Re: [Flashcoders] Flash to HTML

2014-08-08 Thread David Cohn

Hmmm... that's very strange re: the HTML file-- but it's definitely getting 
rebuilt during the build process.  Are you modifying the index.html file in the 
Export/html5/bin directory?  Anyway, as I said, this is the least important 
gripe...

I'll take a further look at greensock-- it look especially good for complex 
animation, whereas I often do complex interactions.  It doesn't seem as much 
directed towards mouse/touch detection/dragging for canvas elements (although 
it looks like tweaking Draggable may allow that)...

Thanks,
--Dave


On Aug 8, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 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.


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Re: [Flashcoders] Flash to HTML

2014-08-07 Thread David Cohn
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

2014-07-31 Thread David Cohn
@Cedric,

Finally got a chance to play around a bit with Haxe-- really looks promising!

I'm wondering how you approach combining HTML with the more complex Flash-style 
content-- do you compile your Haxe files and then add the appropriate div's etc 
into a separate HTML file?  I.e. it looks like Haxe is best used to embed 
(canvas) content, rather than for full page display?

If this is so, have you played around with multiple canvases on a single page?

...and thanks for lead!  I'm looking forward to investigating further...
--Dave



On Jun 23, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 @David:
 
 You can render HTML5 in openGL with Haxe/OpenFL. OpenGL is default on all
 teh native targets, the html5 target is still not 100% there, but there's a
 new backend for it which has improved things massively. Bitmap animation is
 no problem, either using OpenFL or the createJS extensions if you just want
 to ttarget JS.
 
 You can compile your Haxe code to AS3, not just to a swf if you want.
 Coming from AS3 their are tools to convert your AS3 to Haxe, in general
 these are good, but don't expect to port a massive codebase over withtou
 getting your hands dirty.
 
 Yes you can compile to PHP for your server side work, or nodeJS, Neko, C++,
 C#, Java and there's a Python target too now :)
 
 This is my favourite thing abotu Haxe, writing for server and client in the
 same language. You can communicate via remoting, sockets, whatever, and you
 use the EXACT SAME classes at either end. Not 2 diff represetations, or a
 3rd protocol just to communicate. You can also easily move logic from
 client to server and back depending on where it fits best etc. It's awesome
 :)
 
 @Cedric:
 
 Nice to see you on board the Haxe train! Not seen you in the mailing list?


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Re: [Flashcoders] Flash to HTML

2014-06-23 Thread David Cohn
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

 Nice to see you on board the Haxe train! Not seen you in the mailing list?


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Re: [Flashcoders] Flash to HTML

2014-06-22 Thread David Cohn

Thanks Cedric;  looks like it's well worth exploring.  Am I right in believing 
that you can compile to vanilla PHP code, without the need for any additional 
server installations?

Would love to see your example...
Thanks,
--Dave


On Jun 21, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 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


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Re: [Flashcoders] Flash to HTML

2014-06-20 Thread David Cohn
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] Air Windows installed app

2014-03-01 Thread David Cohn
Natalia,

In saveXML, try:
appFile = File.applicationStorageDirectory.resolvePath(data/sets.xml);

Several quibbles with the code, but this should work...

HTH,
--Dave


 Ok, I understand. Where I must save my data?I have them in the same folder
 as fla file.
 
 
 2014-03-01 16:58 GMT+04:00 Henrik Andersson he...@henke37.cjb.net:
 
 natalia Vikhtinskaya skriver:
 This is code in app
 var appDirectory:File =
 File.applicationDirectory;//File.applicationStorageDirectory
 var fileString:String = appDirectory.nativePath;
 var appFile:File = File.documentsDirectory;
 var
 
 setsFile:String=fileString+File.separator+data+File.separator+sets.xml
 
 function initLoadXML():void{
 
 var XMLfile:File = File.applicationDirectory.resolvePath(setsFile);
 
 var myXMLLoader:URLLoader = new URLLoader(new URLRequest(XMLfile.url));
 
 myXMLLoader.addEventListener(Event.COMPLETE, setsLoaded);
 }
 function saveXML():void{
 var newFileStream:FileStream = new FileStream();
 appFile =
 
 appFile.resolvePath(fileString+File.separator+data+File.separator+sets.xml);
 
 newFileStream.openAsync (appFile, FileMode.WRITE);
 newFileStream.writeUTFBytes(xmlSets);
 newFileStream.close ();
 }
 Maybe here is something wrong with path or I store data in a wrong
 place.I
 have xml in the  folder data in the same folder as exe file with app.
 
 


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Re: [Flashcoders] Colour rendition of imported assets

2013-11-05 Thread David Cohn
The solid color may be because you're sampling the color of the layer in 
photoshop, rather than the anti-aliased image as in Flash.
Could you try exporting from photoshop as a jpeg-- that way you would at least 
see what's happening in the compression?

 I'm working on a project that includes a number of panels upon which are 
 images.
 
 These images have been imported from photoshop.
 
 The images are basically cut out from a solid background and have a 
 crude border around them.
 
 The panel background is a solid colour.
 
 If you are looking well enough, the edges of the images can be seen.
 
 Looking in the photoshop document, the edges of the images cannot be 
 seen against the background (which is on a seperate layer).
 
 Colour sampling in photoshop of the solid panel background shows a solid 
 colour. Doing the same around the edges of the images shows that the 
 colour does vary.
 
 Because of the variation in colour I would expect a bit of an edge to be 
 visible, but I can't detect it in photoshop.
 
 It's possible that some of these assets were loaded into flash with some 
 compression - I'll need to investigate, but I'm wondering if I'm on a 
 hiding to nothing trying to eradicate this faint edge around the assets.
 
 Anyone else come up against this? First time for it to be an issue for me.


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RE: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread David Cohn

So if CC no longer supports TLF, is there any long-term option in Flash for 
right-to-left text?
Will Flex support TLF, and/or have other options for RTL support?

This is something I haven't delved into yet, but may come up soon for a 
project.  It would be good to start in with a long-term path, even if we 
continue to use CS6 for now!

Thanks,
--Dave


On Aug 28, 2013, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 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.


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[Flashcoders] Re: Flashcoders Digest, Vol 46, Issue 12

2011-07-20 Thread David Cohn
Paul,
Yes, I've heard that.  I can't gush over how great it is, but it's worked well 
and stably for me over an extended period of time.  They're very slow at fixing 
bugs and making improvements, but if you can live with what they've got...
--Dave


On Jul 20, 2011, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 Message: 2
 Date: Tue, 19 Jul 2011 17:25:35 +0100
 From: Paul Andrews p...@ipauland.com
 Subject: Re: [Flashcoders] Calling native code from Flash
 To: flashcoders@chattyfig.figleaf.com
 Message-ID: 4e25afff.3080...@ipauland.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed
 
 On 19/07/2011 17:18, David Cohn wrote:
 Gerry,
 If you can go with an app, check out Zinc.  It offers several system 
 interfaces, including invoking DLLs directly:
 http://www.multidmedia.com/support/livedocs/
 --Dave
 
 It attracted some poor comments at one time - I don't know if that has 
 changed.


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Re: [Flashcoders] Calling native code from Flash

2011-07-19 Thread David Cohn
Gerry,
If you can go with an app, check out Zinc.  It offers several system 
interfaces, including invoking DLLs directly:
http://www.multidmedia.com/support/livedocs/
--Dave


On Jul 19, 2011, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

 Message: 12
 Date: Tue, 19 Jul 2011 18:04:56 +0800
 From: Gerry Beauregard gerry.beaureg...@sonoport.com
 Subject: Re: [Flashcoders] Calling native code from Flash
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Message-ID: 33c7166e-228c-476a-872d-ce45a0b8b...@sonoport.com
 Content-Type: text/plain; charset=us-ascii
 
 Thank you Paul and Karl for your responses!  Interesting discussion!
 
 On 2011-07-19  , at 17:36 , Paul Andrews wrote:
 
 On 19/07/2011 10:27, Karl DeSaulniers wrote:
 Hi Paul, Gerry,
 Are these runtime calls, or calls to set up runtime?
 How is the swf published? Local? Server?
 If Local, you could try javascript.
 Calling the javascript before you need the results in flash.
 Then que the results so there is no latency, like a buffer?
 
 If server, I would go with Paul's socket suggestion or a perl script.
 Or call the php before you need the results in flash.
 A small php script takes milliseconds to execute.
 
 Maybe, but there's network latency to be added to that. DSP usually requires 
 fast real-time processing, so latency defeats the object of using native 
 code. My suggestion about the socket server would be to install that on the 
 client, not a remote server. Even so I suspect the latency will be too big.
 
 
 The application involves real-time audio DSP with very low latency. Audio 
 data would need to be passed from the AS3 code to the native code for 
 processing, with results passed back from the native code to AS3.  It'd be a 
 lot of data, easily a half dozen streams of 16-bit 44.1kHz audio.
 
 Given the amount of data involved and the real-time low-latency requirements, 
 it's almost certainly not practical to go through php, perl, or javascript 
 bridging code.
 
 I sort of expected that calling native code in an efficient way wouldn't be 
 possible, due to the security sandbox issues as Paul mentioned. I was just 
 hoping there was some trick to do it...   Maybe with signing of native 
 binaries so they're considered trusted by Flash?  Maybe having the user give 
 permission to use native code (analogous to how the user needs to give 
 permission to use the microphone input, for example)? But I guess there isn't 
 :-(  
 
 Looks like I'll have to squeeze whatever performance I can from code written 
 in AS3. Looking on the bright side, at least I can stick to one language :-)
 
 Thanks again for all your suggestions and feedback!
 
 -Gerry
 


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[Flashcoders] CROSSPOST - System.security error recompiling AS2 source in CS5

2010-09-17 Thread David Cohn
Hey all,

Is anyone still supporting AS2 code in CS5 with System.security calls?

I'm making a call to System.security.loadPolicyFile(), and getting a compile 
error:

.../Library/Application Support/Adobe/Flash 
CS5/en_US/Configuration/Classes/FP8/System/security.as, Line 7
The name of this class, 'System.security', conflicts with the name of another 
class that was loaded, 'System'.

Googling this, I found very little; a post on flashcoders from 2007 had no 
response... has anyone run into and/or resolved this error?

Thanks,
--Dave


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RE: [Flashcoders] Allowing website user to record video and voice

2009-11-16 Thread David Cohn
Kevin,

Yes, we've been using influxis for several years now, with no big problems-- 
and no complaints from users about access (that I know of).
The only slight problem is it seems that if you don't log onto their site for a 
long time, your password will expire.  Just call them and it's reset, and all 
is ok, but it's something of a pain...

HTH,
--Dave



 Date: Mon, 16 Nov 2009 16:57:46 -
 From: Kevin Bath ke...@flowdigital.co.uk
 Subject: RE: [Flashcoders] Allowing website user to record video and
   voice
 To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
 Message-ID: 011301ca66dd$eeba1ae0$cc2e50...@co.uk
 Content-Type: text/plain; charset=us-ascii
 
 As far as hosted solutions go - these guys might be worth a look. There are
 plenty of code samples to get you started on their site. Anyone had any
 experience of them?
 
 http://www.influxis.com/
 
 Kevin Bath.

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[Flashcoders] Re: Flashcoders Digest, Vol 12, Issue 16

2008-09-24 Thread David Cohn

Jim,

Do you want something like this? (movie_clip is the instance name)

movie_clip.play();
movie_clip.stop();
movie_clip.gotoAndStop(x);  // for scrubber

--Dave



Date: Wed, 24 Sep 2008 08:58:14 -0400
From: Jim Elmore [EMAIL PROTECTED]
Subject: [Flashcoders] Pause/Play a swf
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes

I have a slide show built of scripted movie clips placed on the main
timeline to sync to a voice over audio.

This is way over my head, but I'd like to add play/pause functionality
and a scrubber to this show. Is that possible to start and stop
scripted movie clips from any frame in the swf?




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[Flashcoders] ConvolutionFilter stops when it gets online

2007-07-24 Thread David Cohn

Hey all,

What could cause a ConvolutionFilter to not show up online, when it  
works perfectly well locally?  I'm publishing as Flash Player 8,  
ActionScript 2.0, my browser uses Shockwave Flash 9.0 r45, and the  
actionScript is including (I've tried import flash.filters.* as well):


import flash.filters.ConvolutionFilter;


(This is the code, although as I said I'd think there's no problem  
here since it works in Authoring:)


private function onLoadInit( target_mc:MovieClip ):Void {
// Set up sharpening filter
var neg = -1;
var pos =  2;
var cor =  0;
var mat:Array = [
cor,  neg, cor,
neg,  pos, neg,
cor,  neg, cor
];
var convMat = new ConvolutionFilter(3,3,mat);
target_mc.filters = [convMat];

this.picimage._alpha = 0;
this.setFrameEvent(fadeIn); // this starts an alpha 
fade-in
}


Any ideas?

Thanks,
--Dave

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Re: [Flashcoders] AS2: LocalConnection as broadcaster?

2007-07-20 Thread David Cohn

Ivan,

Using a SharedObject seems like a workable solution-- thanks for that  
take.


Although it still seems to me a grave lack in the LocalConnection  
implementation.


--Dave



On Jul 20, 2007, at 1:45 AM, Ivan Dembicki wrote:


private

Hello David,

I'm not sure is you received my mail to flashcoders list:
~


Hello David,


this is not final decision, just to show the idea.

== root =

import as.Test;
new Test();


== as.Test.as ===
import as.MultiLocalConnection;

class as.Test {

   private var test1_lc : MultiLocalConnection;
   private var test2_lc : MultiLocalConnection;
   private var test3_lc : MultiLocalConnection;
   private var test4_lc : MultiLocalConnection;

   public function Test() {
   this.init();
   }

   private function init() : Void {

   this.test1_lc = new MultiLocalConnection();
   this.test2_lc = new MultiLocalConnection();
   this.test3_lc = new MultiLocalConnection();
   this.test4_lc = new MultiLocalConnection();

   this.test1_lc.onTest = function () {
   trace(test1_lc.onTest(+arguments+));
   };
   this.test2_lc.onTest = function () {
   trace(test2_lc.onTest(+arguments+));
   };

   this.test1_lc.connect(test);
   this.test2_lc.connect(test);

   this.test3_lc.send(test, onTest, [test, 1,
third param]);
   this.test4_lc.send(test, onTest, [test, 2,
third param]); // this send isn't work - thie same frame

   Mouse.addListener(this);
   }

   private function onMouseUp ():Void {
   this.test4_lc.send(test, onTest, [test, 2,
third param]); // this send isn't work
   }

}

== class as.MultiLocalConnection 
import mx.utils.Delegate;

dynamic class as.MultiLocalConnection {

   private var local_connection:LocalConnection;
   private var uid:String;

   public function MultiLocalConnection(Void) {
   this.init();
   }

   private function init() : Void {
   this.local_connection = new LocalConnection();
   this.local_connection[onMessage]  =
Delegate.create(this, this.onMessage);
   this.uid = new Date().getTime()+_+random(1);
   }

   public function connect (connectionName:String):Boolean {
   this.addMultiListener(connectionName);
   var connect_to:String = connectionName+this.uid;
   return this.local_connection.connect(connect_to);
   }

   public function send (connectionName:String,
methodName:String, args:Object):Boolean {
   var listeners_so:SharedObject =
SharedObject.getLocal(connectionName);
   var listeners_str:String = listeners_so.data 
[connectionName];

   var listeners:Array = listeners_str.split(|);
   // remove all connections
   listeners_so.data[connectionName] = ;

   args = [connectionName, methodName, args];
   args = args.toString();
   for (var i:Number=0, len:Number=listeners.length;  
ilen; i++) {

   var listener_uid:String = listeners[i];
   if (listener_uid.length) {
   var connection_name:String =
connectionName+listener_uid;

this.local_connection.send(connection_name, onMessage, args);
   }
   }
   return true;
   }

   private function onMessage (args:String):Void {
   var args_array:Array = args.split(,);
   var connectionName:String = +args_array.shift();
   var methodName:String = +args_array.shift();

   // reset if is available
   this.addMultiListener(connectionName);

   var method:Function = this[methodName];
   if (!method) {
   return;
   }
   method.call(this, args_array.join(,));
   }

   private function addMultiListener  
(connectionName:String):Void {

   var listeners_so:SharedObject =
SharedObject.getLocal(connectionName);
   var listeners_str:String = listeners_so.data 
[connectionName];

   var listeners:Array = listeners_str.split(|);
   if (!listeners.length) {
   listeners = [];
   }
   for (var i:Number=0, len:Number=listeners.length;  
ilen; i++) {

   var listener_uid:String = listeners[i];
   if (listener_uid == this.uid) {
   listeners.splice(i, 1);
   i--;
   }
   }
   

Re: [Flashcoders] AS2: LocalConnection as broadcaster?

2007-07-19 Thread David Cohn


Yes indeed, but doesn't this seem to be arbitrarily restrictive?

Suppose you're trying to coordinate loading pictures between 3 or 4  
plugins-- how can you do it without implementing a fairly complex  
scheme of attempted connects and changing connection names?





On Jul 19, 2007, at 2:00 AM, flashcoders- 
[EMAIL PROTECTED] wrote:



Only one server can be active (connected) with a particular connection
identifier. If you try to connect another LocalConnection server with
an already existing identifier (even in another movie), connect() will
fail and return false.

var lc1: LocalConnection = new LocalConnection();
trace(lc1.connect(myconnection)); // true

var lc2: LocalConnection = new LocalConnection();
trace(lc2.connect(myconnection)); // false


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[Flashcoders] AS2: LocalConnection as broadcaster?

2007-07-18 Thread David Cohn


It looks like when you .send using LocalConnection, the first  
listener gobbles up the message, so that if there are two SWF files  
which have connected, only one will receive the message.


Do I understand this correctly?  This seems like an artificial  
limitation that makes no sense to me... are things different in AS3?


I'd guess the workaround would be to set up a relaying system that  
would keep the message alive-- anyone have another workaround?


Thanks,
--Dave

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[Flashcoders] XML Load delay, and looks like infinite loop?

2007-07-18 Thread David Cohn


I have a class which does an XML load, and receives a response that's  
roughly 10k.  We use this class in several different instances.   
We're tracing the server, and the response is sent about one second  
after receiving the request.  Then we see a roughly 15 second delay  
before the onHTTPStatus function is invoked.  On the Mac, the  
spinning rainbow cursor appears, and in one instance, this delay is  
enough to cause the infinite loop dialog box to be invoked:


A script in this movie is causing Adobe Flash
Player 9 to run slowly.  If it continues to run,
your computer may become unresponsive.

If I hit NO, the response seems to be immediately received and  
everything continues correctly.  This dialog box never appears on  
Windows.  On Mac, it appears in the one instance only, and both in  
Safari and Firefox.




Two things puzzle me about this:

	1. What would cause the dialog box to appear?  Between the .load  
and receiving the httpStatus response, shouldn't Flash just be  
sleeping/polling, or does it actually loop while checking for the  
response?


	2. Where could the delay be?  The server seems to have completed  
sending, the send is only about 10k, and there shouldn't be much  
processing needed between receiving data and the onHTTPStatus  
handler being invoked, should there?




private var xReceive:   XML;

private function host_status( httpStatus:Number ):Void { trace 
(httpStatus=+httpStatus); };

private function host_data( sSrc:String ):Void {
trace( Source received:);
... // other processing
};

this.xReceive.onHTTPStatus = Delegate.create(this, this.host_status);
this.xReceive.onData = Delegate.create(this, this.host_data);

trace(sending...);
this.xReceive.load( url );



- output:
sending...
15 second delay!!
httpStatus=0
 Source received:



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Re: [Flashcoders] MovieClips and levels

2007-06-06 Thread David Cohn

Patrick,

Thanks-- that's what I thought.
I'd actually tried Bitmaps first, but they weren't working for me in  
this case...


Time to move on to CS3!

Thanks again,
--Dave




No.   You can make a bitmap copy then attachBitmap.

I'd suggest getting into Flash CS3 and/or Flex.  Goodbye to the old
movieclip levels.  It was so difficult to manage.

Cheers
Patrick
On Jun 5, 2007, at 6:13 PM, David Cohn wrote:


Hey all,

Is there a way to transfer, or copy, a movieClip between levels?
I'd like to do something like:

var mc = somelevel.createEmptyMovieClip(..);

...and then have the root be able to access it:

_root.copyMovieClip( mc ) or _root.attachMovieByReference( mc )

...is this possible?  Or am I overlooking something simple?

Thanks,
--Dave


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[Flashcoders] MovieClips and levels

2007-06-05 Thread David Cohn

Hey all,

Is there a way to transfer, or copy, a movieClip between levels?   
I'd like to do something like:


var mc = somelevel.createEmptyMovieClip(..);

...and then have the root be able to access it:

_root.copyMovieClip( mc ) or _root.attachMovieByReference( mc )

...is this possible?  Or am I overlooking something simple?

Thanks,
--Dave

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Re: [Flashcoders] textheight and embedded text

2007-06-01 Thread David Cohn


Can anyone confirm or deny that the textHeight property doesn't  
respond with embedded fonts?

Or am I just going crazy?

Thanks,
--Dave



I'm trying to dynamically fit text into a Dynamic TextField by
repetitively adding text and checking the textHeight property (I want
to add an ellipsis at the end of text which is cut off, so I can't
just stuff all the text in there).  This works fine, until I embed
the characters, in which case the textHeight property fails to  
respond.


Has anyone run into this?  Is there a work-around?
Is there a better method for trimming text to a box?

Thanks,
--Dave


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[Flashcoders] textheight and embedded text

2007-05-30 Thread David Cohn

Hey all,

I'm trying to dynamically fit text into a Dynamic TextField by  
repetitively adding text and checking the textHeight property (I want  
to add an ellipsis at the end of text which is cut off, so I can't  
just stuff all the text in there).  This works fine, until I embed  
the characters, in which case the textHeight property fails to respond.


Has anyone run into this?  Is there a work-around?
Is there a better method for trimming text to a box?

Thanks,
--Dave

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RE: [Flashcoders] DepthManager stops working with loadMovie?

2007-05-10 Thread David Cohn


A simple test shows DepthManager does work correctly in a loaded SWF...

sorry for the too-quick post-- I'll have to crawl thru my code to  
figure out what's making it not work!


Thanks,
--Dave



I think using depth manager in a code where movie is loaded thru  
loadmovie

don't  cause any problem..

Can u mail the code so that we can rectify it...

Or you can try the same code with movieClipLoader class

The movieClipLoader class is much better for than loadMovie and we can
control those events thru that object

Durairaj
www.expertbuddy.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  
David Cohn

Sent: Thursday, May 10, 2007 7:34 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] DepthManager stops working with loadMovie?

Hey all,

It seems the DepthManager doesn't work with SWFs that have been
loaded.  At least, I have a project where the DepthManager is working
fine, but when I use loadMovie to load the SWF into a container
movie, none of the depths are being set...

Is this a known limitation?  Or is there something else that must be
going on in my movie?  How do people work around this?

Thanks,
--Dave


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RE: [Flashcoders] DepthManager stops working with loadMovie? - RESOLVED

2007-05-10 Thread David Cohn


mc_A.setDepthAbove(  mc_B  );
mc_B.setDepthTo( DepthManager.kNotopmost );

This works-- that is, sets mc_A above mc_B-- in my stand-alone SWF,  
but doesn't work when loaded... could be just how things shake out...


Upshot is that, given that these are triggered by bitmap loads (i.e.  
ordered arbitrarily), I'll have to rethink how I'm setting depths.


Thanks all,
--Dave




A simple test shows DepthManager does work correctly in a loaded  
SWF...


sorry for the too-quick post-- I'll have to crawl thru my code to
figure out what's making it not work!

Thanks,
--Dave




I think using depth manager in a code where movie is loaded thru
loadmovie
don't  cause any problem..

Can u mail the code so that we can rectify it...

Or you can try the same code with movieClipLoader class

The movieClipLoader class is much better for than loadMovie and we  
can

control those events thru that object

Durairaj
www.expertbuddy.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
David Cohn
Sent: Thursday, May 10, 2007 7:34 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] DepthManager stops working with loadMovie?

Hey all,

It seems the DepthManager doesn't work with SWFs that have been
loaded.  At least, I have a project where the DepthManager is working
fine, but when I use loadMovie to load the SWF into a container
movie, none of the depths are being set...

Is this a known limitation?  Or is there something else that must be
going on in my movie?  How do people work around this?

Thanks,
--Dave





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[Flashcoders] Re: Flashcoders Digest, Vol 5, Issue 19

2007-05-09 Thread David Cohn

Brian,

Yes!  That works!

Wouldn't you think that would be the default, if one doesn't specify  
the fillColor at all?


(And, DOH!  I was reversing the alpha values in my mind, and  
specifying FF as fully transparent!)



Thanks,
--Dave





did you try filling with 0?  You're setting the background color to an
opaque color, and then drawing the transparent bitmap on top of it.

var m_cBitmap = new BitmapData( target_mc._width, target_mc._height,
true, 0x0 );

if you don't specify the color, it might be using 0xff00 (black  
with an

alpha of 255).

--Brian

On 5/8/07, David Cohn [EMAIL PROTECTED] wrote:


Hey all,

I must be missing something straight-forward here...

I'm loading a PNG file with a transparent background, and then I want
to extract the Bitmap, preserving its transparency.  The loaded clip
shows up with the transparent background, but after the .draw(), the
bitmap seems to lose its transparency.  (the trace statement, of
course, shows the .transparent property to be true)

Can anyone spot the error?

Thanks,
--Dave


loaderObj.onLoadInit = function( target_mc:MovieClip ) {

// tried with and without setting fillColor
var m_cBitmap = new BitmapData( target_mc._width,
target_mc._height,
true, 0xFF99 );

// tried with and without setting pMatrix,  
pColorTransform, and

various blendModes
var pMatrix = new Matrix();
var pColorTransform = new ColorTransform();
m_cBitmap.draw( target_mc, pMatrix, pColorTransform,  
normal );


var bitmap_mc = _root.createEmptyMovieClip 
( transparency_test,

_root.getNextHighestDepth() );
bitmap_mc.attachBitmap(m_cBitmap, 2, auto, true);

trace(onLoadInit: transparency=+m_cBitmap.transparent);
};






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[Flashcoders] Bitmap draw and transparency

2007-05-08 Thread David Cohn

Hey all,

I must be missing something straight-forward here...

I'm loading a PNG file with a transparent background, and then I want  
to extract the Bitmap, preserving its transparency.  The loaded clip  
shows up with the transparent background, but after the .draw(), the  
bitmap seems to lose its transparency.  (the trace statement, of  
course, shows the .transparent property to be true)


Can anyone spot the error?

Thanks,
--Dave


loaderObj.onLoadInit = function( target_mc:MovieClip ) {

// tried with and without setting fillColor
	var m_cBitmap = new BitmapData( target_mc._width, target_mc._height,  
true, 0xFF99 );


	// tried with and without setting pMatrix, pColorTransform, and  
various blendModes

var pMatrix = new Matrix();
var pColorTransform = new ColorTransform();
m_cBitmap.draw( target_mc, pMatrix, pColorTransform, normal );

	var bitmap_mc = _root.createEmptyMovieClip( transparency_test,  
_root.getNextHighestDepth() );

bitmap_mc.attachBitmap(m_cBitmap, 2, auto, true);

trace(onLoadInit: transparency=+m_cBitmap.transparent);
};





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Re: [Flashcoders] [semi-OT] - Preventing Software Piracy

2007-04-17 Thread David Cohn

Nik,

I missed the beginning of this thread (on vacation), so forgive me if  
I misunderstand the premises... but we've had a good experience using  
CrypKey Instant to wrap applications (http://www.crypkey.com/),  
which then require a software key to unlock for specific machine(s)  
only (it allows transfer of that license to another machine).   
CrypKey provides various solutions-- such as free (timed or usage)  
trials, network licensing, etc...   We've had good experiences with  
tech support as well.


The only gotcha with Flash is that you may have to embed it in a  
Director shell to wrap it.  I forget why, but stand-alone Flash  
Projectors didn't work-- although maybe they do now (there's been a  
new release).


--Dave



The circumstances of the particular project I am quoting for would
require the content to be almost exclusively off-line, diskbased, and
to be used in a class room environment. So I explicitly do not want to
rely in any way on authentiofication over on-line resources, as this
will open up a minefield of getting it through various school, college
and corporate fierwalls.

Re the cost aspect , I think, this could be built into the courses as
I imagine they would sell them much miore expdensively than the cost
of a dongle (whcih averages out at about £20.00 (if memory serves
correctly)

Nik


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[Flashcoders] localTrusted in DCR in Browser

2007-03-25 Thread David Cohn

Hey all,

I've got  a Flash file that wants to read a local XML file (from the  
same directory), in a browser.

I've set the file to be trusted, and it works fine with the SWF object.

But, this file has to be embedded in a Director file for some other  
functionality, and from the DCR, I can't read the XML file successfully.


I was hoping that the Director Flash Xtra would allow the same access  
that the Flash plug-in would-- but that doesn't seem to be the case.


Has anyone gotten a similar situation to work?
Or, any ideas on how to allow this?

Thanks,
--Dave

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[Flashcoders] unchosen ComboBox

2007-03-12 Thread David Cohn

Hey all,

I'm trying to get a ComboBox to start out unchosen (e.g. shows  
choose one), but not allow the user to select that initial value.


It basically works if I set :
my_cb.dataProvider = { data:1, label:A, data:2, label:B, ... };
my_cb.text = choose one;
my_cb.selectedIndex = null;

The only snag I'm running into with this solution is that keyboard  
navigation is off by one letter (e.g. pressing the B key will select  
A), and only on the first time the component is used.


Is there a better solution for this?

Thanks in advance,
--Dave


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Re: [Flashcoders] Updating old source

2007-03-09 Thread David Cohn

Glen,

Thanks, this does help...

although I'm still hoping against hope for a better way to get  
this .fla source updated!



Anyone have any experience with updating old .fla source?  Has it  
always just gone smoothly?!


Thanks again,
--Dave





From: Glen Pike [EMAIL PROTECTED]

Hi,

Both are pretty good but leave you some work to do in that all the
exported symbols are named programmatically and not as your  
original FLA.


ASV exports a JSFL file and a load of AS and FLA files.  To  
rebuild
your FLA, you need to run the JSFL.  Flash Decompiler is simpler  
and it

starts up the Flash IDE with your exported FLA project.

Of the 2, flash-decompiler is the most painless for exporting, but
ASV seems to have a better, if more complex interface for looking  
at SWF

files.

HTH

Glen


David Cohn wrote:


The source is not corrupted as far as I can tell, since it can be
opened in MX on 10.2 with no problems.

But would this be a possible (rather round-about) route to converting
to Flash 8?
Do these decompilers do a good job of reconstituting MovieClips,
Graphics, etc... as per the original?

Thanks,
--Dave




From: Glen Pike [EMAIL PROTECTED]

Hi,

If your source's are corrupted and you still have the SWF's you  
may want

to look at using a decompiler to rebuild your FLA files.

I like ASV http://www.buraks.com/asv/ and Flash Decompiler
http://www.flash-decompiler.com/  I know these are Windows only  
so you
may want to Google for other stuff or someone else may want to  
help you

out here...

Glen

David Cohn wrote:

Andy,

Sorry if that wasn't specific enough.

By source, I mean .fla files-- replete with all sorts of graphics,
movieClips, buttons, etc...

Thanks,
--Dave




From: Andy Herrman [EMAIL PROTECTED]

So, by source, do you mean code, or are there graphics objects as
well?  If it's just code then why not open them in 10.2 where  
it works

and then copying the code out to text files?

   -Andy

On 3/8/07, David Cohn [EMAIL PROTECTED] wrote:

Hey all,

I'm trying to update some old, old source FLA files which were  
last
updated in Flash MX (the original development preceeded even  
that),
and I'm having trouble with some of the files-- i.e. Flash  
crashes on

opening them!

The old source is on a Mac 10.2.8 system, and I need to get  
the files

editable on Mac 10.4.8.

I've tried:
1. copying the MX files from 10.2 and opening them with
Flash 8 on 10.4
2. installing MX 2004 on 10.2, saving and compacting the
files,
copying and opening them with Flash 8 on 10.4
3. installing MX 2004 on 10.4, and opening the MX04  
source

with MX
2004 on 10.4
4. opening the MX source in MX 2004 on 10.4

In both cases, I updated MX04 to v7.2.
In all cases, the same few files crash Flash (except #4, where  
the

files wouldn't open at all).

Anybody run into this, or have any ideas on how I can salvage the
source?

Thanks,
--Dave






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[Flashcoders] Updating old source

2007-03-08 Thread David Cohn

Hey all,

I'm trying to update some old, old source FLA files which were last  
updated in Flash MX (the original development preceeded even that),  
and I'm having trouble with some of the files-- i.e. Flash crashes on  
opening them!


The old source is on a Mac 10.2.8 system, and I need to get the files  
editable on Mac 10.4.8.


I've tried:
1. copying the MX files from 10.2 and opening them with Flash 8 on 10.4
	2. installing MX 2004 on 10.2, saving and compacting the files,  
copying and opening them with Flash 8 on 10.4
	3. installing MX 2004 on 10.4, and opening the MX04 source with MX  
2004 on 10.4

4. opening the MX source in MX 2004 on 10.4

In both cases, I updated MX04 to v7.2.
In all cases, the same few files crash Flash (except #4, where the  
files wouldn't open at all).


Anybody run into this, or have any ideas on how I can salvage the  
source?


Thanks,
--Dave

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Re: [Flashcoders] Updating old source

2007-03-08 Thread David Cohn

Andy,

Sorry if that wasn't specific enough.

By source, I mean .fla files-- replete with all sorts of graphics,  
movieClips, buttons, etc...


Thanks,
--Dave




From: Andy Herrman [EMAIL PROTECTED]

So, by source, do you mean code, or are there graphics objects as
well?  If it's just code then why not open them in 10.2 where it works
and then copying the code out to text files?

   -Andy

On 3/8/07, David Cohn [EMAIL PROTECTED] wrote:

Hey all,

I'm trying to update some old, old source FLA files which were last
updated in Flash MX (the original development preceeded even that),
and I'm having trouble with some of the files-- i.e. Flash crashes on
opening them!

The old source is on a Mac 10.2.8 system, and I need to get the files
editable on Mac 10.4.8.

I've tried:
1. copying the MX files from 10.2 and opening them with  
Flash 8 on 10.4
2. installing MX 2004 on 10.2, saving and compacting the  
files,

copying and opening them with Flash 8 on 10.4
3. installing MX 2004 on 10.4, and opening the MX04 source  
with MX

2004 on 10.4
4. opening the MX source in MX 2004 on 10.4

In both cases, I updated MX04 to v7.2.
In all cases, the same few files crash Flash (except #4, where the
files wouldn't open at all).

Anybody run into this, or have any ideas on how I can salvage the
source?

Thanks,
--Dave




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Re: [Flashcoders] Updating old source

2007-03-08 Thread David Cohn


The source is not corrupted as far as I can tell, since it can be  
opened in MX on 10.2 with no problems.


But would this be a possible (rather round-about) route to converting  
to Flash 8?
Do these decompilers do a good job of reconstituting MovieClips,  
Graphics, etc... as per the original?


Thanks,
--Dave




From: Glen Pike [EMAIL PROTECTED]

Hi,

If your source's are corrupted and you still have the SWF's you may  
want

to look at using a decompiler to rebuild your FLA files.

I like ASV http://www.buraks.com/asv/ and Flash Decompiler
http://www.flash-decompiler.com/  I know these are Windows only so you
may want to Google for other stuff or someone else may want to help  
you

out here...

Glen

David Cohn wrote:

Andy,

Sorry if that wasn't specific enough.

By source, I mean .fla files-- replete with all sorts of graphics,
movieClips, buttons, etc...

Thanks,
--Dave




From: Andy Herrman [EMAIL PROTECTED]

So, by source, do you mean code, or are there graphics objects as
well?  If it's just code then why not open them in 10.2 where it  
works

and then copying the code out to text files?

   -Andy

On 3/8/07, David Cohn [EMAIL PROTECTED] wrote:

Hey all,

I'm trying to update some old, old source FLA files which were last
updated in Flash MX (the original development preceeded even that),
and I'm having trouble with some of the files-- i.e. Flash  
crashes on

opening them!

The old source is on a Mac 10.2.8 system, and I need to get the  
files

editable on Mac 10.4.8.

I've tried:
1. copying the MX files from 10.2 and opening them with
Flash 8 on 10.4
2. installing MX 2004 on 10.2, saving and compacting the  
files,

copying and opening them with Flash 8 on 10.4
3. installing MX 2004 on 10.4, and opening the MX04 source
with MX
2004 on 10.4
4. opening the MX source in MX 2004 on 10.4

In both cases, I updated MX04 to v7.2.
In all cases, the same few files crash Flash (except #4, where the
files wouldn't open at all).

Anybody run into this, or have any ideas on how I can salvage the
source?

Thanks,
--Dave






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Re: [Flashcoders] Dragging a clip gives erratic ._x numbers

2007-02-28 Thread David Cohn

Paul,

I know it's no help, but I recently ran into this also and never  
found a workaround...


I'd love to know if you find one!

--Dave





Heya folks,

This is baffling me (and making me very annoyed), and I haven't  
found an

answer elsewhere, so here goes...

I have a main movie with a custom drag scrubber control.  At the  
core
of my app (Flash 8 Pro) is this scrubber that needs to simply  
return its

position so I can use it to display the proper frame of a movie clip
(with many frames).

Problem is that dragging the scrubber in one direction very slowly  
will
frequently get erratic and NOT just increase or decrease relevant  
to the

drag direction.  Now, I originally thought it could be poor rounding
math code on my part, but I finally put a text counter on the screen
that simply displays the value of mcTheMovieClip._x which is the
dragged clip.  Here's what I mean by erratic:

Dragging from left to right, ._x reports:
..101, 102, 101, 102, 103, 104, ..

What the friggin' poo??  What exactly causes a dragged movie clip to
jump back/forth a pixel or two?  It's making an accurate, consistently
one-directional drag behavior to be roughly impossible!

I'm miffed, but hopefully somebody has a clue on this and would be so
kind as to throw down some helpful bits.

Thanks!
Paul Hoza


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[Flashcoders] Re: Flashcoders Digest, Vol 25, Issue 53

2007-02-17 Thread David Cohn


Thanks, [Inspectable] metadata does the trick!

Where would people go for overview documentation on this stuff?

Flash (8) Help shows nothing for metadata nor Inspectable.  I found  
info on the adobe site once I knew what to look for, but is there a  
good summary available?


(if possible, anything but livedocs ;)

Thanks again,
--Dave




Look into the [Inspectable] metadata tag.

If you place it before a class variable or property, then setting the
class under the component definition will automatically populate the
parameters.

class MyClass {
//...
[Inspectable(defaultValue=default)]
public var myVar:String;
[Inspectable]
public function get myProp():Number {
return _prop;
}
public function set myProp(value:Number):Void {
_prop = isFinite(value) ? Math.floor(value) : 0;
}
private var _prop:Number;
//...
}

There are other options: enumeration, different types, etc.




Also, leave the Parameters in the Component Definition window  
blank, it's there for backwards compatibility and will be filled

in automatically if you use [Inspectable] metadata in your class.
But for that to work you need to fill in the class (including  
package) in the AS 2.0 Class field - just below the paramaters in

the Component Definition window.

When you make changes to a class' [Inspectable] metadata, those  
changes are not reflected in the fla immediatly. For instance, if
you add new Inspectable metadata and you have a movieclip instance  
on stage, you won't see the properties show up in the Parameters.
You'll have to compile the fla first, or make the movieclip a  
compiled clip and recompile it each time you change the class.





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[Flashcoders] extends MovieClip

2007-02-16 Thread David Cohn

Hey all,

As per my earlier thread, I've been playing around with the  
Component Definition dialog box in order to create a class which  
extends MovieClip, where the class can be passed parameters (or,  
set in the Parameters tab as the case may be).  This seems to  
implement what I want, but I'm puzzled about the behavior of the  
Component Definition dialog box. What I do is:


-- Set Linkage...:

AS 2.0 Class:   MyPackage.myClass


-- Open Component Definition... and enter Parameters like:

Parameters:
TypesType   typeA   String
Degree  nDegree 37.5Number


-- Now, what puzzles me is the behavior of the AS 2.0 Class field  
in this dialog box:



AS 2.0 Class:   MyPackage.myClass(val)

		-- this seems to work; the parameters are set correctly for the  
instance.
			Puzzlement 1: val can be *anything*, as long as it's just one  
word (e.g. it can't be sType,nDegree) and the parameters are set  
correctly!



AS 2.0 Class:   MyPackage.myClass()

-- this gives me a syntax error


AS 2.0 Class:   MyPackage.myClass

		-- Puzzlement 2: this causes all the parameters to disappear next  
time the dialog box is open, and the parameters aren't set for the  
instance!



Am I using this thing right?  I can't make heads or tails of what's  
going on!


Thanks,
--Dave

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[Flashcoders] Re: extends MovieClip

2007-02-05 Thread David Cohn

Hey all,

Thanks for all the insights!



Sounds like you are trying to extend an instance of a MovieClip...


Yes, this mistake did creep into my thinking a bit-- thanks for  
getting me back on track!


I'm trying to create code such that a graphic designer can hand me a  
movieClip and I can slap a class on it to define behavior integral to  
the movieClip (extends MovieClip).  An instance of the movieClip  
would then instantiate the class, with the possibility of passing  
arguments to the constructor.  I'd also like to use multiple  
inheritence, but I think I can work around that by using sub-classes:


private var type1handler;
private var type2handler;

function blah( type1:String, type2:String ) {
switch(type1) {
case a:  type1handler = new class1_a
case b:  type1handler = new class1_b
}
switch(type2) {
case a:  type2handler = new class2_a
case b:  type2handler = new class2_b
}
}




From: Andrei Thomaz [EMAIL PROTECTED]

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

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


Hmm... interesting thought... invert the thinking somewhat:

class superblah {
public var blah:MovieClip;

function superblah() {
blah = create and attach designer movieClip;
blah.onRelease = function...
}
}



From: Rákos Attila [EMAIL PROTECTED]

Do you mean that setting the associated AS 2.0 class in the
MovieClip's linkage settings is not an option and you want to alter
the class of an existing MovieClip instance at run-time? It's possible
by utilizing the __proto__ property and reorganizing the prototype
chain.

But your code seems to be not optimal:
1. unnecessary and superfluous to create a wrapper function for each
   instance's onRelease handler (it creates as many Function instances
   as many blah instance is created)


Agreed it's unnecessary and superfluous, and looking for a better way...

Truthfully, I've never used the AS 2.0 class in the linkage box--  
this may be what I was looking for!
Can this be set up so that instances can then pass parameters to the  
class's constructor?


mucking with the __proto__ may work as well...

(And your example, of course, is more like what I'd meant:)


2. the same with setting the handler function in the constructor,
   since it can be a simple class member

class blah extends MovieClip {

  private function onRelease(): Void {
// handle release here
  }

}



Thanks again,
--Dave


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[Flashcoders] Re: extends MovieClip

2007-02-05 Thread David Cohn

Muzak,

Perfect ...and a great resource in general also!

Thanks,
--Dave



Date: Mon, 5 Feb 2007 19:56:03 +0100
From: Muzak [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Re: extends MovieClip
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]

http://muzakdeezign.com/flashcoders/?q=dynamically%20assign%20class
http://muzakdeezign.com/flashcoders/?q=dynamically%20associate% 
20movieclip%20class



- Original Message -
From: David Cohn [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Monday, February 05, 2007 7:15 PM
Subject: [Flashcoders] Re: extends MovieClip


Hey all,

Thanks for all the insights!



Sounds like you are trying to extend an instance of a MovieClip...


Yes, this mistake did creep into my thinking a bit-- thanks for
getting me back on track!

I'm trying to create code such that a graphic designer can hand me a
movieClip and I can slap a class on it to define behavior integral to
the movieClip (extends MovieClip).  An instance of the movieClip
would then instantiate the class, with the possibility of passing
arguments to the constructor.  I'd also like to use multiple
inheritence, but I think I can work around that by using sub-classes:

private var type1handler;
private var type2handler;

function blah( type1:String, type2:String ) {
switch(type1) {
case a:  type1handler = new class1_a
case b:  type1handler = new class1_b
}
switch(type2) {
case a:  type2handler = new class2_a
case b:  type2handler = new class2_b
}
}




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[Flashcoders] Re: extends MovieClip

2007-02-05 Thread David Cohn

Attila,

Great... this makes sense and helps immensely!

Thanks for all your help,
--Dave



On Feb 5, 2007, at 4:07 PM, [EMAIL PROTECTED]  
wrote:



Date: Mon, 5 Feb 2007 20:21:55 +0100
From: Rákos Attila [EMAIL PROTECTED]
Subject: Re: [Flashcoders] Re: extends MovieClip

DC Truthfully, I've never used the AS 2.0 class in the linkage box--
DC this may be what I was looking for!

The simplest way is to assing a class to a movie clip symbol. It makes
each instance of that symbol (both placed on stage at design time or
created at run-time) associated with the given class.

DC Can this be set up so that instances can then pass parameters  
to the

DC class's constructor?

No, you cannot pass parameters directly to the constructor by that
way, however you can give initial values of class members in the last
parameter of the attachMovie() method, and the given values will be
initialized prior to the contructor's execution. E.g.:

class MyClass extends MovieClip {
  public var foo: Number;
  public var bar: String;

  public function MyClass() {
trace(foo:  + foo);
trace(bar:  + bar);
  }

}

myMC1 = mc.attachMovie(LinkageID, myMC1, 1, {foo: 123, bar:  
hello});
myMC2 = mc.attachMovie(LinkageID, myMC2, 2, {foo: 0, bar:  
world});


and the output is:

foo: 123
bar: hello
foo: 0
bar: world

If you wish to pass parameters to an instance placed on the stage
manually, then convert the movie clip symbol in the library to
component by using the Component Definition command in the right-click
menu of the library panel. There you can set the associated class and
the list of class' properties which can be set in the Parameters tab
of the Properties panel when you place an instance on the stage. The
given values of parameters will be initialized before the execution of
the constructor.

   Attila



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[Flashcoders] extends MovieClip

2007-02-04 Thread David Cohn

Hey all,

Is it possible to use a class extends MovieClip on a pre-existing  
(authored) MovieClip?

I'd like to seamlessly do something like:

class blah extends MovieClip {

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

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


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


class blah {

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

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

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


Thanks,
--Dave

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[Flashcoders] PrintJob and dynamic functionality

2006-11-08 Thread David Cohn

Hey all,

I'm trying to use the printJob class (AS 2.0) to print a page with a  
dynamically drawn chart, something like:


	mc_pp = _root.createEmptyMovieClip(printbox,  
this.getNextHighestDepth());
	mc_pp.attachMovie(printPage+i, printPage, 100, {_x:-1000,  
_y:-1000});


// ... call some routines which draw a chart

mc_pj = new PrintJob();
if (mc_pj.start()) {
if (mc_pj.addPage(printbox,null,null,1)) {
print(page added successfully!);
mc_pj.send();
}
}
_root.mc_pp.removeMovieClip();
delete mc_pj;


I've tried many variations of this, including calling addPage on a  
callback from the movieClip after initializing, on frame 3 or so.   
The movieclip is rendered correctly on stage in all cases, but the  
printed job shows the movieClip as it appears before any actionScript  
is executed (or blank, e.g. in the case of a callback).


Am I missing something simple?
Does anyone have an example of printing a movieClip that needs to  
initialize before printing?


Thanks,
--Dave

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[Flashcoders] Safari bug? Click doesn't register until mousemove

2006-05-08 Thread David Cohn

Sounds similar to something I may have reported (I can't remember).

I've got a button that issues an XML.sendAndLoad
I see the button triggered on mousedown, but I never get the response  
until the mouse moves.

(However, this happens in authoring)

I can work around this by using a setInterval, but it's tedious...  
there's gotta be a better solution out there!

Let me know if you resolve it...

Thanks,
--Dave





I've done a quick google and haven't seen this, but it's hard to  
know where
exactly to look as all the words involved are so common. Anyone  
seen a bug
where a mousedown isn't registered until the mouse is moved? This  
is only
happening in Safari - tested in Firefox, IE/Mac and IE/Win with no  
problems.
The movie is running through Director, although my instinct is that  
an issue

like this is probably at a lower level than Director / Flash.

I have a nagging feeling I've seen a discussion of this, but I can't
remember where or if it was resolved.

Danny


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[Flashcoders] fileReference download

2006-04-14 Thread David Cohn

Hey all,

I'm having real problems with FileReference download.
I'm doing the following... the class is created with a verified URL  
and legit filename.

The .download() call returns success
I get the OS dialog box (Mac OSX 10.4.5 - also tried online on Win XP)
I select a folder, and hit Save

Then, Flash Authoring crashes!
I get no trace output (that I can see before the crash)

Tried online, it just hangs.

In neither case does the server show any record of an attempt to  
access the chosen file.


I realize there could be sandbox issues, but I doubt this is the problem
(the url online is from the same domain, and this shouldn't cause a  
crash in Authoring anyway)


Anyone have experience with download()?
Any gotchas I may have overlooked here?

Should onOpen at least be called when the dialog box is opened?
Or is this called when the socket is opened?

Thanks in advance for any help...
--Dave




import flash.net.FileReference;
class as.aDownloader {
private var oListener:Object;
public function aDownloader( sUrl:String, sFN:String ) {
this.oListener = new Object();
trace(downloading, url=+sUrl);
		oListener.onCancel = function(file:FileReference):Void { trace 
(onCancel:  + file.name); };
		oListener.onComplete = function(file:FileReference):Void { trace 
(onComplete:  + file.name); };
		oListener.onIOError = function(file:FileReference):Void { trace 
(onIOError:  + file.name); };
		oListener.onSecurityError = function(file:FileReference,  
errorString:String):Void { trace(onSecurityError:  + file.name); };
		oListener.onOpen = function(file:FileReference):Void { trace 
(onOpen:  + file.name); };
		oListener.onSelect = function(file:FileReference):Void { trace 
(onSelect:  + file.name); };
		oListener.onProgress = function(file:FileReference,  
bytesLoaded:Number, bytesTotal:Number):Void {

trace(onProgress: bytes= + bytesLoaded + / + 
bytesTotal );
};  
var fileRef:FileReference = new FileReference();
fileRef.addListener(oListener);
if ( !fileRef.download(sUrl,sFN) ) { trace(dialog box 
failed!); };
}
}
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Re: [Flashcoders] XML load hang...

2006-02-11 Thread David Cohn


I tried it at 6fps and it worked, but it's also working at 12fps  
right now. (As I said, it's intermittent.)


It was at 12fps, which seems none too high... Why would this cause a  
completion handler to get blocked?
(There's no animation going on at this point, nothing dynamic about  
the frame it's on at all, and anyway, Flash can't be pre-empting  
handlers based on frame workload, can it?!)


I'll look out for it hanging again, and re-try the 6fps thing then...

Thanks,
--Dave


High framerate.  What is your framerate?  Try it at 6fps, do you  
still see

the problem?

- Original Message -
From: David Cohn [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, February 10, 2006 5:00 PM
Subject: Re: [Flashcoders] XML load hang...



Agreed it looks like my fault... but it's a simple app (no key
listeners, etc.)
What could I be doing that could cause such behavior?



David Cohn schrieb:

Hey all,

It seems that sometimes when I issue a load on an XML object, the
onLoad function doesn't get called until something or other  
happens

in Flash e.g. moving the mouse!

Anyone see this behavior?  And/or know why?

This must be some side effect you're observing. Here it does
everithing
it should without something other happening...



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Re: [Flashcoders] XML load hang...

2006-02-10 Thread David Cohn


Agreed it looks like my fault... but it's a simple app (no key  
listeners, etc.)

What could I be doing that could cause such behavior?



David Cohn schrieb:

Hey all,

It seems that sometimes when I issue a load on an XML object, the
onLoad function doesn't get called until something or other happens
in Flash e.g. moving the mouse!

Anyone see this behavior?  And/or know why?
This must be some side effect you're observing. Here it does  
everithing

it should without something other happening...



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[Flashcoders] Re: Flashcoders Digest, Vol 11, Issue 24

2005-12-08 Thread David Cohn


Thanks Chris, good to know.
So there's no good Flash 6 solution?



Yeah, this is a problem in flash. A better loading method is to use  
the

MovieClipLoader class:

var mcl = new MovieClipLoader();

mcl.loadClip(movie.swf,_root.clipToLoadIn);
mcl.addListener(this);

onLoadProgress = function(target_mc:MovieClip, bytesLoaded:Number,  
bytesTotal:Number) {

trace(loaded=+bytesLoaded+, total=+bytesTotal);

};




David Cohn wrote:


Hey all,

After using loadMovie on a blank movieclip, I do:

onClipEvent(data) {
trace(loaded=+this._framesloaded+, total=+this._totalframes);
}

...which always gives:
loaded=16000, total=65535
(both values should be way smaller)

Yet _currentframe reports the correct value... is there something I'm
missing?

Thanks in advance,
--Dave


p.s. is there a way to search the flashcoders archives?


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[Flashcoders] Re: _framesloaded and _totalframes

2005-12-08 Thread David Cohn


Sorry, I responded too early...
(and forgot to change the subject line-- where's that coffee?!?)


What I'm looking for is actually the totalframes of the movieclip  
I'm loading-- not bytes.
The MovieClipLoader class doesn't seem to provide this-- and I can't  
even get this when the clip is fully loaded.


Is this information available at all from outside a loaded clip?

Thanks,
--Dave




On Dec 8, 2005, at 8:14 AM, David Cohn wrote:



Thanks Chris, good to know.
So there's no good Flash 6 solution?



Yeah, this is a problem in flash. A better loading method is to  
use the

MovieClipLoader class:

var mcl = new MovieClipLoader();

mcl.loadClip(movie.swf,_root.clipToLoadIn);
mcl.addListener(this);

onLoadProgress = function(target_mc:MovieClip, bytesLoaded:Number,  
bytesTotal:Number) {

trace(loaded=+bytesLoaded+, total=+bytesTotal);

};




David Cohn wrote:


Hey all,

After using loadMovie on a blank movieclip, I do:

onClipEvent(data) {
trace(loaded=+this._framesloaded+,  
total=+this._totalframes);

}

...which always gives:
loaded=16000, total=65535
(both values should be way smaller)

Yet _currentframe reports the correct value... is there something  
I'm

missing?

Thanks in advance,
--Dave


p.s. is there a way to search the flashcoders archives?




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[Flashcoders] privacy/security settings

2005-10-27 Thread David Cohn

Hey all,

It appears that in order to use the ExternalInterface, users must  
allow certain privacy and/or security settings.
I've messed around with these so much that I'm not sure how to direct  
users to initialize these appropriately...


1. What are the minimum changes a user must make to enable  
ExternalInterface.available?


2. What is the preferred way of asking users to do this?
I tend to right-click, hit ? (which goes to the macromedia  
site), then hit Global Privacy, etc... but is there an easier way?



As always, thanks in advance!
--Dave


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