Re: [Flashcoders] swf to jpeg

2007-04-21 Thread Jason Cordial

And a screen shot won't work? I'm going to say that yes, technically it is
physically possible to do what you're asking. I'm just not sure the best
way. I don't think (though I could be wrong here) that flash can spit out a
bitmap from a movieclip, or that it can really spit out images at all. It
can, however, turn a movieclip into a bitmap in a running swf. I've never
had to actually get the bitmap out of the swf before though, so I'm not
sure. What's it for?

On 4/20/07, Sumeet Kumar [EMAIL PROTECTED] wrote:


Hi All,





Can I convert a movieclip data of the flash to jpeg image?I need this
for a desktop solution.



Any idea or solution will be a great help?



Thanks And Regards

Sumeet Kumar









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Re: [Flashcoders] Need help with error, PLEASE HELP ME!!!

2007-04-21 Thread Jason Cordial

Is your class path set up to point to the com folder or is your swf file
needing the class located in the same folder as your com folder? Where the
actual swf is in relation to the class becomes important at compile time.

On 4/18/07, Weyert de Boer [EMAIL PROTECTED] wrote:


Cool company name! ;)
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Re: [Flashcoders] Flash CS3 Announced

2007-03-28 Thread Jason Cordial

I used to make jokes about Fireworks, but after I studies up and got my
Dreamweaver 8 cert, I realized what it was and what it was for, and now I'm
really pretty glad it's still around. It'll never replace Photoshop, and
that's not what it's there for. The beautiful integration with Dreamweaver
and features designed largely for buttons and web graphics make it a whole
other beast.

Now, as to Freehand/Illustrator, I personally only used Illustrator, because
that's what they have where I work.  So long as there still is a product
like that, I'm fine. I'm just kind of peeved that what I've been calling
Flash 9 isn't called that anymore. I just don't like the sound of flash
cs3...

On 3/27/07, Paul Andrews [EMAIL PROTECTED] wrote:


- Original Message -
From: Merrill, Jason [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, March 27, 2007 8:52 PM
Subject: RE: [Flashcoders] Flash CS3 Announced


My experience
is that most people who don't like Freehand never actually
gave it a proper chance or were content because they already
knew Illustrator and couldn't motivate to learn something new
that does the same thing.

 Well, if you're generalizing me as one of those people, you're wrong.
 I've used both Illustrator and Freehand, and found Freehand to be vastly
 more buggy  hard to use.

 Jason Merrill
 Bank of America
 GTO Learning  Leadership Development
 eTools  Multimedia Team

LOL am I the only person here that uses this:
http://www.xara.com/products/xtreme/?v=prot= ?

Paul

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Re: [Flashcoders] OT - Installing PHP, MySQL?

2007-03-26 Thread Jason Cordial

I guess how hard relates to what kind of remote access you have. I'm
guessing Windows is the os, and PHP/MySQL on Windows has been a piece of
cake for me. I've done it more than a few times on different computers.
However, I've never done it remotely. If you have remote desktop access to
the computer, then it should be just as easy as if you had physical access
to the box. There are very nicely documented sources on how to install both
PHP and MySQL, and with a bare minimum computer knowledge, you should do
fine. However, I can't think of how you could do it with any other kind of
remote access... I'm guessing they gave you remote desktop access though, so
you should do fine.

On 3/25/07, Latcho [EMAIL PROTECTED] wrote:


servers, firewall, domain, dns,...
Don't burn your hands if it is all new to you.
Just let the IT guy do it (you can even make profit on that) , or try it
first at home.
But I don't really know your client an budget

Seth Caldwell wrote:
 Its easy enough - is it Apache or IIS?
 Installation for php still has the occasional hiccup over needing to
move
 some files into the windows directory, or not realizing older versions
of
 dll's from previous php installations are there and screwing up your new
 versions install. And sometimes IIS is a bit more painful than the
apache
 installation.

 I say go for it, if it takes more than an hour then get the IT guy ;0

 Seth

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dave
 Mennenoh
 Sent: Thursday, March 22, 2007 9:03 AM
 To: flashcoders@chattyfig.figleaf.com
 Subject: [Flashcoders] OT - Installing PHP, MySQL?

 Anyone have any experience in this area? We're developing a Flash site
for a

 new client, who keeps all their own web servers in-house. They are MS
house
 using .net and such. They are setting up a new server just for their new
 site, and since they are not familiar with PHP or MySQL (which is what
we
 develop with) they are asking us to install them. They will give us
remote
 access to the server...

 How hard / not-hard is it to install PHP and MySQL on a remote server?
 Anything to be weary of? Is it something I should just skip attempting
and
 hire an IT guy to do it?


 Dave -
 Head Developer
 www.blurredistinction.com
 Adobe Community Expert
 http://www.adobe.com/communities/experts/

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Re: [Flashcoders] Multiple streaming sounds cut off during playback

2007-03-26 Thread Jason Cordial

First suggestion, keep all your actionscript on one frame. Searching through
everything is making it a real pain to debug. I'm looking at it right now,
if I find anything I'll let you know.

On 3/26/07, Ryan Burrell [EMAIL PROTECTED] wrote:


Hello all,

I am experiencing an issue with some streaming sounds that I pull in. I
have
an example up here: http://www.humanussonus.org/flash/co.../conflict.html.
Basically, the problem is that after rolling over these images (which then
dynamically stream in a random sound) the sounds will cutoff mid-go. This
appears to be entirely at random as well, so I've been having a hard time
troubleshooting it. I have the source file and needed sounds available
here:
http://www.humanussonus.org/flash/conflict/conflict.zip.

Any ideas that anyone has are more than welcome. I've tried several
different approaches, including putting a control in to only allow a
certain
number of sounds to be playing at any one time. I have been unable to find
mention of this sort of problem through my searches; I'm wondering if my
approach needs to be re-evaluated as to how I am pulling in these random
sounds dynamically.

In this particular file (I have others I am working on) the cutoff
normally
occurs when multiple sounds are playing at the same time. According to my
research, Flash is *supposed* to be able to have 32 channels of sound in
FP
8  9. However, the cutoff does not occur when hitting the 32 sound mark
(or
even 16, not certain if it tracks stereo as dual-channel or not).

To complicate things more, I have put in code to limit the simultaneous
sounds to 6 at any given time (this code is commented out in the version I
have up on the web; it is in the source file however). I figured that this
would fix the issue, but the problem still occurs if you get multiple
streaming sounds going at the same time*and* it still doesn't happen
consistently.

Are there other methods to load sound in dynamically from a source
directory
without using Media Server? Perhaps storing things in an array? (why this
would matter I don't know).  I'd prefer to get my current setup working as
it is easy to add more sound files to and very low in size.

Thank you in advance for any help.
RB
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Re: [Flashcoders] Multiple streaming sounds cut off during playback

2007-03-26 Thread Jason Cordial

I tried the online version, and I saw your problem.

Off the top of my head, declare an array for all the different sounds. Like

var soundsNowPlaying:Array = new Array();

keep setting sounds like

soundsNowPlaying[soundsNowPlaying.length+1] = new Sound blah blah

I think the problem might be that you're overwriting the sound every time
the next one starts playing, which causes the problem.



On 3/26/07, Ryan Burrell [EMAIL PROTECTED] wrote:


Thank you for your help.  I have several other options that I am going to
try out to see if I can get something working, but anything that anyone
may
happen to notice or suggest on this is appreciated.  I work tech support
for
a living and the worst type of problem to fix is one that is
sporadic...just
like this one.

On 3/26/07, Jason Cordial [EMAIL PROTECTED] wrote:

 First suggestion, keep all your actionscript on one frame. Searching
 through
 everything is making it a real pain to debug. I'm looking at it right
now,
 if I find anything I'll let you know.

 On 3/26/07, Ryan Burrell [EMAIL PROTECTED] wrote:
 
  Hello all,
 
  I am experiencing an issue with some streaming sounds that I pull in.
I
  have
  an example up here:
 http://www.humanussonus.org/flash/co.../conflict.html.
  Basically, the problem is that after rolling over these images (which
 then
  dynamically stream in a random sound) the sounds will cutoff mid-go.
 This
  appears to be entirely at random as well, so I've been having a hard
 time
  troubleshooting it. I have the source file and needed sounds available
  here:
  http://www.humanussonus.org/flash/conflict/conflict.zip.
 
  Any ideas that anyone has are more than welcome. I've tried several
  different approaches, including putting a control in to only allow a
  certain
  number of sounds to be playing at any one time. I have been unable to
 find
  mention of this sort of problem through my searches; I'm wondering if
my
  approach needs to be re-evaluated as to how I am pulling in these
random
  sounds dynamically.
 
  In this particular file (I have others I am working on) the cutoff
  normally
  occurs when multiple sounds are playing at the same time. According to
 my
  research, Flash is *supposed* to be able to have 32 channels of sound
in
  FP
  8  9. However, the cutoff does not occur when hitting the 32 sound
mark
  (or
  even 16, not certain if it tracks stereo as dual-channel or not).
 
  To complicate things more, I have put in code to limit the
simultaneous
  sounds to 6 at any given time (this code is commented out in the
version
 I
  have up on the web; it is in the source file however). I figured that
 this
  would fix the issue, but the problem still occurs if you get multiple
  streaming sounds going at the same time*and* it still doesn't
happen
  consistently.
 
  Are there other methods to load sound in dynamically from a source
  directory
  without using Media Server? Perhaps storing things in an array? (why
 this
  would matter I don't know).  I'd prefer to get my current setup
working
 as
  it is easy to add more sound files to and very low in size.
 
  Thank you in advance for any help.
  RB
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 Life is a euhemerism...
 http://bsu.edu/blogcaster2/jason/
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Re: [Flashcoders] Multiple streaming sounds cut off during playback

2007-03-26 Thread Jason Cordial

Alright, where you have

//Hold playhead here
stop();

//Declare global variable for tracking the number of sounds currently
playing
_global.soundsPlaying = 0;

//Create function to load in random sound file onRollOver
this.onRollOver = function() {
   //Check to see if soundsPlaying is less than specified limit
   if (_global.soundsPlaying  6) {
   //Define variable for random sound file number
   soundNumber = Math.round(Math.random()*7)+1;
   var soundFile:Sound = new Sound();
   soundFile.loadSound(sounds_library/conflict_+soundNumber+.mp3,
true);
   soundFile.onLoad = function(success:Boolean):Void  {
   if (success) {
   soundFile.start();
   }
   };
   //Increment soundsPlaying variable
   _global.soundsPlaying++;
   trace(soundsPlaying);
   //Decrement soundsPlaying variable when sound finishes
   soundFile.onSoundComplete = function(){
   _global.soundsPlaying--;
   trace(soundsPlaying);
   };
   }
   //Define function to load a new random image onRelease
   frameNumber = Math.round(Math.random()*3)+1;
   maskBox.gotoAndPlay(tran+frameNumber);
};


replace it with this:



//Hold playhead here
stop();
var soundsNowPlaying:Array = new Array();
_global.counterJ = 0;
//Declare global variable for tracking the number of sounds currently
playing
_global.soundsPlaying = 0;

//Create function to load in random sound file onRollOver
this.onRollOver = function() {
   //Check to see if soundsPlaying is less than specified limit
   if (_global.soundsPlaying  10) {
   //Define variable for random sound file number
   soundNumber = Math.round(Math.random()*7)+1;
   soundsNowPlaying[counter] = new Sound();

soundsNowPlaying[counter].loadSound(sounds_library/conflict_+soundNumber+.mp3,
true);
   soundsNowPlaying[counter].onLoad = function(success:Boolean):Void  {
   if (success) {
   this.start();
   }
   }
   //Increment soundsPlaying variable
   _global.soundsPlaying++;
   //trace(soundsPlaying);
   //Decrement soundsPlaying variable when sound finishes
   soundsNowPlaying[counter].onSoundComplete = function(){
   _global.soundsPlaying--;
   delete this;
   };
   _global.counterJ++;
   trace(_global.counterJ);
   }
   //Define function to load a new random image onRelease
   frameNumber = Math.round(Math.random()*3)+1;
   maskBox.gotoAndPlay(tran+frameNumber);
}


and tell me if that helps out. If yes I'll explain whats happening and if
no, then I'll try and find something else.
On 3/26/07, Ryan Burrell  [EMAIL PROTECTED] wrote:


Can you give me a more specific example of how to go about setting up the
array and pulling sounds from it?  I've worked with arrays before, but not
extensively.  I'm just unsure of the syntax.

On 3/26/07, Jason Cordial [EMAIL PROTECTED]  wrote:

 I tried the online version, and I saw your problem.

 Off the top of my head, declare an array for all the different sounds.
 Like

 var soundsNowPlaying:Array = new Array();

 keep setting sounds like

 soundsNowPlaying[soundsNowPlaying.length+1] = new Sound blah blah

 I think the problem might be that you're overwriting the sound every
time
 the next one starts playing, which causes the problem.



 On 3/26/07, Ryan Burrell [EMAIL PROTECTED] wrote:
 
  Thank you for your help.  I have several other options that I am going

 to
  try out to see if I can get something working, but anything that
anyone
  may
  happen to notice or suggest on this is appreciated.  I work tech
support
  for
  a living and the worst type of problem to fix is one that is
  sporadic...just
  like this one.
 
  On 3/26/07, Jason Cordial [EMAIL PROTECTED] wrote:
  
   First suggestion, keep all your actionscript on one frame. Searching

   through
   everything is making it a real pain to debug. I'm looking at it
right
  now,
   if I find anything I'll let you know.
  
   On 3/26/07, Ryan Burrell  [EMAIL PROTECTED] wrote:
   
Hello all,
   
I am experiencing an issue with some streaming sounds that I pull
 in.
  I
have
an example up here:
   http://www.humanussonus.org/flash/co.../conflict.html .
Basically, the problem is that after rolling over these images
 (which
   then
dynamically stream in a random sound) the sounds will cutoff
mid-go.
   This
appears to be entirely at random as well, so I've been having a
hard
   time
troubleshooting it. I have the source file and needed sounds
 available
here:
http://www.humanussonus.org/flash/conflict/conflict.zip.
   
Any ideas that anyone has are more than welcome. I've tried
several
different approaches, including putting a control in to only allow
a
certain
number of sounds to be playing at any one time. I have been unable

 to
   find
mention of this sort of problem through my searches; I'm wondering
 if
  my
approach needs to be re-evaluated as to how I am

Re: [Flashcoders] Multiple streaming sounds cut off during playback

2007-03-26 Thread Jason Cordial

It's a very cool little app, so I hope it starts working.

On 3/26/07, Jason Cordial [EMAIL PROTECTED] wrote:


Alright, where you have

 //Hold playhead here
stop();

//Declare global variable for tracking the number of sounds currently
playing
_global.soundsPlaying = 0;

//Create function to load in random sound file onRollOver
this.onRollOver = function() {
//Check to see if soundsPlaying is less than specified limit
if (_global.soundsPlaying  6) {
//Define variable for random sound file number
soundNumber = Math.round(Math.random()*7)+1;
var soundFile:Sound = new Sound();
soundFile.loadSound(sounds_library/conflict_+soundNumber+.mp3,
true);
soundFile.onLoad = function(success:Boolean):Void  {
if (success) {
soundFile.start();
}
};
//Increment soundsPlaying variable
_global.soundsPlaying++;
trace(soundsPlaying);
//Decrement soundsPlaying variable when sound finishes
soundFile.onSoundComplete = function(){
_global.soundsPlaying--;
trace(soundsPlaying);
};
}
//Define function to load a new random image onRelease
frameNumber = Math.round(Math.random()*3)+1;
maskBox.gotoAndPlay(tran+frameNumber);
};


replace it with this:



//Hold playhead here
stop();
var soundsNowPlaying:Array = new Array();
_global.counterJ = 0;
//Declare global variable for tracking the number of sounds currently
playing
_global.soundsPlaying = 0;

//Create function to load in random sound file onRollOver
this.onRollOver = function() {
//Check to see if soundsPlaying is less than specified limit
if (_global.soundsPlaying  10) {
//Define variable for random sound file number
soundNumber = Math.round(Math.random()*7)+1;
soundsNowPlaying[counter] = new Sound();

soundsNowPlaying[counter].loadSound(sounds_library/conflict_+soundNumber+.mp3,
true);
soundsNowPlaying[counter].onLoad = function(success:Boolean):Void
{
if (success) {
this.start();
}
}
//Increment soundsPlaying variable
_global.soundsPlaying++;
//trace(soundsPlaying);
//Decrement soundsPlaying variable when sound finishes
soundsNowPlaying[counter].onSoundComplete = function(){
_global.soundsPlaying--;
delete this;
};
_global.counterJ++;
trace(_global.counterJ);
}
//Define function to load a new random image onRelease
frameNumber = Math.round(Math.random()*3)+1;
maskBox.gotoAndPlay(tran+frameNumber);
}


and tell me if that helps out. If yes I'll explain whats happening and if
no, then I'll try and find something else.
On 3/26/07, Ryan Burrell  [EMAIL PROTECTED] wrote:

 Can you give me a more specific example of how to go about setting up
 the
 array and pulling sounds from it?  I've worked with arrays before, but
 not
 extensively.  I'm just unsure of the syntax.

 On 3/26/07, Jason Cordial  [EMAIL PROTECTED]  wrote:
 
  I tried the online version, and I saw your problem.
 
  Off the top of my head, declare an array for all the different sounds.
  Like
 
  var soundsNowPlaying:Array = new Array();
 
  keep setting sounds like
 
  soundsNowPlaying[soundsNowPlaying.length+1] = new Sound blah blah
 
  I think the problem might be that you're overwriting the sound every
 time
  the next one starts playing, which causes the problem.
 
 
 
  On 3/26/07, Ryan Burrell  [EMAIL PROTECTED] wrote:
  
   Thank you for your help.  I have several other options that I am
 going
  to
   try out to see if I can get something working, but anything that
 anyone
   may
   happen to notice or suggest on this is appreciated.  I work tech
 support
   for
   a living and the worst type of problem to fix is one that is
   sporadic...just
   like this one.
  
   On 3/26/07, Jason Cordial  [EMAIL PROTECTED] wrote:
   
First suggestion, keep all your actionscript on one frame.
 Searching
through
everything is making it a real pain to debug. I'm looking at it
 right
   now,
if I find anything I'll let you know.
   
On 3/26/07, Ryan Burrell  [EMAIL PROTECTED] wrote:

 Hello all,

 I am experiencing an issue with some streaming sounds that I
 pull
  in.
   I
 have
 an example up here:
http://www.humanussonus.org/flash/co.../conflict.html .
 Basically, the problem is that after rolling over these images
  (which
then
 dynamically stream in a random sound) the sounds will cutoff
 mid-go.
This
 appears to be entirely at random as well, so I've been having a
 hard
time
 troubleshooting it. I have the source file and needed sounds
  available
 here:
 http://www.humanussonus.org/flash/conflict/conflict.zip .

 Any ideas that anyone has are more than welcome. I've tried
 several
 different approaches, including putting a control in to only
 allow