = 2;
var sfilter = new BlurFilter(blurX, blurY, quality);

//
myMatrix = new Matrix();
translateMatrix = new Matrix();
degrees = 180;
radians = (degrees/180)*Math.PI;
myMatrix.rotate(radians);
translateMatrix.translate(768, 768);
myMatrix.concat(translateMatrix);
myColorTransform = new ColorTransform();
blendMode = normal;
myRectangle = new Rectangle(0, 0, 768, 768);
smooth = true;
// sfilter = new BlurFilter(5, 5, 1);
plug.onEnterFrame = function() {
rolldie = Math.random()*100;
if (rolldie97) {
this.xVel = -10+Math.random()*20;
this.yVel = -10+Math.random()*20;
}
canvas.filters = filterArray;
drawCord();
copyStage();
var nextX = this.xVel+this._x;
var nextY = this.yVel+this._y;
if (nextXthis.xmax) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmax-(nextX-this.xmax);
} else if (nextXthis.xmin) {
this.xVel = (this.xVel+Math.random()*10)*-1;
nextX = this.xmin+(this.xmin-nextX);
}
if (nextYthis.ymax) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymax-(nextY-this.ymax);
} else if (nextYthis.ymin) {
this.yVel = (this.yVel+Math.random()*10)*-1;
nextY = this.ymin+(this.ymin-nextY

Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller
I am still puzzled about that thing ... (unbalanced results on PC vs  
MAC)

...



I notice between lines 29  33 of your convolution version
you have pushed a blurFilter into the filterArray


It's blurring the individual item - the second time around blurs the
entire canvas.

This still means

Blur + blur = slow on Pc/ fast on mac
blur + convo slow on mac/fast on PC

- if you

remove this from both versions and rely on convolution purely
for blurring, as you can observe the effect isn't as
pronounced


But there's still a performance difference  - which is platform
dependant, which to me is an issue.

as directly applying a blurFilter - to get an

effective blur from a single iteration of a convolution
matrix I've found requires a 5x5 matrix or alternatively use
multiple iterations which may negate any cpu advantage that a
single 3x3 convolution matrix application has?


Go for it - obviously you'd use the best technique in order to achieve
the effect you desire.

Like I say this code is WIP but I thought it demonstrates the
differences quite effectively.

M
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Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

ok, thanks

Conclusion:
convolution filters plainly DON'T WORK on macs ... (dualcore 2ghz!)



I've stuck another example here: http://www.flashcool.com/blur.html
On the pc, as Mike said, convolution is faster, but if you need more
than a subtle blur may not be what's required.

On 1/30/06, Andreas Rønning [EMAIL PROTECTED] wrote:
Does anyone know which is faster; a blurring one-pass convolution  
filter

or a blurfilter? Or are they just 2 sides to the same story? I need a
high performance blur operation for depth of field..

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Re: [Flashcoders] ConvolutionFilter performance

2006-01-31 Thread Cédric Muller

blur filter time : 7295
convolution 3x3 (not very blurry though) : 31391
convolution 5x5 (more blurry but still not very) : 56559
no filter : 7265

Mac OS 10.4.4
DualCore G5  2x2Ghz

:-))
so shitty I have now have to go for a sleep ... or book a room in a  
sanatorium


oh oh
you want a scoop ?

Flash is no more ubiquitous ;)

of course, this has to do with hardware acceleration  AND decceleration


nice example :)) maybe let the result textfield editable, to be able
past results ;)

blur: 12740
convo3x3 : 9092
convo5x5: 36517   uff
no filter: 5634

it's very interesting topic, i will post in on my blog to have more  
results...

can I?



On 1/31/06, Mike Duguid [EMAIL PROTECTED] wrote:

I've stuck another example here: http://www.flashcool.com/blur.html
On the pc, as Mike said, convolution is faster, but if you need more
than a subtle blur may not be what's required.

On 1/30/06, Andreas Rønning [EMAIL PROTECTED] wrote:
Does anyone know which is faster; a blurring one-pass convolution  
filter
or a blurfilter? Or are they just 2 sides to the same story? I  
need a

high performance blur operation for depth of field..

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--
-- 
-- 
-

Franto

http://blog.franto.com
http://www.flashcoders.sk
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Re: [Flashcoders] Dynamic class creation-thoughts?

2006-01-30 Thread Cédric Muller
I may be idiot, but how would you generate a menu's items given  
dynamic data ???

I cannot but see dynamic instantation, can I ?
same for games, same for MP3 players (and video), same for whatever  
almost anything ?

cedric

I don't see the ish. If you're making a shooter game and have  
classes for enemies and classes for bullets, how would you put that  
into effect WITHOUT dynamic instantiation. I'm a hell of a lot more  
concerned with the idea of dynamic definition.


- Andreas X

[EMAIL PROTECTED] wrote:

Just a general, - what are people's thoughts on dynamic class
instantiation? I've always been under the impression( and hence, been
told) that one should avoid it at all costs.
Thoughts? Discussion? Benefits? Would it be better to implement a  
factory

type pattern to create the new instances of classes?

thank you all, i've already made it!

var str:String = 'test1.test2.ClassC';
var arr = str.split('.');
var variable = _global;

for (var i=0;iarr.length;i++)
{
variable = variable[arr[i]];
trace(variable);
}
new variable();



On 1/30/06, Serge [EMAIL PROTECTED] wrote:


import pkg1.pkg2.pkg3.*
or
import pkg1.*

 new pkg1.pkg2.pkg3.className(),
sorry, should be:
new className()

make sure pkg1 has classes you would like to be compiled in swf or
use exclude xml file



On 1/30/06, franto [EMAIL PROTECTED] wrote:


Hi all,

maybe it is easy, maybe not, but i cant figure it out now, and i


need it :)


when i got class e,gpkg1.pkg2.pkg3.className

i can make new instance in this way
new pkg1.pkg2.pkg3.className()

but i want to make it from string

this dont work of course
_global['pkg1.pkg2.pkg3.className']();

but this work:
_global['pkg1']['pkg2']['pkg3']['className']();

can this done automatcally? i want jsut read string from XML and


create new class instance,


but i cant do it now.
Any help is appreciated :)

- 
- 
---


Franto


http://blog.franto.com
http://www.flashcoders.sk
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--

- Andreas Rønning

---
Flash guy
Rayon Visual Concepts, Oslo, Norway
---
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Re: [Flashcoders] Documenting my code

2006-01-19 Thread Cédric Muller

I second VisDoc (rocks)


BLDoc for PC
VisDoc for OS X (rocks)

On 1/18/06, Jobe Makar [EMAIL PROTECTED] wrote:


Hi guys,

I've recently purchased AS2Doc to generate documentation from my
ElectroServer class file. The software works pretty well, but it  
appears

the
Mirell (company that owns it) is now a ghost town or something.  
There are

no
responses to my support requests at all. Emails to their busdev  
address

bounce.

My question is this: does anyone know of a good place where I  
could find
support on AS2Doc. Or, can anyone suggest an alternative software  
that

takes
the java-doc style comments and create documentation?

Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 919-609-0408
mobile: 919-610-5754
fax: 919-341-8104


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Re: [Flashcoders] flash 8 security hint

2006-01-13 Thread Cédric Muller

Hi Johan,

I will actually do a round up before posting the details to the list  
(project is very big (lots of SWFs) and confidential)

Thanks for your suggestion.

Cedric

As far as I know Player 8 security restrictions while loading  
applies to
movies of all versions. IT could also be a script error like an  
incorrect

casing. Since it works in version 6 and not 7 or 8.

Can you post the script associated with loading the php files?

/Johan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Cedric
Muller
Sent: den 11 januari 2006 15:51
To: Flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] flash 8 security hint


Could anyone tell me why A.swf can load B.swf, but B.swf cannot call
scripts (php) ?
all of these (A.swf, B.swf and scripts.php) are sitting on
http://www.mydomain.com/anyDir/
and are Flash 8 swfs (though it is also failing with Flash 7 swfs.
Works with Flash 6)

I know about local OR network access, but as these files are all
residing on the same URL, I am wondering what is fail the B.swf
scripts execution ?

?

Cedric
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Re: SV: [Flashcoders] flash 8 security hint

2006-01-12 Thread Cédric Muller

Hi Martin!

I tried and nothing new ... (spent the whole evening trying to  
understand)
actually, all of these are on the same domain, so NO security  
restriction should arise ...

then this works when published to flash player 6 format,
hence meaning this is some funky 7 and/or 8 constraints ...
then I read both technical papers (40 pages!!) and nothing 

I have been doing crossdomain.xml + other security things (even  
https) for more than 4 years now ...

and I am all lost ;)

all I know is that A.swf loads in B.swf which in  turn calls a method  
on A.swf ..


Cedric

What about your object tag? Does it contain the following param  
element ?


param name=allowScriptAccess value='allways'

/Martin



Fra: [EMAIL PROTECTED] på vegne af Cédric  
Muller

Sendt: on 11-01-2006 15:51
Til: Flashcoders@chattyfig.figleaf.com
Emne: [Flashcoders] flash 8 security hint



Could anyone tell me why A.swf can load B.swf, but B.swf cannot call
scripts (php) ?
all of these (A.swf, B.swf and scripts.php) are sitting on
http://www.mydomain.com/anyDir/
and are Flash 8 swfs (though it is also failing with Flash 7 swfs.
Works with Flash 6)

I know about local OR network access, but as these files are all
residing on the same URL, I am wondering what is fail the B.swf
scripts execution ?

?

Cedric
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Re: SV: SV: [Flashcoders] flash 8 security hint

2006-01-12 Thread Cédric Muller

Yes I already corrected  around always (allways) ;)
I am loading using an absolute path (http://www.mydomain/anyDir/ 
myLoadedFile.swf)
and of course, no https ... so this is something  very percise, but I  
cannot seem to get the concept...sigh
my resolution for today: as I lost 1/2 day yesterday, I will put that  
aside, revert the files to flash 6 format, and keep on developing
though it would have been nice to add some v8 effects to my 'app' ...  
and to be 2005 :-)


I will get back to the list once I can show a sample of my problems ...
;)
thanks
Cedric


You did try without the ' around always...should have been:

param name=allowScriptAccess value=allways

You probably already noticed that :)

That would be my guess but your right in your assumptions though.

What about creating a basic sample does that work for you?
How are you loading swfB into swf A? Is it a relative url on https  
or so?


Cheers Martin

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED] [mailto:flashcoders- 
[EMAIL PROTECTED] På vegne af Cédric Muller

Sendt: 12. januar 2006 09:19
Til: Flashcoders mailing list
Emne: Re: SV: [Flashcoders] flash 8 security hint

Hi Martin!

I tried and nothing new ... (spent the whole evening trying to
understand)
actually, all of these are on the same domain, so NO security
restriction should arise ...
then this works when published to flash player 6 format,
hence meaning this is some funky 7 and/or 8 constraints ...
then I read both technical papers (40 pages!!) and nothing 

I have been doing crossdomain.xml + other security things (even
https) for more than 4 years now ...
and I am all lost ;)

all I know is that A.swf loads in B.swf which in  turn calls a method
on A.swf ..

Cedric


What about your object tag? Does it contain the following param
element ?

param name=allowScriptAccess value='allways'

/Martin



Fra: [EMAIL PROTECTED] på vegne af Cédric
Muller
Sendt: on 11-01-2006 15:51
Til: Flashcoders@chattyfig.figleaf.com
Emne: [Flashcoders] flash 8 security hint



Could anyone tell me why A.swf can load B.swf, but B.swf cannot call
scripts (php) ?
all of these (A.swf, B.swf and scripts.php) are sitting on
http://www.mydomain.com/anyDir/
and are Flash 8 swfs (though it is also failing with Flash 7 swfs.
Works with Flash 6)

I know about local OR network access, but as these files are all
residing on the same URL, I am wondering what is fail the B.swf
scripts execution ?

?

Cedric
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[Flashcoders] flash 8 security hint

2006-01-11 Thread Cédric Muller
Could anyone tell me why A.swf can load B.swf, but B.swf cannot call  
scripts (php) ?

all of these (A.swf, B.swf and scripts.php) are sitting on
http://www.mydomain.com/anyDir/
and are Flash 8 swfs (though it is also failing with Flash 7 swfs.  
Works with Flash 6)


I know about local OR network access, but as these files are all  
residing on the same URL, I am wondering what is fail the B.swf  
scripts execution ?


?

Cedric
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