Re: [Flashcoders] Projector positioning (centering)

2014-04-19 Thread Hans Wichman

http://forums.adobe.com/message/2094043  ?

On 4/19/2014 5:42 PM, Henrik Andersson wrote:

John R. Sweeney Jr. skriver:

Hi all,

I need to center a Flash projector on both MAC and PC. Not center the stage, 
but literally, when you double click the app or exe, it opens in the center of 
the monitor.


Which monitor? Believe it or not, but there are people who have more
than one.


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Re: [Flashcoders] Projector positioning (centering)

2014-04-18 Thread Hans Wichman

Hi,

you can build standalone air projectors as well, instead of the .air you 
will build an exe that can run of cd. Depends on the target you are using.


best
Hans

On 4/18/2014 8:04 AM, lmarshall wrote:

I used to use Zinc to wrap swfs for both mac and pc.

http://www.multidmedia.com

Sent from my iPhone


On 17 Apr 2014, at 23:03, John R. Sweeney Jr. jr.swee...@comcast.net wrote:

Yeah, I know AIR can do it, but the client wants this to run off of a CD. They 
don't want the users to have to install anything to their HD.

Appreciate the suggestion, but I'm stuck figuring out what to do with the 
projector.

Thanks,
John

John R. Sweeney Jr.
Senior Interactive Multimedia Developer
OnDemand Interactive Inc
Hoffman Estates, IL 60169





On Apr 17, 2014, at 4:55 PM, Eric E Dolecki edole...@gmail.com wrote:

Use AIR and u can do that

Eric


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Re: [Flashcoders] Air Windows installed app

2014-03-01 Thread Hans Wichman
Have your app write files into the users document area instead of a 
subfolder of the app which will be in the Program Files folder and under 
restrictions.
Part of it might be solved by instructing advanced installer to enforce 
the user to have administrative permissions.


best
Hans

On 3/1/2014 11:09 AM, natalia Vikhtinskaya wrote:

Thank you all for the help. Finally I understand where is problem. I
created App with runtime embedded. Then I used Advanced Installer
http://www.advancedinstaller.com/ and created installer package.  By
default it installs my app to Program file folder. The App runs but nothing
write on the disk. When the user choose any own folder on the disk for
example c:\myApp then the app writes information on the disk without
problem. Why that I don't know but unfortunately the customer wants
installation process be without choosing other folders by users. It seems
to him very complex. The user should just say ok what Installation
process offer.  What  can I do? I tried to find way in Advanced Installer
to change default folder but did not find that possible.  Do you have any
advice?


2014-02-25 0:35 GMT+04:00 erik mattheis shocking...@gmail.com:


I'm unsure the status of this or if someone has suggested any of the
following:

Are you saying the app doesn't work when using the installer but works as
expected when copying the app folder somewhere outside of your clients
Program Files folder? This will fail with default Windows settings as you
need elevated permissions to change files withing the Program Files
directory.

If this is the case, look into writing the file to the app storage
directory

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/filesystem/File.html#applicationStorageDirectoryor
the Documents directory

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/filesystem/File.html#documentsDirectory

As to Unknown Publisher you need to buy and include a security
certificate in the publish settings:

http://www.adobe.com/devnet/air/articles/packaging-air-apps-desktop.html#articlecontentAdobe_numberedheader


On Mon, Feb 24, 2014 at 1:02 AM, natalia Vikhtinskaya 
natavi.m...@gmail.com

wrote:
Not sure I understand how I can use this information in Flash Cs6. I
created app in this program as Air 3.2 for Desktop. I have only two

options

- Windows Installer and App with runtime embedded.


2014-02-23 16:42 GMT+04:00 Peter Ginneberge p.ginnebe...@telenet.be:


You can apply for a license to (re)distribute the Air runtime and then
package it with your application.
http://help.adobe.com/en_US/air/redist/WS485a42d56cd19641-
70d979a8124ef20a34b-8000.html

Or you can include a captive copy of the Air runtime with your

application.

http://www.adobe.com/devnet/air/articles/air3-install-and-
deployment-options.html

The first option will install the Air runtime with your application, as

if

the user installed it himself, so it's separated from your application,
meaning both your application and the Air Runtime can be uninstalled
separately.

The second options installs both as a bundle. When a user uninstalls

your

app, the runtime gets uninstalled with it.

regards,
Peter



On 23/02/2014 7:28, natalia Vikhtinskaya wrote:


Thank you for help.
   I try to describe situation better. When I publish app as Windows
installer the user can take my exe file and install app on his pc. On
desktop he has icon after clicking on it he runs app. It plays well

but

function write nothing do. I use

newFileStream.openAsync (appFile, FileMode.WRITE);
newFileStream.writeUTFBytes(xmlSets);
newFileStream.close ();

Yes, the user does not have Air and function that works only in Air

does

not work for him. The same installation on my pc works well.
Okay. Next I created Application with runtime embedded. I gave the

user

folder with all files that was created by Flash. He puts this folder

on

his
pc and run exe file. This works well. Everything writes well. But he

wants

to have installation process that allow him to install this app as

usual

new program. This second way does not give him that. Maybe I can

combine

these two ways somehow? This is the first problem.
And additional question. Exe file shows information Unknown

publisher.

How I can change that?

Thank you for any help. Not much places in net now where we can find

help

for Flash questions.


2014-02-20 16:26 GMT+04:00 David Benman d...@dbenman.com:

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Re: [Flashcoders] IOS Flash question

2013-05-28 Thread Hans Wichman

maybe this might help?
http://flashsimulations.com/2011/11/30/ios-native-extension-for-adobe-air-in-app-mail-composer/


On 28-5-2013 14:36, Paul A. wrote:

On 28/05/2013 10:59, Karl DeSaulniers wrote:
I have emailed with attachments, but it involved a PHP file that put 
the email together and attached the file as base64 then sent it on 
its way. Might be a good approach for you as well. Then you can just 
have your iOS app send just a form request. PDF attachments can get 
tricky though. Sometimes the encryption messes with the layout of the 
PDF. As long as it wasn't a really complex PDF it sent no problem, 
but mine were custom layouts with graphics and tables, etc. I did get 
it to work finally though. Once emailed, the customer could view the 
PDF in their email automatically with the built in PDF viewer in the 
iOS.

Thanks Karl.

Unfortunately the client wants the PDF to be viewable offline.

On the PHP front - good solution but I don't want to be messing with 
the client server-side if I can avoid it.


Paul


Best,
Karl

Sent from losPhone

On May 28, 2013, at 4:10 AM, Paul A. p...@ipauland.com wrote:


Maybe someone has a suggestion.

A client has some iPads without 3G.

The client wants to be able to email PDF files directly to a 
customer from the iPad (A bit difficult without a connection) and 
I've never really found a way to get flash to initiate an email with 
content already in place, or as an attachment.


Normally to display a PDF via flash I'd use a link to a web-hosted 
PDF, or a local file. Any ideas about how I do this from an IOS App 
written in flash?


Thanks,

Paul
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Re: [Flashcoders] IOS Flash question

2013-05-28 Thread Hans Wichman
extra cash for extra functionality seems like a good idea especially 
when dealing with new tech :)
I think IF it works (composing mail using the native client) that queing 
will be handled automatically by the os (the mails will remain in your 
outbox until sent)


good luck!
H



On 28-5-2013 15:20, Paul A. wrote:

On 28/05/2013 13:42, Hans Wichman wrote:

maybe this might help?
http://flashsimulations.com/2011/11/30/ios-native-extension-for-adobe-air-in-app-mail-composer/ 



That's ideal. Thank you.

I'm still hesitant to do it - the client also requested the ability to 
queue the emails until an internet connection was available. This has 
come out of the blue on a project where it was never specced to 
include any such functionality.


I guess they'll just have to pony up a chunk of cash before I attempt it.

Thanks again,

Paul









On 28-5-2013 14:36, Paul A. wrote:

On 28/05/2013 10:59, Karl DeSaulniers wrote:
I have emailed with attachments, but it involved a PHP file that 
put the email together and attached the file as base64 then sent it 
on its way. Might be a good approach for you as well. Then you can 
just have your iOS app send just a form request. PDF attachments 
can get tricky though. Sometimes the encryption messes with the 
layout of the PDF. As long as it wasn't a really complex PDF it 
sent no problem, but mine were custom layouts with graphics and 
tables, etc. I did get it to work finally though. Once emailed, the 
customer could view the PDF in their email automatically with the 
built in PDF viewer in the iOS.

Thanks Karl.

Unfortunately the client wants the PDF to be viewable offline.

On the PHP front - good solution but I don't want to be messing with 
the client server-side if I can avoid it.


Paul


Best,
Karl

Sent from losPhone

On May 28, 2013, at 4:10 AM, Paul A. p...@ipauland.com wrote:


Maybe someone has a suggestion.

A client has some iPads without 3G.

The client wants to be able to email PDF files directly to a 
customer from the iPad (A bit difficult without a connection) and 
I've never really found a way to get flash to initiate an email 
with content already in place, or as an attachment.


Normally to display a PDF via flash I'd use a link to a web-hosted 
PDF, or a local file. Any ideas about how I do this from an IOS 
App written in flash?


Thanks,

Paul
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Re: [Flashcoders] Mailing Lists and Tools

2013-05-23 Thread Hans Wichman

tbh he asked million of times, but tnx dave ;) one less spammer hehe.

On 23-5-2013 17:51, Dave Watts wrote:

Oren, what's your problem??

Apparently, he was unable to unsubscribe himself and unwilling to ask
for help. I've unsubscribed him.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
http://training.figleaf.com/

Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
GSA Schedule, and provides the highest caliber vendor-authorized
instruction at our training centers, online, or onsite.
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Re: [Flashcoders] Projectors...

2013-05-23 Thread Hans Wichman

Hey Eric,

I recently was wondering about this myself, and found a bug post about it:
https://bugbase.adobe.com/index.cfm?event=bugid=3363321

Check the attachments on that page, it contains a createprojector.zip 
which might help, or just build an air projector.


best
H

On 23-5-2013 18:54, Eric E. Dolecki wrote:

Has anyone been able to generate a more current AS3 file as a projector?
I'm not talking about AIR or captive runtime, talking about the
old-fashioned projector for Mac? It's just gone from the IDE and the later
players have this greyed out.



   Google Voice: (508) 656-0622
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Re: [Flashcoders] AS3 finally..

2013-05-19 Thread Hans Wichman

Karl,

no harm intended, but do yourself and us a favor and get something like 
Essential Actionscript 3 from Moock, it will save you lots and lots of 
unnecessary self inflicted punishment :).


That said, AS3 is much more about (strong) typing than AS2 was.
In that line of thinking, you need to specify exactly what types of 
parameters go into a method/function and what it returns, even if that 
what is nothing.

The type of Nothing is this respect is void.

//i return a number
function bla():Number {
return 10;
}

//i return nothing
function bla():void {
//im not giving you anything!
//
//implicit return
}

//i return nothing as well
function bla():void {
//explicit return
if (myConditionNotMet) return;

//some other stuff here
//...
//implicit return
}

If you go the corporal punishment route, there is some good info here: 
http://owhips.com/


;)

Best
H



On 19-5-2013 9:34, Karl DeSaulniers wrote:

In place of void?
so like...

function someFunc():Number
{
//return a number
}

function someFunc():String
{
//return a string
}

Karl DeSaulniers
Design Drumm
http://designdrumm.com



On May 19, 2013, at 12:26 AM, John R. Sweeney Jr. wrote:


Void was AS2 and wasn't really necessary.

void is AS3 and since it uses strong typing, very necessary. void will not 
return anything. If you want back values (numeric) use Number (text) use 
String, etc.


John R. Sweeney Jr.
Senior Interactive Multimedia Developer
OnDemand Interactive Inc
Hoffman Estates, IL 60169




On May 18, 2013, at 10:15 PM, Karl DeSaulniers wrote:


My first question.

What is the purpose of void versus Void? When do you use void and Void and when 
is it not needed or wise to use void on a function? I may have asked this a few years ago, but can not find any of 
the emails, so if its a duplicate I apologize.


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Re: [Flashcoders] AIR

2013-05-19 Thread Hans Wichman
Hi John, 

content created today will still run in the future, independent of where air 
itself is going. I wouldnt worry too much bout it, but that might be just me :)

best 
h

Sent from my iPad

On 19 mei 2013, at 14:39, John McCormack j...@easypeasy.co.uk wrote:

 Hi there.
 
 I would like to produce some educational material using AIR but am feeling 
 very insecure about its future.
 
 Could you possibly let me know how active you are in producing content 
 deliverable through AIR.
 
 Thanks
 
 John
 
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Re: [Flashcoders] Stolen Laptop: Adobe Support Laughable

2013-05-15 Thread Hans Wichman

Ah well, Adobe Support and Pricing where should I start :)
http://www.innerdrivestudios.com/blog/miscellaneous/adobe-cs-6-error-code-5-exit-code-5


On 15/05/2013 08:33, Karl DeSaulniers wrote:

Which do you need? Mac or PC? I think I may still have a CS4 DMG for powerMac 
(pre Intel).

Best,

Karl DeSaulniers
Design Drumm
http://designdrumm.com



On May 15, 2013, at 1:22 AM, Cédric Muller wrote:


Yep :(

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

Cedric

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


If they won't help you, that's probably your best bet. Just get CS4 disk or the 
digital files (which are about 6 or 7 gig) and use your serial number.

Sorry. :(


John R. Sweeney Jr.
Senior Interactive Multimedia Developer
OnDemand Interactive Inc
Hoffman Estates, IL 60169




On May 14, 2013, at 8:24 PM, Jim Duber wrote:


Any better suggestions?


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Re: [Flashcoders] making as3 movie scorm compl

2013-01-16 Thread Hans Wichman

Hi Oren,

if there really is an issue you should take it up with the listowner, or 
as mentioned months ago: setup a filter in gmail, takes about 5 minutes 
and all your flashlist messages will automatically be trashed.


That said, have you tried unsubscribing through:
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

I've taken the liberty to enter your email address at the unsubscribe 
option:
By clicking on the /Unsubscribe/ button, a confirmation message will be 
emailed to you. This message will have a link that you should click on 
to complete the removal process (you can also confirm by email; see the 
instructions in the confirmation message).*


HTH *and otherwise we'll just have to tell a joke now and then to keep 
the spirits up ;)

Hans
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[Flashcoders] making as3 movie scorm compliant

2013-01-15 Thread Hans Wichman

Hi list,

assuming I have a flash movie which communicates with a custom CMS, what 
would need to be done to make it scorm compliant?


As far as I can tell, I'll need some scorm as classes to communicatie 
with the wrapper, but how can I test whether everything works, etc, I 
have absolutely no experience with LMSes etc and to me it's kind of hazy 
how everything fits together, which in turn makes it hard to know where 
to start/look. Is there a definite scorm specs, which will work with any 
LMS, so that I can simply pick a free open source LMS somewhere to test 
my development progress?


TIA
Hans
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Re: [Flashcoders] making as3 movie scorm compliant

2013-01-15 Thread Hans Wichman

Ok tnx all for the links/insights, I'll look into it!

On 15-1-2013 17:59, Merrill, Jason wrote:

Google Pipwerks SCORM - nice classes and files to make your Flash communicate 
with an LMS via SCORM.

Jason Merrill
Instructional Technology Architect II
Bank of America  Global Learning
  703.302.9265 (w/h)







-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans Wichman
Sent: Tuesday, January 15, 2013 6:03 AM
To: Flash Coders List
Subject: [Flashcoders] making as3 movie scorm compliant

Hi list,

assuming I have a flash movie which communicates with a custom CMS, what would 
need to be done to make it scorm compliant?

As far as I can tell, I'll need some scorm as classes to communicatie with the 
wrapper, but how can I test whether everything works, etc, I have absolutely no 
experience with LMSes etc and to me it's kind of hazy how everything fits 
together, which in turn makes it hard to know where to start/look. Is there a 
definite scorm specs, which will work with any LMS, so that I can simply pick a 
free open source LMS somewhere to test my development progress?

TIA
Hans
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Re: [Flashcoders] IPAD App code optimization

2013-01-14 Thread Hans Wichman

Sumeet, check these out:

https://itunes.apple.com/us/app/adobe-scout/id562450748?mt=8
http://www.adobe.com/devnet/flashruntimes/articles/adobe-scout-getting-started.html

hth
jc


On 14-1-2013 8:02, Sumeet Kumar wrote:

Thanks Hans and Deepanjan for your guidancei will try these methods and
then post where I reached.

Thanks again.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans Wichman
Sent: Friday, January 11, 2013 7:40 PM
To: Flash Coders List
Subject: Re: [Flashcoders] IPAD App code optimization

Hi Sumeet,

some stuff is much more important than other stuff:
- DRY - don't repeat yourself: cache calculations (sinus tables, array
lengths, radian conversion etc)
- Create as few objects as possible, eg use ObjectPooling
- try to stay away from movieclips and sprites, use bitmaps and spritesheets
whereever possible
- if rendering performance is your bottleneck, starling might help
- only cacheAsBitmap / Matrix if you know what you are doing
- only optimize if required, is your app running slow? If so, when?
- use a framecounter (eg mr doobs stats) to see where the framerate drops
are
- use a profiler to see what your app is doing with respect to object
creation/memory
- dispose bitmapdatas if you no longer use them and can't reuse them
- etc etc

hth
JC


On 11-1-2013 11:57, Sumeet Kumar wrote:

Hi All,

   


I am creating a very basic IPAD app. Adobe says we need to build the app
with code optimization. I have completed development of the app.

   


For code optimization,  I am removing listeners, using sprites instead of
movieclip, clearing Timers etc...what else I can do to optimize my

code..or

What do adobe really mean by code optimization.

   


Can anyone please guide me in this regard.

   


Regards

Sumeet Kumar

   

   


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Re: [Flashcoders] IPAD App code optimization

2013-01-14 Thread Hans Wichman

ps monocle is now called scout...

On 14-1-2013 13:42, Beatrix Krümmer-Frau wrote:

Hi Sumeet,

you can use the FlashBuilder, FlashDevelop or FDT Profiler.
In the past I used theMiner: http://jacksondunstan.com/articles/1763
Actually I like to work with Monocle, as it is best to check 
performance on Stage3D...

http://blogs.adobe.com/mallika/2012/10/introducing-project-monocle.html
There is a great video for a first look from Thibault Imbert:
http://vimeo.com/46917940#

All the best from

*Beatrix Kruemmer-Frau*
Director Codergang.com
Master of Arts in Designer | Developer | CEH-LPIG

www.codergang.com | @ASHero_org | @birikini

Am 14.01.2013 12:52, schrieb Sumeet Kumar:

Regarding this point:

- use a profiler to see what your app is doing with respect to object
creation/memory
[can someone suggest a profiler to use with CS6...i have searched but 
not

able to find one]

Regards
Sumeet Kumar


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of 
Sumeet Kumar

Sent: Monday, January 14, 2013 12:32 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] IPAD App code optimization

Thanks Hans and Deepanjan for your guidancei will try these 
methods and

then post where I reached.

Thanks again.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans 
Wichman

Sent: Friday, January 11, 2013 7:40 PM
To: Flash Coders List
Subject: Re: [Flashcoders] IPAD App code optimization

Hi Sumeet,

some stuff is much more important than other stuff:
- DRY - don't repeat yourself: cache calculations (sinus tables, array
lengths, radian conversion etc)
- Create as few objects as possible, eg use ObjectPooling
- try to stay away from movieclips and sprites, use bitmaps and 
spritesheets

whereever possible
- if rendering performance is your bottleneck, starling might help
- only cacheAsBitmap / Matrix if you know what you are doing
- only optimize if required, is your app running slow? If so, when?
- use a framecounter (eg mr doobs stats) to see where the framerate 
drops

are
- use a profiler to see what your app is doing with respect to object
creation/memory
- dispose bitmapdatas if you no longer use them and can't reuse them
- etc etc

hth
JC


On 11-1-2013 11:57, Sumeet Kumar wrote:

Hi All,


I am creating a very basic IPAD app. Adobe says we need to build the
app with code optimization. I have completed development of the app.


For code optimization,  I am removing listeners, using sprites instead
of movieclip, clearing Timers etc...what else I can do to optimize my

code..or

What do adobe really mean by code optimization.


Can anyone please guide me in this regard.


Regards

Sumeet Kumar



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Re: [Flashcoders] IPAD App code optimization

2013-01-11 Thread Hans Wichman

Hi Sumeet,

some stuff is much more important than other stuff:
- DRY - don't repeat yourself: cache calculations (sinus tables, array 
lengths, radian conversion etc)

- Create as few objects as possible, eg use ObjectPooling
- try to stay away from movieclips and sprites, use bitmaps and 
spritesheets whereever possible

- if rendering performance is your bottleneck, starling might help
- only cacheAsBitmap / Matrix if you know what you are doing
- only optimize if required, is your app running slow? If so, when?
- use a framecounter (eg mr doobs stats) to see where the framerate 
drops are
- use a profiler to see what your app is doing with respect to object 
creation/memory

- dispose bitmapdatas if you no longer use them and can't reuse them
- etc etc

hth
JC


On 11-1-2013 11:57, Sumeet Kumar wrote:

Hi All,

  


I am creating a very basic IPAD app. Adobe says we need to build the app
with code optimization. I have completed development of the app.

  


For code optimization,  I am removing listeners, using sprites instead of
movieclip, clearing Timers etc...what else I can do to optimize my code..or
What do adobe really mean by code optimization.

  


Can anyone please guide me in this regard.

  


Regards

Sumeet Kumar

  

  


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Re: [Flashcoders] weird issue with flash only 1st frame exporting / playing in cs6

2012-12-18 Thread Hans Wichman

Hi,
AlivePDF can be used offline with air as well as far as I know.

regards
JC

On 19-12-2012 0:14, John R. Sweeney Jr. wrote:

Howdy,

Well I'm curious if anyone can help me with this one. I've built for a client a 
presentation tool. It consists of 45 slides (jpegs) and some of them get 
customized with dynamic text fields and imported logos. They build 
presentations, selecting the slides they want, the order of display and the 
text/logos to be added and then show that to their clients. (I know, they had 
be build PowerPoint) :).

Well now they want to take those custom presentations and print them out to a 
PDF to give to their client. They are on PC laptops. I've looked into purePDF 
and AlivePDF, but these solutions seem to be web solutions. This app is an AIR 
app, installed locally on each individual laptop as a stand-alone app with no 
NET connection. I suggested that they install a PDF driver on the laptop and 
I'd build the print function in the app to let them print to that selected PDF 
printer driver. They don't like that suggestion.

Has anyone does something like this before and have a solution or suggestion I 
could pursue? Any help would be appreciated.

Thanks in advance,

John R. Sweeney Jr.
Senior Interactive Multimedia Developer
OnDemand Interactive Inc
Hoffman Estates, IL 60169






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Re: [Flashcoders] Long running tablet apps

2012-11-23 Thread Hans Wichman

Hi,

I wouldn't put too much time into it, noone realistically expects 
windows to run for a couple of weeks, let alone your app on a samsung 
tablet ;)).


That said, the demand being unrealistic, I'd at least opt to get an 
unrealistic price for it as well.


The sane thing would be in my opinion to say that you are doing 
everything you can to manage and release memory correctly (as you 
should), but that you have no influence over the underlying software and 
hardware platform and that autorebooting has no added benefit 
whatsoever. Save the state and restore it on the next launch, easy and 
cheap.


My 2 cnts,
JC

ps this is true anyway, the underlying os might opt to kill your app 
anytime it wishes without specifying why, as may the user.


On 23-11-2012 13:14, Paul A. wrote:

On 23/11/2012 11:27, David Hunter wrote:

h, how long are you talking it being used for?


Client described it as a couple of weeks!

Essentially the client pulled the power at the end of the day but the 
battery kept the tablets alive overnight until power was restored.


I have made apps for samsung galaxy tabs that have run all day and don't
seem to have had too many problems (well not ones they've told me 
about!)

and I think sometimes they were left on for days and still worked.

But we do include functionality so the user can quit the app within 
the app

if necessary.

David


On 23 November 2012 10:27, Paul A. p...@ipauland.com wrote:


I've been asked about making a long-running app for a Samsung android
tablet.

In the past, I made one for a windows tablet but there was clearly a
memory leak (not that I could find it in my code) and after being 
active

for many, many hours it would hit a problem.

We looked at automating a restart of the app to get around this.

If I encounter the same issue on the Samsung, would I be able to 
restart

the app before it happens?

Or does anyone who has developed similar have any advice?

Thanks,

Paul
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Re: [Flashcoders] AS3

2012-10-29 Thread Hans Wichman
ah well if asnext/as4 is better then its actionscript is dead, long live 
actionscript:)

Sent from my iPad

On 29 okt. 2012, at 05:36, Kevin Newman capta...@unfocus.com wrote:

 I literally meant AS3 is dying. Adobe does have their replacement (check some 
 recent discussions on the Apache Flex-dev mailing list ;-) ). Hopefully it'll 
 revitalize things a bit.
 
 Kevin N.
 
 
 On 10/28/2012 7:24 AM, Hans Wichman wrote:
 I think the heart of the matter is that in my opinion actionscript/flash is 
 not dying,
 
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Re: [Flashcoders] AS3

2012-10-28 Thread Hans Wichman
Sorry for the late reply, I was pondering about how to bring this 
without going into a flash vs html5 debate (been there done that).
So I think to sum it up, I think the heart of the matter is that in my 
opinion actionscript/flash is not dying, it's moving and growing towards 
where its strengths lie.
In some industries that might mean it feels as if it is dying, but the 
conclusion might just as well be:
- if I want to keep doing website/webapplication work I might have to 
add html5/css/javascript to my skillset OR
- if I want to keep doing actionscript/flash work I might have to move 
towards gaming, gamification, serious games, desktop apps, mobile apps 
and other fields of work (maybe even a teacher)


Anyway I could go on and on but that pretty much sums it up I think. 
Even is there is an as4 or asnext (which appearently there is or will 
be), that only means we can migrate to as4 *not *that flash or adobe air 
or adobe air for mobile is dead. For those of you fearing to move to 
mobile using flash, yeah there is a steep learning curve and yeah there 
are pitfalls and yeah it is a lot of work blahblah, but it's fun, it 
works and most of it is very doable. Unity3D is a very nice option as 
well to move to if you are into platform independent game development 
etc etc.


My 2 cents, this is not to disregard your opinion that flash in your 
industry is dying, I can only take your word for it, nor to say that I 
sometimes don't have sleepless nights as a fulltime freelancer, but anyway;)


JC

On 26/10/2012 19:53, Kevin Newman wrote:

But why? :-)

To add a little bit - perhaps AS3 is only dying in some industries 
(like mine). But surely once ASNext ships, AS3 will become the next 
AS2 (which has been diminishing for years now).


Kevin N.


On 10/26/12 1:44 PM, Hans Wichman wrote:

I call bs:)


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Re: [Flashcoders] Game physics programming needed.

2012-10-27 Thread Hans Wichman

Hi Kurt,

sorry don't have the time to help you out, would love to though:) but 
maybe it isn't necessary...

have you thought about using box2d instead of CDK?

regards,
JC

On 27/10/2012 16:49, Kurt Dommermuth wrote:

Hello People,

Someone is helping me program a game, but neither he nor I can handle some
aspects of it.  I won't speak for him, but the truth is my math skills blow.

Is anyone out there confident that could make this skateboard game work?

http://staticportfolio.com/TEY/skatebeach/

We've got so much of it together, but the rails, ramps and platform just
aren't coming together well.  We're using CDK to help with the collision
detection.  In the version we have up there now we removed our attempts,
but the character is supposed to be able to jump up on rails and 'grind',
go up the rail on the platform and fly through the air and hit the ramp and
fly through the air,  If doesn't jump onto the rail, he should sort of
bounce off it - same with the platform.  There are other nuances that
someone more skilled than me could address, but that's the basic idea.

I do have a budget for this, but time is tight.

Email me directly or whatever suits you if you know you could help.

Thanks all,
Kurt
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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Hans Wichman

Hi,

are you trying to do frame rate independent animation based on a fixed 
frame rate (eg you switch from 30 to 60 and everything should move at 
the same pace but more fluid), or trying to make up a variable framerate 
due to running code?


Anyway since you are keeping y constant I compressed the code a bit, is 
this what you are looking for?


private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) 
spDir = -spDir;


var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
(getTimer()-t0)/1000;


spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;

if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) 
spcDir = -spcDir;


t0 = getTimer();
}

hth
jc


On 26-10-2012 15:29, Karim Beyrouti wrote:

Hello Flash coders,

It's been a little quite here of late… So, hope it's good with with you all. … 
I have been trying to figure this out for a day or so, and wondering if you can 
help. I am trying to time correct my animation to be independent of framerate, 
which is a little easier when dealing with physics (scaling velocity / 
position) than non physics animation… In my app physics is time corrected, 
however I have some code that is not physics based an am trying to have that 
running independently of framerate (and not really succeding).

In the following demo: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf

I have two rects ( green and red ). The green one is being time corrected, and 
I would expect it to follow the red one ( as there is no lag in framerate )… 
however as you can see - it's not
really working.

Using the following formula to correct it:

var spcTargetPosition : Point = new Point()
spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
spcTargetPosition.y = spc.y;

dt  = 0.001 * (getTimer() - t0);
time+= dt;
t0  = getTimer();

spc.x = spc.x + ( dt * spcTargetPosition.x );


Here is the full code: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
I would love it if you can point out where I am going wrong...


Best regards


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Hans Wichman

Hi Karim,

i put them both in there, the one you are referring to is simpler:
ofcourse this value can be kept out of the enterframe loop, i have a 
utility class for it (although it is a bit overkill;))


  private function enterFrame( event : Event ) : void {
   sp.x += speed * spDir;
   if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
-spDir;

   var lSpeedPerSecond:Number = 300;
   var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;

   spc.x += lSpeedPerFrameConstant* spcDir;

   if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir = 
-spcDir;

   t0 = getTimer();
   }

Anyway, basically frameindependent value is simply 
SPEED_PER_SECOND/FRAMES_PER_SECOND.


regards
Hans


On 26-10-2012 16:58, Karim Beyrouti wrote:

are you trying to do frame rate independent animation based on a fixed frame 
rate (eg you switch from 30 to 60 and everything should move at the same pace 
but more fluid

Yep - that is the one… all my game physics is independent of framerate (time 
based)… however, I am trying to get other non-physics based animated 
objects/code
to work the same way (i.e. the camera), and I am finding it a little difficult.

Will try your solution - although it looks like it's for the other option 
(variable framerate)….

Thank you for helping….



Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

On 26 Oct 2012, at 15:21, Hans Wichman wrote:


Hi,

are you trying to do frame rate independent animation based on a fixed frame 
rate (eg you switch from 30 to 60 and everything should move at the same pace 
but more fluid), or trying to make up a variable framerate due to running code?

Anyway since you are keeping y constant I compressed the code a bit, is this 
what you are looking for?

private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
-spDir;

var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
(getTimer()-t0)/1000;

spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;

if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir 
= -spcDir;

t0 = getTimer();
}

hth
jc


On 26-10-2012 15:29, Karim Beyrouti wrote:

Hello Flash coders,

It's been a little quite here of late… So, hope it's good with with you all. … 
I have been trying to figure this out for a day or so, and wondering if you can 
help. I am trying to time correct my animation to be independent of framerate, 
which is a little easier when dealing with physics (scaling velocity / 
position) than non physics animation… In my app physics is time corrected, 
however I have some code that is not physics based an am trying to have that 
running independently of framerate (and not really succeding).

In the following demo: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf

I have two rects ( green and red ). The green one is being time corrected, and 
I would expect it to follow the red one ( as there is no lag in framerate )… 
however as you can see - it's not
really working.

Using the following formula to correct it:

var spcTargetPosition : Point = new Point()
spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
spcTargetPosition.y = spc.y;

dt  = 0.001 * (getTimer() - t0);
time+= dt;
t0  = getTimer();

spc.x = spc.x + ( dt * spcTargetPosition.x );


Here is the full code: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
I would love it if you can point out where I am going wrong...


Best regards


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

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Re: [Flashcoders] AS3

2012-10-26 Thread Hans Wichman
I call bs :)
Op 26 okt. 2012 19:34 schreef Kevin Newman capta...@unfocus.com het
volgende:

 I hate to say it, but AS3 is kind of dying. My hope is AS4 (or whatever
 they end up calling Actionscript Next) with it's gaming focus, will
 revitalize things a bit.

 Kevin N.


 On 10/26/12 11:11 AM, tom rhodes wrote:

 how depressing that a simple AS3 question has turned into a thread about
 how everyone is now coding JS!!


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Re: [Flashcoders] AS3

2012-10-24 Thread Hans Wichman

Hi Karl,

jus keep breathin;), this will pass and you'll never go back to as2 again;).

Anyway on subject, have you tried out the standard SimpleButton class?
If it doesnt fit your need, why not, maybe we can help with that, but 
that class should work for most simple cases.


In addition, do you still use the Flash IDE? Since as3 offers so many 
options, here is just one of the possible ones that might fit your workflow:


- create a basic button class, put all the buttonMode, handCursor etc 
stuff in there
- add the eventlistener mumbojumbo in there as well, in short everything 
to create a button
- if you want to implement the functionality for different states such 
as _up, _down etc go ahead and do so


Now create a movieclip with timeline states _up, _down etc, and specify 
your button class as base class for this clip:

-voila a button, you can do this with as many buttons as you like

Of course if you'd rather keep the assets external that is possible as 
well, but it might require a slightly different setup.


HTH,
JC






On 24-10-2012 14:33, Paul A. wrote:

Try removing:

button1_btn.mouseChildren = false;
button2_btn.mouseChildren = false;

Your code is a bit convoluted!

divers_btn.addEventListener(MouseEvent.CLICK, function() { 
gotoAndStop(divinedivers); });
scuba_btn.addEventListener(MouseEvent.CLICK, function() { 
gotoAndStop(scubadudes); });


divers_btn.addEventListener(MouseEvent.ROLL_OVER, function() { 
divers_btn.gotoAndStop(OVER);});

..

Paul

On 24/10/2012 12:39, Karl DeSaulniers wrote:

Hello All,
Long time. If your available at the moment, I could use your help 
with some AS3.
I finally got an AS3 job! Yay! But I am stuck on the most simple of 
things.

All I am trying to do is make some buttons work... lol
Here is my code.

button1_btn.buttonMode = true;
button2_btn.buttonMode = true;
button1_btn.useHandCursor = true;
button2_btn.useHandCursor = true;
button1_btn.mouseChildren = false;
button2_btn.mouseChildren = false;

button1_btn.addEventListener(MouseEvent.CLICK, function() { 
changeSelect(1); });
button2_btn.addEventListener(MouseEvent.CLICK, function() { 
changeSelect(2); });
button1_btn.addEventListener(MouseEvent.ROLL_OVER, function() { 
toggleB1(2); });
button2_btn.addEventListener(MouseEvent.ROLL_OVER, function() { 
toggleB2(2); });
button1_btn.addEventListener(MouseEvent.ROLL_OUT, function() { 
toggleB1(1); });
button2_btn.addEventListener(MouseEvent.ROLL_OUT, function() { 
toggleB2(1); });


function changeSelect(p):void {
switch (p) {
case 1:
this.gotoAndStop(divinedivers); //goto frame 
divinedivers in this MC

break;
case 2:
this.gotoAndStop(scubadudes); //got frame scubadudes in 
this MC

break;
}
}

function toggleB1(f):void {
button1_btn.gotoAndStop(f); //toggle this button MC frame
}

function toggleB2(f):void {
button2_btn.gotoAndStop(f); //toggle this button MC frame
}

Why does AS3 have to make things so difficult for something so simple??
What the heck am I doing wrong???

Also, how do you use just a button instead of a mc?
I tried using just a button and it wouldn't even switch to the over 
state that is inside the button!!?


AS2 is just so much more simple... sigh*

TIA,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] AS3

2012-10-24 Thread Hans Wichman

Hi Karl,

when you are starting with as3: whatever works :)).

Basically both will work (anon and nonanon (double wow)), but anonymous 
is harder (read impossible) to remove.
So if you create a view that exists throughout the lifetime of the app, 
with buttons that do the same, either way will work.
If you are creating and removing a lot of buttons, I'd skip anonymous, 
and nicely removely the listeners when done.


button1_btn.addEventListener(MouseEvent.ROLL_OUT, toggleB1(1)); will not 
work because you are registering the result of the toggleB1(1) call, 
which in most cases will not be a function reference.


What you wanted to do is something like the old as2 proxy or delegate 
call, which you can recreate in as3 and would result in something like:
button1_btn.addEventListener(MouseEvent.ROLL_OUT, Proxy.create 
(toggleB1, [1]));
Thing is, as3 is going to pass event objects as arguments as well, so 
this is getting more complicated than its worth real fast.


But I would do myself a favor and pick up actionscript 3 essentials 
and actionscript 3 cookbook. Doesn't take too long to get through them 
and saves you a lot and a lt of frustration :)


hth
jc

On 24-10-2012 21:49, Karl DeSaulniers wrote:

OH? What is the best coding standards way?
I used an annon function because

button1_btn.addEventListener(MouseEvent.ROLL_OUT, toggleB1(1));

Does not work.

Karl


On Oct 24, 2012, at 8:43 AM, Merrill, Jason wrote:


function() { gotoAndStop(divinedivers); });


Yeah, this is weird and unnecessary. Anonymous functions are 
recommended against in AS3.


Jason Merrill
Instructional Technology Architect II
Bank of America  Global Learning
703.302.9265 (w/h)





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-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Paul A.

Sent: Wednesday, October 24, 2012 8:33 AM
To: Flash Coders List
Subject: Re: [Flashcoders] AS3

Try removing:

button1_btn.mouseChildren = false;
button2_btn.mouseChildren = false;

Your code is a bit convoluted!

divers_btn.addEventListener(MouseEvent.CLICK, function() { 
gotoAndStop(divinedivers); }); 
scuba_btn.addEventListener(MouseEvent.CLICK, function() { 
gotoAndStop(scubadudes); });


divers_btn.addEventListener(MouseEvent.ROLL_OVER, function() { 
divers_btn.gotoAndStop(OVER);});

..

Paul

On 24/10/2012 12:39, Karl DeSaulniers wrote:

Hello All,
Long time. If your available at the moment, I could use your help with
some AS3.
I finally got an AS3 job! Yay! But I am stuck on the most simple of
things.
All I am trying to do is make some buttons work... lol Here is my
code.

button1_btn.buttonMode = true;
button2_btn.buttonMode = true;
button1_btn.useHandCursor = true;
button2_btn.useHandCursor = true;
button1_btn.mouseChildren = false;
button2_btn.mouseChildren = false;

button1_btn.addEventListener(MouseEvent.CLICK, function() {
changeSelect(1); }); button2_btn.addEventListener(MouseEvent.CLICK,
function() { changeSelect(2); });
button1_btn.addEventListener(MouseEvent.ROLL_OVER, function() {
toggleB1(2); }); button2_btn.addEventListener(MouseEvent.ROLL_OVER,
function() { toggleB2(2); });
button1_btn.addEventListener(MouseEvent.ROLL_OUT, function() {
toggleB1(1); }); button2_btn.addEventListener(MouseEvent.ROLL_OUT,
function() { toggleB2(1); });

function changeSelect(p):void {
   switch (p) {
   case 1:
   this.gotoAndStop(divinedivers); //goto frame
divinedivers in this MC
   break;
   case 2:
   this.gotoAndStop(scubadudes); //got frame scubadudes in
this MC
   break;
   }
}

function toggleB1(f):void {
   button1_btn.gotoAndStop(f); //toggle this button MC frame }

function toggleB2(f):void {
   button2_btn.gotoAndStop(f); //toggle this button MC frame }

Why does AS3 have to make things so difficult for something so simple??
What the heck am I doing wrong???

Also, how do you use just a button instead of a mc?
I tried using just a button and it wouldn't even switch to the over
state that is inside the button!!?

AS2 is just so much more simple... sigh*

TIA,

Karl DeSaulniers
Design Drumm
http://designdrumm.com

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Re: [Flashcoders] printJob

2012-10-04 Thread Hans Wichman

because your clip has a filter and its filtered dimensions are too large?

On 4-10-2012 19:25, Ted Lehr wrote:

So I have a sprite that has a child sprite with some objects in it... I am 
trying to print it with code like:

 if ( !printJob.start() )
 return;

 var origWid:Number = clip.width;
 clip.width = printJob.pageWidth;
 clip.scaleY = clip.scaleX;

 printJob.addPage(clip, new Rectangle(0, 0, printJob.pageWidth, 
printJob.pageHeight));

 printJob.send();

 printJob = null;

 clip.width = origWid;
 clip.scaleY = clip.scaleX;
   
My issue is that things do not always print - I get this error:


Warning: Filter will not render. The DisplayObject's filtered dimensions (6699, 
5824) are too large to be drawn.



Any thoughts on why it is not printing?


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Re: [Flashcoders] printJob

2012-10-04 Thread Hans Wichman
Filters should show up in the debugger (or inspect it with 
monsterdebugger eg), custom classes should not be the problem

weirdness

On 4-10-2012 20:11, Ted Lehr wrote:

although I am using custom classes i.e. var headC:gridHead = new gridHead()

maybe that is what it is referring to


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com on behalf of Hans Wichman
Sent: Thu 10/4/2012 1:33 PM
To: Flash Coders List
Subject: Re: [Flashcoders] printJob
  
because your clip has a filter and its filtered dimensions are too large?


On 4-10-2012 19:25, Ted Lehr wrote:

So I have a sprite that has a child sprite with some objects in it... I am 
trying to print it with code like:

  if ( !printJob.start() )
  return;

  var origWid:Number = clip.width;
  clip.width = printJob.pageWidth;
  clip.scaleY = clip.scaleX;

  printJob.addPage(clip, new Rectangle(0, 0, printJob.pageWidth, 
printJob.pageHeight));

  printJob.send();

  printJob = null;

  clip.width = origWid;
  clip.scaleY = clip.scaleX;

My issue is that things do not always print - I get this error:


Warning: Filter will not render. The DisplayObject's filtered dimensions (6699, 
5824) are too large to be drawn.



Any thoughts on why it is not printing?


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Re: [Flashcoders] Any experience developing with Flex on a Mac?

2012-10-02 Thread Hans Wichman

bootcamp :)

On 2-10-2012 16:35, Joel Johnson wrote:

Hey,

I was looking for a good FlashDevelop alternative on Mac, and can't seem to
find one. I've been reading that TextMate and Eclipse are possible options,
but wanted to know what you guys thought.
I'm looking to develop casual games for internet browsers, and ultimately
as AIR apps for mobiles. I'll be quite possibly be using the Starling2D
framework with Flex and AIR.

What would you suggest?

Regards,
Joel.
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Re: [Flashcoders] Any experience developing with Flex on a Mac?

2012-10-02 Thread Hans Wichman

Hi,
yup windows on another partition, its a pain, but the parallels / 
coherence mode is pretty awesome though.
There are even some drivers out there allowing you to read/write ntfs 
from mac and vice versa so basically you run flashdevelop within a 
window on your mac, with complete disk access back and forth.


hth
jc



On 2-10-2012 19:09, Joel Johnson wrote:

The solution involving Bootcamp appears to sound like it's similar to the
Flashdevelop Bridge solution, if it involves installing another OS on a
partition. I'd probably look at that as a last option - thanks anyway! :)

I'll look over IntelliJIDEA.
Having said that, were you guys able to do any runtime debugging using Flex
either using Eclipse or IntelliJ..?

On Tue, Oct 2, 2012 at 9:08 PM, Tom Gooding t...@quickthinkmedia.co.ukwrote:


IntelliJIDEA is the best AS3 IDE you can get - runs on Mac
Obviously this is just my opinion (but is based on evaluations across some
large teams in 2 separate businesses) - you gotta pay for it though
Tom

On 2 Oct 2012, at 15:35, Joel Johnson wrote:

Hey,

I was looking for a good FlashDevelop alternative on Mac, and can't seem to
find one. I've been reading that TextMate and Eclipse are possible options,
but wanted to know what you guys thought.
I'm looking to develop casual games for internet browsers, and ultimately
as AIR apps for mobiles. I'll be quite possibly be using the Starling2D
framework with Flex and AIR.

What would you suggest?

Regards,
Joel.
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Re: [Flashcoders] AS3 read serial data over USB on Mac

2012-08-29 Thread Hans Wichman

Hi,

you mean something like this? :

http://www.mikechambers.com/blog/2010/08/04/getting-started-with-flash-and-arduino/

(serproxy tinkerproxy etc)

greetz
Hans

On 29-8-2012 5:56, Eric E. Dolecki wrote:

I have some hardware that sends serial data over USB. Any good proxy app to
use with Sockets to read that data in an AS3 app?



   Google Voice: (508) 656-0622
   Twitter: eric_dolecki  XBoxLive: edolecki  PSN: eric_dolecki
   http://blog.ericd.net
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Re: [Flashcoders] Button events under mc

2012-07-09 Thread Hans Wichman

Hi Natalia,

you probably need to set mouseChildren and mouseEnabled of the overlying 
movieclip to false.


hth,
h

On 9-7-2012 20:00, natalia Vikhtinskaya wrote:

Hi to all.
I have button under Movie clip. In AS3  button  does not have events
OVER or CLICK in place where is this mc. In AS2 that worked without
such problem. How can I have button events on entire button ?

Thank in advance.
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Re: [Flashcoders] Button events under mc

2012-07-09 Thread Hans Wichman

so did you disable the mouseEnabled of the text?

On 9-7-2012 21:11, natalia Vikhtinskaya wrote:

CS5.5

2012/7/9 Cor c...@chello.nl:

Which version of Flash do you have?


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of natalia
Vikhtinskaya
Sent: maandag 9 juli 2012 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Button events under mc

http://www.mightybook.com/test/test.fla
http://www.mightybook.com/test/test.swf
If mouse exactly  over the text the button has even OUT. It is not correct.

2012/7/9 Hans Wichman hans.wich...@gmail.com:

Hi Natalia,

you probably need to set mouseChildren and mouseEnabled of the
overlying movieclip to false.

hth,
h


On 9-7-2012 20:00, natalia Vikhtinskaya wrote:

Hi to all.
I have button under Movie clip. In AS3  button  does not have events
OVER or CLICK in place where is this mc. In AS2 that worked without
such problem. How can I have button events on entire button ?

Thank in advance.
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Re: [Flashcoders] Button events under mc

2012-07-09 Thread Hans Wichman

i just did the same here, and it works perfectly.
txt.mouseEnabled = false;


On 9-7-2012 21:24, natalia Vikhtinskaya wrote:

Yes I tried mouseEnabled for the text. That does not help.
I can not put button over the text because on OVER yellow block should
be under text. For some reason I also can not put text in each button.

2012/7/9 Hans Wichman hans.wich...@gmail.com:

so did you disable the mouseEnabled of the text?


On 9-7-2012 21:11, natalia Vikhtinskaya wrote:

CS5.5

2012/7/9 Cor c...@chello.nl:

Which version of Flash do you have?


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of natalia
Vikhtinskaya
Sent: maandag 9 juli 2012 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Button events under mc

http://www.mightybook.com/test/test.fla
http://www.mightybook.com/test/test.swf
If mouse exactly  over the text the button has even OUT. It is not
correct.

2012/7/9 Hans Wichman hans.wich...@gmail.com:

Hi Natalia,

you probably need to set mouseChildren and mouseEnabled of the
overlying movieclip to false.

hth,
h


On 9-7-2012 20:00, natalia Vikhtinskaya wrote:

Hi to all.
I have button under Movie clip. In AS3  button  does not have events
OVER or CLICK in place where is this mc. In AS2 that worked without
such problem. How can I have button events on entire button ?

Thank in advance.
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Re: [Flashcoders] Button events under mc

2012-07-09 Thread Hans Wichman

np glad it worked;)

On 9-7-2012 21:42, natalia Vikhtinskaya wrote:

THANK YOU Hans!!! I did something wrong. Yes, that works! Thank you to
everyone for help!

2012/7/9 Hans Wichman hans.wich...@gmail.com:

i just did the same here, and it works perfectly.
txt.mouseEnabled = false;



On 9-7-2012 21:24, natalia Vikhtinskaya wrote:

Yes I tried mouseEnabled for the text. That does not help.
I can not put button over the text because on OVER yellow block should
be under text. For some reason I also can not put text in each button.

2012/7/9 Hans Wichman hans.wich...@gmail.com:

so did you disable the mouseEnabled of the text?


On 9-7-2012 21:11, natalia Vikhtinskaya wrote:

CS5.5

2012/7/9 Cor c...@chello.nl:

Which version of Flash do you have?


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of natalia
Vikhtinskaya
Sent: maandag 9 juli 2012 21:02
To: Flash Coders List
Subject: Re: [Flashcoders] Button events under mc

http://www.mightybook.com/test/test.fla
http://www.mightybook.com/test/test.swf
If mouse exactly  over the text the button has even OUT. It is not
correct.

2012/7/9 Hans Wichman hans.wich...@gmail.com:

Hi Natalia,

you probably need to set mouseChildren and mouseEnabled of the
overlying movieclip to false.

hth,
h


On 9-7-2012 20:00, natalia Vikhtinskaya wrote:

Hi to all.
I have button under Movie clip. In AS3  button  does not have events
OVER or CLICK in place where is this mc. In AS2 that worked without
such problem. How can I have button events on entire button ?

Thank in advance.
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Re: [Flashcoders] RE: elearing content using adobe air for ipad

2012-06-13 Thread Hans Wichman

Hi Sumeet,

is the question about flash content on the ipad, or eLearning content in 
particular. If so, what aspects in particular are you 'worried' about?

For flash/air development on the ipad in general, its awesome;).

There is a lot of tooling and information out there, which will probably 
take you a day or two to get up to speed with, for example using the 
helloworld samples provided by adobe (dont have the url handy).
With the new air sdk's and starling performance is less of an issue as 
well, but a steeper learning curve, so using basic flash (non 
starling/3d etc) you might have to put in some more time to optimize the 
content. In general if this is your first ipad project but you are 
familiar with flash, I'd say somewhere between 1.2 - 2 times your 
original estimate:) depending on the size of the project.


Any features in particular you are wondering about?

regards
Hans


On 13/06/2012 14:35, Sumeet Kumar wrote:

Hi All,

I have to do some research on creating elearning courses for iPad. Has any
tried to develop eLearning content using adobe air?
Any suggestions or ideas in this regard would be great.

Regards
Sumeet Kumar





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Re: [Flashcoders] RE: elearing content using adobe air for ipad

2012-06-13 Thread Hans Wichman

Hi Sumeet,

1. yup you should be worried:) Although an extensive list cant be given, 
chances are you are going to run into stuff. Hence the 1.2-2. Some of 
the 'stuff' can be fixed or worked around (eg file store locations), 
some can't. For example urlloader/loader will work great, at fairly deep 
level (for example I'm using urlloader to load image byte data, so that 
the exif info doesn't get stripped, load that data through the loader 
class into an image, and auto rotate it based on the exif info). 
*However* as far as I know you cannot load an swf with it. This might 
require a different architectural setup than you had in mind.
2. sure but if you are using movieclips with vector graphics instead of 
video files or spritesheets you will probably run into performance issues.
3. apple will not reject apps based on the fact that they have been 
built in air. They will reject apps that do not perform reasonably well, 
have a sucky interface... etc :)


HTH
JC



On 13-6-2012 15:35, Sumeet Kumar wrote:

Thanks a lot for such a quick reply.

I haven't googled  it much but you guessed it right,  I am bit worried about
some features like

1.   Will urlloader/loader(inbuilt as3 class) classes work fine. I wish
to load swf built in as3 in my main file.
2.  can we use animations for app
3.  in general what is the apple response to adobe air apps when we
submit it for approval.

Regards
Sumeet Kumar









-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans Wichman
Sent: Wednesday, June 13, 2012 6:35 PM
To: Flash Coders List
Subject: Re: [Flashcoders] RE: elearing content using adobe air for ipad

Hi Sumeet,

is the question about flash content on the ipad, or eLearning content in
particular. If so, what aspects in particular are you 'worried' about?
For flash/air development on the ipad in general, its awesome;).

There is a lot of tooling and information out there, which will probably
take you a day or two to get up to speed with, for example using the
helloworld samples provided by adobe (dont have the url handy).
With the new air sdk's and starling performance is less of an issue as well,
but a steeper learning curve, so using basic flash (non starling/3d etc) you
might have to put in some more time to optimize the content. In general if
this is your first ipad project but you are familiar with flash, I'd say
somewhere between 1.2 - 2 times your original estimate:) depending on the
size of the project.

Any features in particular you are wondering about?

regards
Hans


On 13/06/2012 14:35, Sumeet Kumar wrote:

Hi All,

I have to do some research on creating elearning courses for iPad. Has
any tried to develop eLearning content using adobe air?
Any suggestions or ideas in this regard would be great.

Regards
Sumeet Kumar





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Re: [Flashcoders] Converting a flash game to facebook app

2012-06-07 Thread Hans Wichman

+1 !:) sorry for the late reply, thanks for your elaborate explanation!

On 1-6-2012 23:36, Karl DeSaulniers wrote:

That was awesome Ben!
Thanks,

Best,
Karl


On May 31, 2012, at 11:25 PM, Ben Sand wrote:


The way an app should work (and bear in mind this could be different for
hosted games):


Tracking of an individual user should all be handled as per normal with
your server, using cookies. You should be able to find a user account
plugin for whatever framework you're working with to manage this for 
you.

Ideally find one that integrates with facebook to make your life easier.

The client shouldn't communicate with Facebook directly, except to get
publicly available data, such as a small profile pic of any user.

Background:
* You as a developer create an App on Facebook, specifying the 
permission

the app should have, eg. see friend lists, create events, read messages,
post on wall etc.
(for some reason you also specify this when you connect to the facebook
servers, not sure why...). Facebook then issues you with an API 
key/secret
for your app. You can recreate this if it becomes compromised in some 
way.


* Your server holds the facebook API key.

1. Client talks to your server and asks to login/authenticate.
2. Your server redirects client to Facebook, with a login request for 
your

app and a list of permissions (again, not sure why this needs to be
repeated, possibly because you're allowed to request a subset of
permissions).
3. Facebook presents the app name and a list of desired permissions and
asks the user to agree. The screen used to do this changes all the time,
which is quite annoying, they don't seem to have worked out an ideal
presentation for it yet.
4. If the user accepts, your app gets notified (probably by the user,
although it might be by facebook) and the user is redirected to your 
site.

At any rate. you now have a user token that can be used to connect to
facebook to enquire about the user.
5. At any point in time, using a combination of your API key and the 
user

token your server can access the permissions the user granted you, by
contacting facebook directly.

If you release the API key, at the very least, someone can masquerade as
your app. They may be able to access data for users they don't have a 
token

for, not sure about that.

And one more fun thing we found out the other day - if a user changes 
their
password, the token will change, and your app needs to have some 
mechanism

for updating it, or the user will likely hit a 500 error.

On 1 June 2012 04:13, Hans Wichman hans.wich...@gmail.com wrote:


Hi Henrik,

not to hijack Paul's thread, but do you have some more info on this
subject. Eg the client would need some way to uniquely id itself to the
server, lest the server give out this data to anyone which is kind 
of the

same as making your api key public?. The client could be decompiled etc
etc, referrers can be faked.. is there some kind of standard setup 
that you

know of that prevents this?
My guess it would benefit Paul as well as the rest of us (me;)).

regards,
Hans

On 31-5-2012 18:00, Henrik Andersson wrote:


The idea is obviously to let your server be the one who asks the
Facebook servers for the data, meaning that the only possible attack
points are the server itself and the connection. If your server is
compromised then you have fail security. If the connection is
compromised then SSL failed. SSL is much less likely to fail.

Point is, the client never sees the key.

Hans Wichman skriver:


Hi Ben,

if you put the keys on your server, can't they be sniffed anyway 
or am i

missing something?
tnx
H



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Re: [Flashcoders] Converting a flash game to facebook app

2012-05-31 Thread Hans Wichman

Hi Ben,

if you put the keys on your server, can't they be sniffed anyway or am i 
missing something?

tnx
H

On 31-5-2012 17:33, Ben Sand wrote:

It's fairly straight forward to add facebook functionality to a
website/app, there's lots of apis floating around, or you can just talk to
fb directly. Be aware their API does change over time. I'm not sure how
good they are at maintaining backwards compatibility.

My experience is in external flash app development with facebook
authentication and access to fb data such as friends and groups via ruby on
rails. I haven't done a game on facebook itself.

Be careful with the API keys, for a standard app (ie. just using facebook
for authentication and access to fb data, not hosted on fb itself) the keys
should only be on your server and never put inside the app - since if users
pull them out they can grab personal data of every other user for your app.
I've seen cases of people being a bit lax with this and it's fine if it's
just your team running the app for testing, but you must not do this for a
public app.

On 31 May 2012 02:17, Paul Stevenpaul_ste...@btinternet.com  wrote:


I am a bit of a dinosaur when it comes to facebook and have been asked to
turn a flash game into a facebook app.

Before I make a decision on whether I can take on this job I wanted a quick
heads up on how complex a process is to do this?

Thanks in advance.

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Re: [Flashcoders] Converting a flash game to facebook app

2012-05-31 Thread Hans Wichman

Hi Henrik,

not to hijack Paul's thread, but do you have some more info on this 
subject. Eg the client would need some way to uniquely id itself to the 
server, lest the server give out this data to anyone which is kind of 
the same as making your api key public?. The client could be decompiled 
etc etc, referrers can be faked.. is there some kind of standard setup 
that you know of that prevents this?

My guess it would benefit Paul as well as the rest of us (me;)).

regards,
Hans
On 31-5-2012 18:00, Henrik Andersson wrote:

The idea is obviously to let your server be the one who asks the
Facebook servers for the data, meaning that the only possible attack
points are the server itself and the connection. If your server is
compromised then you have fail security. If the connection is
compromised then SSL failed. SSL is much less likely to fail.

Point is, the client never sees the key.

Hans Wichman skriver:

Hi Ben,

if you put the keys on your server, can't they be sniffed anyway or am i
missing something?
tnx
H



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[Flashcoders] flash as 3 component bug?

2012-05-30 Thread Hans Wichman

Hi list,

running into a strange issue here:
- I've got two textfields in clip a on stage, I enter text, tab through 
them, and they respond ok
- now i add clip b with a TextArea component. The textfields in clip a 
are now broken (text is no longer selected on tab and the tab order is 
messed up).


n1 got ne ideas on how to fix this?
I've been reading about focusmanager and diving into it, but so far no luck!

regards,
Hans
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Re: [Flashcoders] Converting a flash game to facebook app

2012-05-30 Thread Hans Wichman

Hi Paul,

I faced the same problem a while ago and found the whole facebook 
mumbojumbo pretty hard to wrap my head around, opengraphs, graph api 
etc. The project was cancelled so I was off the hook, but I spent about 
a week reading facebook's docs none the wiser, so I don't exactly share 
Sidney's experience. I didn't have a specific goal they wanted me to 
complete so that made it harder as well, but still.
I did find some very good books specifically on flash games on facebook 
at amazon.


regards
H


On 30-5-2012 18:17, Paul Steven wrote:

I am a bit of a dinosaur when it comes to facebook and have been asked to
turn a flash game into a facebook app.

Before I make a decision on whether I can take on this job I wanted a quick
heads up on how complex a process is to do this?

Thanks in advance.

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[Flashcoders] IExternalizable

2012-04-04 Thread Hans Wichman

Hi list,

I'm running into some weird serializing behavior.
Please check this class:

package sampleobjects
{
import flash.utils.IDataInput;
import flash.utils.IDataOutput;
import flash.utils.IExternalizable;

/**
 * Simple object with default constructor, one private
 */
public class Object6 implements IExternalizable
{
private var property1:String = null;

public function Object6 (pProperty1:String = null)
{
property1 = pProperty1;
}

/* INTERFACE flash.utils.IExternalizable */

public function writeExternal(output:IDataOutput):void
{
trace (Writing object 6);
output.writeObject (property1);
}

public function readExternal(input:IDataInput):void
{
trace (Reading object 6);
property1 = input.readObject();
}

}

}

If I serialize this class in a sharedobject, writing object 6 is 
printed twice.

If I make the property1 an integer, it is only printed once.

Seems the flash player is doing the output twice for anything more than 
literal fields, did anyone run into that before?


tnx
JC

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Re: [Flashcoders] problem with strongly typed actionscript

2010-06-07 Thread Hans Wichman
public function x(y:Object):void
{

}

or

public function x(y:*):void
{

}

hth
jc

On Mon, Jun 7, 2010 at 12:40 PM, Jim Andrews j...@vispo.com wrote:

 i want to write a method x which takes an argument y. i cannot anticipate
 what type the argument is going to be until run-time. it might be a number
 or a string or an array or who knows what?

 but i am not sure how to do this in actionscript because it is strongly
 typed. normally what is done is

 public function x(y:String):void
 {

 }

 but this won't do because y is limited to being of type String, whereas in
 the method i want to write, the type of y is not known until run-time.

 how do i do this in actionscript?

 ja?
 http://vispo.com
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Re: [Flashcoders] problem with strongly typed actionscript

2010-06-07 Thread Hans Wichman
or maybe he is just writing a custom logger and wants to be able to pass any
type of object ;)

On Mon, Jun 7, 2010 at 9:44 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

  Or, you can simply turn strict mode off. I tend to agree with Steven
 Sacks, though.
 There's a really good reason for strong typing--mainly, it's easier to
 find bugs at compile time than at

 Yep. IMO, there should never be a reason to turn strict typing off, it's
 like saying, Don't tell me about my bugs, I don't want to hear it.,
 which is like saying, doctor, only tell me I'm healthy, because I don't
 want to hear I have cancer. But that's just me. :)


 Jason Merrill

 Instructional Technology Architect
 Bank of  America  Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (note: these are for Bank of America employees only)



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Re: [Flashcoders] problem with strongly typed actionscript

2010-06-07 Thread Hans Wichman
I send the same reply 8 hours ago, are my messages not coming through?:)

On Mon, Jun 7, 2010 at 9:05 PM, Patrick Matte
patrick.ma...@tbwachiat.comwrote:

 public function x(y:Object):void
 {

 }

 Or this

 public function x(y:*):void
 {

 }


  From: Steven Sacks flash...@stevensacks.net
  Reply-To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Date: Mon, 07 Jun 2010 11:38:07 -0700
  To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Subject: Re: [Flashcoders] problem with strongly typed actionscript
  
  Architecturally speaking, that's a bad idea. There's probably a strongly
 typed
  solution to what you're doing.  Can you provide detail about what you
 need to
  accomplish so we can help you figure out a better solution?
 
 
 
  On 6/7/2010 3:40 AM, Jim Andrews wrote:
  i want to write a method x which takes an argument y. i cannot
  anticipate what type the argument is going to be until run-time. it
  might be a number or a string or an array or who knows what?
 
  but i am not sure how to do this in actionscript because it is strongly
  typed. normally what is done is
 
  public function x(y:String):void
  {
 
  }
 
  but this won't do because y is limited to being of type String, whereas
  in the method i want to write, the type of y is not known until
 run-time.
 
  how do i do this in actionscript?
 
  ja?
  http://vispo.com
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Re: [Flashcoders] end of program event?

2010-06-01 Thread Hans Wichman
Hi,

if you use a localsharedobject it will flush automatically as the player
quits. Intercepting the finalize/destroy etc is not possible I think.

hth
hans




On Tue, Jun 1, 2010 at 2:04 AM, Glen Pike postmas...@glenpike.co.uk wrote:

 Hi,

   Not sure it this is any good, but try listening for the
 REMOVED_FROM_STAGE event in your document class?

   Failing that, you could setup some JavaScript to talk to Flash on the
 Window.unload event, but by then Flash could have gone...

   Hope this is some help..

   Glen


 Jim Andrews wrote:

 I want to write text info to disk when the user quits the flash piece
 playing in the browser.

 Is there an event I listen to for the end of the program? What event?

 ja
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Re: [Flashcoders] end of program event?

2010-06-01 Thread Hans Wichman
uh yeah the localshared object ;). Probably tons of wrappers out there if
you need one.

On Tue, Jun 1, 2010 at 12:20 PM, Jim Andrews j...@vispo.com wrote:

 Saving state info to disk at the end of a program's run (so state can be
 resumed on later play) is about as standard an operation in programming as
 reading a value in to a variable. It's just so very commonly done.

 Therefore, there must be a very standard class for this sort of
 UserDataManager. The UserDataManager, on program start, checks for a prefs
 (short for 'preferences') or .sol (or whatever) file on the system (fills
 the RAM var with default values if no such file exists). On program
 termination, the UserDataManager writes the RAM prefs or .sol (or whatever)
 file to disk. And during the running of the program, other modules
 occassionally save prefs values in the RAM UserDataManager--in the
 SharedObject.

 Surely there is a free UserDataManager (or some such name) class that is
 commonly used as a template for reading and writing such info to disk in
 Flash projects?

 ja
 http://vispo.com

 - Original Message - From: Hans Wichman 
 j.c.wich...@objectpainters.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Tuesday, June 01, 2010 1:41 AM
 Subject: Re: [Flashcoders] end of program event?



 Hi,

 if you use a localsharedobject it will flush automatically as the player
 quits. Intercepting the finalize/destroy etc is not possible I think.

 hth
 hans




 On Tue, Jun 1, 2010 at 2:04 AM, Glen Pike postmas...@glenpike.co.uk
 wrote:

 Hi,

  Not sure it this is any good, but try listening for the
 REMOVED_FROM_STAGE event in your document class?

  Failing that, you could setup some JavaScript to talk to Flash on the
 Window.unload event, but by then Flash could have gone...

  Hope this is some help..

  Glen


 Jim Andrews wrote:

 I want to write text info to disk when the user quits the flash piece
 playing in the browser.

 Is there an event I listen to for the end of the program? What event?

 ja


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Re: [Flashcoders] AS2 ComboBox only showing 2 rows when embedded in Adobe Connect

2010-05-30 Thread Hans Wichman

Hi Andrew,

yes exactly. Your class will extend the already loaded classes, that why 
you should try to copy the sources for the superclass into the subclass. 
This won't make a difference when you run your content standalone, but 
when running it in connect, you will override the already loaded class 
by your own class, if you get what I mean. My english is not up to par 
this morning hehehe. Again this is a pretty awkward hack I think, but it 
would be good to know if a class incompatibility is indeed the cause.


Another option of course might be to use an entirely different combobox 
implementation and leave the v2 components shi. for what it is;)


regards
JC

Andrew Sinning wrote:

Thanks Hans.

So, the problem might be that the ComboBox class that in my movie is 
never getting loaded because a same-named version is already present 
in the parent (Adobe Connect).  I've seen this before.


Question:  If I have my own version of the ComboBox, say CB2 and it 
extends all the usual chain of classes, but those extended classes are 
already present in the parent, when CB2 gets loaded will it be 
extending the already loaded classes, or will it bring with it its own 
chain of classes?


Hans Wichman wrote:

Hi Andrew,

this is a wild guess, but I once had a similar issue, though it's 
long ago
and can't quite remember. The thing was that there was a difference 
in the
ComboBox implementation between Flash MX2004 and Flash 8 I think, 
although

it wasn't documented.

You would first have to pinpoint of course if that is indeed the 
issue. It
might also be the issue that some v2 components need to be present in 
the

parent swf in order to be used succesfully in child swf's.

If the class difference is the problem, you could try copy and 
pasting your
flash versions combobox.as (with which your application does work) 
into a

combobox class of your own, extending the old one for polymorphism and
overriding everything, and then set yourCombo.__proto__ to
YourComboBoxClass.prototype. Just a hack to see if that is where the 
problem

lies :).

regards,
JC




On Fri, May 28, 2010 at 3:36 PM, Andrew Sinning 
and...@learningware.comwrote:


 
We've built an AS2 application that can be embedded into various 
LMSs, etc.


Curiously, when embedded in Adobe Connect (also written in AS2), the
ComboBoxes aren't rendered correctly.  Rather than dropping down, 
the menus
are displaying above the widget, even though there is plenty of room 
below.
 Even worse, only the first two rows are displayed, so to select any 
other

rows you have to use the arrow keys.

My guess is that the ComboBox is trying to determine how much room 
it has

to render its menus, and that this is going awry.

_lockRoot is set to true

I think this might be handled by the PopUpManager, perhaps by its 
setSize
function, but I can't figure out where this is defined.  It's simply 
listed

as a property:
var setSize:Function;


Any ideas?  Thanks!
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Re: [Flashcoders] ForceSmoothing a movie clip in ActionScript 2

2010-05-29 Thread Hans Wichman
Hi,

You might wanna try it without a recursive loop. bitmap is now attached to
bt_mc, and then you are drawing bt_mc into bitmap...
In addition although it's as2, it's only player 9 and up.

On Sat, May 29, 2010 at 8:55 AM, Amol a...@yonearth.com wrote:

 Hi all,


 Is there any script for ForceSmoothing  a movie clip  in
 ActionScript 2
 I am using given below script for smothing a movie clip but it is
 not working properly

 import flash.display.BitmapData;
 function smooth(bt_mc:MovieClip)
 {
 var bitmap:BitmapData = new BitmapData(bt_mc._width, bt_mc._height, true,
 0x00);
 bt_mc.attachBitmap(bitmap, 80, auto, true);
 bitmap.draw(bt_mc);
 }
 smooth(bt_mc);

 bt_mc.forceSmoothing = true;




 Regards
 amol
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Re: [Flashcoders] ticker

2010-05-29 Thread Hans Wichman
Not sure what your ticker looks like, but a very simply solution I sometimes
use is to place 2 copies of the complete ticker with all elements in a row,
and then I simply update those two while modding the x positions of the
ticker, instead of modding x's of every item in the ticker separately. Might
be completely different from what you are doing, but it reduces the wrapping
code for the items in a ticker to about 1 line ;).


On Fri, May 28, 2010 at 11:07 PM, John R. Sweeney Jr jr.swee...@comcast.net
 wrote:

 Like breadcrumbs. :)


 on 5/28/10 10:14 AM, Glen Pike at g...@engineeredarts.co.uk wrote:

  If you then get stuck trying to do stuff, we help a
  bit more ;)


 John R. Sweeney Jr.
 Interactive Multimedia Developer


 OnDemand Interactive Inc
 945 Washington Blvd.
 Hoffman Estates, IL 60169
 Office/Fax: 847.310.5959
 Cellular: 847.651.4469
 www.ondemandinteractive.com


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Re: [Flashcoders] AS2 ComboBox only showing 2 rows when embedded in Adobe Connect

2010-05-29 Thread Hans Wichman
Hi Andrew,

this is a wild guess, but I once had a similar issue, though it's long ago
and can't quite remember. The thing was that there was a difference in the
ComboBox implementation between Flash MX2004 and Flash 8 I think, although
it wasn't documented.

You would first have to pinpoint of course if that is indeed the issue. It
might also be the issue that some v2 components need to be present in the
parent swf in order to be used succesfully in child swf's.

If the class difference is the problem, you could try copy and pasting your
flash versions combobox.as (with which your application does work) into a
combobox class of your own, extending the old one for polymorphism and
overriding everything, and then set yourCombo.__proto__ to
YourComboBoxClass.prototype. Just a hack to see if that is where the problem
lies :).

regards,
JC




On Fri, May 28, 2010 at 3:36 PM, Andrew Sinning and...@learningware.comwrote:

 We've built an AS2 application that can be embedded into various LMSs, etc.

 Curiously, when embedded in Adobe Connect (also written in AS2), the
 ComboBoxes aren't rendered correctly.  Rather than dropping down, the menus
 are displaying above the widget, even though there is plenty of room below.
  Even worse, only the first two rows are displayed, so to select any other
 rows you have to use the arrow keys.

 My guess is that the ComboBox is trying to determine how much room it has
 to render its menus, and that this is going awry.

 _lockRoot is set to true

 I think this might be handled by the PopUpManager, perhaps by its setSize
 function, but I can't figure out where this is defined.  It's simply listed
 as a property:
 var setSize:Function;


 Any ideas?  Thanks!
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Re: [Flashcoders] tint a movieclip

2010-05-20 Thread Hans Wichman
Hi Michael,

are you looking for something like this:

var red:Number = (pColorValue  16)  0xff;
var green:Number = (pColorValue  8)  0xff;
var blue:Number = (pColorValue )  0xff;

regards
JC

On Thu, May 20, 2010 at 3:07 PM, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Thanks, Juan.

 What I'm really looking for is how to extract values for redMultiplier,
 greenMultiplier and blueMultiplier out of a given color hex value, say
 #336699.

 - Michael M.

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Re: [Flashcoders] Producing a random list with no repeats

2010-05-07 Thread Hans Wichman
Hi,

here an alternative way of producing a random array:

 /**
  * Randomizes a copy of this array.
  */
 public function randomize (pArray:Array):Array {
  var newArray:Array = pArray.slice();

  var i:Number = newArray.length;
  while (i) {
 var p:Number = random(i);
 var t:Object = newArray[--i];
 newArray[i] = newArray[p];
 newArray[p] = t;
  }

  return newArray;
 }
regards
JC
On Thu, May 6, 2010 at 3:27 AM, Juan Pablo Califano 
califa010.flashcod...@gmail.com wrote:

 A simple way:

 Put all the candidate numbers in a list (in this case, 1 to 40). Then pick
 randomly from that array, one at the time, and make sure you remove that
 number from the candidates list, so you can't have duplicates.

 In code (untested):

 function getRandomList():Array {
var min:Number = 1;
var max:Number = 40;
var numItems:Number = 10;
var candidates:Array = [];
// fill up the candidates list with the eligible numbers
for(var i:Number = min; i = max; i++) {
candidates.push(i);
}

var list:Array = [];
var idx:Number = 0;
var selectedNumber:Number = 0;
for(i = 0; i  numItems; i++) {
// get a number from the candidates list, randomly. Add it to the
 result and remove it from the candidates list (using splice)
idx =  Math.floor(Math.random() * candidates.length);
selectedNumber = candidates.splice(idx,1)[0];
list.push(selectedNumber);
}
return list;
 }


 Cheers
 Juan Pablo Califano

 2010/5/5 Alan Neilsen aneil...@gotafe.vic.edu.au

  I am working in ActionScript 2. I want to create a quiz in which 10
  questions are randomly selected from a block of 40 questions. I found the
  following code, but I can't work out how to stop it doubling up the
  questions.
 
  function randRange(min:Number, max:Number):Number {
 var randomNum:Number = Math.floor(Math.random() * (max - min + 1)) +
  min;
 return randomNum;
  }
  for (var i = 0; i  10; i++) {
 var n:Number = randRange(1, 40)
 trace(n);
  }
 
  When I run this it outputs a list of numbers like 40  13  17  12  27  12
  3
   17  9  15 which means some questions (in this case 17 and 12) will
 appear
  twice in my quiz.
  Bearing in mind that I am a bit of an ActionScript dummy, can anybody
  suggest a way to modify the above script to prevent the same number being
  generated more than once.
 
  This message is for the named person’s use only. It may contain
  confidential, proprietary or legally privileged information. No
  confidentiality or privilege is waived or; lost by any mistransmission.
 If
  you receive this message in error, please immediately delete it and all
  copies of it from your system, destroy any hard copies of it and notify
  the sender. You must not directly or indirectly, use, disclose,
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  intended recipient. GOULBURN OVENS INSTITUTE OF TAFE and
  any of its subsidiaries each reserve the right to monitor all e-mail
  communications through its networks. Any views expressed in this
  message are those of the individual sender, except where the
  message states otherwise and the sender is authorised to state them
  to be the views of any such entity.
 
 
 
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Re: [Flashcoders] Producing a random list with no repeats

2010-05-07 Thread Hans Wichman
ah my bad , i think this is probably the same as fisher yates;)

On Fri, May 7, 2010 at 12:20 PM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi,

 here an alternative way of producing a random array:

  /**
   * Randomizes a copy of this array.
   */
  public function randomize (pArray:Array):Array {
   var newArray:Array = pArray.slice();

   var i:Number = newArray.length;
   while (i) {
  var p:Number = random(i);
  var t:Object = newArray[--i];
  newArray[i] = newArray[p];
  newArray[p] = t;
   }

   return newArray;
  }
 regards
 JC
   On Thu, May 6, 2010 at 3:27 AM, Juan Pablo Califano 
 califa010.flashcod...@gmail.com wrote:

 A simple way:

 Put all the candidate numbers in a list (in this case, 1 to 40). Then pick
 randomly from that array, one at the time, and make sure you remove that
 number from the candidates list, so you can't have duplicates.

 In code (untested):

 function getRandomList():Array {
var min:Number = 1;
var max:Number = 40;
var numItems:Number = 10;
var candidates:Array = [];
// fill up the candidates list with the eligible numbers
for(var i:Number = min; i = max; i++) {
candidates.push(i);
}

var list:Array = [];
var idx:Number = 0;
var selectedNumber:Number = 0;
for(i = 0; i  numItems; i++) {
// get a number from the candidates list, randomly. Add it to the
 result and remove it from the candidates list (using splice)
idx =  Math.floor(Math.random() * candidates.length);
selectedNumber = candidates.splice(idx,1)[0];
list.push(selectedNumber);
}
return list;
 }


 Cheers
 Juan Pablo Califano

 2010/5/5 Alan Neilsen aneil...@gotafe.vic.edu.au

  I am working in ActionScript 2. I want to create a quiz in which 10
  questions are randomly selected from a block of 40 questions. I found
 the
  following code, but I can't work out how to stop it doubling up the
  questions.
 
  function randRange(min:Number, max:Number):Number {
 var randomNum:Number = Math.floor(Math.random() * (max - min + 1)) +
  min;
 return randomNum;
  }
  for (var i = 0; i  10; i++) {
 var n:Number = randRange(1, 40)
 trace(n);
  }
 
  When I run this it outputs a list of numbers like 40  13  17  12  27  12
  3
   17  9  15 which means some questions (in this case 17 and 12) will
 appear
  twice in my quiz.
  Bearing in mind that I am a bit of an ActionScript dummy, can anybody
  suggest a way to modify the above script to prevent the same number
 being
  generated more than once.
 
  This message is for the named person’s use only. It may contain
  confidential, proprietary or legally privileged information. No
  confidentiality or privilege is waived or; lost by any mistransmission.
 If
  you receive this message in error, please immediately delete it and all
  copies of it from your system, destroy any hard copies of it and notify
  the sender. You must not directly or indirectly, use, disclose,
  distribute, print or copy any part of this message if you are not the
  intended recipient. GOULBURN OVENS INSTITUTE OF TAFE and
  any of its subsidiaries each reserve the right to monitor all e-mail
  communications through its networks. Any views expressed in this
  message are those of the individual sender, except where the
  message states otherwise and the sender is authorised to state them
  to be the views of any such entity.
 
 
 
 #
  This e-mail message has been scanned for Viruses and Content and cleared
  by MailMarshal
 
 
 #
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Re: [Flashcoders] Doing a binary search in AS3?

2010-05-06 Thread Hans Wichman
the most important thing being as Hendrik said that it is sorted, which in
your example it is not.

Say you have:
[apple, banana, cherry, kiwi, orange, peach pear, pineapple,
]

and you are looking for banana:
middle element is orange (or kiwi)
take apple, banana, cherry, kiwi,
middle element is cherry
take apple, banana
middle element is banana yeah a hit

My description is a bit shabby but you get the idea.

Whether it beats a dictionary ... I don't think so, I've only done this when
searching through huge sorted files with random file access, not with arrays
in flash.

regards
Hans

On Thu, May 6, 2010 at 4:44 PM, Henrik Andersson he...@henke37.cjb.netwrote:

 Merrill, Jason wrote:

 I understand what a binary search algorithm is, but am wondering how
 that could be implemented on an array in Actionscript (if at all)
 without using methods that would defeating the purpose of a binary
 search (speed).  Anyone have experience in this area?

 So for example, if you have a list like this:

 [apple, orange, banana, pear, cherry, pineapple, kiwi,
 peach]

 Then to do a binary search for say, pineapple, as I understand binary
 searching, you would first split the list in the middle (between pear
 and cherry) and determine if pineapple was in that list - if not,
 search the other half and so on until you find pineapple.


 That is wrong, you know that it will be in a certain half due to the list
 being sorted. There is no need to scan the half for the object, by the list
 already being sorted, you know that if the object exists, it's in that half.
 Just compare the middle element, if it is bigger, use the left half, else
 use the right half.

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Re: [Flashcoders] Doing a binary search in AS3?

2010-05-06 Thread Hans Wichman
Hi Jason,

the complexity probably isnt that hard. You have s, you look at
wordlist[wordlist.length/2], you find a g, so clearly you have to repeat
that for the upper half of the list etc. Dictionary is not going to work
here at least not on the whole words, you would have to store partial
lookups eg dictionary[a] - all words starting with a here, etc. Maybe
even nested dictionaries.

regards,
JC





On Thu, May 6, 2010 at 5:19 PM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 Ah - I see - very good, thanks!  But you also need to employ some logic
 at looking at the characters in the string - first the first letter,
 then once you get down to a list where they all have the same first
 letter, then take the second, and so forth until you only have one item
 left - sounds complicated.

 Reason this whole thing got started with me was Grant Skinner's
 presentation on AS3 optimization

 http://www.gskinner.com/talks/quickNL/

 See slides 68  69.  Binary way faster than linear searching - but no
 examples on implementing it.  I can see how to write this now - but
 wonder if it would be worth it if using Dictionary would be faster -
 anyone know?


 Jason Merrill

 Bank of  America  Global Learning
 Learning  Performance Solutions

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (note: these are for Bank of America employees only)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Hans
 Wichman
 Sent: Thursday, May 06, 2010 11:06 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Doing a binary search in AS3?

  the most important thing being as Hendrik said that it is sorted, which
 in your example it is not.

 Say you have:
 [apple, banana, cherry, kiwi, orange, peach pear,
 pineapple, ]

 and you are looking for banana:
 middle element is orange (or kiwi)
 take apple, banana, cherry, kiwi, middle element is cherry take
 apple, banana
 middle element is banana yeah a hit

 My description is a bit shabby but you get the idea.

 Whether it beats a dictionary ... I don't think so, I've only done this
 when searching through huge sorted files with random file access, not
 with arrays in flash.

 regards
 Hans

 On Thu, May 6, 2010 at 4:44 PM, Henrik Andersson
 he...@henke37.cjb.netwrote:

  Merrill, Jason wrote:
 
  I understand what a binary search algorithm is, but am wondering how
  that could be implemented on an array in Actionscript (if at all)
  without using methods that would defeating the purpose of a binary
  search (speed).  Anyone have experience in this area?
 
  So for example, if you have a list like this:
 
  [apple, orange, banana, pear, cherry, pineapple, kiwi,
  peach]
 
  Then to do a binary search for say, pineapple, as I understand
  binary searching, you would first split the list in the middle
 (between pear
  and cherry) and determine if pineapple was in that list - if not,

  search the other half and so on until you find pineapple.
 
 
  That is wrong, you know that it will be in a certain half due to the
  list being sorted. There is no need to scan the half for the object,
  by the list already being sorted, you know that if the object exists,
 it's in that half.
  Just compare the middle element, if it is bigger, use the left half,
  else use the right half.
 
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Re: [Flashcoders] IE6 Troubles

2010-05-04 Thread Hans Wichman
Hi,

you might wanna try something like www.teamviewer.com , setup a session with
your client and poke at the heart of the problem.

regards,
JC

On Tue, May 4, 2010 at 6:04 PM, John Singleton
johnsingleton...@yahoo.comwrote:

 Hi;
 I have one site in particular that has problems with IE6. I can't see them
 from my Mac. I've tried installing s/w that simulates IE6 without luck. I
 don't know where to go to look at the problem so I can troubleshoot it. My
 client's computers that have IE6 are a couple thousand miles away. I tried
 Adobe's new BrowserLab, which is awesome, but unfortunately you can't click
 the links which is where the problem is. Any ideas on where to go to
 troubleshoot? Is there some resource to show me common problems with IE6?
 Developing in CS4.
 TIA,
 John




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Re: [Flashcoders] arranging

2010-04-28 Thread Hans Wichman
they're being stacked, first one is zero, second is 1, so the top one has
the highest depth.
addChild (getChildAt(0)); brings bottom one to top, just tried it in the
IDE, works like a charm.

On Wed, Apr 28, 2010 at 8:04 PM, Lehr, Theodore
ted_l...@federal.dell.comwrote:

 ok - so I am trying this:

 var curChild=getChildByName(e.currentTarget.namehttp://e.currenttarget.name/
 );
 var curIndex:int=getChildIndex(curChild);
 trace(curIndex);

 and it seems as though it is counting from the back up... so if I have 12
 mcs, then the one no top will trace 12... I would think the one on top would
 be 1 I would love to just set it to 1 to make it come to the top and
 then reset it back to it's original number to put it back any
 thoughts

 
 From: flashcoders-boun...@chattyfig.figleaf.com [
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik [
 nat...@mynarcik.com]
 Sent: Wednesday, April 28, 2010 1:51 PM
  To: Flash Coders List
 Subject: Re: [Flashcoders] arranging

 Will getChildIndex and setChildIndex not work either for static objects?


 -Original Message-
 From: Lehr, Theodore ted_l...@federal.dell.com
 Date: Wed, 28 Apr 2010 13:38:39
 To: Flash Coders Listflashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] arranging

 the issue is that these are mcs that are NOT put there in as but in the
 IDE I tried getChildIndex and it says that this is for display objects -
 not static objects... any way to change order with static objects?

 
 From: flashcoders-boun...@chattyfig.figleaf.com [
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik [
 nat...@mynarcik.com]
 Sent: Wednesday, April 28, 2010 1:33 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] arranging

 addChild(mc) normally brings them to the top.
 --Original Message--
 From: Henrik Andersson
 Sender: flashcoders-boun...@chattyfig.figleaf.com
 To: Flash Coders List
 ReplyTo: Flash Coders List
 Subject: Re: [Flashcoders] arranging
 Sent: Apr 28, 2010 12:13 PM

 Lehr, Theodore wrote:
  If I have mcs that are put on the same layer in the ide - how can I
 change their order (i.e. send to back, bring forward) in as3?

 They will still have different indexes on the display list. Just do the
 same old stuff as usual.
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Re: [Flashcoders] Infinitely Looping Image

2010-04-26 Thread Hans Wichman
Hi John,

I've just been dabbling in the same sort of thing, but basically just using
bitmapfill, it's very simple, check this out:
http://www.innerdrivestudios.com/blog/articles/actionscript-3/gfx-actionscript-3-articles/wrapping-bitmapdata-in-actionscript-3

And an application of the principle:
http://www.innerdrivestudios.com/blog/articles/actionscript-3/gfx-actionscript-3-articles/flag-effect-in-actionscript-3

Click and the flag and the clouds will start moving using the technique
described in the first post.

HTH
JC

On Mon, Apr 26, 2010 at 4:02 PM, John Singleton
johnsingleton...@yahoo.comwrote:

 Hi;
 I would like to have a background image of clouds loop infinitely.Here's my
 code:

function BigPic():void
{
parent_container2 = new MovieClip();
var square:Sprite = new Sprite();
parent_container2.mask = square;
addChild(square);
square.graphics.lineStyle(3,0x065566);
square.graphics.beginFill(0xff);

 square.graphics.drawRoundRect(22, 22, 966, 146, 20);

 square.graphics.endFill();
addChild(parent_container2)
var path:String = images/clouds.png;
var
 req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.load(req);

 loader.addEventListener(IOErrorEvent.IO_ERROR,
 function(e:IOErrorEvent):void{ trace(e) });

 loader.contentLoaderInfo.addEventListener(Event.COMPLETE, BigPicLoaded);
}

function BigPicLoaded(evt:Event):void
{
var
 loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var
 displayObject:DisplayObject = loaderInfo.content;

 displayObject.width = 2000;
displayObject.height = 150;
displayObject.x = 20;
displayObject.y = 20;
parent_container2.addChild(displayObject);
 //
 TweenLite.to(parent_container2, 50, {x:-1000});

 cloudTween.addEventListener(TweenEvent.MOTION_FINISH, restartAnimation);
}

function restartAnimation(oEvent:Event):void
{
cloudTween.start();
}

 But it ain't working. Ideas?
 TIA,
 John




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Re: [Flashcoders] Changing angle for better arrangement in circle

2010-04-22 Thread Hans Wichman
Hi,

aside from the fact that the illusion of perspective depends on the items
being scaled and the spacing not being equal, i see two options, a) limit
the maximum scale, dirty but might be a quick trick. Either by multiplying
it by some root or a hard limit.
b) sum the (scaled) width of all items, walk through list again and keep
track of the (scaled) width of the items traversed up to that point. For the
current item base it's angle on (in pseudo)
currentListWidthUpToThisPoint/totalwidth. When determining the width of the
list you can add a padding between each item, which allows you to play which
the separation and scale. Just an idea I haven't tried this out, that's why
the (scaled) is between brackets, you'll have to experiment with what works
best.

regards
JC

On Thu, Apr 22, 2010 at 8:29 AM, Nathan Mynarcik nat...@mynarcik.comwrote:

 I think you might want to look into Papervision3D to get exactly what you
 want.  If not, your math logic is going to have to be crazy to get the
 results you are wanting. Your spacing stays the same because you are
 working
 on a 2D scale.  If you use papervision, you might have better luck
 achieving
 your goal.

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of natalia
 Vikhtinskaya
 Sent: Wednesday, April 21, 2010 11:16 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Changing angle for better arrangement in circle

 Red dots I put to show points where items are attached. As you see
 space between points are equal. Some items are scaled and space
 between them is not equal. That what I try to change. Space should be
 equal between each item.

 2010/4/21 Nathan Mynarcik nat...@mynarcik.com:
 
  If you want the dots to be on top of all the items, the dots need to be
 in
  separate MCs of the items and need to be added to the stage after all the
  other item MCs have been added.
 
 
  Quoting natalia Vikhtinskaya natavi.m...@gmail.com:
 
  Here is a result
  http://www.mightybook.com/test/test.html
  I want they don't overlap each other. Is that possible?
 
  2010/4/22 Matt S. mattsp...@gmail.com:
 
  If the objects you  were placing were centered rather than positioned
  at 0/0, you could scale them and they would automatically be properly
  distanced. There might be other reasons why you cant center them of
  course but that would be the quick fix...
 
  .m
 
  On Wed, Apr 21, 2010 at 4:16 PM, natalia Vikhtinskaya
  natavi.m...@gmail.com wrote:
 
  Another question about better arrangement in circle.
  If I place items in circle  and scale them like this
  this._x = Math.cos(this.angle) * radiusX + centerX;
 this._y = Math.sin(this.angle) * radiusY + centerY;
 var s = (this._y ) /(centerY+radiusY);
 this._xscale = this._yscale = s*100;
  Is it possible to have equal distance between items? I should change
  angle depending on real scale that they have but I don’t understand
  how to do that.
  Thank you if anybody can explain this mathematics.
 
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[Flashcoders] localconnection speed in relation to movieframerate

2009-10-24 Thread Hans Wichman
Hi List,

I've set up a test in AS2 with a 2 channel localconnection, swf A sends a
msg to swf B, and B sends back an acknowledge signal.
If I set the movies framerate to 1 fps, this takes about 50ms for a simple
msg to get an ack signal, if I set the framerate to 30 it takes about 5ms.
Erm... my naive conclusion would be that the localconnection's execution
speed is connected to the framerate of the running movies, can anyone
confirm that?

I'm writing code that runs within a legacy shell that uses setVariable on
the swf which is no longer supported so now I'm trying to work around that
issue using an as2 swf within an as3 swf which passes on the signals using
localconnection :-S

regards,
JC
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Re: [Flashcoders] RE: Inheritance and Static properties

2009-10-24 Thread Hans Wichman
Helmut,

I might be missing the point here, but doesn't a MyButtonEvent class with
the constants defined in there solve your problem?
And what is event.target.NAME? Tried event.target.name?

regards
JC

On Sat, Oct 24, 2009 at 3:25 AM, Brett Artrahn brtrah...@yahoo.com.auwrote:

 Helmut, Grant Skinner link below might help you with your event framework.

 http://www.gskinner.com/blog/archives/2007/07/building_a_stat_1.htm

 And you can access public static constants anywhere in your application as
 long as you import the class? Are you saying this is not true?




  
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Re: [Flashcoders] localconnection speed in relation to movieframerate

2009-10-24 Thread Hans Wichman
Hi Steven,

in this particular case I do find it odd or rather surprising, since it's a
bit unclear when the localconnection triggers the code in the other movie.
If A sends to B and B sends to A and it happens all within the timespace of
a single frame, I would expect the time taken to be equal no matter the
framerate. If it happens within the time space of multiple frames, I would
expect the time taken to be closer to the time between each frame.

Ofcourse when it's all running in a single movie it's
-codeexecution-draw-codeexecution-draw-etc so then it's pretty obvious how
it works.

It's just funny in this case my localconnection is too slow, oh well
increase the framerate.

I'll have to test though if it's simply the roundtrip that's taker longer or
if a single call from A to B is influenced by the framerate as well.

thanks
Hans




On Sat, Oct 24, 2009 at 9:35 PM, Steven Sacks flash...@stevensacks.netwrote:

 Framerate directly affects Flash's code execution response time.  Is there
 a reason why you would find this odd or surprising?




 Hans Wichman wrote:

 Hi List,

 I've set up a test in AS2 with a 2 channel localconnection, swf A sends a
 msg to swf B, and B sends back an acknowledge signal.
 If I set the movies framerate to 1 fps, this takes about 50ms for a simple
 msg to get an ack signal, if I set the framerate to 30 it takes about 5ms.
 Erm... my naive conclusion would be that the localconnection's execution
 speed is connected to the framerate of the running movies, can anyone
 confirm that?

 I'm writing code that runs within a legacy shell that uses setVariable on
 the swf which is no longer supported so now I'm trying to work around that
 issue using an as2 swf within an as3 swf which passes on the signals using
 localconnection :-S

 regards,
 JC

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Re: [Flashcoders] Setting a property in a class from another class

2009-10-20 Thread Hans Wichman
Hi,

your class B instance will need a reference to an instance of Class A,
unless your nextPrev property is static.

If nextPrev is static, Class B can do ClassA.nextPrev (assuming the property
is public).
If nextPrev is not static, you'll need to do new ClassB (myClassAInstance)
and access the instance of A within B.

Another option is a separate method doSomething (pClassA:ClassA) {
pClassA.nextPrev = whatever; }

JC

On Tue, Oct 20, 2009 at 12:03 PM, Sajid Saiyed sajid.fl...@gmail.comwrote:

 Hi,
 I have a basic problem that I cant figure out how...

 I have a ClassA and ClassB (both extend Sprite)

 ClassA has a property called nextPrev:Boolean

 Inside ClassA I create an instance of ClassB like this:

 public var myB:ClassB = new ClassB();

 Now, is it possible that I can have a method inside ClassB that can
 set the nextPrev property inside ClassA?
 Dont know if this is possible...
 4
 Regards
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Re: [Flashcoders] Vista-like glossy SimpleButton - please help with the final touch

2009-10-18 Thread Hans Wichman
Cool alex,

I was trying to find my old aqua code, but can't locate it, it was as2
anyway, so I'll have rewrite it for as3.

Not quite vista, but still acceptable I think:
http://www.objectpainters.com/flashExamples/aqua/

As said, I'll have to rewrite it for as3 and I made an error in the
reflection, mixing it up with how the shadow would fall when using
backlighting I applied a displacement map to have it 'spread' which is of
course wrong for a reflection, which shouldn't spread at all.

Anyway, if anyone is interested I can still post the code after migration.

regards,
JC



On Sun, Oct 18, 2009 at 10:57 AM, Cor c...@chello.nl wrote:

 Nice work Alex.
 Thanks for your final solution!

 Regards
 Cor

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Alexander
 Farber
 Sent: zondag 18 oktober 2009 10:29
 To: Flash Coders List
 Subject: Re: [Flashcoders] Vista-like glossy SimpleButton - please help
 with
 the final touch

 Hello all,

 thank you for your replies.

 I've added another Shape on top of my gradient
 and set its blendMode to BlendMode.OVERLAY
 and am finally satisfied with the result (except
 the downState - red doesn't look good there
 for some reason. The overlay is too bright there)...

 Your suggestion with BevelFilter, Cor, is a good
 trick too - thank you. It just doesn't match my
 case, I want to make a long bar of glossy buttons.

 I'm pasting my source code below for
 the archives and if someone is interested.

 I wonder if the treshold for OVERLAY can
 be changed (through setting DisplayObject's
 alpha?) or if it's always at 50%?

 Regards
 Alex

 package {
import flash.display.Sprite;

public class SimpleButtonExample extends Sprite {
public function SimpleButtonExample() {
var button:CustomSimpleButton = new CustomSimpleButton();
button.x = button.y = 100;
addChild(button);
}
}
 }

 import flash.display.*;
 import flash.filters.*;
 import flash.geom.*;

 class CustomSimpleButton extends SimpleButton {
private var overColor:uint = 0xFFCC00;
// this one still doesn't look good:
private var downColor:uint = 0xFF;
private var upColor:uint   = 0x00CCFF;
private var size:uint  = 80;

public function CustomSimpleButton() {
downState  = new ButtonDisplayState(downColor, size);
overState  = new ButtonDisplayState(overColor, size);
upState= new ButtonDisplayState(upColor, size);
hitTestState   = upState;
useHandCursor  = true;
}
 }

 class ButtonDisplayState extends Sprite {
private var bgColor:uint;
private var size:uint;

public static const SHADOW:GlowFilter =
new GlowFilter(0x00, 1.0, 4, 4, 1, 1, false, false);

private static const GLOW:GlowFilter =
new GlowFilter(0xFF, 0.8, 40, 40, 1, 1, true, false);

public function ButtonDisplayState(bgColor:uint, size:uint) {
this.bgColor = bgColor;
this.size= size;
draw();
}

private static function brighten(color:uint, modifier:int):uint {
var red:int   = (color  16)  0xFF;
var green:int = (color  8)  0xFF;
var blue:int  = color  0xFF;

red += modifier;
if (red  0xFF)
red = 0xFF;
else if (red  0)
red = 0;

green += modifier;
if (green  0xFF)
green = 0xFF;
else if (green  0)
green = 0;

blue += modifier;
if (blue  0xFF)
blue = 0xFF;
else if (blue  0)
blue = 0;

return (red  16) | (green  8) | blue;
}

private function draw():void {
var colors:Array = [brighten(bgColor, 120), bgColor];
var alphas:Array = [1, 1];
var ratios:Array = [0, 255];
var matrix:Matrix = new Matrix();
var overlay:Shape = new Shape();
matrix.createGradientBox(size * 4, size, Math.PI / 2, 0, 0);

graphics.beginGradientFill(GradientType.LINEAR, colors, alphas,
 ratios, matrix);
graphics.drawRoundRect(0, 0, size * 4, size, 4);

overlay.graphics.beginFill(0xFF, 0.6);
overlay.graphics.drawRoundRect(0, 0, size * 4, size / 3, 8);
overlay.graphics.endFill();
overlay.blendMode = BlendMode.OVERLAY;
addChild(overlay);

filters = [ SHADOW, GLOW ];
}
 }
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Re: [Flashcoders] Movieclip in a remote shared object

2009-10-18 Thread Hans Wichman
Hi,

as far as I'm aware, stored objects lose all type info except the basic
types objects, strings, number etc.
So no no storing of movieclips I think, but you can always try;)

regards,
Hans

On Sun, Oct 18, 2009 at 12:53 AM, ktt kestuti...@yahoo.com wrote:

 Hello,

 Is it possible to store Movieclip in a remote shared object?

 Ktt



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Re: [Flashcoders] image upload from flex to .net

2009-10-15 Thread Hans Wichman
Hi Dave, Jason

ok thanks, will try out the different options.

@jason: doesn't an upload through a webservice generate a lot of overhead?
Anything special going on in using a FileReference to do so (I didn't even
know it was possible;)).

regards
JC




On Thu, Oct 15, 2009 at 1:13 AM, Dave Watts dwa...@figleaf.com wrote:

  I'd like to consolidate all those operations including the upload into
 some
  kind of remoting gateway.
 
  My question is:
  - is remoting a good option for uploading an image in this scenario?
  - which remoting gateway for .net is a good option?

 I think you're better off not using a gateway for file uploads. I
 don't know if a gateway will work at all for that. The URL to which
 you upload can perform whatever post-processing you need.

 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/

 Fig Leaf Software provides the highest caliber vendor-authorized
 instruction at our training centers in Washington DC, Atlanta,
 Chicago, Baltimore, Northern Virginia, or on-site at your location.
 Visit http://training.figleaf.com/ for more information!
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[Flashcoders] Re: image upload from flex to .net

2009-10-14 Thread Hans Wichman
Hi,

no takers on this one? Noone any experience with this kind of thing through
remoting?

regards
JC

On Mon, Oct 12, 2009 at 4:05 PM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi list,

 I need to upload an image from flex to .net.
 That in addition to a lot of other stuff that I need to do to it.

 I'd like to consolidate all those operations including the upload into some
 kind of remoting gateway.

 My question is:
 - is remoting a good option for uploading an image in this scenario?
 - which remoting gateway for .net is a good option?

 tia,
 Hans

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Re: [Flashcoders] RE: Pricing a Freelance Project

2009-10-12 Thread Hans Wichman
Hi Steven,

excuse my ignorance, but as a non native English person what is TM NET
15/30? Couldn't find it on google.

regards,
Hans

On Mon, Oct 12, 2009 at 8:23 AM, Steven Sacks flash...@stevensacks.netwrote:

 I do not do fixed bid projects. I always do TM NET 15/30, and don't have
 an issue selling my work that way.

 If you want me to do a fixed bid project, I'm bidding on exactly what the
 scope is right now.  If there is any change in scope, production will stop
 as I assess the impact such a change will have on the schedule (my
 assessment is billable), and take time to modify the contract to reflect the
 change in scope and cost, and you will need to review and approve these
 changes in writing, all of which take time spent not developing and puts
 your deadline in jeopardy.  However, with TM, I get paid for the work I do,
 and you have full flexibility in making as many changes as you like, with
 the knowledge that development never stops, though the deadline may be
 affected by your changes.

 Something to that effect.



 Kerry Thompson wrote:

 Steven Sacks wrote:

 You need to charge for time spent babysitting the client.  That's billable
 time.


 Absolutely true, with one kicker: a fixed bid. A lot of clients want to
 shift the risk to you, the freelancer, so they ask for a fixed-price bid
 rather than an hourly rate.

 My advice is to be very, very careful with these. My experience shows that
 clients rarely, if ever, know just what they need. They will give you an
 idea, but there will inevitably be extras that simply must be done. Initial
 estimates of the amount of work needed are almost always off by a factor of
 at least two, often up to a factor of 10. If you underbid one of these
 contracts, you could spend a year to earn $20,000.

 Be up front with the client in this case. You are bidding on the project
 as it is currently designed. Changes and additions will be billed extra. You
 must do this to survive, or your client will bury you with feature creep.

 Be positive about it, of course. When they request an additional feature,
 say Sure, we can do that. It will cost you $4,000 and add two weeks to the
 schedule. I'll get started on it just as soon as I get an amendment to the
 contract.

 Also, on a fixed-bid contract, get at least 25% up front. If you bill only
 on milestones, can you live off your savings until they approve the
 prototype, or the alpha? I can't--I'm lucky that my wife has a well-paying
 job.

 Cordially,

 Kerry Thompson


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[Flashcoders] image upload from flex to .net

2009-10-12 Thread Hans Wichman
Hi list,

I need to upload an image from flex to .net.
That in addition to a lot of other stuff that I need to do to it.

I'd like to consolidate all those operations including the upload into some
kind of remoting gateway.

My question is:
- is remoting a good option for uploading an image in this scenario?
- which remoting gateway for .net is a good option?

tia,
Hans
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[Flashcoders] Re: image upload from flex to .net

2009-10-12 Thread Hans Wichman
ps i'm leaning toward weborb btw

On Mon, Oct 12, 2009 at 4:05 PM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi list,

 I need to upload an image from flex to .net.
 That in addition to a lot of other stuff that I need to do to it.

 I'd like to consolidate all those operations including the upload into some
 kind of remoting gateway.

 My question is:
 - is remoting a good option for uploading an image in this scenario?
 - which remoting gateway for .net is a good option?

 tia,
 Hans

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Re: [Flashcoders] basic mtasc question

2009-09-23 Thread Hans Wichman
Hi,

framescripts wont be hurt (if you mean timeline code).

regards
JC
On Wed, Sep 23, 2009 at 5:51 PM, Andrew Sinning and...@learningware.comwrote:

 I'm getting really impatient with the FDE compiler.  Probably my fault for
 piling on so many classes, but I need to keep moving forward.

 When using mtasc to inject code into a swf, does all the AS get replaced,
 or only the main class?  I'd like to leave frame scripts in place.  I only
 want to recompile main.

 Thanks!
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Re: [Flashcoders] RE: swf behaving differently in different domain and other issues loading swf (Isaac Alves)

2009-09-23 Thread Hans Wichman
I fear this might be the 4th, I feel your pain:)

On Wed, Sep 23, 2009 at 8:54 PM, Keith Reinfeld
keithreinf...@comcast.netwrote:

 That's the third time you've ignored me...

 I'm done.



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Re: [Flashcoders] instantiate symbol linked to parent movie's library

2009-09-22 Thread Hans Wichman
Hi,

I don't remember the exact details, but if I remember correctly there are 2
ways:
1.
let the child attach the clip at the root, copy its bitmap data and use that
to create a clip in its own root, but this will result in static bitmaps
only

2.
-declare an empty clip with linkage id in the root and export it for runtime
sharing
-in the child import the clip from the parent for runtime sharing
It was one of those hacks, but it's been a long time, so I'm not sure I got
the steps all right, I might have those files somewhere.

Hope that helps!
Hans
On Tue, Sep 22, 2009 at 5:50 AM, Andrew Sinning and...@learningware.comwrote:

 How would one instantiate a symbol instance linked to the parent movie's
 library?

 E.g., there's an asset in top most movie's library called Asset.  The
 presentation engine is a separate swf that gets loaded into the top most
 movie.  From within this movie, using AS2, I need to create an instance of
 Asset.

 The child swf uses _lockRoot.

 Thanks!
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Re: [Flashcoders] instantiate symbol linked to parent movie's library

2009-09-22 Thread Hans Wichman
Hi,

calling a function in the root that would instantiate the symbol is not
going to work, neither is using reflection to get classes by name. The issue
you are dealing with is that by default flash will only let you attach
clips to a clip from the library from whence it came.
I'll try to whip up a sample up of the runtime share hack.

greetz
JC

On Tue, Sep 22, 2009 at 2:08 PM, jonathan howe jonathangh...@gmail.comwrote:

 Totally forget in AS2, but maybe research getDefinitionByName() - it can
 retrieve a class based on a classname string -  and maybe there are some
 comments about AS2 vs. AS3

 -jonathan



 On Tue, Sep 22, 2009 at 2:54 AM, Hans Wichman 
 j.c.wich...@objectpainters.com wrote:

  Hi,
 
  I don't remember the exact details, but if I remember correctly there are
 2
  ways:
  1.
  let the child attach the clip at the root, copy its bitmap data and use
  that
  to create a clip in its own root, but this will result in static bitmaps
  only
 
  2.
  -declare an empty clip with linkage id in the root and export it for
  runtime
  sharing
  -in the child import the clip from the parent for runtime sharing
  It was one of those hacks, but it's been a long time, so I'm not sure I
 got
  the steps all right, I might have those files somewhere.
 
  Hope that helps!
  Hans
  On Tue, Sep 22, 2009 at 5:50 AM, Andrew Sinning and...@learningware.com
  wrote:
 
   How would one instantiate a symbol instance linked to the parent
 movie's
   library?
  
   E.g., there's an asset in top most movie's library called Asset.  The
   presentation engine is a separate swf that gets loaded into the top
 most
   movie.  From within this movie, using AS2, I need to create an instance
  of
   Asset.
  
   The child swf uses _lockRoot.
  
   Thanks!
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Re: [Flashcoders] instantiate symbol linked to parent movie's library

2009-09-22 Thread Hans Wichman
Hi Andrew,

i've put a sample together at:
http://www.objectpainters.com/downloads/runtimesharinghack.zip

user/pass is blog/blog

There are 2 demos, the first of how you probably do it at the moment, you
load a sub into main and try to attach a clip from main to sub. The sample
shows that doesnt work by default.

The second sample added a couple of things:
-main exports a hack_clip at main.swf for runtime sharing.
-sub imports a hack_clip from main.swf for runtime sharing AND puts it on
the stage.

If you run the 2nd example you see there is no problem attaching a clip from
main to sub, even though the attached clip had nothing to do with runtime
sharing, only the hack_clip did.

In practice you need to account for a couple things:
- runtime library sharing is not without it's own problems, but since you
can be sure main.swf is already in the cache by the time sub.swf requires
it, you're on the safe side
- i've never ever used this hack in a real project, so there is some risk
involved in using it (but ain't it spiffy ;)).

regards,
JC




On Tue, Sep 22, 2009 at 7:43 PM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi,

 calling a function in the root that would instantiate the symbol is not
 going to work, neither is using reflection to get classes by name. The issue
 you are dealing with is that by default flash will only let you attach
 clips to a clip from the library from whence it came.
 I'll try to whip up a sample up of the runtime share hack.

 greetz
 JC

   On Tue, Sep 22, 2009 at 2:08 PM, jonathan howe 
 jonathangh...@gmail.comwrote:

 Totally forget in AS2, but maybe research getDefinitionByName() - it can
 retrieve a class based on a classname string -  and maybe there are some
 comments about AS2 vs. AS3

 -jonathan



 On Tue, Sep 22, 2009 at 2:54 AM, Hans Wichman 
 j.c.wich...@objectpainters.com wrote:

  Hi,
 
  I don't remember the exact details, but if I remember correctly there
 are 2
  ways:
  1.
  let the child attach the clip at the root, copy its bitmap data and use
  that
  to create a clip in its own root, but this will result in static bitmaps
  only
 
  2.
  -declare an empty clip with linkage id in the root and export it for
  runtime
  sharing
  -in the child import the clip from the parent for runtime sharing
  It was one of those hacks, but it's been a long time, so I'm not sure I
 got
  the steps all right, I might have those files somewhere.
 
  Hope that helps!
  Hans
  On Tue, Sep 22, 2009 at 5:50 AM, Andrew Sinning 
 and...@learningware.com
  wrote:
 
   How would one instantiate a symbol instance linked to the parent
 movie's
   library?
  
   E.g., there's an asset in top most movie's library called Asset.
  The
   presentation engine is a separate swf that gets loaded into the top
 most
   movie.  From within this movie, using AS2, I need to create an
 instance
  of
   Asset.
  
   The child swf uses _lockRoot.
  
   Thanks!
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Re: [Flashcoders] instantiate symbol linked to parent movie's library

2009-09-22 Thread Hans Wichman
Hi Andrew,

yes only a single library item. Still before basing a large scale email
application on something like this would not make me sleep well at night,
unless there wasn't another way. Seeing the large numbers of elearning apps
already written in flash, there probably is another way;).
From what you describe, maybe you could use:
- a template that's loaded by the main engine which loads xml and does
things based on that (instead of generating it statically to an swf using
swfmill, you'd have different templates).
- non library based assets, completely drawn in actionscript, that way
recompiling them into the main after changing, would change them for all the
subs even if they were compiled with another version of the actionscript
asset another time
- use the bitmap based approach earlier
- an asset swf that gets loaded by each sub swf only once and is used as a
container to attach the assets from it's own library to as well

One thing I would do is check whether this still works like this in as3 for
example.

On the other hand if it works it works and if you're under a lot of time
pressure this might just be what you need ;)

take care
Hans

On Tue, Sep 22, 2009 at 8:47 PM, Andrew Sinning and...@learningware.comwrote:

 That's super cool.  So the sub only has to have a _single_ library item
 from the shared library in order to have access to the whole library.
  That's not very intuitive, but I'm really glad it works!




 Hans Wichman wrote:

 Hi Andrew,

 i've put a sample together at:
 http://www.objectpainters.com/downloads/runtimesharinghack.zip

 user/pass is blog/blog

 There are 2 demos, the first of how you probably do it at the moment, you
 load a sub into main and try to attach a clip from main to sub. The sample
 shows that doesnt work by default.

 The second sample added a couple of things:
 -main exports a hack_clip at main.swf for runtime sharing.
 -sub imports a hack_clip from main.swf for runtime sharing AND puts it on
 the stage.

 If you run the 2nd example you see there is no problem attaching a clip
 from
 main to sub, even though the attached clip had nothing to do with runtime
 sharing, only the hack_clip did.

 In practice you need to account for a couple things:
 - runtime library sharing is not without it's own problems, but since you
 can be sure main.swf is already in the cache by the time sub.swf requires
 it, you're on the safe side
 - i've never ever used this hack in a real project, so there is some risk
 involved in using it (but ain't it spiffy ;)).

 regards,
 JC




 On Tue, Sep 22, 2009 at 7:43 PM, Hans Wichman 
 j.c.wich...@objectpainters.com wrote:



 Hi,

 calling a function in the root that would instantiate the symbol is not
 going to work, neither is using reflection to get classes by name. The
 issue
 you are dealing with is that by default flash will only let you attach
 clips to a clip from the library from whence it came.
 I'll try to whip up a sample up of the runtime share hack.

 greetz
 JC

  On Tue, Sep 22, 2009 at 2:08 PM, jonathan howe jonathangh...@gmail.com
 wrote:



 Totally forget in AS2, but maybe research getDefinitionByName() - it can
 retrieve a class based on a classname string -  and maybe there are some
 comments about AS2 vs. AS3

 -jonathan



 On Tue, Sep 22, 2009 at 2:54 AM, Hans Wichman 
 j.c.wich...@objectpainters.com wrote:



 Hi,

 I don't remember the exact details, but if I remember correctly there


 are 2


 ways:
 1.
 let the child attach the clip at the root, copy its bitmap data and use
 that
 to create a clip in its own root, but this will result in static
 bitmaps
 only

 2.
 -declare an empty clip with linkage id in the root and export it for
 runtime
 sharing
 -in the child import the clip from the parent for runtime sharing
 It was one of those hacks, but it's been a long time, so I'm not sure I


 got


 the steps all right, I might have those files somewhere.

 Hope that helps!
 Hans
 On Tue, Sep 22, 2009 at 5:50 AM, Andrew Sinning 


 and...@learningware.com


 wrote:
  How would one instantiate a symbol instance linked to the
 parent


 movie's


 library?

 E.g., there's an asset in top most movie's library called Asset.


  The


 presentation engine is a separate swf that gets loaded into the top


 most


 movie.  From within this movie, using AS2, I need to create an


 instance


 of


 Asset.

 The child swf uses _lockRoot.

 Thanks!
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Re: [Flashcoders] localconnection in as2

2009-09-21 Thread Hans Wichman
Thanks Keith ill look into that!

On Sat, Sep 19, 2009 at 5:07 PM, Keith H kh...@nc.rr.com wrote:

 -If you don't want to worry about a send/receive limit on a String sent,
 take a look at this post here.
 -If you just want to measure the size being sent,  you can look at the part
 where the poster is dividing the length of the String sent by the limit.


 http://www.ultrashock.com/forums/actionscript/40k-byte-size-limit-on-localconnection-56395.html

 ...hope that leads you in the way you want to go.


 -- Keith H --
 www.keith-hair.net





 Hans Wichman wrote:

  Hi list,

 as I understand it, there is a send/receive limit of 40k to the
 localconnection object in actionscript2.
 Mostly the objects passed in my application will probably be under 40k,
 but
 the question is: how can you tell?

 Is there some way to grab the actual AMF object flash is going to try and
 pass and cut it up into pieces if necessary?
 Or should you serialize and cut up everything beforehand just to be sure?

 regards,
 Hans
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[Flashcoders] localconnection in as2

2009-09-19 Thread Hans Wichman
Hi list,

as I understand it, there is a send/receive limit of 40k to the
localconnection object in actionscript2.
Mostly the objects passed in my application will probably be under 40k, but
the question is: how can you tell?

Is there some way to grab the actual AMF object flash is going to try and
pass and cut it up into pieces if necessary?
Or should you serialize and cut up everything beforehand just to be sure?

regards,
Hans
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Re: [Flashcoders] bitwise question

2009-09-15 Thread Hans Wichman
Hey,
not sure if it's faster, but this would work as well:
var i:Number = 32;
trace (Math.log(i)/Math.LN2);
returns bit number 5.
Lookuptable might be faster in this case.

greetz
JC



On Tue, Sep 15, 2009 at 10:04 AM, Jiri jiriheitla...@googlemail.com wrote:

 When i have a 8 bit int where only one of the bit can be 1, what is then
 the quickest way to get that bit position with value 1?
 Now I use this.

 function getBit():int{
var tCount:int = 0;
for (var i:int=0; i  8; i++) {
  if (8  (1  i)) return i;
}
return 0;
}
 Can this be done faster?

 Jiri
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Re: [Flashcoders] fisheye dislpacement

2009-09-11 Thread Hans Wichman
Hi,
maybe this will help;
http://www.unitzeroone.com/blog/2005/10/26/2-new-flash-8-examples-displace-smoke-displacement-spheres-source/
it's as2 but the id is the same.

hth
JC

On Thu, Sep 10, 2009 at 4:58 PM, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Hi list...

 I'm trying to render a spherical earth using a DisplacementMapFilter out of
 a flat movieclip of the landmasses but it isn't working too well for me.
  Any suggestions?  I'd appreciate hearing any ideas.

 Thanks,
 - Michael M.

 private function renderOrnament():Sprite{
var makeCirc:Function = function(isFront:Boolean, diam:uint):Shape{
// used for masks and displacement
var c:Shape = new Shape();
var m:Matrix = new Matrix();
m.createGradientBox(diam,diam);
var colors:Array = (isFront !=
 true)?[0xFF,0x00]:[0x00,0xFF];
c.graphics.beginGradientFill(GradientType.RADIAL,
 colors,[1,1],[0,255],m);
c.graphics.drawEllipse(0,0,diam,diam);
c.graphics.endFill();
return c;
}
// container
var orn:Sprite = new Sprite();
// front hemisphere
var fh:Sprite = new Sprite();
orn.addChild(fh);
// front world (World is a mc of all the continents)
frontWorld = new World();
fh.addChild(frontWorld);
// front world mask
var circleMask:Shape = makeCirc(true,200);
fh.addChild(circleMask);
frontWorld.mask = circleMask;
// front world displacement
fh.filters = [new DisplacementMapFilter(new BitmapData(200,200), new
 Point(0,0), 1, 1,75, 75, DisplacementMapFilterMode.IGNORE, 1,0)];
return orn;
 }



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[Flashcoders] disable mouse on transparent part of alpha video

2009-09-10 Thread Hans Wichman
Hi list,

I need to create a couple of talking persons on a square, using transparent
flv's for that.
But it seems the whole of the video is clickable, even the transparent part
(which is logical), is there any way to disable that?
One other option I have is copying the persons to a bitmap and check the
pixel transparency, but I'm guessing that is going to slow things down:)

thanks
Hans
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Re: [Flashcoders] disable mouse on transparent part of alpha video

2009-09-10 Thread Hans Wichman
Hi,
nope thats true, but I'm more concerned about the usability side of things,
I don want to show a cursor when you cant click, so I would have to perform
the check much more often.

regards
Hans

On Thu, Sep 10, 2009 at 1:34 PM, Glen Pike g...@engineeredarts.co.ukwrote:

 Hi,
  Hans Wichman wrote:

 One other option I have is copying the persons to a bitmap and check the
 pixel transparency, but I'm guessing that is going to slow things down:)


 But if you are only checking transparency on a CLICK event, that is not
 going to happen to often in relation to playing the FLV right?

   Glen
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Re: [Flashcoders] disable mouse on transparent part of alpha video

2009-09-10 Thread Hans Wichman
Hi,
ok that might work, I'll try to mask out the shapes that have to be
clickable.
thanks folks!
Hans

On Thu, Sep 10, 2009 at 3:12 PM, Glen Pike g...@engineeredarts.co.ukwrote:

  Steven Sacks wrote:

 Cover the video with an alpha 0 shape.  Problem solved.
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 Maybe like Steven said - use a shape over the video and insert cue-points
 for when it might be clickable.  When it's clickable, mouseenable the shape?


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Re: [Flashcoders] debugging events

2009-09-04 Thread Hans Wichman
Hi,

you can check willTrigger(youreventtype), assuming its as3.
Can you post the event constants here so we can take a look at them and the
dispatching and listener code?

regards
JC

On Thu, Sep 3, 2009 at 10:30 PM, Joel Stransky j...@stranskydesign.comwrote:

 I have some custom event classes for my project but one of them is just
 failing outright. I can verify that the function that dispatches the event
 is being called correctly but the object that's listening for it will never
 get it. The event class has two constants, one works, one doesn't. Is there
 a good way to verify that events are being broadcast or to debug wtf the
 handler never gets triggered?

 Thanks.

 --
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 stranskydesign.com
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Re: [Flashcoders] add string to a function

2009-08-28 Thread Hans Wichman
Hi,

you are looking for:
this[createSubNav+page]();
HTH
JC


On Fri, Aug 28, 2009 at 11:20 AM, thomas horner
tho...@megawattmedia.co.ukwrote:

 this is possibly a very basic problem,   I'm still building my dynamic
 global sub nav, slooowly.



 what I want to know if can I add a string to a function,



 I have my initial first level navigation, I click a button and then if the
 button has children in that section it says true and then brings up the
 corresponding children to populate that subnav,



 I was going to have 3 separate functions for the subnavs







 what I'm unsure about is the line:  'createSubNav +page();



 ///I wanted to then have the following functions createSubNavHis
 createSubNavHerscreateSubNavTheirs



 //is this possible?



 //here is my code on the first level buttons///





 function mouseClickHandler(e:Event):void {



//var siteNav:XML =
 IXml(assets.siteNav).xml;

var
 page:String=e.target.label.text;

trace(page);

targetPage=e.target.linkTo;



//targetPage =
 e.target.linkTo;









if
 (e.target.kiddies.children().length()0) {


 hasChildren=true;


 TweenMax.to(nav1, 0.25, {x:-200, ease:Bounce.easeInOut});


 trace(e.target.kiddies.children());

createSubNav
 + page() ;








 trace(hasChildren);

} else {


 hasChildren=false;


 trace(hasChildren);


 Gaia.api.goto( + [targetPage] + );



}

}





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Re: [Flashcoders] add string to a function

2009-08-28 Thread Hans Wichman
ps a better option might be a parameter and a switchstatement

On Fri, Aug 28, 2009 at 11:20 AM, thomas horner
tho...@megawattmedia.co.ukwrote:

 this is possibly a very basic problem,   I'm still building my dynamic
 global sub nav, slooowly.



 what I want to know if can I add a string to a function,



 I have my initial first level navigation, I click a button and then if the
 button has children in that section it says true and then brings up the
 corresponding children to populate that subnav,



 I was going to have 3 separate functions for the subnavs







 what I'm unsure about is the line:  'createSubNav +page();



 ///I wanted to then have the following functions createSubNavHis
 createSubNavHerscreateSubNavTheirs



 //is this possible?



 //here is my code on the first level buttons///





 function mouseClickHandler(e:Event):void {



//var siteNav:XML =
 IXml(assets.siteNav).xml;

var
 page:String=e.target.label.text;

trace(page);

targetPage=e.target.linkTo;



//targetPage =
 e.target.linkTo;









if
 (e.target.kiddies.children().length()0) {


 hasChildren=true;


 TweenMax.to(nav1, 0.25, {x:-200, ease:Bounce.easeInOut});


 trace(e.target.kiddies.children());

createSubNav
 + page() ;








 trace(hasChildren);

} else {


 hasChildren=false;


 trace(hasChildren);


 Gaia.api.goto( + [targetPage] + );



}

}





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[Flashcoders] using flash components in flashdevelop

2009-08-21 Thread Hans Wichman
Hi list,

I'm trying to use flashcomponents directly without going through the loop of
creating an intermediate fla with the components in it.
I've added all the cs4 swc files as libraries in flashdevelop, but it still
cannot find the components.

Starting to wonder if it is even possible any pointers would be
appreciated!

regards
Hans
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[Flashcoders] Re: using flash components in flashdevelop

2009-08-21 Thread Hans Wichman
Update, if I export the User Interface.fla in C:\Program Files\Adobe\Adobe
Flash CS4\Common\Configuration\Components to swc and use that one instead of
all the separate swc's in C:\Program Files\Adobe\Adobe Flash
CS4\Common\Configuration\Components\User Interface it works just fine...

On Fri, Aug 21, 2009 at 9:38 AM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi list,

 I'm trying to use flashcomponents directly without going through the loop
 of creating an intermediate fla with the components in it.
 I've added all the cs4 swc files as libraries in flashdevelop, but it still
 cannot find the components.

 Starting to wonder if it is even possible any pointers would be
 appreciated!

 regards
 Hans

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[Flashcoders] actionscript 3 block rationale

2009-08-18 Thread Hans Wichman
Hey list,

does anyone know the cool rationale behind the fact that the compiler won't
allow me to execute a completely sane piece of code such as:

private function _demo():void {
for (var i:Number = 0; i  10;i++) {
  //evil stuff here
}
 for (var i:Number = 0; i  10;i++) {
  //evil stuff here
}
}

(getting a redefined blablah variable, to which there is no workaround but
to rename the loop variables I think)

But WILL allow me to do something stupid like:

  private function _demo():void {
   for (var i:int = 0; i  10; i++)
   {
trace (this[j]);
   }
   var j:Object = null;
  }


:)

JC
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Re: [Flashcoders] actionscript 3 block rationale

2009-08-18 Thread Hans Wichman
ok thanks, as i expected then.
Glad we agree it's counterintuitive, and although mtasc \^^\ oo /^^/ ROCKS,
i like as3 too much to go back though:))

thanks Ian

On Tue, Aug 18, 2009 at 10:43 AM, Ian Thomas i...@eirias.net wrote:

 JC,
   AS3 has no block scope.

   Whenever you write 'var x' inside a method, that declaration
 (effectively) gets moved to the 'top' of the method.

 So at a compiler level, this:

  private function _demo():void {
  for (var i:Number = 0; i  10;i++) {
   //evil stuff here
  }
   for (var i:Number = 0; i  10;i++) {
   //evil stuff here
  }
  }

 becomes this:

 private function _demo():void
 {
  var i:Number;
  var i:Number;  /// Second definition!
  for (i=0;i10;i++)
  {
 // Evil stuff
  }
  for (i=0;i10;i++)
  {
 // Evil stuff
  }
 }

 And this:

   private function _demo():void {
for (var i:int = 0; i  10; i++)
{
 trace (this[j]);
}
var j:Object = null;
   }

 becomes this:

 private function _demo():void
 {
  var j:Object;
  var i:int;
  for (i=0;i10;i++)
  {
trace(this[j]);
  }
  j=null;
 }

 I find it totally counterintuitive. It's a language spec thing. It was
 the same in AS2 - although, interestingly, Nicolas Cannasse's MTASC
 compiler added block scope and made AS2 work 'properly' - so it's not
 like it's an issue at bytecode level.

 Ian


 On Tue, Aug 18, 2009 at 9:28 AM, Hans
 Wichmanj.c.wich...@objectpainters.com wrote:
  Hey list,
 
  does anyone know the cool rationale behind the fact that the compiler
 won't
  allow me to execute a completely sane piece of code such as:
 
  private function _demo():void {
  for (var i:Number = 0; i  10;i++) {
   //evil stuff here
  }
   for (var i:Number = 0; i  10;i++) {
   //evil stuff here
  }
  }
 
  (getting a redefined blablah variable, to which there is no workaround
 but
  to rename the loop variables I think)
 
  But WILL allow me to do something stupid like:
 
   private function _demo():void {
for (var i:int = 0; i  10; i++)
{
 trace (this[j]);
}
var j:Object = null;
   }
 
 
  :)
 
  JC
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Re: [Flashcoders] Preloading FLV with NetStream

2009-08-07 Thread Hans Wichman
Hi,

I stumbled on this thread and kind of need to do the same thing.
I have an area where a number of persons should be walking around randomly.

I was thinking about something like this:
* each person gets 4 flv's: (or 2 if i mirror them): turn right, walk right,
turn left, walk left
* all the flv's get preloaded
* a player class plays 'walk right' for x times, then 'turn left', 'walk
left' for y times (x  y are random), 'turn right' and repeat

Is this feasible? Can I put 6 video objects on stage without any problems?
And concerning the preloading, I was thinking about simply setting
bufferTime to a very high value or is that naive?
Is preloading all the flv's in the cache and keeping the bufferTime as
normal a better option?
What happens if the user has disabled his/her browser cache?

Another option would be to load the walk cycles as still images, not sure
what the better option, your opinion is appreciated:)

regards
JC




On Wed, Apr 4, 2007 at 6:49 PM, Jack Doyle j...@greensock.com wrote:

 The PreloadAssetManager class simply preloads your assets into your
 browser's cache; it is not meant to be used for playback or managing your
 FLVs once they're preloaded. There's nothing special that you need to do
 in
 order to access the preloaded FLVs - just call them as you normally would
 either using a NetStream object of your own or an FLVPlayback component or
 whatever. The user's browser will be smart enough to used the cached FLVs
 instead of going out to the web and downloading them again.

 You might want to search the Flash Help files for NetStream or
 FLVPlayback.

 Jack

 -Original Message-
 Date: Wed, 04 Apr 2007 10:59:02 -0400
 From: leolea pou...@videotron.ca
  Subject: Re: [Flashcoders] Preloading FLV with NetStream
 To: flashcoders@chattyfig.figleaf.com
 Message-ID: 
 c2393576.e280%pou...@videotron.cac2393576.e280%25pou...@videotron.ca
 
 Content-Type: text/plain; charset=US-ASCII


 Preloading works super fine! Thank you very much for this class.

 I am preloading a bunch of FLVs. Once they get at 100%, how do I access
 them
 using a NetStream object (or other) ?

 (I need to implement something that initates the playback of the first
 one,
 when it reaches the end I must start the second one, so on...)


 On 4/3/07 6:42 PM, Jack Doyle j...@greensock.com wrote:

  Yep, you can preload FLVs with the NetStream. Check out the
  PreloadAssetManager class which will handle it all for you:
  http://www.greensock.com/ActionScript/PreloadAssetManager
 
  Jack
 
  -Original Message-
  Date: Tue, 03 Apr 2007 16:04:35 -0400
  From: leolea pou...@videotron.ca
  Subject: [Flashcoders] Preloading FLV with NetStream
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Message-ID: 
  c2382b93.e226%pou...@videotron.cac2382b93.e226%25pou...@videotron.ca
 
  Content-Type: text/plain; charset=US-ASCII
 
  Hi,
 
  Is it possible, using the NetStream object, to preload a FLV.
 
  I have multiple FLV videos that I need to play back-to-back smoothly. I
 want
  all of them to be preloaded so that when I start playback it doesn't
 buffer
  or lag in any way.
 
  I can't seem to find a way so my next alternative would be to use SWF
 with
  MovieClipLoader. I'd like to avoid that.
 
  Thanks




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Re: [Flashcoders] Preloading FLV with NetStream

2009-08-07 Thread Hans Wichman
Hmm Jack is there an as3 version of that cool PreloadManager as well:)?
greetz
JC

On Fri, Aug 7, 2009 at 10:13 AM, Hans Wichman 
j.c.wich...@objectpainters.com wrote:

 Hi,

 I stumbled on this thread and kind of need to do the same thing.
 I have an area where a number of persons should be walking around randomly.

 I was thinking about something like this:
 * each person gets 4 flv's: (or 2 if i mirror them): turn right, walk
 right, turn left, walk left
 * all the flv's get preloaded
 * a player class plays 'walk right' for x times, then 'turn left', 'walk
 left' for y times (x  y are random), 'turn right' and repeat

 Is this feasible? Can I put 6 video objects on stage without any problems?
 And concerning the preloading, I was thinking about simply setting
 bufferTime to a very high value or is that naive?
 Is preloading all the flv's in the cache and keeping the bufferTime as
 normal a better option?
 What happens if the user has disabled his/her browser cache?

 Another option would be to load the walk cycles as still images, not sure
 what the better option, your opinion is appreciated:)

 regards
 JC




 On Wed, Apr 4, 2007 at 6:49 PM, Jack Doyle j...@greensock.com wrote:

 The PreloadAssetManager class simply preloads your assets into your
 browser's cache; it is not meant to be used for playback or managing your
 FLVs once they're preloaded. There's nothing special that you need to do
 in
 order to access the preloaded FLVs - just call them as you normally would
 either using a NetStream object of your own or an FLVPlayback component or
 whatever. The user's browser will be smart enough to used the cached FLVs
 instead of going out to the web and downloading them again.

 You might want to search the Flash Help files for NetStream or
 FLVPlayback.

 Jack

 -Original Message-
 Date: Wed, 04 Apr 2007 10:59:02 -0400
 From: leolea pou...@videotron.ca
  Subject: Re: [Flashcoders] Preloading FLV with NetStream
 To: flashcoders@chattyfig.figleaf.com
 Message-ID: 
 c2393576.e280%pou...@videotron.cac2393576.e280%25pou...@videotron.ca
 
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 Preloading works super fine! Thank you very much for this class.

 I am preloading a bunch of FLVs. Once they get at 100%, how do I access
 them
 using a NetStream object (or other) ?

 (I need to implement something that initates the playback of the first
 one,
 when it reaches the end I must start the second one, so on...)


 On 4/3/07 6:42 PM, Jack Doyle j...@greensock.com wrote:

  Yep, you can preload FLVs with the NetStream. Check out the
  PreloadAssetManager class which will handle it all for you:
  http://www.greensock.com/ActionScript/PreloadAssetManager
 
  Jack
 
  -Original Message-
  Date: Tue, 03 Apr 2007 16:04:35 -0400
  From: leolea pou...@videotron.ca
  Subject: [Flashcoders] Preloading FLV with NetStream
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Message-ID: 
  c2382b93.e226%pou...@videotron.cac2382b93.e226%25pou...@videotron.ca
 
  Content-Type: text/plain; charset=US-ASCII
 
  Hi,
 
  Is it possible, using the NetStream object, to preload a FLV.
 
  I have multiple FLV videos that I need to play back-to-back smoothly. I
 want
  all of them to be preloaded so that when I start playback it doesn't
 buffer
  or lag in any way.
 
  I can't seem to find a way so my next alternative would be to use SWF
 with
  MovieClipLoader. I'd like to avoid that.
 
  Thanks




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Re: [Flashcoders] Interface for displayObjects

2009-08-07 Thread Hans Wichman
Hi,

when you declare them like this:
var myObj1:MyInterface
addChild (myObj1) wont work

if you do
var myObj1:Sprite = ...
addChild (myObj1)

it probably will.

The thing is that you essentially provide two different interfaces for your
object. By extending Sprite you satisfy the DisplayObject requirement for
addChild(). By implementing your interface you satisfy the requirement for
your own class that the objects have to of a certain interface. Telling your
own class, here is a display object isn't going to work, since it needs the
interface, vice versa telling the display list here is my own interface
isn't going to work either, you have to pass the objects in the form
expected in both cases.

hth,
JC




On Fri, Aug 7, 2009 at 10:00 AM, Tom Huynen tomhuy...@gmail.com wrote:

 Hi!

 I have a tiny little problem with the following:

 I have two classes that should have the same dataType in order to use them
 in a third class. So I created an Interface that both of them implement.
 The two classes extend Sprite because they have a visual representation.
 However, when I try to add them to the displayList flash doesn't recognise
 them as a displayObject.
 I read that many people at this moment cast them back to a displayObject
 but
 that to me feels like a workaround.

 Anybody any suggestions?

 Thanks!

 Tom
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Re: [Flashcoders] Preloading FLV with NetStream

2009-08-07 Thread Hans Wichman
Hi Paul,

ok thanks cool.
Meanwhile I've whipped up a sample using flv's but I might have to switch to
images like you said!
If anyone would care to see if this works okay on their browsers it'd be
appreciated:
http://www.wichman-media.com/misc/bin/

The awesome floor texture:) will become a 3d background, the arrows will
become persons walking to and fro, the line will become a microphone
allowing you to interview people. And yes its a prototype and looks like
crap ;)

player 10 required btw

tia!
Hans



On Fri, Aug 7, 2009 at 11:42 AM, Paul Andrews p...@ipauland.com wrote:

 Hans Wichman wrote:

 Hi,

 I stumbled on this thread and kind of need to do the same thing.
 I have an area where a number of persons should be walking around
 randomly.

 I was thinking about something like this:
 * each person gets 4 flv's: (or 2 if i mirror them): turn right, walk
 right,
 turn left, walk left
 * all the flv's get preloaded
 * a player class plays 'walk right' for x times, then 'turn left', 'walk
 left' for y times (x  y are random), 'turn right' and repeat

 Is this feasible? Can I put 6 video objects on stage without any problems?
 And concerning the preloading, I was thinking about simply setting
 bufferTime to a very high value or is that naive?
 Is preloading all the flv's in the cache and keeping the bufferTime as
 normal a better option?
 What happens if the user has disabled his/her browser cache?

 Another option would be to load the walk cycles as still images, not sure
 what the better option, your opinion is appreciated:)


 I have done this for people silhouettes using walk cycles generated with
 poser!

 Basically it was used to build a pseudo crowd-scene (lots of instances of
 the movieclips) with the movement of the people controlled with
 actionscript. No video,  just frame by frame walk cycles playing in a
 movieclip controlled by actionscript. Given your application I would use
 that exact same technique again, or at least experiment with it.

 Paul

 regards
 JC


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Re: [Flashcoders] Preloading FLV with NetStream

2009-08-07 Thread Hans Wichman
lol it's the vanishing point actually:) but thanks for checking and the tip
about the feet!

On Fri, Aug 7, 2009 at 1:22 PM, Paul Andrews p...@ipauland.com wrote:

 Hans Wichman wrote:

 Hi Paul,

 ok thanks cool.
 Meanwhile I've whipped up a sample using flv's but I might have to switch
 to
 images like you said!
 If anyone would care to see if this works okay on their browsers it'd be
 appreciated:
 http://www.wichman-media.com/misc/bin/

 The awesome floor texture:) will become a 3d background, the arrows will
 become persons walking to and fro, the line will become a microphone
 allowing you to interview people. And yes its a prototype and looks like
 crap ;)


 Seems to work OK. The sound man is already ready - I can see his mike at
 the top of the movie!  ;-)

 Just one thing to be careful about when doing this kind of thing where the
 feet are visible (this is an old walk cycle problem).

 If the feet are visible and the character is moving, the speed at which the
 character can be moved without looking as though they are doing some variant
 of a MJ moonwalk will be determined by the walkcycle animation. Move too
 fast and they look like they are being dragged along the ground. Too slow
 and the moonwalk springs to mind.

 Paul




 player 10 required btw

 tia!
 Hans



 On Fri, Aug 7, 2009 at 11:42 AM, Paul Andrews p...@ipauland.com wrote:



 Hans Wichman wrote:



 Hi,

 I stumbled on this thread and kind of need to do the same thing.
 I have an area where a number of persons should be walking around
 randomly.

 I was thinking about something like this:
 * each person gets 4 flv's: (or 2 if i mirror them): turn right, walk
 right,
 turn left, walk left
 * all the flv's get preloaded
 * a player class plays 'walk right' for x times, then 'turn left', 'walk
 left' for y times (x  y are random), 'turn right' and repeat

 Is this feasible? Can I put 6 video objects on stage without any
 problems?
 And concerning the preloading, I was thinking about simply setting
 bufferTime to a very high value or is that naive?
 Is preloading all the flv's in the cache and keeping the bufferTime as
 normal a better option?
 What happens if the user has disabled his/her browser cache?

 Another option would be to load the walk cycles as still images, not
 sure
 what the better option, your opinion is appreciated:)




 I have done this for people silhouettes using walk cycles generated with
 poser!

 Basically it was used to build a pseudo crowd-scene (lots of instances of
 the movieclips) with the movement of the people controlled with
 actionscript. No video,  just frame by frame walk cycles playing in a
 movieclip controlled by actionscript. Given your application I would use
 that exact same technique again, or at least experiment with it.

 Paul



 regards
 JC




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Re: [Flashcoders] How to Exit/Close the Web Browser from Flash Applications?

2009-08-07 Thread Hans Wichman
The timeout is a good idea, I realized I stopped doing that somewhere along
the way, but especially macs as well had a knack for crashing if the calling
object was destroyed in the process of the call.

On Fri, Aug 7, 2009 at 4:15 PM, Jer Brand thejhe...@gmail.com wrote:

 Here's a simple example. Note that if you don't own the window your flash
 is running in -- you opened it with window.open(...) --  this code will
 again prompt the user if they really want to close the window in IE, or do
 nothing (Firefox, chrome, etc).

 There are ways around that, but I can't bring myself help others be evil.
 ;-)

 Anyway:
 --
 in the flash:


 import flash.external.ExternalInterface;

 function onUserConfirmedTheyWantToExit():void
 {
ExternalInterface.call(closeWindowAsync, ) ;
 }


 in the HTML page
 script type=javascript
 function closeWindowAsync()
 {
 setTimeout(closeWindowCallback(), 500) ;
 }
 function closeWindowCallback()
 {
 window.close() ;
 }
 /script

 


 The use of setTimeout in the javascript is there because of some problems
 we
 had calling window.close directly in IE6 (very weird IE-locking bugs if
 there were other browser windows open).

 Jer


 On Fri, Aug 7, 2009 at 8:38 AM, it...@aol.com wrote:

 
  Hello,
  How to Exit/Close the Web Browser from Flash  Applications?
  Could anyone suggest a code to exit the flash application and  close the
  web browser window?
  I realize, the solution might be using ExternalInterface with  JS.  The
  question is how?
  The user can exit the flash application by clicking on an exit  button or
  he/she can click on the Window “X”.
  When clicking either on the “exit” button or on the Window “X”,  the
  flash application will show an alert message, asking the user whether
  he/she
  really want to exit.  Upon clicking  “yes” the application and web
 browser
  will close.
  Therefore, when the user clicks on the Window “X” the flash  application
  needs to detect this click.
  Thanks,
  Daniel Abramovich
  **A Good Credit Score is 700 or Above. See yours in just 2
 easy
  steps!
  (
 
 http://pr.atwola.com/promoclk/100126575x1222846709x1201493018/aol?redir=http://www.freecreditreport.com/pm/default.aspx?sc=668072hmpgID=115bcd
  =JulystepsfooterNO115)
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Re: [Flashcoders] LocalConnection: call functions on passed object

2009-08-03 Thread Hans Wichman
Hi,
nope, but wouldn't it be nice:)

greetz
JC

On Sun, Aug 2, 2009 at 4:16 PM, Andrew Sinning and...@learningware.comwrote:

 Using the LocalConnection object, is it be possible to pass a reference to
 an object from one movie to another, and hence forth call functions within
 the passed object directly, without having to go through the
 LocalConnection?

 This is in AS3.
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Re: [Flashcoders] ExternalInterface.call not working on desktop...??

2009-07-31 Thread Hans Wichman
Hi,

html on the desktop is not going work, but you might have some luck when
updating the security settings.
I have the following batch file in most of my projects:
@echo off
rem echo %APPDATA%
rem echo %CD%
echo [Enter name for security file inserted into %APPDATA%]:
echo (use a single keyword, no spaces, no dots and no .cfg in it)
SET /p fileName=
echo Creating %APPDATA%\Macromedia\Flash
Player\#Security\FlashPlayerTrust\%fileName%.cfg
echo %CD%  %APPDATA%\Macromedia\Flash
Player\#Security\FlashPlayerTrust\%fileName%.cfg

Store it in a batch file in the same dir as your fla, run it and enter some
bogus keyword to identify your settings with, eg desktop.

regards
JC

On Fri, Jul 31, 2009 at 1:08 AM, Barry Hannah ba...@shift.co.nz wrote:

 AFAIK ExternalInterface doesn't work in the standalone player, only in the
 browser.

 You should be getting error messages to that effect. You can test whether
 or not it's available to use with the Boolean ExternalInterface.available
 property.


 BH




 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of BOYD SPEER
 Sent: Friday, 31 July 2009 10:49 a.m.
 To: Flash Coders List
 Subject: Re: [Flashcoders] ExternalInterface.call not working on
 desktop...??

 The menu.swf actually is set to Access local files only and seems to work
 only from the website...

 Thanks for responding Karl... would changing the setting to Access network
 files only allow a broader or narrower selection of files...?

 - Original Message -
 From: Karl DeSaulniers k...@designdrumm.com
 Date: Thursday, July 30, 2009 5:31 pm
 Subject: Re: [Flashcoders] ExternalInterface.call not working on
 desktop...??
 To: Flash Coders List flashcoders@chattyfig.figleaf.com

  Check you publish settings, you probably have it set to network only.
 
  Karl
 
 
  On Jul 30, 2009, at 5:21 PM, BOYD SPEER wrote:
 
   Hi all,
   I am probably missing something obvious but I have a flash
  .swf in
   embedded in .html and an ExternalInterface.call( to javascript).
   It works great  from my website in both I.E. and Firefox -
  but not
   from the computer desktop (even though all the files are in
  the
   same relationship in their folders, etc..) Is there some
  security
   setting or other setting that I need to check to make this
  work? or
   is it just not possible?
   Thanks for any insights!
  
   -Boyd
  
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