Re: [FlashCoders] AS3 TextFields with filters - game performance?

2007-09-15 Thread Dimitrios Bendilas

Hi jon,

Unfortunately there is no way we can use non-embedded fonts.
It's a game after all, with much attention paid on graphics,
and we don't want to have it stuffed with Arial or Times New Roman text. :)

Do you believe there will be a erforamce issue with embedded fonts?
Do you have any real life example for a game you have developed or seen?

Thanks,

Dimitrios


- Original Message - 
From: Jon Bradley [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 14, 2007 3:09 PM
Subject: Re: [FlashCoders] AS3 TextFields with filters - game performance?



On Sep 13, 2007, at 9:52 AM, Dimitrios Bendilas wrote:

My major concern is performance, because of the use of filters. By  
the way, I want to use
the filters so that I won't have to make a new Raster Font Engine  
in Flash (I've already done

one for AS2.0)


First thought for performance considerations - don't use embedded  
fonts. That's a performance hit right there. Flash uses the native  
system rendering to get the curve information for non-embedded fonts,  
rather than rendering it itself - that comes with it's own set of  
problems of course.


good luck.

jon


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Re: [FlashCoders] AS3 TextFields with filters - game performance?

2007-09-14 Thread Dimitrios Bendilas

Hi James and Erik,

I too was thinking that since a textfield will use cacheAsBitmap
whenever filters are applied, there will be no performance issues.
They won't change often, as James says.

I think I'll go with it and there will be no problem.
It just sounded too good to be true :)

Thanks for your replies,

Dimitrios


- Original Message - 
From: James Marsden [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 14, 2007 1:22 PM
Subject: Re: [FlashCoders] AS3 TextFields with filters - game performance?


you'll only get a performance hit if the textfields are updating 
frequently. As soon as you apply a filter, the image is converted to a 
bitmap anyhoo (I believe).


If your fields rarely change, it shouldn't be an issue.

J


EECOLOR wrote:

I do not know what the performance inpact is of TextFields with
filters. If the performance it too great you could take a snapshot
of the text using a BitmapData instance. Then draw that BitmapData to
a Shape or Bitmap and apply the filters there.

As I said, I dont know about the difference in performance, but you could
try it :)




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[FlashCoders] AS3 TextFields with filters - game performance?

2007-09-13 Thread Dimitrios Bendilas
Hello,

I was wondering if any of you have any feedback to share concerning the 
extensive use
of textfields with filters in games made with Flash 9 and ActionScript 3.

We are developing a desktop casual game, let's say of the scale of Diner Dash 
(http://www.playfirst.com/game/dinerdashfloonthego).
I am building a new Game Framework in AS3, Flash 9 and I was thinking of using
the native TextField objects for displaying text of all kind.

I want to use textfields with embeded fonts and various styles like Glow and 
DropShadow
at will. The game will have text displayed on game panels, score, animated 
score,
game messages and everything a middle-scale game contains.

My major concern is performance, because of the use of filters. By the way, I 
want to use
the filters so that I won't have to make a new Raster Font Engine in Flash 
(I've already done
one for AS2.0)

Any insight would be great.

Thanks,

Dimitrios
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Re: [Flashcoders] AS3 Events, Delegates and passing parameters

2007-08-27 Thread Dimitrios Bendilas

Of course!

I can't believe it was that simple. I guess I wasn't used subclassing native 
classes so much.


Thanks a lot Muzak. Troy, thanks for your reply too, I think what Muzak said 
was what I was looking for.


Best regards,
Dimitrios



- Original Message - 
From: Muzak [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Saturday, August 25, 2007 1:56 AM
Subject: Re: [Flashcoders] AS3 Events, Delegates and passing parameters



Create a custom class, extending Loader, that has an .id property.

regards,
Muzak

- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Friday, August 24, 2007 9:42 PM
Subject: [Flashcoders] AS3 Events, Delegates and passing parameters



Hello everyone,

I am just starting working with AS3 after many years working with AS1 and 
AS2.


I am trying to rebuild a Game/App development framework I had built in 
AS2 into AS3

and I want to make sure I get it right from scratch.

All these years I had been working with Delegates and specifically a 
custom Delegate class I had writen

which allowed the user to pass extra parameters.

Now for my new framework, I want to use the new extended event model of 
AS3, with addEventListener
and subclassed Event objects. The problem is that I cannot find a 
solution that does not uses a Delegate object.
I know that in AS3 callbacks are now executed with the proper scope, so 
this does not require a delegate as before,

but I still haven't figured out how to pass parameters.

Specifically, I cannot do this in situations like the following:
Thank you,

Dimitrios



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[Flashcoders] AS3 Dynamic class reference

2007-08-27 Thread Dimitrios Bendilas

Hello,

I need to dynamically get a reference of a Class and I'm not able to do so.

I think an example will illustrate my point better:


package com.zefxis.solarwind2.animations {

import fl.motion.easing.*;

public class EaseFunctions {

private var _easeClassName:String;
private var _easeFuncName:String;

private static var easeDependencies = [Back,
Bounce,
Elastic,
Linear,
Cubic,
Quadratic,
Circular,
Exponential,
Sine,
Quintic,
Quartic];

public function EaseFunctions() {
}

public function getEasingFunction(functionName:String):Function {
 var tmp:Array = functionName.split(.);
 this._easeClassName = tmp[0];
 this._easeFuncName = tmp[1];

 //trace(this._easeClassName, this._easeFuncName);
 var easeFunc:Function = fl.motion.easing[this._easeClassName][easeIn]; 
// 



 return easeFunc;
}
}

}


What I want to do is pass a parameter like Cubic.easeIn so that 
EaseFunctions parses that into Cubic.easeIn.
The code above produces a compile error: 1120: Access of undefined property 
fl.. Any clues?

(it used to work in AS2)

Thank you,

Dimitrios



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[Flashcoders] AS3 Events, Delegates and passing parameters

2007-08-24 Thread Dimitrios Bendilas

Hello everyone,

I am just starting working with AS3 after many years working with AS1 and 
AS2.


I am trying to rebuild a Game/App development framework I had built in AS2 
into AS3

and I want to make sure I get it right from scratch.

All these years I had been working with Delegates and specifically a custom 
Delegate class I had writen

which allowed the user to pass extra parameters.

Now for my new framework, I want to use the new extended event model of AS3, 
with addEventListener
and subclassed Event objects. The problem is that I cannot find a solution 
that does not uses a Delegate object.
I know that in AS3 callbacks are now executed with the proper scope, so this 
does not require a delegate as before,

but I still haven't figured out how to pass parameters.

Specifically, I cannot do this in situations like the following:
(please note that a lot of things were deleted in this example, so that you 
don't have to read a longer text)



package com.zefxis.solarwind2 {

public class ImgLoader() {

/*
 Various lines of code that initialize the class
 and load an external .xml file (images.xml), which triggers xmlLoaded 
when

 the loading is complete.

 images.xml contains information for every image that needs to be loaded
*/

private function xmlLoaded(e:Event):void {
 // parse xml data
 // for every image, get its id, the file path
 // and a bunch of other information which is not shown here

// loop through each node and load the corresponding image
 var id:String; // = blah blah
 var path:String; // = blah blah
 loadImage(id, path);
 // end loop
}

private function loadImage(id:String, file:String):void {

 // 1st Option
 Solution using just a method reference. No parameters can be passed
 loader.contentLoaderInfo.addEventListener(Event.INIT, imageLoaded);

 /* 2nd option
 The only solution I know of that passes parameters, but it includes a 
Delegate object
 loader.contentLoaderInfo.addEventListener(Event.INIT, 
Delegate.create(imageLoaded, id));

 */

 loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, 
ioErrorHandler);


 loader.load(new URLRequest(file));
}

private function imageLoaded(event:Event, id:String):void {
 var loader:Loader = LoaderInfo(event.target).loader;
 var bitmapData:BitmapData = Bitmap(loader.content).bitmapData;

 // Store the loaded bitmapData in an object
 // I need to have its id, so that I know which image I am storing, how to 
manipulate it (e.g. slice it)
 // and be able to use it later in my application by calling it with its 
id.

 bitmaps[id].bitmap = bitmapData;

 loadedImages++;

 if (loadedImages == totalImages)
  dispatchEvent(new Event(Event.COMPLETE));
}

}

}




Well, that's it.

I am puzzled. I tried to find help online but couldn't find anything useful.
I am somehow convinced that I can achieve what I'm after without using a 
Delegate,
(which is not the cleanest thing to do as I understand), and that the new 
Event model in AS3

provides all the tools I need.

Am I right?

Thank you,

Dimitrios


-
Dimitrios Bendilas
Game Designer/Lead Developer
Total Eclipse Games
www.totaleclipsegames.com

Web Consultant
ZEFXIS
www.zefxis.gr


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Re: [FlashCoders] Delegates and performance

2006-10-22 Thread Dimitrios Bendilas
Yeah, I know that Steven. Unofrtunately I'm still using the IDE 
for some complex sprite animations, eventhough I know I shouldn't.


The IDE compile time really sucks. I hope I'll start using MTASC soon.

Thanks,

Dimitrios


- Original Message - 
From: Steven Sacks | BLITZ [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, October 20, 2006 9:11 PM
Subject: RE: [FlashCoders] Delegates and performance


You should look into using MTASC via FLASC to compile your games.  Since
games are mostly code, you'll save yourself a ton of time by using
MTASC.  The difference in compile time is astounding.  MTASC compiles in
about one second when the IDE can take much longer.
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Re: [FlashCoders] Delegates and performance

2006-10-20 Thread Dimitrios Bendilas

Thanks for poitning that out Tony.

I mostly do games with Flash and haven't used MTASC,
so I didn't know it does not compile.

Dimitrios



- Original Message - 
From: Anthony Lee [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, October 20, 2006 9:08 AM
Subject: Re: [FlashCoders] Delegates and performance



By the way Dimitrios,

Your Delegate Class wouldn't compile with MTASC.

...com/zefxis/utils/Delegate.as:18: characters 3-12 : type error Local 
variable redefinition : _func


Tony
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[FlashCoders] Delegates and performance

2006-10-16 Thread Dimitrios Bendilas
Hello everyone,

I had a really big issue recently, when I realized that the performance of a 
large-scale game
I built in Flash dropping substantially after 1/2 hour of gameplay, to the 
point where
the game became wy too slow to play.

After exhausting tests I found out that this was caused by the extended use of 
Delegates
with parameters (I always make sure I don't leave garbage sitting around when I 
destroy
objects of all of my classes, so that was not the issue). 

Spending one week on this, I managed to spot the problem and find a solution,
writing a new Delegate class that was taking care of cleaning up function 
objects.

I thought this would interest quite a few people, so I wrote an article on 
this. You can
read at www.zefxis.gr/article-delegates. You can also download the Delegate 
class
I wrote and use it for you projects.

I would appreciate any comments on this!

Thanks,

Dimtirios



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Re: [Flashcoders] Right-MouseClick

2006-09-22 Thread Dimitrios Bendilas

Hi Mike,

Key.isDown(2) -- right mouse button
Key.isDown(4) -- middle mouse button

Setting wmode as transparent makes the context menu not show up in a 
browser.


Dimitrios


- Original Message - 
From: Meinte van't Kruis [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 5:32 PM
Subject: Re: [Flashcoders] Right-MouseClick



you cant suppress the context menu in flash, you can add items to it
tho.Might
be what you're looking for.

-Meinte

On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote:


Is there a reliable way to detect a r-mouse click, and at the same
time suppress the context menu? I could swear that there was a simple
way to do it, but I amy be having a DIrector flashback..no pun intended.

Thanks,
Mike

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Re: [Flashcoders] Right-MouseClick

2006-09-22 Thread Dimitrios Bendilas

Ok sorry, that's what happens on FireFox, at least the ver. 1.5.0.7
that I'm running here.

So I guess it is a bug indeed.

It's not the case on IE and Opera.

Dimitrios


- Original Message - 
From: slangeberg [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 6:05 PM
Subject: Re: [Flashcoders] Right-MouseClick



Setting wmode as transparent makes the context menu not show up in a
browser.

Are you sure about that? Sounds more like bug than feature!

Scott


On 9/22/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hi Mike,

Key.isDown(2) -- right mouse button
Key.isDown(4) -- middle mouse button

Setting wmode as transparent makes the context menu not show up in a
browser.

Dimitrios


- Original Message -
From: Meinte van't Kruis [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 5:32 PM
Subject: Re: [Flashcoders] Right-MouseClick


 you cant suppress the context menu in flash, you can add items to it
 tho.Might
 be what you're looking for.

 -Meinte

 On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote:

 Is there a reliable way to detect a r-mouse click, and at the same
 time suppress the context menu? I could swear that there was a simple
 way to do it, but I amy be having a DIrector flashback..no pun
intended.

 Thanks,
 Mike

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--

: : ) Scott
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Re: [Flashcoders] Right-MouseClick

2006-09-22 Thread Dimitrios Bendilas

It doesn't show up for me. I forgot to mention I have Flash Player 9.

Dimitrios


- Original Message - 
From: JOR [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 6:50 PM
Subject: Re: [Flashcoders] Right-MouseClick


I'm using FireFox 1.5.0.7 and get the context menu on my site which uses 
wmode=transparent.



James O'Reilly
http://www.jamesor.com



Dimitrios Bendilas wrote:

Ok sorry, that's what happens on FireFox, at least the ver. 1.5.0.7
that I'm running here.

So I guess it is a bug indeed.

It's not the case on IE and Opera.

Dimitrios


- Original Message - From: slangeberg [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 6:05 PM
Subject: Re: [Flashcoders] Right-MouseClick



Setting wmode as transparent makes the context menu not show up in a
browser.

Are you sure about that? Sounds more like bug than feature!

Scott


On 9/22/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:



Hi Mike,

Key.isDown(2) -- right mouse button
Key.isDown(4) -- middle mouse button

Setting wmode as transparent makes the context menu not show up in a
browser.

Dimitrios


- Original Message -
From: Meinte van't Kruis [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, September 22, 2006 5:32 PM
Subject: Re: [Flashcoders] Right-MouseClick


 you cant suppress the context menu in flash, you can add items to it
 tho.Might
 be what you're looking for.

 -Meinte

 On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote:

 Is there a reliable way to detect a r-mouse click, and at the same
 time suppress the context menu? I could swear that there was a 
 simple

 way to do it, but I amy be having a DIrector flashback..no pun
intended.

 Thanks,
 Mike

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--

: : ) Scott
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Re: [FlashCoders] XRay _global tree

2006-09-07 Thread Dimitrios Bendilas

Hi John,

Thank you for the link. It's a web-based interface as I saw.
I didn't get it to work unfortunately, eventhough I allowed every
connection I was asked for.

I'll give it another try today.

Thanks for checking the files I sent!

Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, September 06, 2006 3:07 PM
Subject: Re: [FlashCoders] XRay _global tree



Try the latest interface:

http://www.rockonflash.com/xray/flex/Xray.html

I just got back to the desk, I'll do some tests with th efiles you posted,
thanks!

On 9/6/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hi John,

I'm using connector 1.6.1 and the 1.2.5 interface.

I just made a really simple example for you to test.
It doesn't have any classes, so no _global.com,
but I'm having the same issue with _level0, I can
only take a snapshot of _level0. If I type _level0.squares
(or select the movieclip squares from the _level0 tree) and then
press the snapshot button, it doesn't work.

You can download the files from
http://www.zefxis.gr/files/xray.zip

Thanks a lot!

Dimitrios


- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, September 06, 2006 7:10 AM
Subject: Re: [FlashCoders] XRay _global tree


 Hey Dimitrios, I'd have to take a look at the why - I'm not sure why
 recursion isn't working for you or why you can start your search from
 _global.com

 let me know:

 1.  what version of the interface you're using (are you using the 
 latest

 Flex version?)
 2.  what version of connector

 Is it possible to get a copy of your files for testing?  I'll sign
 whatever
 NDA you've got

 Thanks,
 jpg

 On 9/5/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello,

 I've just downloaded the latest version of Xray.

 Why can't I take a snapshot of _global.com for example?
 When I type _global.com and then press the snapshot button,
 it reverts to _level0. Same thing happens with everything else,
 like _global.com.zefxis.solarwind.applications.ActionManager.

 So, I can only take snapshots from _global
 or _level0, plus the recursive option doesn't always work.

 Any clues? Couldn't find anything at the blitz help page.


 Dimtrios
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Re: [FlashCoders] XRay _global tree

2006-09-06 Thread Dimitrios Bendilas

Hi John,

I'm using connector 1.6.1 and the 1.2.5 interface.

I just made a really simple example for you to test.
It doesn't have any classes, so no _global.com,
but I'm having the same issue with _level0, I can
only take a snapshot of _level0. If I type _level0.squares
(or select the movieclip squares from the _level0 tree) and then
press the snapshot button, it doesn't work.

You can download the files from
http://www.zefxis.gr/files/xray.zip

Thanks a lot!

Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, September 06, 2006 7:10 AM
Subject: Re: [FlashCoders] XRay _global tree



Hey Dimitrios, I'd have to take a look at the why - I'm not sure why
recursion isn't working for you or why you can start your search from
_global.com

let me know:

1.  what version of the interface you're using (are you using the latest
Flex version?)
2.  what version of connector

Is it possible to get a copy of your files for testing?  I'll sign 
whatever

NDA you've got

Thanks,
jpg

On 9/5/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hello,

I've just downloaded the latest version of Xray.

Why can't I take a snapshot of _global.com for example?
When I type _global.com and then press the snapshot button,
it reverts to _level0. Same thing happens with everything else,
like _global.com.zefxis.solarwind.applications.ActionManager.

So, I can only take snapshots from _global
or _level0, plus the recursive option doesn't always work.

Any clues? Couldn't find anything at the blitz help page.


Dimtrios
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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-05 Thread Dimitrios Bendilas

Hi Dave,

I had already replied you a few days ago, but I think the message went under 
a digest title,

so you must have missed it.

So again, thanks!
I downloaded your example and played around with it.
I don't know for flash 4, but with flash 8 it was the fact that the images
were loaded and not attached that caused the memory to free.

So I experimented a lot and I now know that Flash will not free memory
of images that were attached via attachMovie, even if you removeMovieClip,
or you send its timeline it to an empty frame or pray all night long.

If anyone does not agree with this, please let me know what you know,
I've been working on this 12h/day for the past week, but this still
doesn't make sense to me, so I could probably be missing something.

Dave, thanks again!

Regards,

Dimitrios




- Original Message - 
From: dave matthews [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Sunday, September 03, 2006 8:04 PM
Subject: [Flashcoders] RE: Images stay on memory forever?



here ya go Dimitrios,

 Posted a working example - Flash 4 .fla included - we do mobile.
 http://www.davidmatthews.com/dad/mem_usage_example.zip ---watch the
word wrap in the URL---

 Tested in player 9 and works correctly.

good luck,
Dave Matthews
--snip---

Do you have an working example you can shared maybe?
Thanks a million!
Dimitrios

- Original Message -
From: dave matthews davidmatthews_com at hotmail.com
To: flashcoders at chattyfig.figleaf.com
Sent: Friday, September 01, 2006 4:14 PM
Subject: [Flashcoders] RE: Images stay on memory forever?

hi Dimitrios,

 Try using hard coded symbol_clips instead of the dynamically attached 
movies, because frame 2+ is going to contain whatever exists on keyframe 
one of the code created attached movie.


 For example, using an IDE target_clip symbol with the first occupied 
keyframe and the target in frame 5 will  require the command 
target_clip, goto (key)frame5 and loadmovie content.jpg into 
replacable_target_movieclip_symbol actually exists only on frame5.  The 
loaded content.jpg can be eliminated from the player by sending the 
target_clip/timeline to empty keyframe1, which is a known to be an empty 
keyframe...  thus no 'load_target' no content that replaced the 
'load_target.


 Placing attached movieclips on different levels is more complex since we 
have no way to create truly empty keyframes on dynamic timelines... i 
think... :)


we'll get it working,
Dave Matthews




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[FlashCoders] XRay _global tree

2006-09-05 Thread Dimitrios Bendilas
Hello,

I've just downloaded the latest version of Xray.

Why can't I take a snapshot of _global.com for example?
When I type _global.com and then press the snapshot button,
it reverts to _level0. Same thing happens with everything else,
like _global.com.zefxis.solarwind.applications.ActionManager.

So, I can only take snapshots from _global
or _level0, plus the recursive option doesn't always work.

Any clues? Couldn't find anything at the blitz help page.


Dimtrios
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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread Dimitrios Bendilas

Hi Dave,

Thank you for your reply!

I tried everything you described here. Unfortunately, I still got the same 
problem.

I guess I'm not doing something right here...

This is my code now:

_root.attachMovie(p1, p1, 10);
_root.attachMovie(p2, p2, 20);

n = 1;

btn.onRelease = function():Void {
_root[p+n].gotoAndStop(2); // frame 2 is empty
_root[p+n].removeMovieClip();
n++;
}

I even tried removing the movie clip on the next frame, after calling 
gotoAndStop(2).

Still the same.

Any thoughts?

Dimitrios



- Original Message - 
From: dave matthews [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 11:02 PM
Subject: [Flashcoders] RE: Images stay on memory forever?



hi Dimitrios,

re: Anyone got any idea?

 We had problems last year with something similar, loading 6 layers of 
tiles in a 10 x 10 grid from the terraserver: 
http://www.davidmatthews.com/dad/07-03-05-maplicator.swf  press n 
slide/pan, double click n hold slide to zoom.



 Turns out .jpg's decompress to over 3 times their size to render in the 
player.


 The solution we used to get rid of the memory bloat is to use loadmovie 
into target clips, which throws the previous .jpg's out of the clip and 
player - replacing it with the new content.


 For a greater number of loaded movies, when we change layers in the 
maplicator for example, we actually move to a blank frame in the target 
clip's timeline.


 By moving to a frame where the target clips no longer exist we force the 
player to abandon the previously loaded .jpg's along with their holder 
clips which also frees memory because those targets and their content are 
no longer anywhere in the timeline or player.


 Because the .jpg's are still in the browser cache (but not in the 
player), when the user zooms out and we move back to the empty target 
clips in their timeline, reloading those .jpg's is instantaneous, as they 
are not reoaded from the server.


hth,
Dave_Matthews


p.s. Martin, is this true? - does the player really NOT render things 
placed way off stage?


 Im not sure if this is still the case in fp8 but i know that in previous
versions i would also move a clip to -1,-1 to stop the renderer 
from

including it.

martin



--

Message: 8
Date: Thu, 31 Aug 2006 18:53:31 +0200
From: Martin Wood [EMAIL PROTECTED]
Subject: Re: [FlashCoders] Images stay on memory forever?
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-7; format=flowed

Sounds perfectly normal to me, making something invisble in flash doesnt 
mean it
will unload the content from memory, in fact it doesnt necessarily mean it 
wont

get rendered.

Im not sure if this is still the case in fp8 but i know that in previous
versions i would also move a clip to -1,-1 to stop the renderer 
from

including it.

martin

Dimitrios Bendilas wrote:

Sorry for posting again,

Anyone got any idea? 



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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread Dimitrios Bendilas

Hello Dave,

Thanks for helping out with this, man.

Originally my code was:
n = 1;
btn.onRelease = function():Void {
_root[p+n].gotoAndStop(2);
_root[p+n].removeMovieClip();
n++;
}
No dynamically attached symbols. Didn't work...

Can you please download the .FLA and run a little test for yourself
if it's not much trouble?
It's at http://www.zefxis.gr/files/ImageIssue.fla

I'm not sure if I understand correctly what you are saying here.
The first frame of the movieclips has to be blank, their content
must start from frame let's say 2, and before removing them
moving their timeline to frame 1, which is blank? Is that it?
I tried this and still doesn't work.

Do you have an working example you can shared maybe?

Thanks a million!

Dimitrios


- Original Message - 
From: dave matthews [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 01, 2006 4:14 PM
Subject: [Flashcoders] RE: Images stay on memory forever?



hi Dimitrios,

 Try using hard coded symbol_clips instead of the dynamically attached 
movies, because frame 2+ is going to contain whatever exists on keyframe 
one of the code created attached movie.


 For example, using an IDE target_clip symbol with the first occupied 
keyframe and the target in frame 5 will  require the command target_clip, 
goto (key)frame5 and loadmovie content.jpg into 
replacable_target_movieclip_symbol actually exists only on frame5.  The 
loaded content.jpg can be eliminated from the player by sending the 
target_clip/timeline to empty keyframe1, which is a known to be an empty 
keyframe...  thus no 'load_target' no content that replaced the 
'load_target.


 Placing attached movieclips on different levels is more complex since we 
have no way to create truly empty keyframes on dynamic timelines... i 
think... :)


we'll get it working,
Dave Matthews


--

Message: 8
Date: Fri, 1 Sep 2006 11:25:13 +0300
From: Dimitrios Bendilas [EMAIL PROTECTED]
Subject: Re: [Flashcoders] RE: Images stay on memory forever?
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; format=flowed; charset=iso-8859-7;
reply-type=response

Hi Dave,

Thank you for your reply!

I tried everything you described here. Unfortunately, I still got the same
problem.
I guess I'm not doing something right here...

This is my code now:

_root.attachMovie(p1, p1, 10);
_root.attachMovie(p2, p2, 20);

n = 1;

btn.onRelease = function():Void {
_root[p+n].gotoAndStop(2); // frame 2 is empty
_root[p+n].removeMovieClip();
n++;
}

I even tried removing the movie clip on the next frame, after calling
gotoAndStop(2).
Still the same.

Any thoughts?

Dimitrios



- Original Message -
From: dave matthews [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 11:02 PM
Subject: [Flashcoders] RE: Images stay on memory forever?



hi Dimitrios,

re: Anyone got any idea?

 We had problems last year with something similar, loading 6 layers of 
tiles in a 10 x 10 grid from the terraserver: 
http://www.davidmatthews.com/dad/07-03-05-maplicator.swf  press n 
slide/pan, double click n hold slide to zoom.



 Turns out .jpg's decompress to over 3 times their size to render in the 
player.


 The solution we used to get rid of the memory bloat is to use loadmovie 
into target clips, which throws the previous .jpg's out of the clip and 
player - replacing it with the new content.


 For a greater number of loaded movies, when we change layers in the 
maplicator for example, we actually move to a blank frame in the target 
clip's timeline.


 By moving to a frame where the target clips no longer exist we force the 
player to abandon the previously loaded .jpg's along with their holder 
clips which also frees memory because those targets and their content are 
no longer anywhere in the timeline or player.


 Because the .jpg's are still in the browser cache (but not in the 
player), when the user zooms out and we move back to the empty target 
clips in their timeline, reloading those .jpg's is instantaneous, as they 
are not reoaded from the server.


hth,
Dave_Matthews




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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread Dimitrios Bendilas

You cannot delete a movieclip, just a reference to it.

e.g.
var mc = _root.ball;
delete mc;

the movieclip stays put and you just don't have an mc variable anymore.

Dimitrios

- Original Message - 
From: Toby [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Friday, September 01, 2006 5:55 PM
Subject: RE: [Flashcoders] RE: Images stay on memory forever?



Here's a nbie suggestion, but can you not use 'delete'?


-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas
Sent: 01 September 2006 14:53
To: Flashcoders mailing list
Subject: Re: [Flashcoders] RE: Images stay on memory forever?

Hello Dave,

Thanks for helping out with this, man.

Originally my code was:
n = 1;
btn.onRelease = function():Void {
 _root[p+n].gotoAndStop(2);
 _root[p+n].removeMovieClip();
 n++;
}
No dynamically attached symbols. Didn't work...

Can you please download the .FLA and run a little test for yourself
if it's not much trouble?
It's at http://www.zefxis.gr/files/ImageIssue.fla

I'm not sure if I understand correctly what you are saying here.
The first frame of the movieclips has to be blank, their content
must start from frame let's say 2, and before removing them
moving their timeline to frame 1, which is blank? Is that it?
I tried this and still doesn't work.

Do you have an working example you can shared maybe?

Thanks a million!

Dimitrios


- Original Message -
From: dave matthews [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 01, 2006 4:14 PM
Subject: [Flashcoders] RE: Images stay on memory forever?


 hi Dimitrios,

  Try using hard coded symbol_clips instead of the dynamically attached
 movies, because frame 2+ is going to contain whatever exists on 
 keyframe

 one of the code created attached movie.

  For example, using an IDE target_clip symbol with the first occupied
 keyframe and the target in frame 5 will  require the command
target_clip,
 goto (key)frame5 and loadmovie content.jpg into
 replacable_target_movieclip_symbol actually exists only on frame5.  The
 loaded content.jpg can be eliminated from the player by sending the
 target_clip/timeline to empty keyframe1, which is a known to be an 
 empty

 keyframe...  thus no 'load_target' no content that replaced the
 'load_target.

  Placing attached movieclips on different levels is more complex since
we
 have no way to create truly empty keyframes on dynamic timelines... i
 think... :)

 we'll get it working,
 Dave Matthews


 --

 Message: 8
 Date: Fri, 1 Sep 2006 11:25:13 +0300
 From: Dimitrios Bendilas [EMAIL PROTECTED]
 Subject: Re: [Flashcoders] RE: Images stay on memory forever?
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; format=flowed; charset=iso-8859-7;
 reply-type=response

 Hi Dave,

 Thank you for your reply!

 I tried everything you described here. Unfortunately, I still got the
same
 problem.
 I guess I'm not doing something right here...

 This is my code now:

 _root.attachMovie(p1, p1, 10);
 _root.attachMovie(p2, p2, 20);

 n = 1;

 btn.onRelease = function():Void {
 _root[p+n].gotoAndStop(2); // frame 2 is empty
 _root[p+n].removeMovieClip();
 n++;
 }

 I even tried removing the movie clip on the next frame, after calling
 gotoAndStop(2).
 Still the same.

 Any thoughts?

 Dimitrios



 - Original Message -
 From: dave matthews [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Sent: Thursday, August 31, 2006 11:02 PM
 Subject: [Flashcoders] RE: Images stay on memory forever?


hi Dimitrios,

re: Anyone got any idea?

  We had problems last year with something similar, loading 6 layers of
 tiles in a 10 x 10 grid from the terraserver:
 http://www.davidmatthews.com/dad/07-03-05-maplicator.swf  press n
 slide/pan, double click n hold slide to zoom.


  Turns out .jpg's decompress to over 3 times their size to render in
the
 player.

  The solution we used to get rid of the memory bloat is to use
loadmovie
 into target clips, which throws the previous .jpg's out of the clip 
 and

 player - replacing it with the new content.

  For a greater number of loaded movies, when we change layers in the
 maplicator for example, we actually move to a blank frame in the 
 target

 clip's timeline.

  By moving to a frame where the target clips no longer exist we force
the
 player to abandon the previously loaded .jpg's along with their holder
 clips which also frees memory because those targets and their content
are
 no longer anywhere in the timeline or player.

  Because the .jpg's are still in the browser cache (but not in the
 player), when the user zooms out and we move back to the empty target
 clips in their timeline, reloading those .jpg's is instantaneous, as
they
 are not reoaded from the server.

hth,
Dave_Matthews

Re: [Flashcoders] RE: Flashcoders Digest, Vol 20, Issue 2

2006-09-01 Thread Dimitrios Bendilas

Hey Dave,

Downloading now. Thanks!

Will check and get back to you.

Best regards,

Dimitrios


- Original Message - 
From: dave matthews [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 01, 2006 8:51 PM
Subject: [Flashcoders] RE: Flashcoders Digest, Vol 20, Issue 2




no prob Dimitrios,

 Posted a working example - Flash 4 .fla included - we do mobile.
 http://www.davidmatthews.com/dad/mem_usage_example.zip ---watch the 
word wrap in the URL---


 Tested in player 9 and works correctly.

good luck,
Dave Matthews
--snip---

Do you have an working example you can shared maybe?
Thanks a million!
Dimitrios

- Original Message -
From: dave matthews [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, September 01, 2006 4:14 PM
Subject: [Flashcoders] RE: Images stay on memory forever?

hi Dimitrios,

 Try using hard coded symbol_clips instead of the dynamically attached 
movies, because frame 2+ is going to contain whatever exists on keyframe 
one of the code created attached movie.


 For example, using an IDE target_clip symbol with the first occupied 
keyframe and the target in frame 5 will  require the command 
target_clip, goto (key)frame5 and loadmovie content.jpg into 
replacable_target_movieclip_symbol actually exists only on frame5.  The 
loaded content.jpg can be eliminated from the player by sending the 
target_clip/timeline to empty keyframe1, which is a known to be an empty 
keyframe...  thus no 'load_target' no content that replaced the 
'load_target.


 Placing attached movieclips on different levels is more complex since we 
have no way to create truly empty keyframes on dynamic timelines... i 
think... :)


we'll get it working,
Dave Matthews




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[FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas
Hello,

While doind some tests, I ran into something that seems a bit weird to me.

On stage I have two movieclips, p1 and p2 and a button, btn.
Each movieclip has a big bitmap (800x600px).

The following code is on frame 1. These are the only things in my app.

-
var n:Number = 0;
p1._visible = false;
p2._visible = false;

btn.onRelease = function():Void {
 _root[p+n]._visible = false;
 n++;
 _root[p+n]._visible = true;
}
-
So when you press the button the first movieclip appears.
When you press it again, it hides the first movieclip (p1)
and shows the second one (p2).

I run the program and watch the memory on the Task Manager:

Program executes: 8MB
Btn pressed once:  10MB
Btn pressed twice:  12MB and it stays there

And yes, if I only show p2 it goes to 10MB as well, so 12MB
is the sum of the two clip's size on memory.

So, I show p1, then hide it, but it doesn't get removed from memory.
Is that how it should behave?

Even if I removeMovieClip() the clip I'm hiding, the memory still doesn't go 
down.
It's Flash 8 and the movieclips are not bitmap cached.

Any thoughts?

Thanks,

Dimitrios Bendilas
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Re: [FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas

Sorry for posting again,

Anyone got any idea?

You can download an example from:
http://www.zefxis.gr/files/ImageIssue.zip

This is actually very urgent and I haven't been able to find anything so 
far.

So if someone has a clue, I'd really appreciate it.

At least can anyone give it a try and tell me I'm not crazy?

Thanks!

Dimitrios


- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 12:26 PM
Subject: [FlashCoders] Images stay on memory forever?


Hello,

While doind some tests, I ran into something that seems a bit weird to me.

On stage I have two movieclips, p1 and p2 and a button, btn.
Each movieclip has a big bitmap (800x600px).

The following code is on frame 1. These are the only things in my app.

-
var n:Number = 0;
p1._visible = false;
p2._visible = false;

btn.onRelease = function():Void {
_root[p+n]._visible = false;
n++;
_root[p+n]._visible = true;
}
-
So when you press the button the first movieclip appears.
When you press it again, it hides the first movieclip (p1)
and shows the second one (p2).

I run the program and watch the memory on the Task Manager:

Program executes: 8MB
Btn pressed once:  10MB
Btn pressed twice:  12MB and it stays there

And yes, if I only show p2 it goes to 10MB as well, so 12MB
is the sum of the two clip's size on memory.

So, I show p1, then hide it, but it doesn't get removed from memory.
Is that how it should behave?

Even if I removeMovieClip() the clip I'm hiding, the memory still doesn't go 
down.

It's Flash 8 and the movieclips are not bitmap cached.

Any thoughts?

Thanks,

Dimitrios Bendilas
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Re: [FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas

Hi Martin,

Ok, but the memory doesn't even free if I remove the movie clip
with .removeMovieClip()

And I tried moving it out of the stage as well...

Dimitrios

- Original Message - 
From: Martin Wood [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 7:53 PM
Subject: Re: [FlashCoders] Images stay on memory forever?


Sounds perfectly normal to me, making something invisble in flash doesnt 
mean it will unload the content from memory, in fact it doesnt necessarily 
mean it wont get rendered.


Im not sure if this is still the case in fp8 but i know that in previous 
versions i would also move a clip to -1,-1 to stop the renderer 
from including it.


martin

Dimitrios Bendilas wrote:

Sorry for posting again,

Anyone got any idea?

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Re: [FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas

Hi Steven,

Thanks for the information.
I've read this great article before, I'll read it once more
to refresh my memory.

My mistake, I forgot to mention that I have the same issue
even if I remove the movieclip with removeMovieClip(),
or move it to negative coords, outside the visible stage area.

Does this still make sense? Well, not to me!

Dimitrios



- Original Message - 
From: Steven Sacks | BLITZ [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 8:32 PM
Subject: RE: [FlashCoders] Images stay on memory forever?


Setting a movieclip to invisible doesn't free up memory, nor does it
reduce processing power that anything in that clip is doing.  The only
thing it frees up is drawing power, which can help in some cases.

The Flash garbage collector is not as good as it could be and we
currently don't have any hooks into it.  It's very easy for memory waste
(as opposed to a leak) to occur when one isn't sure how it happens.

Here is a great article on Scope Chain and Memory Waste. Recommended
reading for anyone interested in memory management in Flash.
http://timotheegroleau.com/Flash/articles/scope_chain.htm

That being said, back in the Director days clients used to freak out
because Director used 99% of the CPU.  What they didn't understand was
that it would readily give up any of its processing power when anything
else needed it, but as long as it was running, it used as much available
CPU as it could to ensure it ran as smoothly as possible.  If your
client is giving you a hard time over a few thousand k of memory usage,
your project is going too well.  Slow it down and miss some milestones.
Give them something important to pester you about.  ;)

HTH!
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Re: [FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas

Of course I'm swapping depths before I remove it.
I see it removed, but the memory doesn't free

Dimitrios


- Original Message - 
From: Steven Sacks | BLITZ [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 9:09 PM
Subject: RE: [FlashCoders] Images stay on memory forever?


That is correct.  If you want to remove a movieclip that you did not
attach using attachMovie (one that is manually there on a layer in the
timeline at compile) then you have to first swapDepths() it and then you
can removeMovieClip it.



BLITZ | Steven Sacks - 310-551-0200 x209



-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of eric dolecki
Sent: Thursday, August 31, 2006 10:52 AM
To: Flashcoders mailing list
Subject: Re: [FlashCoders] Images stay on memory forever?

to remove a movieclip, you need to create or attach it first. if

you're

using the IDE to place the mcs, you can't use removeMovieClip().

if a mc is not on stage, is invisible, it will still be rendered by

the

player.

Thats the way it works, whether it makes sense to you or not.

On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hi Steven,

 Thanks for the information.
 I've read this great article before, I'll read it once more
 to refresh my memory.

 My mistake, I forgot to mention that I have the same issue
 even if I remove the movieclip with removeMovieClip(),
 or move it to negative coords, outside the visible stage area.

 Does this still make sense? Well, not to me!

 Dimitrios



 - Original Message -
 From: Steven Sacks | BLITZ [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Thursday, August 31, 2006 8:32 PM
 Subject: RE: [FlashCoders] Images stay on memory forever?


 Setting a movieclip to invisible doesn't free up memory, nor does it
 reduce processing power that anything in that clip is doing.  The

only

 thing it frees up is drawing power, which can help in some cases.

 The Flash garbage collector is not as good as it could be and we
 currently don't have any hooks into it.  It's very easy for memory

waste

 (as opposed to a leak) to occur when one isn't sure how it happens.

 Here is a great article on Scope Chain and Memory Waste. Recommended
 reading for anyone interested in memory management in Flash.
 http://timotheegroleau.com/Flash/articles/scope_chain.htm

 That being said, back in the Director days clients used to freak out
 because Director used 99% of the CPU.  What they didn't understand

was

 that it would readily give up any of its processing power when

anything

 else needed it, but as long as it was running, it used as much

available

 CPU as it could to ensure it ran as smoothly as possible.  If your
 client is giving you a hard time over a few thousand k of memory

usage,

 your project is going too well.  Slow it down and miss some

milestones.

 Give them something important to pester you about.  ;)

 HTH!
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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Re: [FlashCoders] Images stay on memory forever?

2006-08-31 Thread Dimitrios Bendilas

This is the only code I've got:

n = 1;

btn.onRelease = function():Void {
_root[p+n].swapDepths(1);
_root[p+n].removeMovieClip();
n++;
}

I left it open for 15 minutes. Doesn't free memory...
Tested with Xray too. Nothing is left on stage except for the button.

Dimitiros


- Original Message - 
From: eric dolecki [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 9:28 PM
Subject: Re: [FlashCoders] Images stay on memory forever?



remove all references to the mc in code  see what happens. might not be
immediate. could take a few minutes.

On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Of course I'm swapping depths before I remove it.
I see it removed, but the memory doesn't free

Dimitrios


- Original Message -
From: Steven Sacks | BLITZ [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, August 31, 2006 9:09 PM
Subject: RE: [FlashCoders] Images stay on memory forever?


That is correct.  If you want to remove a movieclip that you did not
attach using attachMovie (one that is manually there on a layer in the
timeline at compile) then you have to first swapDepths() it and then you
can removeMovieClip it.



BLITZ | Steven Sacks - 310-551-0200 x209


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of eric dolecki
 Sent: Thursday, August 31, 2006 10:52 AM
 To: Flashcoders mailing list
 Subject: Re: [FlashCoders] Images stay on memory forever?

 to remove a movieclip, you need to create or attach it first. if
you're
 using the IDE to place the mcs, you can't use removeMovieClip().

 if a mc is not on stage, is invisible, it will still be rendered by
the
 player.

 Thats the way it works, whether it makes sense to you or not.

 On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  Hi Steven,
 
  Thanks for the information.
  I've read this great article before, I'll read it once more
  to refresh my memory.
 
  My mistake, I forgot to mention that I have the same issue
  even if I remove the movieclip with removeMovieClip(),
  or move it to negative coords, outside the visible stage area.
 
  Does this still make sense? Well, not to me!
 
  Dimitrios
 
 
 
  - Original Message -
  From: Steven Sacks | BLITZ [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Thursday, August 31, 2006 8:32 PM
  Subject: RE: [FlashCoders] Images stay on memory forever?
 
 
  Setting a movieclip to invisible doesn't free up memory, nor does it
  reduce processing power that anything in that clip is doing.  The
only
  thing it frees up is drawing power, which can help in some cases.
 
  The Flash garbage collector is not as good as it could be and we
  currently don't have any hooks into it.  It's very easy for memory
waste
  (as opposed to a leak) to occur when one isn't sure how it happens.
 
  Here is a great article on Scope Chain and Memory Waste. Recommended
  reading for anyone interested in memory management in Flash.
  http://timotheegroleau.com/Flash/articles/scope_chain.htm
 
  That being said, back in the Director days clients used to freak out
  because Director used 99% of the CPU.  What they didn't understand
was
  that it would readily give up any of its processing power when
anything
  else needed it, but as long as it was running, it used as much
available
  CPU as it could to ensure it ran as smoothly as possible.  If your
  client is giving you a hard time over a few thousand k of memory
usage,
  your project is going too well.  Slow it down and miss some
milestones.
  Give them something important to pester you about.  ;)
 
  HTH!
  ___
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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
  Premier Authorized Adobe Consulting and Training
  http://www.figleaf.com
  http://training.figleaf.com
 
 
 
  ___
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
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Re: [FlashCoders] Local storage warning

2006-08-29 Thread Dimitrios Bendilas
Ok, I found a solution for my problem and I thought I should share it with 
you,

in case someone runs into something similar in the future.

These are my findings:

1. Zinc seems to need a few Kbs in the local storage by default. Even if you 
create the simplest app
   with 1 line of code, e.g. mdm.Dialogs.prompt(test); or even only 
mdminit(), Zinc will have to access local storage.
   Fortunately, it needs less than 10K of local storage, which seems to be 
the size the flash player allows by default.
   So, if you have a Zinc application that doesn't save files on the local 
drive, the 10K limit is enough for you

   and the Local Storage Dialogs does not popup.

2. The problem comes when the application needs to save more than 10K per 
session. This means that
   if you need to save a file larger than 10K the dialog will come up. Of 
course, there is no way
   to by-pass this thing if you really need to save more than 10K, since 
it's a native flash player thing.

   The only solution would actually be a workaround.

3. Zinc does not only save stuff to the hard drive when saving a file or a 
folder, e.g. with mdm.FileSystem.saveFile()
   but also when DECRYPTING a file or a string. In my case, that's what was 
happening. My application didn't save files larger
   than 10K, and those that it did save (3K, 2K, 8K etc) didn't cause any 
issue.
   But, the application descrypted several files, one of which was larger 
than 10K (it was 50K). All others didn't cause
   any issues, but this one was big and Zinc apparently needed disk space 
to decrypt it, so it actually tried to save
   data on the hard drive, which was more than 10Kb and this caused the 
Local Storage dialog to come up,

   asking for permission to save up to 100K to the local storage.

4. The solution that applied in my case was to divide that file into smaller 
ones, each one less being than 10K.



Kind regards,

Dimitrios



- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 1:00 AM
Subject: Re: [FlashCoders] Local storage warning



Thanks eric,

Yes, they only see it for the first time.
As this is a downloadable app, it's not about a specific domain
but rather Local.

The thing is in my case I don't deal with SharedObject at all.
I don't use SharedObjects in the whole project.

The issue arises because the app is trying to write to the hard drive,
using Zinc's mdm.FileSystem.saveFile() method.
The result is the same of course - the Settings window appears.

Nevertheless I've read again about SharedObject.
I don't think there is a way to stop this window from popping up,
flash player is too strict about security to allow me do this.

Right? If anyone has a solution or workaround it'll be great!

Dimitrios


- Original Message - 
From: eric dolecki [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 12:43 AM
Subject: Re: [FlashCoders] Local storage warning


You should read the documentation for localSharedObject - you'll find 
many

interesting things. You'll be able to see what the viewer's setting
currently is, etc.

A user may get that dialog the 1st time data is saved for the domain - 
and

then won't be seen again. I think that is the point of your initial post,
right?

I can't remember if comes up as a default the 1st time or not, but I 
think

it does just for security reasons.

-e.d.

On 8/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hi Mike,

What do you mean I can query their setting?

Thanks,

Dimitrios


- Original Message -
From: Michael Bedar [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 12:12 AM
Subject: Re: [FlashCoders] Local storage warning


 you can store up to i think 100k without popping a warning on the
 default config.. more than that you have to ask permission.. you can
 query their setting to make it a little more user friendly.

 mike




 On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote:

 Hello,

 I have this very very urgent issue!

 Users of an application I made with Flash 8  Zinc get this warning
 screen: http://www.zefxis.gr/files/warning.jpg
 when they first run the executable.

 I know this is because my app saves some files on the hard drive.
 The question is, is there any way to prevent this window from
 popping up?
 The publisher of the application asked me to see if I can do
 anything about this.

 So, can I?

 Thanks a lot!

 Dimitrios
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Re: [FlashCoders] Local storage warning

2006-08-25 Thread Dimitrios Bendilas

Hello Mike,

Thanks for the info.

It's not very likely that I'll be able to use this workaround,
but it's goot to know anyway. :)

Thanks again,

Dimitrios


- Original Message - 
From: Mike Cobb [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 11:44 AM
Subject: Re: [FlashCoders] Local storage warning



-

I had a similar problem with the camera security dialog box and Zinc. My 
app was actually a kiosk, and my workaround was quite long winded - but it 
might give you some ideas.


First I should mention that checking the 'remember my settings' box in the 
security dialog never worked for me (apparently it's a bug in Zinc), so 
this is what I had to do:


On starting my Zinc application, I launched a macro program (Macro 
Express - http://www.macros.com/) to move the cursor and 'click' the Allow 
button. This worked great for a kiosk with an automated startup procedure.


I don't know if this will be of any help, but I thought I'd post it 
anyway.


Mike


Dimitrios Bendilas wrote:

Hello,

I have this very very urgent issue!

Users of an application I made with Flash 8  Zinc get this warning 
screen: http://www.zefxis.gr/files/warning.jpg

when they first run the executable.

I know this is because my app saves some files on the hard drive.
The question is, is there any way to prevent this window from popping up?
The publisher of the application asked me to see if I can do anything 
about this.


So, can I?

Thanks a lot!

Dimitrios
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--
-
Mike Cobb
Creative Director
HMC Interactive
-
Tel: + 44 (0)845 20 11 462
Mob: + 44 (0)785 52 54 743
Web: http://www.hmcinteractive.co.uk
-
Grosvenor House, Belgrave Lane,
Plymouth, PL4 7DA, UK.
-

I've got a new e-mail address: [EMAIL PROTECTED]
Please update your address book. Thanks.

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Re: [FlashCoders] Local storage warning

2006-08-24 Thread Dimitrios Bendilas

Hi Mike,

What do you mean I can query their setting?

Thanks,

Dimitrios


- Original Message - 
From: Michael Bedar [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 12:12 AM
Subject: Re: [FlashCoders] Local storage warning


you can store up to i think 100k without popping a warning on the  
default config.. more than that you have to ask permission.. you can  
query their setting to make it a little more user friendly.


mike




On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote:


Hello,

I have this very very urgent issue!

Users of an application I made with Flash 8  Zinc get this warning  
screen: http://www.zefxis.gr/files/warning.jpg

when they first run the executable.

I know this is because my app saves some files on the hard drive.
The question is, is there any way to prevent this window from  
popping up?
The publisher of the application asked me to see if I can do  
anything about this.


So, can I?

Thanks a lot!

Dimitrios
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[FlashCoders] Local storage warning

2006-08-24 Thread Dimitrios Bendilas
Hello,

I have this very very urgent issue!

Users of an application I made with Flash 8  Zinc get this warning screen: 
http://www.zefxis.gr/files/warning.jpg
when they first run the executable.

I know this is because my app saves some files on the hard drive.
The question is, is there any way to prevent this window from popping up?
The publisher of the application asked me to see if I can do anything about 
this.

So, can I?

Thanks a lot!

Dimitrios
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Re: [FlashCoders] Local storage warning

2006-08-24 Thread Dimitrios Bendilas

Thanks eric,

Yes, they only see it for the first time.
As this is a downloadable app, it's not about a specific domain
but rather Local.

The thing is in my case I don't deal with SharedObject at all.
I don't use SharedObjects in the whole project.

The issue arises because the app is trying to write to the hard drive,
using Zinc's mdm.FileSystem.saveFile() method.
The result is the same of course - the Settings window appears.

Nevertheless I've read again about SharedObject.
I don't think there is a way to stop this window from popping up,
flash player is too strict about security to allow me do this.

Right? If anyone has a solution or workaround it'll be great!

Dimitrios


- Original Message - 
From: eric dolecki [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 12:43 AM
Subject: Re: [FlashCoders] Local storage warning



You should read the documentation for localSharedObject - you'll find many
interesting things. You'll be able to see what the viewer's setting
currently is, etc.

A user may get that dialog the 1st time data is saved for the domain - and
then won't be seen again. I think that is the point of your initial post,
right?

I can't remember if comes up as a default the 1st time or not, but I think
it does just for security reasons.

-e.d.

On 8/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hi Mike,

What do you mean I can query their setting?

Thanks,

Dimitrios


- Original Message -
From: Michael Bedar [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, August 25, 2006 12:12 AM
Subject: Re: [FlashCoders] Local storage warning


 you can store up to i think 100k without popping a warning on the
 default config.. more than that you have to ask permission.. you can
 query their setting to make it a little more user friendly.

 mike




 On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote:

 Hello,

 I have this very very urgent issue!

 Users of an application I made with Flash 8  Zinc get this warning
 screen: http://www.zefxis.gr/files/warning.jpg
 when they first run the executable.

 I know this is because my app saves some files on the hard drive.
 The question is, is there any way to prevent this window from
 popping up?
 The publisher of the application asked me to see if I can do
 anything about this.

 So, can I?

 Thanks a lot!

 Dimitrios
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[FlashCoders] Flash Player Settings

2006-07-24 Thread Dimitrios Bendilas
Hello,

I have a downloadable game made with Flash + Zinc.

Some users told me that when they first run the game the Macromedia Flash 
player settings panel
appears on the screen, asking them permission to store information on local 
storage.

The thing is that I do not use SharedObjects on this project. So it really 
beats me why
this is happening. When does this panel appear? I thought it was only with 
SharedObjects.

How can I make sure it doens't appear?

Thanks,

Dimitrios





Dimitrios Bendilas
Game Designer/Lead Developer
Total Eclipse Games
www.totaleclipsegames.com

Bounty - Special Edition
www.bountythegame.com
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[FlashCoders] Memory builds up

2006-07-20 Thread Dimitrios Bendilas
Hello,

I have a few very simple lines of code on _root, frame 1 (it's the only frame 
in the main timeline):

--
var ballID:Number = 0;

_root.onEnterFrame = createBall;

function createBall():Void {
 var mc:MovieClip = _root.attachMovie(ball, ball + ballID, 100 + ballID++);
 mc._x = random(550);
 mc._y = random(400);
}
--

ball is the linkage ID of a simple vector circle in the library.
The ball movieclip has 10 frames (with only 1 keyframe on frame 1)
and at the last frame it says

this.removeMovieClip();

I run the swf and it soon builds up memory, from 6.8M to 10M. It will probably 
go up more
if I leave it open.

Why??

The balls are created and destroyed just fine on the screen. What is happening 
and the memory builds up?

This is a test regarding a big optimization attempt for a big game project I'm 
finishing up, where the game slows down
significantly after 30min of play. I started with the very basics and I see 
that even in this simple example
there is problem with the memory.

Am I missing something here?

Thanks a lot,

Dimitrios
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Re: [FlashCoders] Memory builds up

2006-07-20 Thread Dimitrios Bendilas

Hm,

You are right. Well, it went up from 6.8 to 10 to me as I said
but it doesn't go further up. And it decreases from time to time.

Ok thanks guys, I feel much better now. I was like what the heck?!

Thanks :)

Dimitrios

- Original Message - 
From: Bernard Visscher [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Thursday, July 20, 2006 12:42 PM
Subject: RE: [FlashCoders] Memory builds up



I tried your example, but i see no alarming memory build up.

I can confirm this, no speedy memory increase, only 500kb in about 5 min.

Bernard


On 7/20/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello,

 I have a few very simple lines of code on _root, frame 1 (it's the 
 only frame in the main timeline):


 --
 var ballID:Number = 0;

 _root.onEnterFrame = createBall;

 function createBall():Void {
 var mc:MovieClip = _root.attachMovie(ball, ball + ballID, 100 +
 ballID++);
 mc._x = random(550);
 mc._y = random(400);
 }
 --

 ball is the linkage ID of a simple vector circle in the library.
 The ball movieclip has 10 frames (with only 1 keyframe on 
frame 1) and 
 at the last frame it says


 this.removeMovieClip();

 I run the swf and it soon builds up memory, from 6.8M to 
10M. It will 
 probably go up more if I leave it open.


 Why??

 The balls are created and destroyed just fine on the 
screen. What is 
 happening and the memory builds up?


 This is a test regarding a big optimization attempt for a big game 
 project I'm finishing up, where the game slows down significantly 
 after 30min of play. I started with the very basics and I see that 
 even in this simple example there is problem with the memory.


 Am I missing something here?

 Thanks a lot,

 Dimitrios
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Re: [FlashCoders] Flash player NSIS installation

2006-06-08 Thread Dimitrios Bendilas

Hello John,

Thanks for your reply.

NSIS is the NullSoft installer.

This is for web distribution. I just needed a way
to detect if the user has the latest Flash Player installed
and if not he would be taken to the adobe site to download.

I just didn't have a clue about how NSIS works and I thought
someone here may have used it for the same purpose I have.

I'll probably find a programmer experienced in NSIS to help me.
Searching for NSIS forums again.

Thanks

Dimitrios



- Original Message - 
From: John Dowdell [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, June 05, 2006 9:41 PM
Subject: Re: [FlashCoders] Flash player NSIS installation



Dimitrios Bendilas wrote:

I need to create an installer for flash player 8.
Is there a tutorial or a full script for this?
It has to be NSIS installer.


Your note doesn't say what NSIS means (and I'm not up to a web search 
at the moment), but I do know the following:


(a)  for web distribution, use the Adobe site... no multiple points on 
the WWW


(b)  for non-web distribution, like intranets or CDs, then you need the 
free license for distribution anyway (so we have a list of legit 
requests), and this includes mass installation utilities.


jd




--
John Dowdell . Adobe Developer Support . San Francisco CA USA
Weblog: http://weblogs.macromedia.com/jd
Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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Re: [FlashCoders] Flash player NSIS installation

2006-06-08 Thread Dimitrios Bendilas

Mark,

This was helpfull, thanks!


Dimitrios



- Original Message - 
From: Mark Lapasa [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, June 08, 2006 4:30 PM
Subject: RE: [FlashCoders] Flash player NSIS installation



Hi Dimitrios,

I have experience with NSIS and Flash in the past. The greatest asset at
your disposal is reading the NSIS docs to wrap your head around a language
that is far from AS2. To me, it looked/felt like VB or Assembly. The other
great asset is the Nullsoft forums which chances are someone else has
probably asked the same question and there already is an answer.

Here is an excerpt of a bigger script where upon start up, it will check 
if
they have the player installed when they try to install the desktop 
app



Function .onInit
 Push $R0
 ClearErrors
 ReadRegStr $R0 HKCR CLSID\{D27CDB6E-AE6D-11cf-96B8-44455354} 
 IfErrors flash_NOT_installed
; Skip to 'flash_installed' label
 Goto flash_installed
 flash_NOT_installed:
 ; Prompt User To Install Flash Plugin
 MessageBox MB_ICONINFORMATION|MB_OK This program requires the Adobe 
Flash

Player. Before using $(^Name), please download and install the latest
version at http://www.adobe.com;
 flash_installed:
FunctionEnd


Good luck!

-mL
knowledge.lapasa.net

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Dimitrios
Bendilas
Sent: Thursday, June 08, 2006 5:59 AM
To: Flashcoders mailing list
Subject: Re: [FlashCoders] Flash player NSIS installation


Hello John,

Thanks for your reply.

NSIS is the NullSoft installer.

This is for web distribution. I just needed a way
to detect if the user has the latest Flash Player installed
and if not he would be taken to the adobe site to download.

I just didn't have a clue about how NSIS works and I thought
someone here may have used it for the same purpose I have.

I'll probably find a programmer experienced in NSIS to help me.
Searching for NSIS forums again.

Thanks

Dimitrios



- Original Message -
From: John Dowdell [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, June 05, 2006 9:41 PM
Subject: Re: [FlashCoders] Flash player NSIS installation



Dimitrios Bendilas wrote:

I need to create an installer for flash player 8.
Is there a tutorial or a full script for this?
It has to be NSIS installer.


Your note doesn't say what NSIS means (and I'm not up to a web search
at the moment), but I do know the following:

(a)  for web distribution, use the Adobe site... no multiple points on
the WWW

(b)  for non-web distribution, like intranets or CDs, then you need the
free license for distribution anyway (so we have a list of legit
requests), and this includes mass installation utilities.

jd




--
John Dowdell . Adobe Developer Support . San Francisco CA USA
Weblog: http://weblogs.macromedia.com/jd
Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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[FlashCoders] Flash player NSIS installation

2006-06-02 Thread Dimitrios Bendilas
Hello all,

I need to create an installer for flash player 8.
Is there a tutorial or a full script for this?
It has to be NSIS installer.

Unfortunately I have no experience with NSIS or installers in general
and I am lost.

Thanks!

Dimitrios
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[FlashCoders] Tricky(?) Flash Version detection

2006-05-08 Thread Dimitrios Bendilas
Hello all,

This is probably very Zinc specific, but I'll give it a try, in case someone
can suggest something useful. If it's too off-topic, my apologies in advance.

I have an application made with Zinc, with the .exe not having the Flash OCX 
included.
So, in order for it to work, it has to rely on the installed Flash player on 
the user's computer
(ActiveX, installation by Internet Explorer).

The question is how I can detect the Flash Player version the user has 
installed, if any.
You see, the application needs Flash 8 in order to run, so if the user has an 
older version
or no flash at all, I would like to take him to the macromedia website to 
download.

It seems to me that I have to write a script in Zinc, to check for the flash 
player version.
Is that so? Or it there anything else I can do?

Thanks!

Dimitrios Bendilas
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Re: [FlashCoders] Tricky(?) Flash Version detection

2006-05-08 Thread Dimitrios Bendilas

He Lee,

I've seen it probably myself, but that would require
some ActionScript code to execute, so the Player 8 should
be present, right?

Dimitrios

- Original Message - 
From: Lee McColl-Sylvester [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, May 08, 2006 1:15 PM
Subject: RE: [FlashCoders] Tricky(?) Flash Version detection


Doesn't Flash 8 now have a flash player check function in its api?  I
recall seeing that somewhere.

Lee



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dimitrios Bendilas
Sent: 08 May 2006 11:03
To: flashcoders@chattyfig.figleaf.com
Subject: [FlashCoders] Tricky(?) Flash Version detection

Hello all,

This is probably very Zinc specific, but I'll give it a try, in case
someone
can suggest something useful. If it's too off-topic, my apologies in
advance.

I have an application made with Zinc, with the .exe not having the Flash
OCX included.
So, in order for it to work, it has to rely on the installed Flash
player on the user's computer
(ActiveX, installation by Internet Explorer).

The question is how I can detect the Flash Player version the user has
installed, if any.
You see, the application needs Flash 8 in order to run, so if the user
has an older version
or no flash at all, I would like to take him to the macromedia website
to download.

It seems to me that I have to write a script in Zinc, to check for the
flash player version.
Is that so? Or it there anything else I can do?

Thanks!

Dimitrios Bendilas
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Re: [FlashCoders] Tricky(?) Flash Version detection

2006-05-08 Thread Dimitrios Bendilas

Hey guys,

Thanks for the replies.

Zinc can embed the player, but for technical reasons this is not an option
for me. So, the .exe has to rely on the installed OCX.

Zinc can run dlls so that's the way I think I should be looking at.
I'm already in contact with Zinc support and I'm waiting to see
what they will suggest.

Thanks for the feedback!

By the way, what is an fs script? What does fs stand for?

Dimitrios



- Original Message - 
From: Dennis - I Sioux [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, May 08, 2006 3:33 PM
Subject: Re: [FlashCoders] Tricky(?) Flash Version detection


With the old FSP there was a difference with the player you could embed 
and the flashplayer.. but maybe not with zync anymore..
but the vb and fs script makes sense.. but is that from within Zinc 
itself? because then  you need to turn an swf into the exe.. that will 
execute the script? then it's back to the first problem:)


Isn't it more handy to execute that vb/c++ script firsts.. that detects it 
and that opens a zinc or sends you to the macromedia site?


.. also you could use a standard zync installer.. with the option to go to 
macromedia.. but that's kinda lame :-D


Cheers,

Dennis

- Original Message - 
From: Lee McColl-Sylvester [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, May 08, 2006 1:23 PM
Subject: RE: [FlashCoders] Tricky(?) Flash Version detection



If he wanted to do that, he'd embed the player. ;-)

Anyway, there is a better option if that route is preferred;  FSP / Zinc
can also execute vb and fs scripts, and there are plenty of those for
Flash detection available.

Lee




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dennis -
I Sioux
Sent: 08 May 2006 12:09
To: Flashcoders mailing list
Subject: Re: [FlashCoders] Tricky(?) Flash Version detection

Hey Guys,

I remember from the FSP time that it could also read/write DLL's..
Sure Macromedia put's something somewhere in the register that is
usable?

Get's back to the point though that you need a flash player to play the
zync
that check's that..

You could always use a small flash exe that does the check, the .exe
always
contains the player itself, .. and then either start the zync exe or go
to
macromedia.

Hope that makes any sence;)

With kind regards,

Dennis

- Original Message - 
From: Lee McColl-Sylvester [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, May 08, 2006 12:25 PM
Subject: RE: [FlashCoders] Tricky(?) Flash Version detection



Lol, that's a damn good point ;-)  One day I'll learn to think before

I

reply.

Lee



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dimitrios Bendilas
Sent: 08 May 2006 11:13
To: Flashcoders mailing list
Subject: Re: [FlashCoders] Tricky(?) Flash Version detection

He Lee,

I've seen it probably myself, but that would require
some ActionScript code to execute, so the Player 8 should
be present, right?

Dimitrios

- Original Message - 
From: Lee McColl-Sylvester [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, May 08, 2006 1:15 PM
Subject: RE: [FlashCoders] Tricky(?) Flash Version detection


Doesn't Flash 8 now have a flash player check function in its api?  I
recall seeing that somewhere.

Lee



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dimitrios Bendilas
Sent: 08 May 2006 11:03
To: flashcoders@chattyfig.figleaf.com
Subject: [FlashCoders] Tricky(?) Flash Version detection

Hello all,

This is probably very Zinc specific, but I'll give it a try, in case
someone
can suggest something useful. If it's too off-topic, my apologies in
advance.

I have an application made with Zinc, with the .exe not having the

Flash

OCX included.
So, in order for it to work, it has to rely on the installed Flash
player on the user's computer
(ActiveX, installation by Internet Explorer).

The question is how I can detect the Flash Player version the user has
installed, if any.
You see, the application needs Flash 8 in order to run, so if the user
has an older version
or no flash at all, I would like to take him to the macromedia website
to download.

It seems to me that I have to write a script in Zinc, to check for the
flash player version.
Is that so? Or it there anything else I can do?

Thanks!

Dimitrios Bendilas
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Re: [FlashCoders] Build Flash8 installer

2006-05-05 Thread Dimitrios Bendilas

Thank you guys.
Dimitrios Bendilas


- Original Message - 
From: John Dowdell [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, May 04, 2006 9:46 PM
Subject: Re: [FlashCoders] Build Flash8 installer



Dimitrios Bendilas wrote:

I need to distribute the Player along with an application I have built
and I could use some guidelines/tutorial etc.


As Peter noted, web distribution is single-source only... Players are 
available on the Adobe site, and if you've got web access, that's the 
place to go.


If you're developing for a closed intranet, however, then you can 
register for a free license to distribute this behind those closed walls:

http://www.adobe.com/licensing/distribution/

(Why? Because things that carry the Adobe brand need to actually be the 
Adobe bits, and various strange websites which carry Adobe-branded 
materials may or may not install the actual Adobe bits. That's why 
there's a single point of web distribution, and contracts with known 
redistributors off the web.)


jd





--
John Dowdell . Adobe Developer Support . San Francisco CA USA
Weblog: http://weblogs.macromedia.com/jd
Aggregator: http://weblogs.macromedia.com/mxna
Technotes: http://www.macromedia.com/support/
Spam killed my private email -- public record is best, thanks.
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Re: [Flashcoders] Focus Highlight with Components

2006-05-05 Thread Dimitrios Bendilas

John,

I get rid of the green halo border with this:
 _root._focusrect = _global.useFocusRect = false;
It has effect on every element on the flash movie.

I hope this will help you.

Regards,
Dimitrios Bendilas

- Original Message - 
From: John Giotta [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, May 05, 2006 8:37 PM
Subject: Re: [Flashcoders] Focus Highlight with Components


Thanks elibol, but not it.

You'd have to see it for yourself if I'm not making any sense.

I have a Datagrid in on SWF and another SWF is loading it.
Whenever the ScrollBar of the Datagrid is focused, a light green halo
forms around the entire Datagrid. That's what I want gone.
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[FlashCoders] Build Flash8 installer

2006-05-03 Thread Dimitrios Bendilas
Hello all,

Hope this is not very off-topic.

How can I create an installer of Flash 8 Player for Internet Explorer?
I need to distribute the Player along with an application I have built
and I could use some guidelines/tutorial etc.

Thank you,

Dimitrios Bendilas
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Re: [Flashcoders] setInterval intervalID type?

2006-04-19 Thread Dimitrios Bendilas

It's a Number

Regards,
Dimitrios Bendilas

- Original Message - 
From: Merrill, Jason [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 19, 2006 7:08 PM
Subject: [Flashcoders] setInterval intervalID type?


May be a dumb question, but what type of object is the intervalId that
gets returned from setInterval()?

I thought I could declare it a generic object, but no:

var checkId:Object;
checkId = setInterval(myFunction, 100);
clearInterval(checkId);//The compiler throws a type mismatch error on
this
 //if I declare the var as an object in (line
1). Without
 //any type declaration on the var, it works
fine.

Not a show-stopper, just asking more out of curiosity.   Thanks,

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com




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Re: [Flashcoders] XMLSocket hosting

2006-04-13 Thread Dimitrios Bendilas

Jester,

I second that for flashtampa.

I have been working with them for a couple of years with ElectroServer
and they've been doing a fine job.

Regards,
Dimitrios Bendilas
www.totaleclipsegames.com


- Original Message - 
From: Jobe Makar [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, April 13, 2006 11:01 PM
Subject: Re: [Flashcoders] XMLSocket hosting



Hi JesterXL

Flashtampa.com does a very good job at hosting ElectroServer and Unity at 
reasonable costs. There is also webgamehost.com , but I've heard mixed 
things about them. Other than those two places you might have to get a 
dedicated server or convince a web hosting company to trust one of the 
well established products out there.


Good luck!

Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 919-609-0408
mobile: 919-610-5754
fax: 919-341-8104
- Original Message - 
From: JesterXL [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, April 13, 2006 3:58 PM
Subject: [Flashcoders] XMLSocket hosting



Anyone know of any web hosts providing XMLSocket server hosting?

Doing a google search yeilds a lot of outdated links to services that no
longer exist.  I do not want to host it myself, but would rather pay a
hosting provider, like I pay Influxis.com for Flashcom hosting.

--JesterXL

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Re: [Flashcoders] Question on removeMovieClip

2006-04-08 Thread Dimitrios Bendilas

Hi Jiri,

This is a common question here.

Negative levels are used by the Flash IDE. Whenever you create an instance 
of an

object on the stage on the IDE, it automatically gets a negative depth.

That's why removeMocieClip() does not work on negative depths.

You may remove a dynamically created clip that resides on a negative depth
if you first swap its depth with a positive depth. (prefereable a big one to 
make

sure there is no clip there

myClip.swapDepths(19);
myClip.removeMovieClip();

BUT

I suggest you never use negative depths. It gives you nothing but trouble.
You may find yourself spending hours to debug some code because you
forgot that some movieclips have negative depth.

You've got so many positive number to use as depths that it's totally
unneccessary to use negative values.

Regards,
Dimitrios Bendilas

- Original Message - 
From: Jiri Heitlager [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Saturday, April 08, 2006 12:05 PM
Subject: [Flashcoders] Question on removeMovieClip



He list,

I came across something that i find very weird and cant remember coming 
across it before.
The thing is when I attach a movie to stage on a negative level, I can't 
remove it anymore with removeMovieClip().


An example.

_root.attachMovie(mc , mc , -100);

_root.onMouseDown = function(){
_root.mc.removeMovieClip()

}

Can somebody explain why that is?

Jiri


--
---

Jiri Heitlager
Stichting z25.org
Concordiastraat 67A
3551 EM Utrecht

tel:06-28159323
http://www.z25.org
[EMAIL PROTECTED]
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[FlashCoders] BitmapData.dispose()

2006-03-24 Thread Dimitrios Bendilas
Hello,

Quick question.

private function createBitmap():Void {
var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF);
clip.attachBitmap(bitmap, 0);
}

If I never execute .dispose() on the bitmap, does it remain in memory?
It seems logical to me that it remains there only until the function is
finished. It's a local variable so I would expect the memory gets freed
as soon as the local variable dies.

Thanks!

Regards,
Dimtirios Bendilas
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Re: [FlashCoders] BitmapData.dispose()

2006-03-24 Thread Dimitrios Bendilas

Thank you all guys. I think this makes it rather difficult
to deal with if you use bitmaps a lot.

I've built a complex RasterText class that works with bitmaps
and in some cases it's very useful to render the text, get the
resulting bitmap and then destroy the RasterText instance. The
bitmap could then be attached on a movieclip. If you do that
with dozens of bitmaps it's a pain to keep track of all of them in
seperate variables.

Anyway,

Thanks a lot!

Regards,
Dimitrios Bendilas


- Original Message - 
From: André Nachtigall Tessmann [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, March 24, 2006 9:01 PM
Subject: Re: [FlashCoders] BitmapData.dispose()


Hello,

It looks that the garbage collector deal different with BitmapData
objects. You can easily use some Gigabytes of memory putting this code
in some onEnterFrame loop for example. You can find more about this
issue on Grant Skinner blog...it was discussed there a time ago.

http://www.gskinner.com/blog/archives/2005/10/major_flash_pla.html


Good luck!

Andre

On 3/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

Hello,

Quick question.

private function createBitmap():Void {
var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF);
clip.attachBitmap(bitmap, 0);
}

If I never execute .dispose() on the bitmap, does it remain in memory?
It seems logical to me that it remains there only until the function is
finished. It's a local variable so I would expect the memory gets freed
as soon as the local variable dies.

Thanks!

Regards,
Dimtirios Bendilas
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Re: [Flashcoders] Multiuser - which backend?

2006-03-22 Thread Dimitrios Bendilas

Hi Ian,

I've used ElectroServer a lot and I can tell you it's great!

Client side can be either AS 1.0 or 2.0 and you can use
Java or ActionScript plugins on the server-side to extend
its functionality and create complex applications. So you can
definately have the main core of your game on the server-side.

There is nothing I found unpleasand about ElectroServer and
I've used it on a big commercial project www.tavli-mania.com
with great success :)

The server runs on Java.

I don't know about any benchmarks or anything but the speed is great
and I'm sure you won't have any problems at all. It can also support
real-time games, as it features raw data messages that get transfered
very quickly. The default messages are XML based.

It's got a 20 users free licence, so you can try it out.

Also the API is pretty straightforward and you won't have any problems with 
it.


I hope this helps!

Regards,
Dimitrios Bendilas


- Original Message - 
From: Ian Thomas [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 22, 2006 7:33 PM
Subject: [Flashcoders] Multiuser - which backend?


Hi folks,
 Partly as something of an experiment, but mainly as a testbed and
proof-of-concept for something else entirely, I'm looking at throwing
together a (non-commercial) multi-user game with a Flash interface.

 It should be fairly straightforward wise - a simple grid-based
interface not too far removed from a simplified Habbo Hotel or
similar. And won't require blistering speed, but will need to keep up
with player movements (on a grid) and simple textual messages
player-to-player.

 I've been doing a bit of reading on various backends. I'm looking at
running a Java backend (unless there's an extendable C++ or C#
solution out there) and was wondering if anyone had any good/bad
experiences to report on the following - and if there's anything I've
missed that would suit the task better:
 - Oregano (http://www.oregano-server.org/) (I'd prefer AS2, it
appears to be AS1)
 - Red5 (http://www.osflash.org/red5) (Not sure it's got the features
I need yet?)
 - Unity2 (http://www.moock.org/unity/) (Eeep! $140 to get started)
 - Sushi (http://www.rawfish-software.com/)
 - ElectroServer (http://www.electrotank.com/ElectroServer/)

I need something which is expandable at the backend (you know, so I
can put the bulk of the game engine server-side). The comms needs only
to be very straightforward object/data exchange, nothing fancy - I
don't need lobbies and things, for example.
I'd prefer an AS2.0 API client-side rather than AS1.0.

I'd also prefer it to be free - at least for enough connections for my
proof of concept (10 users, I'd guess). I'd _actually_ prefer it to
be Open Source, but that may not be possible.

My feeling (from a speed perspective) is that I'd be better looking at
something which does binary send/recv rather than XML/SOAP - but I'd
be happy to be proved wrong (debugging XML is so much easier than
binary...)

Anyone got anything to recommend/any comments on the above/experiences
to share..?

Many thanks,
 Ian
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Re: [FlashCoders] remove BitmapData

2006-03-17 Thread Dimitrios Bendilas

I didn't know that about dispose. I guess you are right.
I changed my code and now I keep a reference of the
bitmap, so I can execute dispose() whenever I want.

Thanks guys,
Dimitrios

- Original Message - 
From: elibol [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 11:16 PM
Subject: Re: [FlashCoders] remove BitmapData


There is no getDepth() method for bitmapData Objects.

What's the problem with keeping a refrence to your bitmapData Objects? I
would argue that it's better practice to refrence them anyways, and as of
now, if you do not call dispose() and just remove MovieClips with bitmapData
attached, the bitmapData, as I know it, will remain in memory.

M.

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Thank you Johannes.

But what if I need to remove bitmaps only at a certain depth?
Because I really don't want to clear all BitmapData from the movieclip...

Dimitrios


- Original Message -
From: Johannes Nel [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 9:46 PM
Subject: Re: [FlashCoders] remove BitmapData


for (var e in clip)
{
if(clip[e] instanceof BitmapDAta)
{
clip[e].dispose();
}
}
i think that could work.

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 check if the object you are
 encountering is an instance of bitmapdata and remove them

 How exactly can you remove a bitmap data from a movieclip?
 That's what I haven't figured out yet.

 Thanks,
 Dimitrios


 - Original Message -
 From: Johannes Nel [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, March 15, 2006 9:19 PM
 Subject: Re: [FlashCoders] remove BitmapData


 you could loop through the movieclip, check if the object you are
 encountering is an instance of bitmapdata and remove them. this could be
 done in reomvemoveiclip so you know when you remove a movieclip it will
be
 sorted.

 On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  So that means I have to keep a reference of the BitmapData obj.
  What if I have dozens of bitmaps I attach on a movieclip and I
  don't want to keep references for all of them.
 
  Isn't there just a simple way to *clear* the movieclip at a specific
  depth?
 
  Thank you,
  Dimitrios

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[FlashCoders] remove BitmapData

2006-03-15 Thread Dimitrios Bendilas
Hello everyone,

How can I remove a bitmap that I have attached on a movieclip at a certain 
depth?
The only approach I was able to find was to attach another bitmap 1x1 
transparent
at the same depth, but I think this is a pretty stupid approach...

Am I missing something?

Thanks,
Dimitrios
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Re: [FlashCoders] remove BitmapData

2006-03-15 Thread Dimitrios Bendilas

So that means I have to keep a reference of the BitmapData obj.
What if I have dozens of bitmaps I attach on a movieclip and I
don't want to keep references for all of them.

Isn't there just a simple way to *clear* the movieclip at a specific depth?

Thank you,
Dimitrios

- Original Message - 
From: Ryan Matsikas [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 7:20 PM
Subject: Re: [FlashCoders] remove BitmapData


bmpdata.dispose()

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hello everyone,

How can I remove a bitmap that I have attached on a movieclip at a certain
depth?
The only approach I was able to find was to attach another bitmap 1x1
transparent
at the same depth, but I think this is a pretty stupid approach...

Am I missing something?

Thanks,
Dimitrios
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Re: [FlashCoders] remove BitmapData

2006-03-15 Thread Dimitrios Bendilas

check if the object you are
encountering is an instance of bitmapdata and remove them

How exactly can you remove a bitmap data from a movieclip?
That's what I haven't figured out yet.

Thanks,
Dimitrios


- Original Message - 
From: Johannes Nel [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 9:19 PM
Subject: Re: [FlashCoders] remove BitmapData


you could loop through the movieclip, check if the object you are
encountering is an instance of bitmapdata and remove them. this could be
done in reomvemoveiclip so you know when you remove a movieclip it will be
sorted.

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


So that means I have to keep a reference of the BitmapData obj.
What if I have dozens of bitmaps I attach on a movieclip and I
don't want to keep references for all of them.

Isn't there just a simple way to *clear* the movieclip at a specific
depth?

Thank you,
Dimitrios


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Re: [FlashCoders] remove BitmapData

2006-03-15 Thread Dimitrios Bendilas

Thank you Johannes.

But what if I need to remove bitmaps only at a certain depth?
Because I really don't want to clear all BitmapData from the movieclip...

Dimitrios


- Original Message - 
From: Johannes Nel [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 9:46 PM
Subject: Re: [FlashCoders] remove BitmapData


for (var e in clip)
{
if(clip[e] instanceof BitmapDAta)
{
clip[e].dispose();
}
}
i think that could work.

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


check if the object you are
encountering is an instance of bitmapdata and remove them

How exactly can you remove a bitmap data from a movieclip?
That's what I haven't figured out yet.

Thanks,
Dimitrios


- Original Message -
From: Johannes Nel [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, March 15, 2006 9:19 PM
Subject: Re: [FlashCoders] remove BitmapData


you could loop through the movieclip, check if the object you are
encountering is an instance of bitmapdata and remove them. this could be
done in reomvemoveiclip so you know when you remove a movieclip it will be
sorted.

On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 So that means I have to keep a reference of the BitmapData obj.
 What if I have dozens of bitmaps I attach on a movieclip and I
 don't want to keep references for all of them.

 Isn't there just a simple way to *clear* the movieclip at a specific
 depth?

 Thank you,
 Dimitrios

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Re: [FlashCoders] scrollRect

2006-02-23 Thread Dimitrios Bendilas

Hello Jester,

I apologize for taking S long to reply.

Thank you very much for the information you provided!

When I was asking you how you handle alpha I meant alpha values.
Like when having a few movieclips on top of another, with _alpha = 40 or any 
value100.

Can you do that with BitmapData? (sorry if this is a very basic question, I
didn't have the chance to work with bitmaps a lot yet).

I think I'll see how performance goes and maybe I'll bother you and the list
again if I need to start digging more into your approach.

Thanks a lot.

Regards,
Dimitrios

- Original Message - 
From: JesterXL [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 16, 2006 5:11 PM
Subject: Re: [FlashCoders] scrollRect



BitmapSprites extend Bitmap.  Bitmap is an internal class, and extends
DisplayObject.  DisplayObjects' have a drawing index, just like MovieClips
do.  So, instead of swapDepths, you'd use setChildIndex.

Now, for individual bitmaps that you are drawing, addToBitmapSprite, they
are added to the internal array, and drawn in that order.  It would be
probably 10 minutes to add that method and call redraw to allow bitmaps to
change depth.

...or you could do it; I can give you Suversion access to the source if 
you

wish.

Alpha is handled by your bitmap.  Bitmaps support alpha channels, so
whatever bitmap you added should have the alpha.  In my case, the moving
sprites example uses a circular PNG, and since PNG's have alpha channels,
Flash draws the circle correctly on top of other circles.

MovieClip's have gotten more powerful in Flash Player 8.5, yes, mainly
because of the DisplayList which seperates a MovieClip from existing from
actually being rendered/drawn each frame.  It is not, however, 
re-inventing
the wheel.  We have not been able to blit in the Flash Player until 
version

8; instead, we've had to duplicate a tile 100 times vs. drawing onto 1
bitmap.

Great example of why blitting is so powerful and scaleable:
http://www.gskinner.com/blog/archives/2005/08/flash_8_thought.html

Significantly less process, less RAM, and scales to infinite bitmaps.

I have no benchmarks nor numbers other than creating 100 MovieClips in 
Flash
8 used 99%CPU, and 60 megs of RAM, and the framerate sucked.  Changing 
those

100 MovieClips to be 1 bitmap, and scrolled via a copyPixels from a
double-buffering used 6% CPU and full framerate.  That's what made me 
write

Diesel.

When you start adding BitmapSprites, you are adding overhead however 
because

they themselves are DisplayObjects, like MovieClips, only they are drawn
into 1 bitmap vs. 30 of them drawn in 30 places in the DisplayList.

The hybrid approach is to use 1 Bitmap, load all of your tiles and draw to
just 1.  You're actual monsters and characters that move, make Sprites (or
MovieClips), and remove them from the DisplayList if they are not 
on-screen.

Use scrollRect for the area you are scrolling, and use double-buffering
(copyPixels from a rectangle from an off-screen bitmap).

This doesn't scale well because Sprites have more overhead, and moving 
them
is sometimes more expensive then copyPixels, but it works well enough in 
the

alpha, so I'm sure beta, and release it'll still be smokin'.


- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 16, 2006 6:36 AM
Subject: Re: [FlashCoders] scrollRect


Hi Jester,

Thanks for the url. It seems very interesting.
There is one thing that bothers me, aside the fact that
I'would have to re-write a lot of stuff from scratch, if I
used a model like this.

How do you know in what depth to draw everything?
How do you handle _alphas?

The movieclip model provides a very easy way to stack
images one above another with no problems. It just seems
a lot of work, it's like re-inveting the wheel.

How much can performance benefit from an approach
like this? Any benchmarks, numbers?

Is there a hybrid approach maybe? One that requires
less code but increases performance?

Thanks!


Dimitrios

- Original Message - 
From: JesterXL [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, February 15, 2006 3:53 AM
Subject: Re: [FlashCoders] scrollRect



I oringally wrote this in Flash 8, and ported to Flash 8.5.  There is no
reason it couldn't go back.

http://www.jessewarden.com/archives/2006/01/diesel_battlefi.html

- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, February 14, 2006 4:55 PM
Subject: [FlashCoders] scrollRect


Hi all,

I'm trying to make a very basic prototype to test parallax movement with
Flash 8.

Is movieclip.scrollRect what I should be using? I tried this:

var bg:MovieClip = _root.attachMovie(bg, bg, 2);
var y:Number = 0;
_root.onEnterFrame = function():Void {
bg.scrollRect = {x:0, y:y--, width:635

Re: [FlashCoders] scrollRect

2006-02-16 Thread Dimitrios Bendilas

Hi Jester,

Thanks for the url. It seems very interesting.
There is one thing that bothers me, aside the fact that
I'would have to re-write a lot of stuff from scratch, if I
used a model like this.

How do you know in what depth to draw everything?
How do you handle _alphas?

The movieclip model provides a very easy way to stack
images one above another with no problems. It just seems
a lot of work, it's like re-inveting the wheel.

How much can performance benefit from an approach
like this? Any benchmarks, numbers?

Is there a hybrid approach maybe? One that requires
less code but increases performance?

Thanks!


Dimitrios

- Original Message - 
From: JesterXL [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, February 15, 2006 3:53 AM
Subject: Re: [FlashCoders] scrollRect



I oringally wrote this in Flash 8, and ported to Flash 8.5.  There is no
reason it couldn't go back.

http://www.jessewarden.com/archives/2006/01/diesel_battlefi.html

- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, February 14, 2006 4:55 PM
Subject: [FlashCoders] scrollRect


Hi all,

I'm trying to make a very basic prototype to test parallax movement with
Flash 8.

Is movieclip.scrollRect what I should be using? I tried this:

var bg:MovieClip = _root.attachMovie(bg, bg, 2);
var y:Number = 0;
_root.onEnterFrame = function():Void {
bg.scrollRect = {x:0, y:y--, width:635, height:540};
}

The movieclip bg contains only a jpg 635x540.
The movement is pretty jumpy. Should I be using BitmapData instead?

I'm a bit lost! I've been searching for code samples online for the past 2
hours and
I haven't found anything useful.

Does anyone have a useful link for parallax or tile-based games using 
Flash

8 features?
Performance is the key issue here, since this is going for a very big and
complex game
and I want to optimize it as much as possible.

Thanks a lot!

Dimitrios
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[FlashCoders] scrollRect

2006-02-14 Thread Dimitrios Bendilas
Hi all,

I'm trying to make a very basic prototype to test parallax movement with Flash 
8.

Is movieclip.scrollRect what I should be using? I tried this:

var bg:MovieClip = _root.attachMovie(bg, bg, 2);
var y:Number = 0;
_root.onEnterFrame = function():Void {
 bg.scrollRect = {x:0, y:y--, width:635, height:540};
}

The movieclip bg contains only a jpg 635x540.
The movement is pretty jumpy. Should I be using BitmapData instead?

I'm a bit lost! I've been searching for code samples online for the past 2 
hours and
I haven't found anything useful.

Does anyone have a useful link for parallax or tile-based games using Flash 8 
features?
Performance is the key issue here, since this is going for a very big and 
complex game
and I want to optimize it as much as possible.

Thanks a lot!

Dimitrios
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Re: [FlashCoders] textfield swapDepths

2006-02-10 Thread Dimitrios Bendilas

Right, this is not what I'm trying to achieve. The issue
is only for textfields, not movieclips.

I finally managed to find a workaround that works.
I used the TextField.prototype.swapDepths = MovieClip.prototype.swapDepths;
approach and it worked great!

Thanks everyone for the suggestions and discussion.

Regards,
Dimitrios

- Original Message - 
From: Tareq AlJaber [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 09, 2006 8:56 PM
Subject: RE: [FlashCoders] textfield swapDepths


So this code is not what you are trying to do,correct? 
import flash.geom.Rectangle

import flash.display.BitmapData

_mc = _root.createEmptyMovieClip(rect_mc,-3);
_bdm = new BitmapData(300,200,false,0xFF);
_mc.attachBitmap(_bdm,0);

_mc.onPress = function(){
   trace(removing)
   this.removeMovieClip();
}

Can you send me a sample file that reproducing the bug?

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[FlashCoders] textfield swapDepths

2006-02-09 Thread Dimitrios Bendilas
Hello everyone,

I'm using .swapDepths() on a textfield on the stage,
that was not created dynamically, but was placed there
from iside the Flash IDE.

It's depth doesn't change and it remains negative.

Is this how it should work?

Thanks,
Dimitrios
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Re: [FlashCoders] textfield swapDepths

2006-02-09 Thread Dimitrios Bendilas

Hi Sarah,

Thanks for your answer.

Unfortunately this is not an option. So, I thought I'd create a dynamic 
textfield
in the depth I want, copy all properties from the original textfield to the 
new one
and set .text =  for the original textfield (unfortunately removeMovieClip 
doesn't work either).


I'm having some trouble making an exact duplicate of the first field, but I 
think I'll manage it.


Thanks again.

Regards,
Dimitrios



- Original Message - 
From: [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 09, 2006 6:44 PM
Subject: Re: [FlashCoders] textfield swapDepths



swapDepths can only be applied to movieclips. Put the textfield inside a
movieclip and then apply swapdepths to that.

-sarah


Hello everyone,

I'm using .swapDepths() on a textfield on the stage,
that was not created dynamically, but was placed there
from iside the Flash IDE.

It's depth doesn't change and it remains negative.

Is this how it should work?

Thanks,
Dimitrios
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Re: [FlashCoders] textfield swapDepths

2006-02-09 Thread Dimitrios Bendilas

Hey,

Thanks everyone for your suggestions.

Tom, in order to remove the textfield, as you say, you will have
to swapDepths() first, which unfortunately doesn't work on TextFields.
That's why I started this thread in the first place.

I just found this suggestion in a forum:
TextField.prototype.swapDepths = MovieClip.prototype.swapDepths;

A little hack that lets you swap textfields. Didn't try it yet but I guess 
it works.


Do you all think it's something I wouldn't mind putting in? Or is it too 
dirty?

I think it's ok.

Dimitrios

- Original Message - 
From: Tom Rhodes [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 09, 2006 7:51 PM
Subject: RE: [FlashCoders] textfield swapDepths



someone posted a function the other day on here that means you can remove
clips on a negative depth. the basis of it was a swapdepths before the
remove as I recall, have a look. might even have been yesterday...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott
Fanetti
Sent: 09 February 2006 18:38
To: Flashcoders mailing list
Subject: Re: [FlashCoders] textfield swapDepths

WOW!

I never knew Flash would not remove _mcs with negative depth.  I just
tried it and it and it won't work.  I guess you learn something new
every day.

import flash.geom.Rectangle
import flash.display.BitmapData

_mc = _root.createEmptyMovieClip(rect_mc,3);
_bdm = new BitmapData(300,200,false,0xFF);
_mc.attachBitmap(_bdm,0);

_mc.onPress = function(){
   trace(removing)
   this.removeMovieClip();
}

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Re: [FlashCoders] textfield swapDepths

2006-02-09 Thread Dimitrios Bendilas

I don't have the option to create the textfield dynamically.
So I have to put it there from the Flash IDE and it automatically
gets a negative depth, like all instances that are created this way.

Dimitrios

- Original Message - 
From: Tareq AlJaber [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 09, 2006 8:28 PM
Subject: RE: [FlashCoders] textfield swapDepths


Why in the first place you want to use negative depth? 



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dimitrios Bendilas
Sent: Thursday, February 09, 2006 10:04 AM
To: Flashcoders mailing list
Subject: Re: [FlashCoders] textfield swapDepths

Hey,

Thanks everyone for your suggestions.

Tom, in order to remove the textfield, as you say, you will have
to swapDepths() first, which unfortunately doesn't work on TextFields.
That's why I started this thread in the first place.

I just found this suggestion in a forum:
TextField.prototype.swapDepths = MovieClip.prototype.swapDepths;

A little hack that lets you swap textfields. Didn't try it yet but I
guess 
it works.


Do you all think it's something I wouldn't mind putting in? Or is it too

dirty?
I think it's ok.

Dimitrios

- Original Message - 
From: Tom Rhodes [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 09, 2006 7:51 PM
Subject: RE: [FlashCoders] textfield swapDepths



someone posted a function the other day on here that means you can

remove

clips on a negative depth. the basis of it was a swapdepths before the
remove as I recall, have a look. might even have been yesterday...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott
Fanetti
Sent: 09 February 2006 18:38
To: Flashcoders mailing list
Subject: Re: [FlashCoders] textfield swapDepths

WOW!

I never knew Flash would not remove _mcs with negative depth.  I just
tried it and it and it won't work.  I guess you learn something new
every day.

import flash.geom.Rectangle
import flash.display.BitmapData

_mc = _root.createEmptyMovieClip(rect_mc,3);
_bdm = new BitmapData(300,200,false,0xFF);
_mc.attachBitmap(_bdm,0);

_mc.onPress = function(){
   trace(removing)
   this.removeMovieClip();
}

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Re: [FlashCoders] wave generator example

2006-02-02 Thread Dimitrios Bendilas

Yes! That's the one!

Thanks Jim!

Dimitrios

- Original Message - 
From: Jim Armstrong [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 02, 2006 8:01 PM
Subject: Re: [FlashCoders] wave generator example



Dimitrios Bendilas wrote:

Hello everyone,

There was a tutorial/article about a wave generator engine in 
ActionScript,
that produced pretty complex waves and had a boat which you could move ON 
the waves
using the left and right arrow buttons. It was a very nice example and I 
think

it was made by someone in this list.

I can't find it. Does anyone know what I'm talking about?

http://www.dembicki.org/path/index-eng.html  .  Is this what you wanted?


regards,

- jim

--
2112 FX :: Singularity
[Business Intelligence][Custom Programming]
Flash Math Blog :: www.2112fx.com/blog

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Re: [FlashCoders] RadioButton group

2006-01-31 Thread Dimitrios Bendilas

Nevermind, I found it. It's radioButtonGroupName.selection.

Dimitrios


- Original Message - 
From: Dimitrios Bendilas [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Monday, January 30, 2006 9:41 PM
Subject: [FlashCoders] RadioButton group


Hello all,

Sorry for bothering you with this very basic question,
but I need this very quickly and I can't remember how
to do this.

I have a single group of radio buttons on stage. How can I
see which one is selected? Do I have to create
a listener and save the changes on a variable?

Thanks!
Dimitrios
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Re: [Flashcoders] Deleting a KeyListener

2006-01-29 Thread Dimitrios Bendilas

Hi Stephen,

A reference to the listener is stored inside the Key class.
So you have to remove it with Key.removeListener(keyForm);


Regards,
Dimitrios Bendilas
www.total-eclipse.gr

- Original Message - 
From: Stephen Hueners [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Sunday, January 29, 2006 3:08 PM
Subject: [Flashcoders] Deleting a KeyListener



I'm setting up a listener for the Enter key in a login portion of my movie
and need to delete  it after it runs so that if the user hits ENTER later 
in
the original function is not called. I _thought this was the correct way 
to

do this but testing proves me wrong:

var keyForm = new Object();
keyForm.onKeyDown = function(){
if (Key.getCode() == Key.ENTER){
_level0.loadLoginVars(login, ID.text, Pass.text);
this.gotoAndStop(checking);
delete keyForm;
};
}
Key.addListener(keyForm);


Many Thankx
--steve...


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Re: [Flashcoders] getting the name of an object

2006-01-23 Thread Dimitrios Bendilas
That's right. _name is a property of a movieclip object which is set the 
time you create

and instance of a movieclip.

When creating a generic object, it doens't have a _name or name property, 
unless

you give it one.

So, you could do this:

var fooObj:Object = new Object();
fooObj.name =  // whatever

But as Danny said, the variable that holds the object has absolutely nothing
to do with the name of the object. That goes the same for movieclips.

You can do:

var mc:MovieClip = _root.createEmptyMovieClip(myClip, 100);
var movie:MovieClip = _root.myClip;
var clip:MovieClip = mc;

All three variables refer to the same movieclip object. Which is the name of 
the movieclip?

Is it mc, movie, clip or myClip?

It's the last one, myClip, because you set it when creating the instance 
in the first place.
No matter which variable holds a reference of the movieclip object, it 
doesn't affect the name property of the movieclip.


I hope this helps.

Dimitrios


- Original Message - 
From: Danny Kodicek [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, January 23, 2006 3:43 PM
Subject: Re: [Flashcoders] getting the name of an object





hi,

this might be obvious but how do I get the name of an object? If I got an 
object named fooObj how can I get Flash to for example trace out the name 
of the object, so that it traces fooObj? I know this works with 
movieclips but how about objects or arrays?


Objects or arrays don't have a name. That is: you could have a variable 
fooObj referring to some object O, and you could set another variable 
barObj to refer to the same object. The object O is completely independent 
of the variables referring to it. For that matter, an object held in an 
array doesn't even have a variable name referring to it. So unless you set 
up some kind of convention of your own, the request doesn't really make 
much sense.


Danny
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Re: [Flashcoders] expanding a second array given values of the firstarray

2006-01-19 Thread Dimitrios Bendilas

Hi there,

Try this

a = [2,1,5,1,3];

var l:Number = a.length;
var i:Number = -1;
var b:Array = [];
var sum:Number = 0;
while (++i  l) {
sum += a[i];
trace(sum);

var tmp:Array = [];
var n:Number = a[i];
while (--n = 0) {
 tmp [n] = sum;
}
b = b.concat(tmp);
}
trace(b);


Regards,
Dimitrios Bendilas


- Original Message - 
From: Merrill, Jason [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, January 19, 2006 10:01 PM
Subject: [Flashcoders] expanding a second array given values of the 
firstarray



Should be pretty straightforward, but I am having trouble wrapping my
head around it. I want to create an array of N length, which is expanded
according to the values of another array.  What I mean is, for example:

taskSet = [2,1,5,1,3] //values of how much the new array should expand

I want to, based on the values of the taskSet array, make a running
add-up total of the values of taskSet  repeat that number in the final
array taskSet[n] times in the new taskSetExpanded array.  I do not mean
just add up the values of taskSet which I already know how to do (though
by so doing, I know that also shows the length of the final array).

So (and this may be the easiest way to explain) given the array:

taskSet = [2,1,5,1,3];

The taskSetExapanded array would then become an array with these exact
values:

[2,2,3,8,8,8,8,8,9,12,12,12]

...where for example, the number 8 as seen in the array(8 comes from the
running total of 2+1+5 from TaskSet) is repeated 5 times (where 5 is the
value of taskSet[3])

..and where for example the number 9 as seen in the array (9 comes from
the running total of 2+1+5+1 from TaskSet) is repeated 1 time (where 1
is the value of taskSet[4])

Etc.

Make sense?  Perhaps I over explained. I have tried numerous for loops
and never been able to get the final result I need.  Any help is
appreciated. Thanks!

Jason Merrill   |   E-Learning Solutions   |  icfconsulting.com


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Re: [Flashcoders] adding whitespace back into xml

2006-01-09 Thread Dimitrios Bendilas

Hi there Jobe,

Try this. It works great for me.

class util.XMLFormat {

public static function formatXML(p_xml:XMLNode, p_tab:String):String {
 p_tab = (p_tab == undefined) ? \t : p_tab;
 var str:String = new String();
 var nodeValue:String = p_xml.nodeValue;
 var nodeName:String = p_xml.nodeName;
 if ((nodeValue != null)  (nodeValue != undefined)) {
  str += p_tab + nodeValue + \n;
 } else if (nodeName != null) {
  str += p_tab +  + nodeName;
  var attr:Object = p_xml.attributes;
  for (var n:String in attr) {
   str +=  + n +=\+attr[n]+\;
  }
  if (p_xml.firstChild != null) {
   if (p_xml.firstChild.nodeValue != null) {
str +=  + checkCDATA(p_xml.firstChild.nodeValue) + / + nodeName+ 
\n;

   } else {
str += \n;
var children:Array = p_xml.childNodes;
var l:Number = children.length;
for (var i:Number=0; il; i++) {
 str += formatXML(children[i], \t+p_tab);
}
str += p_tab + / + nodeName + \n;
   }
  } else { str +=  /\n; }
 }
 return str;
}

public static function checkCDATA(p_str:String):String {
 var tempStr:String = new XML(![CDATA[ + p_str + ]]).toString();
 return (tempStr.indexOf() != -1) ? ![CDATA[ + p_str + ]] : p_str;
}

}


Cheers,

Dimitrios

- Original Message - 
From: Jobe Makar [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, January 09, 2006 9:21 PM
Subject: Re: [Flashcoders] adding whitespace back into xml



Hi Sander,

Thanks, but modifying the source XML is not an option in this case. I am 
just looking for something that will take the XML and convert it to a 
string with whitespace. I'll probably just need to write something to do 
it.


Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 919-609-0408
mobile: 919-610-5754
fax: 919-341-8104
- Original Message - 
From: Sander [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, January 09, 2006 2:14 PM
Subject: Re: [Flashcoders] adding whitespace back into xml


Why don't you just include html tags in your XML, so it becomes  XHTML? 
You just take a couple of nodes and use them to set the  htmlText 
property of a textfield?


myData
node type='XHTML-content'
p
ul
liBullet 1/li
liBullet 2/li
/ul
p
br/
pSome other paragraph/p
/node
/myData

var myText.htmlText = xmlObject.firstChild.childNodes.toString();
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Re: [Flashcoders] Keypoints in a .mp3

2006-01-04 Thread Dimitrios Bendilas

Hi there.

A sound Object in Actionscript has a .duration and a .position property.
You can monitor the position and do stuff when the position has reached
a certain number of seconds or a percentage of the total duration.

var s:Sound = new Sound(sound_mc);
s.attachSound(song);
s.start();

_root.onEnterFrame = function() {
   // check s.position and act accordingly
}

Regards,
Dimitrios Bendilas

- Original Message - 
From: Marcelo Wolfgang [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, January 04, 2006 3:17 PM
Subject: [Flashcoders] Keypoints in a .mp3


Hi list,

Happy new year for all :)

I'm little rusty in my coding, and I'm developing a site which it will
have a 'mp3 player' - the user click on a button, it load the mp3 to
the flash media player.

But I need to have some key points, or a way to check how much time of
the music has elapsed so that at certain points it will display
different info on the screen.

Like when the music reach 2 minutes it will show the song artist, when
it reaches 4'38'' it will show another info

Is it possible ?

How should I do something like this ?

TIA
Grillo
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Re: [Flashcoders] execute a string as actionscript in MX

2005-12-31 Thread Dimitrios Bendilas

Hi there, try this:

function sayHi():Void {
trace(Hi!);
}

str = sayHi;
this[str]();

Also have a look at the Function.apply method in Flash help

Regards,
Dimitrios


- Original Message - 
From: BOYD SPEER [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Saturday, December 31, 2005 7:04 PM
Subject: [Flashcoders] execute a string as actionscript in MX


Sorry for such a basic question but is there a way to build a string and 
then do it as an actionscript command in Flash MX?

Thanks!
Also  where could I find examples of code that creates multi-level 
dropdown menus??


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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

Yes!

I set _global.GAME = game (the object I was interested in),
so I didn't have to dig in the trees and search for that, I accessed
it directly from _global.

I actually found what was causing the delay. My Animation
class was setting some actions in the ActionManager that never got deleted
if a certain contition was met and the ActionManager stored Action objects
with parameters that built up and eventually slowed down the game. I fixed 
that

and now it runs great!

It was actually a just a tiny change: a  n  0  that had to be  n  1  
...

The fun of programming... Yeah, right!

Xray rocks by the way! I knew that already but I was lost in the tree chains
in such huge projects. Now I know what to do if I can't find easily
what I'm looking for.

Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 6:15 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Did you make any headway?

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John, thanks a lot for all the help!



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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

The _global thing was Hans Wichman's idea.
Just making sure he gets the credit! ;-)


Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 7:49 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

Hello again,

I've been doing test all this time
but I still haven't found what I'm looking for.

I'm not able to find the actual objects.

When in _global I only see class names (functions).
If I view _level0 or any movieclip child I only see movieclips
(I'm not using classes that extend MovieClip)

e.g.

_global.com shows:

blitzagency (object)
darronschall (object)
robertpenner (object)
xfactorstudio (object)
zefxis (object)
   applications (object)
   games (object)
   control (object)
   List (function)
   ScrollBar (function)
   ScrollableTextBox (function)

Zefxis is my package, so everything game related should be in there.
If I expand any of the other objects, like applications or games,
at the end all I get is functions. So no actual object instances.

_level0 shows:

_level0 (movieclip)
   appPanels (movieclip)
   onAppChangeFocus (function)
   onLoad (function)
   sound_manager (movieclip)

And if I expand anything in the tree all I get is movieclips
and movieclip functions.


What am I doing wrong? I'm still confused.

I remember I used to be able to see object instances
back when the application was still AdminTool.


Thanks for the help

Regards,
Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, December 18, 2005 5:13 AM
Subject: Re: [FlashCoders] game slowing down - eventListener


YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in the
treeview and have it expand on demand.

On 12/17/05, MyName [EMAIL PROTECTED] wrote:


Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my desktop
project got about 140 classes and many circular references. It'll take
forever to take a snapshot from level0 with recursive option on. The
snapshot returns nodes of the 1st tier from level0 if recursive option is
turned off. But nothing will show up when clicking on a node that is too
complex.  So, what I had to do is to take a snapshot from a deep down
path.
For example in my case:
_level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
point, things seem started looking ok.

Thanks,

Doug

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Saturday, December 17, 2005 12:27 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Good!  you're looking around and getting comfortable with doing so in
Xray!

Ok, some tips:

1.   When browsing through global, you'll see your packages and objects.
You'll see all classes - instance, static, singleton etc.  You *can* see
static properties/objects through global since that's where they live/are
instanced.  Singletons and Instanced classes can be where they're
instanced.  So, whatever timeline/movieclip has created the Object, that's
where you can take a look through it / execute calls against it with Xray.

2.  If you want to save time with browsing with the treeview, you can
always
use the trace/execute window to verify an objects/propertie's existance.
(IE: _level0.main.myMovieClip.objX)

3.  In your class, if it extends a movieclip, you could put in an xray
trace
(_global.tt(MyMovie, this);

Then just copy and paste the path that spits out in the trace window and
start checkingyour objects and props from there.

Make sense?

Let me know if you other questions.  With xray, there's usually 3-4 ways
to
get an an object and mess with it ;)

On 12/17/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello John,

 Sorry for the late reply, I wanted to run
 some tests before answering back.

 I'm aware of the way the garbage collector works
 (even though I'm a little confused with object parameters
 stored in the inline functions inside Delegates, if they
 get garbage collected after all or not).

 Throughout my framework and the custom code for the game
 I pay much attention to deleting all object references.

 I've used xray in the past sometimes. I did this now too
 but I'm having some troubles.

 The only lines in my .fla are
 import Application
 Application.main(_root);

 Where in xray should I be looking for object instances?
 I can see all movieclips if I take a snapshot of _level0
 but if I want to see the instances of the Tile objects,
 or the TileManager, or the Countdown objects where
 should I look? I tried _global.com.zefxis which is where
 all the packages reside but all I see is functions (Classes)
 and no objects.

 e.g.

 _global.com.zefxis.solarwind snapshot gives me:

 animation (object)
Animation (function)
Animations (function)
EaseFunctions (function)
RelativeMovement (function)
Sequence (function)

 Any clues?

 Thank you!
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


Hello again,

I've been doing test all this time
but I still haven't found what I'm looking for.

I'm not able to find the actual objects.

When in _global I only see class names (functions).
If I view _level0 or any movieclip child I only see movieclips
(I'm not using classes that extend MovieClip)

e.g.

_global.com shows:

blitzagency (object)
darronschall (object)
robertpenner (object)
xfactorstudio (object)
zefxis (object)
applications (object)
games (object)
control (object)
List (function)
ScrollBar (function)
ScrollableTextBox (function)

Zefxis is my package, so everything game related should be in there.
If I expand any of the other objects, like applications or games,
at the end all I get is functions. So no actual object instances.

_level0 shows:

_level0 (movieclip)
appPanels (movieclip)
onAppChangeFocus (function)
onLoad (function)
sound_manager (movieclip)

And if I expand anything in the tree all I get is movieclips
and movieclip functions.


What am I doing wrong? I'm still confused.

I remember I used to be able to see object instances
back when the application was still AdminTool.


Thanks for the help

Regards,
Dimitrios


- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Sunday, December 18, 2005 5:13 AM
Subject: Re: [FlashCoders] game slowing down - eventListener


YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in
the
treeview and have it expand on demand.

On 12/17/05, MyName [EMAIL PROTECTED] wrote:

 Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my
desktop
 project got about 140 classes and many circular references. It'll take
 forever to take a snapshot from level0 with recursive option on. The
 snapshot returns nodes of the 1st tier from level0 if recursive option
is
 turned off. But nothing will show up when clicking on a node that is too
 complex.  So, what I had to do is to take a snapshot from a deep down
 path.
 For example in my case:
 _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
 point, things seem started looking ok.

 Thanks,

 Doug

 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Saturday, December 17, 2005 12:27 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 Good!  you're looking around and getting comfortable with doing so in
 Xray!

 Ok, some tips:

 1.   When browsing through global, you'll see your packages and objects.
 You'll see all classes - instance, static, singleton etc.  You *can* see
 static properties/objects through global since that's where they
live/are
 instanced.  Singletons and Instanced classes can be where they're
 instanced.  So, whatever timeline/movieclip has created the Object

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function)
 sound_manager (movieclip)

 And if I expand anything in the tree all I get is movieclips
 and movieclip functions.


 What am I doing wrong? I'm still confused.

 I remember I used to be able to see object instances
 back when the application was still AdminTool.


 Thanks for the help

 Regards,
 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Sunday, December 18, 2005 5:13 AM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 YES!  that's a great tip - you don't have to start at _level0 in your
 snapshots - it's just the default ;)

 I'm surprised that the non

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

My God Hans, that's a brilliant idea!
It worked like a charm! I can finally see!


Thanks man!

Dimitrios



- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com; 
Flashcoders mailing list flashcoders@chattyfig.figleaf.com

Sent: Wednesday, December 21, 2005 7:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
all principles aside (it should work etc), cant u just put _global.gameRef 
= game; at the end of initGame, just so that u can test it?
using _global.gameRef as path, should give u a direct link to your game 
object.


greetz
Hans

At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote:

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and 
right.

Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hello again,

 I've been doing test all this time
 but I still haven't found what I'm looking for.

 I'm not able to find the actual objects.

 When in _global I only see class names (functions).
 If I view _level0 or any movieclip child I only see movieclips
 (I'm not using classes that extend MovieClip)

 e.g.

 _global.com shows:

 blitzagency (object)
 darronschall (object)
 robertpenner (object)
 xfactorstudio (object)
 zefxis (object)
 applications (object)
 games (object)
 control (object)
 List (function)
 ScrollBar (function)
 ScrollableTextBox (function)

 Zefxis is my package, so everything game related should be in there.
 If I expand any of the other objects, like applications or games,
 at the end all I get is functions. So no actual object instances.

 _level0 shows:

 _level0 (movieclip)
 appPanels (movieclip)
 onAppChangeFocus (function)
 onLoad (function

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

Hi Judah,

Like a profiler you mean?

I think I had seen something like this for Flash but I'm not sure.
That'll be great if you can post it.

Thanks,

Dimitrios

- Original Message - 
From: Judah Frangipane [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 7:53 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi Dimirtrios,

I've had a couple issues with intervals in the past. I'm not sure why 
but sometimes they would not get deleted. This would cause build up as 
they kept getting created.


I have a enumerator class that has a process timer on it. This would 
trace out the time in milliseconds from the beginning of a process to 
the end of it. I was going to release this class but I found some 
problems with it. I'll make another attempt and try and post it in the 
next day or so.


Judah

Dimitrios Bendilas wrote:


Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - From: Cedric Muller [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries 
of the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John, thanks a lot for all the help!

Dimitrios

- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 7:47 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


no problemo!

one thing you might do is make it a public var for now and see if it shows
up where you think it should.  That might be one reason you can't see it ;)

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
// code
}

static function main(...) {
// code
}

private function initGame():Void {
// coce
game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John,

 At the Class Packages array,
 should I add just zefxis or com.zefxis?
 Cause that's where my class package resides.

 I did what you told me about the XRay component in the timeline.
 The project is pretty huge (more than 150 classes) and there is
 a real problem with recursive ON (it actually freezes the player)

 I tried going pretty deep in the tree and then enable recursive,
 but still I'm having trouble. I only see some objects. And if I click
 on them, then I only see functions again.

 I'm looking in _global.com.zefxis. etc, right? I guess that's where
 I should be looking, not the _level0 tree.

 Sorry John, I don't have it online.

 Regards,
 Dimitrios




 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 3:11 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 1.  Put Xray back on stage in the _level0 timeline.

 2.  Click on it and select the parameters tab.

 3.  in the Class Packages array, add Zefxis

 4.  Republish and try a snapshot again.

 This time, it should at least show you the true class names/paths.  I
 actually realized yesterday that if the connector wasn't on stage, the
 ClassPath engine isn't initialized (more on that later).

 In the older versions of the AdminTool, it used to only do Recursive
 searches and it would recurse objects at the same time as
 movieclips.  That
 proved to be a huge task that caused script timeout errors left and
right.
 Now, I list objects/movieclips (including arrays), but only movieclip's
 get
 recursed.  If you want to drill down through an object, just click on
it,
 and drill down through the property inspector.

 So, republish after doing the above.  If you have it online, do you mind
 if
 I try and look through it with Xray?  Let me know,

 Thanks,

 John

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  Hello again,
 
  I've been doing test all this time
  but I still haven't found what I'm looking for.
 
  I'm not able to find the actual objects.
 
  When in _global I only see class names (functions).
  If I view _level0 or any movieclip child I only see movieclips
  (I'm not using classes that extend MovieClip)
 
  e.g.
 
  _global.com shows:
 
  blitzagency (object)
  darronschall (object)
  robertpenner (object)
  xfactorstudio (object)
  zefxis (object)
  applications (object)
  games (object)
  control (object)
  List (function)
  ScrollBar (function)
  ScrollableTextBox (function)
 
  Zefxis is my package, so everything game related should be in there.
  If I expand any of the other objects, like applications or games,
  at the end all I get is functions. So no actual object instances.
 
  _level0 shows:
 
  _level0 (movieclip)
  appPanels (movieclip)
  onAppChangeFocus (function)
  onLoad (function)
  sound_manager (movieclip)
 
  And if I expand anything in the tree all I get is movieclips

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And other
times (which is more often) the memory does not increase from level to 
level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of the 
Delegates.

I think this has been discussed before, but I can't recall a definate answer
if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and this 
takes longer to update as the contents get bigger. A game should not slow 
down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
using the delegates itself should not lead to problems i think, at least i 
did some tests with this and garbage collection, and i didnt need to do 
anything special to delete delegates or something. One instance where 
problems might occur is for example fwhere you use Key.addListener 
Mouse.addListener etc and you dont remove these listeners properly. If the 
memory usage when the game is running slower doesnt really differ from 
when its running faster, you might wanna delve into your program deeper 
with a tool like xray or something.
Another option would be to disable parts of your engine ofcourse to try 
and narrow it down.
tough one, i'll take a look at your engine when i have the time, thanks 
for the link!


greetz
Hans



At 11:39 AM 12/15/2005, you wrote:

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And other
times (which is more often) the memory does not increase from level to 
level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of the 
Delegates.
I think this has been discussed before, but I can't recall a definate 
answer

if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and 
this takes longer to update as the contents get bigger. A game should not 
slow down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Hi Cedric,

Thanks for answering.

This is a puzzle game, so tiles do not dissapear outside
the stage. They are removed with removeMovieClip when
necessary. There are 20-35 tiles on the stage at the same time.

Each tile is a movieclip with 10 different frames and each frame
has another movieclip inside, consisting of another 9-10 frames.
And then again each of the latter frames has a movieclip with an animation.
At any given time a tile is static and sometimes the (last mentioned)
animation plays. Even without the animation though, the game used
to slow down.

Everything in a tile is a vector graphic and the mother tile movieclip
has cacheAsBitmap = true.

I have disabled (I don't load them at all) all sounds intentionally 
and the memory still jumps up.



Dimitrios

- Original Message - 
From: Cedric Muller [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries of 
the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
using the delegates itself should not lead to problems i think, at 
least i did some tests with this and garbage collection, and i didnt 
need to do anything special to delete delegates or something. One 
instance where problems might occur is for example fwhere you use 
Key.addListener Mouse.addListener etc and you dont remove these 
listeners properly. If the memory usage when the game is running 
slower doesnt really differ from when its running faster, you might 
wanna delve into your program deeper with a tool like xray or 
something.
Another option would be to disable parts of your engine ofcourse to 
try and narrow it down.
tough one, i'll take a look at your engine when i have the time, 
thanks for the link!


greetz
Hans



At 11:39 AM 12/15/2005, you wrote:

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And 
other
times (which is more often) the memory does not increase from level 
to level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of 
the Delegates.
I think this has been discussed before, but I can't recall a 
definate answer

if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Have you tried opening the taskmanager to see if your memory is 
hogging?


The game im working on slows down as well, but this is simply becoz 
im printin debug info to a textfield (will be replaced with xray 
;)) and this takes longer to update as the contents get bigger. A 
game should not slow down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in 
Flash.


I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm 
using the Delegate
version that supports parameters

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - 
From: Cedric Muller [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries of 
the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [Flashcoders] Screen Capture with Flash

2005-12-02 Thread Dimitrios Bendilas

Hi,

You can do this if you use a wrapper to make a projector (exe) file 
out of your .swf file.


I use Zinc and I think it's absolutely great!
www.multidmedia.com

There are other products available but I haven't tried them.
SWF studio pro is one of them I think

Regards,
Dimitrios

- Original Message - 
From: Brooks Andrus [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, December 02, 2005 8:24 PM
Subject: [Flashcoders] Screen Capture with Flash


Does anyone know if its possible to do screen capture with a Flash
Application? If so any pointers on where to get started?

Thanks,

Brooks
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Re: [Flashcoders] lil OOP question

2005-11-30 Thread Dimitrios Bendilas

Ok.

The only thing I can think of is to have an array like this:

private var properties:Array = [prop1, prop2, prop3, etc];

and check according to that.

It's not very easy to maintain and not so clean probably, but it works.
You probably have thought of this anyway.

Regards,
Dimitrios

- Original Message - 
From: Janis Radins [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, November 30, 2005 3:50 PM
Subject: Re: [Flashcoders] lil OOP question


Explination to why I need this is very simple.
The actual class I have looks like this:

class foo {
function foo(initObject:Object){
for(var i:String in initObject){
if(setter named same as i exists){
this[i] = initObject[i];
} else {
trace(error, invalid value in initObject)
}
}
}
}

As I allready said I have alternative solution so this is what I
expected and doesnt make any problem.

Thankyou for response.

2005/11/30, Dimitrios Bendilas [EMAIL PROTECTED]:

Hi Janis,

As far as I can see from the class declaration,
this is not a dynamic class.

So, why would you want to check if a property is declared?
You are the one who sets the declared variables inside the class.

Is there something I'm not getting?

Dimitrios

- Original Message -
From: Janis Radins [EMAIL PROTECTED]
To: Flashcoders@chattyfig.figleaf.com
Sent: Wednesday, November 30, 2005 3:24 PM
Subject: [Flashcoders] lil OOP question


hey ppl

I'm wondering is there a way to chech wether some class function
exists from constructor?
smthn like:
class foo {
function foo(){
if(this class has property named fooProperty) dothis()
else doThat()
}
public function set fooProperty (smthn):Void {
someFooProperty = smth;
}
}

As far as I've tried it this[fooProperty] returns only undefined.

I know more than one possible workaround, just this way seems to me
more elegant.

Tnx in advance.

Janis
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Re: [Flashcoders] Movie seems to unload?

2005-11-18 Thread Dimitrios Bendilas

Hey Stathi,

Is it only 1 SWF? Or are you loading any other swf from inside the main one?

Dimitrios

- Original Message - 
From: Kaloudis Stathis [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, November 18, 2005 3:31 PM
Subject: RE: [Flashcoders] Movie seems to unload?


Please guys, any ideas??

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis
Stathis
Sent: Friday, November 18, 2005 11:35 AM
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Movie seems to unload?

Just a correction, the problem goes with trying to view the uploaded
page and not with the uploading process.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis
Stathis
Sent: Friday, November 18, 2005 10:39 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Movie seems to unload?

Hi all,
When I upload a movie to a server via ftp,  it seems to initialy load,
and then the screen goes blank, and if you right click you get a Movie
not loaded message.

When I open the swf or the html file that contains the swf locally,
everything goes fine.

Can someone explain how can this happens? Try to visit
http://www.theasis.com.gr/Preview/theasis3.html
to see it

Please help cause I can't imagine what is causing this.
Thanks.

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Re: [Flashcoders] Movie seems to unload?

2005-11-18 Thread Dimitrios Bendilas

There seems to be something definately wrong
with the file. I took the swf in my hard drive,
opened it in the standalone Flash Player
and it closes as soon as it opens. It doesn't even show
the stuff that you can see in the browser window.

Also, I tried importing it in Flash and it cannot be imported:
One or more files were not imported because there were problems reading 
them.


Very strange...

Does it function well in the IDE or the standalone Flash player?

Dimitrios


- Original Message - 
From: Kaloudis Stathis [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, November 18, 2005 4:12 PM
Subject: RE: [Flashcoders] Movie seems to unload?


No, guys, I'm using the flash-generated html page..
I'm  really stucked with this one..And I'm sure that something is wrong
with the swf file couse I get the same results when I try to access is
directly.
See for your selves:
http://www.theasis.com.gr/Preview/theasis3.swf

Regards



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dimitrios Bendilas
Sent: Friday, November 18, 2005 3:40 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Movie seems to unload?

Hey Stathi,

Is it only 1 SWF? Or are you loading any other swf from inside the main
one?

Dimitrios

- Original Message -
From: Kaloudis Stathis [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, November 18, 2005 3:31 PM
Subject: RE: [Flashcoders] Movie seems to unload?


Please guys, any ideas??

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis
Stathis
Sent: Friday, November 18, 2005 11:35 AM
To: Flashcoders mailing list
Subject: RE: [Flashcoders] Movie seems to unload?

Just a correction, the problem goes with trying to view the uploaded
page and not with the uploading process.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis
Stathis
Sent: Friday, November 18, 2005 10:39 AM
To: Flashcoders mailing list
Subject: [Flashcoders] Movie seems to unload?

Hi all,
When I upload a movie to a server via ftp,  it seems to initialy load,
and then the screen goes blank, and if you right click you get a Movie
not loaded message.

When I open the swf or the html file that contains the swf locally,
everything goes fine.

Can someone explain how can this happens? Try to visit
http://www.theasis.com.gr/Preview/theasis3.html
to see it

Please help cause I can't imagine what is causing this.
Thanks.

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[Flashcoders] Math.random()

2005-11-17 Thread Dimitrios Bendilas
Hello,

I have built a Backgammon game in Flash for a client.

He is starting to ask questions about the randomness
of the dice, because a registered member of the game said
he's recorded the stats of about 100 backgammon games
and found that the numbers generated are not so random.
(I haven't seen the data, so I don't know if that's true)

I know that Math.random() is not the best random generator
in the world. I also know that a computer can never produce
*really* random numbers.

So, my question is this: Should I use some other algorithms
for generating the value of the dice? Or Math.random()
is really good enough? What if this game was connected
to prizes, tournaments etc? Would I have to find something
better then?


Thank you
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