Re: [Flashcoders] physics engines - which do you recommend?

2010-06-25 Thread Piers Cowburn
I've used motor2 and box2d, but I preferred the motor2 api.

Piers



On 25 Jun 2010, at 10:56, allandt bik-elliott (thefieldcomic.com) wrote:

 hi guys
 
 bit of a high level / preference question really - we've been tasked with
 finding a physics engine and i was wondering which ones you guys prefer?
 Which are compatible with other tech (like 3d), which are the most flexible
 and which are the simplest?
 
 the ones we're looking at (but certainly not limited to) are APE, Fisix and
 Box2d.
 
 thanks for your input
 A
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-10 Thread Piers Cowburn
Yeah, haXe support would be really good.



On 10 Jun 2010, at 08:58, Mark Winterhalder wrote:

 2010/6/10 Cor c...@chello.nl:
 This is free and works perfectly:
 
 If you happen to be on Windows, yes.
 
 Are there any plans for haXe support in the future?
 Also, I couldn't find any screenshots on the site. I'd like to get an
 impression before I download, and don't want to start the trial period
 until I have some time for a small personal project.
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-10 Thread Piers Cowburn
I understand that, but what is the performance as good? I mean at runtime. With 
haXe you get not just extra language features, but also improved (sometimes 
much improved) runtime performance. I think the language features you've put in 
Realaxy are amazing, but I haven't benchmarked anything yet.

Piers


On 10 Jun 2010, at 13:31, Евгений Потапенко wrote:

 
 
 Yeah, haXe support would be really good.
 
 Why?
 Realaxy uses the MPS platform and it is designed to create language 
 extensions AS. Already, there are Enums, Closures and ObjectBuilder languages.
 In my opinion AS3 with language extensions is more elegant than Haxe.
 If you need Html5 - then Realaxy will be able to generate html+js+css closer 
 to release and you will be able to make an application for the iPhone, iPad 
 in familiar AS3 environment.
 
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-10 Thread Piers Cowburn
Oh, actually I was talking about Flash runtime performance. By building and 
compiling your app with haXe, your compiled SWF can run faster than a typical 
SWF. What I was therefore saying is, the language features in Realaxy are 
lovely, and I'm already starting to use them, but if I'm writing something 
where performance is really important, like a 3D engine, I'm going to be 
building it in haXe because I can get a little bit more performance out of it. 
Because of this, it'd be great to be able to work on those types of things in 
Realaxy, as well as working on standard AS.

See:
http://www.splashdust.net/2009/10/as3-vs-haxe-performance/
http://en.wikipedia.org/wiki/HaXe#Compiler_implementation_and_performance

Please be clear that I'm not having a go at your editor, in fact I love it. 
haXe support would just be a nice-to-have, and is apparently coming to FDT in 
version 4.

Piers


On 10 Jun 2010, at 14:13, Евгений Потапенко wrote:

 We are aware of performance issues.
 This is our main problem.
 The next beta will work a few times faster.
 RASE depends on the MPS platform and MPS-guys did a hard work last six months!
 Performance of MPS platform increased several times!
 This is very cool!
 RASE beta based on new MSP platform will be released in 2-3 weeks.
 
 I understand that, but what is the performance as good?
 
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-10 Thread Piers Cowburn
Cool, that would be lovely. How do your generics extensions work behind the 
scenes? If I have a class like so:

public class GenericsTestT { }

And I use it twice:

var test1:GenericTestString = new GenericTestString();
var test2:GenericTest int  = new GenerticTestint();

How is that implemented at compile time? Does it create a clone of the 
GenericTest class for each type I use it with?

Piers


On 10 Jun 2010, at 16:16, Евгений Потапенко wrote:

 We have ideas about performance.
 There is even the idea of binary transformations and the generation of binary 
 code from AST.
 Plus performance language.
 I am sure that the RASE help make flash code faster.
 
 Eugene Potapenko
 author and lead of Realaxy Action Script Editor development
 eugene.john.potape...@gmail.com
 
 10.06.2010, в 15:29, Piers Cowburn написал(а):
 
 What I was therefore saying is, the language features in Realaxy are lovely, 
 and I'm already starting to use them, but if I'm writing something where 
 performance is really important, like a 3D engine, I'm going to be building 
 it in haXe because I can get a little bit more performance out of it.
 
 
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-10 Thread Piers Cowburn
Ah ok, yeah I think that's probably best. Performance is most important :)

Piers


On 10 Jun 2010, at 16:54, Евгений Потапенко wrote:

 We did not add type system checks on code (think for performance). Only 
 editor phase.
 I think that such asserts can be added. For example, in the development 
 state. 
 We will add a special option when the developer indicated that such tests are 
 needed at run time.
 
 
 Eugene Potapenko
 author and lead of Realaxy Action Script Editor development
 eugene.john.potape...@gmail.com
 
 10.06.2010, в 17:37, Piers Cowburn написал(а):
 
 Cool, that would be lovely. How do your generics extensions work behind the 
 scenes? If I have a class like so:
 
 public class GenericsTestT { }
 
 And I use it twice:
 
 var test1:GenericTestString = new GenericTestString();
 var test2:GenericTest int  = new GenerticTestint();
 
 How is that implemented at compile time? Does it create a clone of the 
 GenericTest class for each type I use it with?
 
 Piers
 
 
 On 10 Jun 2010, at 16:16, Евгений Потапенко wrote:
 
 We have ideas about performance.
 There is even the idea of binary transformations and the generation of 
 binary code from AST.
 Plus performance language.
 I am sure that the RASE help make flash code faster.
 
 Eugene Potapenko
 author and lead of Realaxy Action Script Editor development
 eugene.john.potape...@gmail.com
 
 10.06.2010, в 15:29, Piers Cowburn написал(а):
 
 What I was therefore saying is, the language features in Realaxy are 
 lovely, and I'm already starting to use them, but if I'm writing something 
 where performance is really important, like a 3D engine, I'm going to be 
 building it in haXe because I can get a little bit more performance out of 
 it.
 
 
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Re: [Flashcoders] Flex generative art???

2010-06-10 Thread Piers Cowburn
Have you seen http://www.minimalcomps.com/ ? They're just controls, so no 
layout assistance, but they're very handy and much more lightweight than the 
flex controls.

Piers


On 10 Jun 2010, at 20:46, Jim Andrews wrote:

 I'm a bit confused as to how to proceed with Flash. I've been using Director 
 for the last 11 years.
 
 You can see the sort of (Director Shockwave) apps I like to create at 
 http://vispo.com/dbcinema/sw/sw.htm and http://vispo.com/jig/arteroids/exe . 
 These apps contain menus, spin controls, drop-down menus, and similar types 
 of controls, and generally lots of them. But they also contain, in the case 
 of http://vispo.com/dbcinema/sw/sw.htm , high-performance generative art. 
 They're both very 'interactive interface' oriented and also very 
 high-performance-art-oriented. Windowing, menuing, dialog boxes, and 
 interactive controls are important to them. But so is lots of room for the 
 art.
 
 I don't really care about filesize being bulked up by Flex. High speed access 
 is common, these days. But if Flex is slow in performance, that's the more 
 important thing, to me. Is it? How is it in terms of speed?
 
 How would you approach making the above sorts of apps in Flash? Would you 
 create them as ActionScript projects or would you use Flex?
 
 ja
 http://vispo.com
 
 - Original Message - From: Jer Brand thejhe...@gmail.com
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Thursday, June 10, 2010 12:03 PM
 Subject: Re: [Flashcoders] Flex generative art???
 
 
 Flex is for RIA's and helps you with layouts and common controls and doesn't
 really provide anything useful for generating art with either vectors or
 drawing to a sprite. With the framework itself bulking up the size of your
 swf and consuming additional resources, it's not really a good thing.
 
 The generative art I typically use straight ActionScript with a library of
 choice -- Hype (http://www.hypeframework.org/) being particularly awesome
 for that kinda thing.
 
 There's nothing stopping you from using Flex / Flash Builder as your editor
 though. Just create an ActionScript or Flash Professional project.
 
 If you're just looking for ActionScript generative art, I'm fairly partial
 to http://levitated.net/
 
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Re: [Flashcoders] Realaxy ActionScript Editor public beta

2010-06-09 Thread Piers Cowburn
wow.


On 9 Jun 2010, at 16:16, Ivan Dembicki wrote:

 Hello flashCoders,
 
 Realaxy ActionScript Editor public beta released.
 http://realaxy.com
 
 -- 
 iv
 http://www.bezier.ru
 http://bezier.googlecode.com
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Re: [Flashcoders] Detecting MovieClip Type

2010-05-15 Thread Piers Cowburn
if (foo is MovieClip)


On 15 May 2010, at 16:46, Fahim Akhter wrote:

 Hi,
 
 I'm wondering about something I need to have a check on movieclip. If it is
 a movieclip then the check should return true. How can I put a if statement
 on movieclips?
 
   if(movieClip) ?
 
 Fahim Akhter
 Game Developer | White Rabbit Studios |
 http://apps.facebook.com/feline-frenzy/
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Re: [Flashcoders] faster work flows?

2010-03-15 Thread Piers Cowburn
You might want to take a look at FlashCamo: http://flashcamo.flashartofwar.com/

It's a framework for simplifying the type of work you're talking about, by 
letting you use a much more complete CSS than Flash supports by default 
(FlashCamo supports inheritance, etc), and set up sheets of decals for various 
images in your app so you don't have to have a million slice files all over the 
place. If you're thinking about making your own tool, it might be advantageous 
to write something that generates your decals, CSS etc for FlashCamo to then 
read in – you'll have your parser built for you, so you'll just have to write 
the generator.

Piers


On 15 Mar 2010, at 16:19, Anthony Pace wrote:

 I currently use a few methods based on who I am working with or if I am on my 
 own
 0.pure timeline based animation with some simple scripting
 1.Positioning by code of imported assets, after taking all x,y data from 
 illustrator or flash (one frame or no frames because I am using flashdevelop 
 or the flex IDE)
 (I wanted to work with catalyst, but it is proving not to be all that useful 
 right now; thus, I am toying with the idea of making my own basic tool to do 
 something similar for simple code gen purposes.  I have heard a lot of 
 hardcore pros talk about how they did this, so I am hoping it will work out 
 for me.)
 2.frames on the timeline using the flash IDE to position assets; yet, this 
 makes doing transitions between frames more difficult.
 
 Is there a faster way?  Right now everything seems so tedious.  Time I should 
 be coding is being spent working with the design to figure out x,y, so 
 everything is pixel perfect.
 
 Any tips?
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Re: [Flashcoders] ternary operator with function.call?

2010-03-09 Thread Piers Cowburn
A lot of people don't like it, stylistically, but it will certainly work. 
Generally I don't use ternary operators for anything other than assignments.

Piers


On 9 Mar 2010, at 20:23, Mendelsohn, Michael wrote:

 Hi list...
 
 Can something like this be done?  Just curious...
 
 - MM
 
 
 
 function traceNum(i:int):void{
   trace(i);
 }
 function traceString(a:String):void{
   trace(a);
 }
 
 var s:String = hi;
 
 (s!=)?traceString.call(yes):traceNum.call(44);
 
 
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Re: [Flashcoders] Question in regards to NetStream

2010-02-25 Thread Piers Cowburn
AFAIK YouTube uses lighttpd http://redmine.lighttpd.net/


On 25 Feb 2010, at 19:09, Merrill, Jason wrote:

 How is YouTube able to provide such accurate seeking? 
 
 I would guess it's because they are using Adobe Media Server which has
 more robust seeking features like what they call Timeshifting seek and
 stream data access.  That's just my guess though.
 
 
 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)
 
 
 
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Re: [Flashcoders] Alpha Out a SWF?

2010-02-19 Thread Piers Cowburn
wmode = transparent

http://kb2.adobe.com/cps/142/tn_14201.html

Piers

On 19 Feb 2010, at 12:24, Susan Day wrote:

 Hi;
 I have what is essentially a splash page that I would like to tween alpha to
 0. Beneath it is an HTML page with a swf embedded in it as a masthead. I can
 tween the alpha of all the elements of the page, but it appears impossible
 to tween the stage itself. Is that the case? Or, how can it be done?
 TIA,
 Susan
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Re: [Flashcoders] Re: is it ever ideal to NOT use weak references?

2010-02-08 Thread Piers Cowburn
Yep I'm with you – it definitely makes sense to have it default to 
false...would lead to a lot of unexpected behaviour especially for beginners if 
it defaulted to true.

Piers


On 8 Feb 2010, at 14:41, Merrill, Jason wrote:

 So what would be wrong with always using strong references and always
 deleting them when you're done?  That's what I do - I feel like I have
 more control over what's going on in my code that way.  Sure, if I
 forget to remove it, it could still be out there, but if you get in the
 habit of always removing them when they are no longer needed, it's
 second nature.  To me, it makes sense that it defaults to false because
 of the problems already mentioned. 
 
 
 Jason Merrill 
 
 Bank of  America  Global Learning 
 Learning  Performance Soluions
 
 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 W.R. de
 Boer
 Sent: Monday, February 08, 2010 5:06 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Re: is it ever ideal to NOT use weak
 references?
 
 Yes, but it can also cause a lot of trouble when used. I have had causes
 where the event listener got deleted too early and then you spend a lot
 of time finding the issue. And that was not with the Loader-class and
 Event.COMPLETE or others.
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Re: [Flashcoders] Re: is it ever ideal to NOT use weak references?

2010-02-07 Thread Piers Cowburn
I use a strong listener only when I know I'm not holding a reference to the 
dispatcher anywhere else. In all other cases, i.e. if I know I'm going to be 
keeping the dispatcher on the display list (if it's a DisplayObject) until I no 
longer need it, or if I know I'm storing a reference the dispatcher somewhere 
in a parent class or a dictionary or something, I always use a weak reference. 
That way, if I forget to remove the event listener in a destroy method or 
whatever, it should still end up eligible for GC.

Cases where the event doesn't fire because a weak reference was used only 
happen if there are no strong references anywhere else, so the object rightly 
gets GC'd

Piers


On 7 Feb 2010, at 13:27, Cor wrote:

 Could you give an example of the way you use the strong listener?
 
 TIA
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Steven Sacks
 Sent: zondag 7 februari 2010 4:32
 To: Flash Coders List
 Subject: Re: [Flashcoders] Re: is it ever ideal to NOT use weak references?
 
 function loadImage():void
 {
 var loader:URLLoader = new URLLoader();
 loader.addEventListener(Event.COMPLETE, onComplete, false, 0, true);
 loader.load(new URLRequest(url));
 }
 function onComplete(event:Event):void
 {
 trace(event);
 }
 
 Guess what never fires?  If you guessed onComplete, you win the prize.
 
 Now imagine that it defaulted to true and you wrote the same thing leaving
 off 
 the false, 0, true.  You would have no idea why it didn't work.
 
 It didn't work because the loader was cleaned up by GC as soon as the 
 loadImage() function reached the end.
 
 Generally, I only use weak listeners with Timers and enter frame listeners. 
 Everything else I use strong listeners and write a remove listener for them
 when 
 they're expected to unload or be garbage collected at some point.
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Re: [Flashcoders] Filters in flash 8

2010-02-04 Thread Piers Cowburn
You can do a lot of things, including sharpen, with the ConvulsionFilter: 
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7da3.html

Use this kind of matrix:
[0, -1, 0 
-1, 5, -1 
 0, -1, 0]

Larger matrices and different values will give a different range of sharpening. 
If you want to hook up sliders to control the radius and strength (like the 
Unsharp Mask filter in PS), you need to have them adjust these values.

Piers


On 4 Feb 2010, at 12:22, Glen Pike wrote:

 Look in the AS2 documentation in Flash or on the Adobe site:
 
 Bitmap Filter class
 http://help.adobe.com/en_US/AS2LCR/Flash_10.0/0808.html
 
 Then all filters like GlowFilter, etc are a subset of these.
 
 MovieClip.filters is an array property that you can set at runtime with 
 constructed filters - see the examples.
 
 http://help.adobe.com/en_US/AS2LCR/Flash_10.0/0337.html
 
 You can also set Filters at authortime in the IDE - click on a movieclip, 
 next to the Properties Tab click on Filters and start adding/playing to see 
 what you want.  Most of the parameters you set in here translate to 
 parameters for the particular filter in AS2.
 
 HTH
 
 Glen
 
 Sumeet Kumar wrote:
 Thanks for your reply
 Are there any classes available on the net for these filters?  I have 
 searched a lot but not able to find any classes related to AS2 and flash.
 Can you please point me to some links.
 
 Thanks again.
 
 Regards
 Sumeet Kumar
 
 - Original Message - From: Henrik Andersson he...@henke37.cjb.net
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Thursday, February 04, 2010 5:32 PM
 Subject: Re: [Flashcoders] Filters in flash 8
 
 
 Sumeet Kumar wrote:
 Hi All,
 
 Is there any way by which we can achieve following filters in flash 8.
 
 Noise
 Pixelate
 Sharp
 Water
 Metallic
 Neon
 
 Noise is possible with BitmapData, Pixelate is done with drawing to
 BitmapData and upscaling the bitmap.
 Sharp is done with one of the more complicated filters.
 Water is too losely defined and so is metallic.
 Neon can be done with the glow filter.
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Re: [Flashcoders] Filters in flash 8

2010-02-04 Thread Piers Cowburn
Wow. *Ordered*

On 4 Feb 2010, at 12:41, Henrik Andersson wrote:

 Piers Cowburn wrote:
 You can do a lot of things, including sharpen, with the ConvulsionFilter: 
 http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7da3.html
 
 Use this kind of matrix:
 [0, -1, 0
 -1, 5, -1
  0, -1, 0]
 
 Larger matrices and different values will give a different range of 
 sharpening. If you want to hook up sliders to control the radius and 
 strength (like the Unsharp Mask filter in PS), you need to have them adjust 
 these values.
 
 Piers
 
 I know of a good book about this:
 http://www.dspguide.com/pdfbook.htm
 
 If you manage to survive it, you should fully understand how to use the 
 convulsion filter.
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Re: [Flashcoders] Ideas, Please

2010-01-27 Thread Piers Cowburn
Hi Jason,

I did that on my site, you can see it here: http://www.pierscowburn.com/ (click 
on the thumbnails on the right when it loads).

You can have the code if you like.

Piers


On 27 Jan 2010, at 15:28, Merrill, Jason wrote:

 It would be cool to do this with copyPixels and drawing those as
 materials of many planes in Papervision3D - you could explode (animate)
 each plane in 3D space however you like, and easily animate them back.
 Hmm I might have to try that this weekend... thanks for the idea :) 
 
 
 Jason Merrill 
 
 Bank of  America  Global Learning 
 Learning  Performance Soluions
 
 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 Gerry
 Sent: Wednesday, January 27, 2010 10:16 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Ideas, Please
 
 You should be looking for Bitmap copyPixels or setPixel32 (andre
 michelle example link below)
 I made something similar to what you want but want to make a newer
 version
 with images.
 http://blog.thespikeranch.com/2008/12/22/as3-bitmap-manipulation/
 
 Andre Michelle does some cool stuff along the lines of what you want to
 do...
 http://lab.andre-michelle.com/bitmap-particles
 
 -Gerry
 
 
 On Jan 27, 2010, at 9:59 AM, beno - wrote:
 
 Hi;
 I have two graphics. I want to explode one and then immediately
 thereafter
 reverse explode the other. I can do the reverse with TweenLite or Max,
 that
 should be easy. But what about the explosion itself? Can y'all just
 point me
 in the right direction, tutorials, what to search? Searching
 explosions per
 se was futile.
 TIA,
 beno
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Re: [Flashcoders] Ideas, Please

2010-01-27 Thread Piers Cowburn
Hi Jason,

I did that on my site, you can see it here: http://www.pierscowburn.com/ (click 
on the thumbnails on the right when it loads).

You can have the code if you like :)

Piers


On 27 Jan 2010, at 15:28, Merrill, Jason wrote:

 It would be cool to do this with copyPixels and drawing those as
 materials of many planes in Papervision3D - you could explode (animate)
 each plane in 3D space however you like, and easily animate them back.
 Hmm I might have to try that this weekend... thanks for the idea :) 
 
 
 Jason Merrill 
 
 Bank of  America  Global Learning 
 Learning  Performance Soluions
 
 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 Gerry
 Sent: Wednesday, January 27, 2010 10:16 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Ideas, Please
 
 You should be looking for Bitmap copyPixels or setPixel32 (andre
 michelle example link below)
 I made something similar to what you want but want to make a newer
 version
 with images.
 http://blog.thespikeranch.com/2008/12/22/as3-bitmap-manipulation/
 
 Andre Michelle does some cool stuff along the lines of what you want to
 do...
 http://lab.andre-michelle.com/bitmap-particles
 
 -Gerry
 
 
 On Jan 27, 2010, at 9:59 AM, beno - wrote:
 
 Hi;
 I have two graphics. I want to explode one and then immediately
 thereafter
 reverse explode the other. I can do the reverse with TweenLite or Max,
 that
 should be easy. But what about the explosion itself? Can y'all just
 point me
 in the right direction, tutorials, what to search? Searching
 explosions per
 se was futile.
 TIA,
 beno
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Re: [Flashcoders] Ideas, Please

2010-01-27 Thread Piers Cowburn
Thanks :) I've posted the code, but it was over the list's size limit for a 
message, so it might take a while.

Piers


On 27 Jan 2010, at 15:41, Merrill, Jason wrote:

 Hey - nice work!
 
 
 Jason Merrill 
 
 Bank of  America  Global Learning 
 Learning  Performance Soluions
 
 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 Piers
 Cowburn
 Sent: Wednesday, January 27, 2010 10:34 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Ideas, Please
 
 Hi Jason,
 
 I did that on my site, you can see it here: http://www.pierscowburn.com/
 (click on the thumbnails on the right when it loads).
 
 You can have the code if you like.
 
 Piers
 
 
 On 27 Jan 2010, at 15:28, Merrill, Jason wrote:
 
 It would be cool to do this with copyPixels and drawing those as
 materials of many planes in Papervision3D - you could explode
 (animate)
 each plane in 3D space however you like, and easily animate them back.
 Hmm I might have to try that this weekend... thanks for the idea
 :) 
 
 
 Jason Merrill 
 
 Bank of  America  Global Learning 
 Learning  Performance Soluions
 
 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 Gerry
 Sent: Wednesday, January 27, 2010 10:16 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Ideas, Please
 
 You should be looking for Bitmap copyPixels or setPixel32 (andre
 michelle example link below)
 I made something similar to what you want but want to make a newer
 version
 with images.
 http://blog.thespikeranch.com/2008/12/22/as3-bitmap-manipulation/
 
 Andre Michelle does some cool stuff along the lines of what you want
 to
 do...
 http://lab.andre-michelle.com/bitmap-particles
 
 -Gerry
 
 
 On Jan 27, 2010, at 9:59 AM, beno - wrote:
 
 Hi;
 I have two graphics. I want to explode one and then immediately
 thereafter
 reverse explode the other. I can do the reverse with TweenLite or
 Max,
 that
 should be easy. But what about the explosion itself? Can y'all just
 point me
 in the right direction, tutorials, what to search? Searching
 explosions per
 se was futile.
 TIA,
 beno
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Re: [Flashcoders] Ideas, Please

2010-01-27 Thread Piers Cowburn
Hi Beno,

It's on the way over to the list, but I've just posted the part that does the 
actual explosion, it assumes you've got your plane set up in PV3D already, so 
I'd get that bit done first if you want to try integrating my code with it. I'd 
give more than just the explosion part, but it's all quite heavily integrated 
with the rest of my site, and I don't have time right now to just pull out the 
relevant parts and put it into a separate project.

Piers


On 27 Jan 2010, at 15:54, beno - wrote:

 On Wed, Jan 27, 2010 at 11:36 AM, Piers Cowburn m...@pierscowburn.com wrote:
 
 Hi Jason,
 
 I did that on my site, you can see it here: 
 http://www.pierscowburn.com/(click on the thumbnails on the right when it 
 loads).
 
 You can have the code if you like :)
 
 
 That site's nuts! I love it! Yeah, I'm sure I can make my sample size tiny
 as opposed to your relatively large triangles. Please send me your code.
 Thanks!
 beno
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[Flashcoders] 3D Explosion Code

2010-01-27 Thread Piers Cowburn
Hi,

See if I can sneak this in under the 40k limit...

// Initialise the shards array
shards = [];

// Clear the current background plane geometery
clearGeometery();

// Make the background plane more complex (so there are more shards)
background.segmentsH = 8;
background.segmentsW = 3;
background.buildPlane(widthPixels, heightPixels);

// Initialise some variables we need for the next section
var totalFaces:int = background.geometry.faces.length;  
var explodeForce:int = 110;

var a:Vertex3D;
var c:Vertex3D;
var b:Vertex3D;

var uvA :NumberUV;
var uvC :NumberUV;
var uvB :NumberUV;

var face:Triangle3D;
var newFace:Triangle3D;
var shard3D:Shard3D;

// Remove the background from the scene
removeChild(background);

// Turn off smoothing
thumbnailMaterial.smooth = false;
//thumbnailMaterial.tiled = true;

// Loop through the faces in the background plane and create a seperate shard 
from each one
for (var i:int = 0; i  totalFaces; i++)
{

// Get a reference to this face
face = background.geometry.faces[i] as Triangle3D;

// Copy the vertices from this face 
a = face.vertices[0].clone();
b = face.vertices[1].clone();
c = face.vertices[2].clone();

// Cope the uv coordinates from this face
uvA = face.uv0.clone();
uvB = face.uv1.clone();
uvC = face.uv2.clone();

// Create a new face 
newFace = new Triangle3D(this, [ a, b, c ], thumbnailMaterial, [ uvA, 
uvB, uvC ] ); 

// Create a new shard, using the copied vertices and new face
shard3D = new Shard3D(thumbnailMaterial, [a, b, c], [newFace]);
addChild(shard3D);

// Offset the shard to the middle of the plane (the internal coords 
each 
// vertex had will be relative to the plane, and so are wrong)
shard3D.x = widthPixels / 2;
shard3D.y = -heightPixels / 2;

// Give the shard a random speed in each direction
shard3D.speedX = Math.random() * explodeForce - explodeForce/2;
shard3D.speedZ = Math.random() * explodeForce - explodeForce/2;
shard3D.speedY = Math.random() * explodeForce - explodeForce/2;

shard3D.rotationSpeedX = Math.random() * explodeForce / 10;
shard3D.rotationSpeedY = Math.random() * explodeForce / 10;
shard3D.rotationSpeedZ = Math.random() * explodeForce / 10;

// Tween the shard to its new exploded position
TweenMax.to(shard3D, 1.6, { x:shard3D.speedX * 12,

y:shard3D.speedY * 12,

z:shard3D.speedZ * 12,

rotationX:shard3D.rotationSpeedX * 5,

rotationY:shard3D.rotationSpeedY * 5,

rotationZ:shard3D.rotationSpeedZ * 5,

ease:Cubic.easeOut
}); 

// Store the reference to this shard
shards[shards.length] = shard3D;
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Re: [Flashcoders] Using MVC for a site framework

2010-01-20 Thread Piers Cowburn
+1 for RobotLegs (I used to use PureMVC, and still do, but I've really enjoyed 
getting into RobotLegs)





-10 for Cairngorm


Piers


On 20 Jan 2010, at 11:29, John McCormack wrote:

 Steven,
 
 Have you found it better than pureMVC and Cairngorm?
 
 John
 
 Steven Sacks wrote:
 Want to do MVC right?  Use this:
 
 http://www.robotlegs.org/
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Re: [Flashcoders] Using MVC for a site framework

2010-01-20 Thread Piers Cowburn
Haha, sorry, that was a bit off the cuff :)

Like I said, I still use PureMVC, especially if I've got large parts of a 
PureMVC based app that I can reuse in a new one. But RobotLegs removes the 
extra typing that PureMVC requires to get hold of things (retrieving 
mediators/proxies, etc).

To be clear though, I was more than happy with the extra bits of code that are 
associated with PureMVC, especially once you have code templates set up for the 
various retrieve/register bits. Adding/typing them becomes trivial, and it's 
more than worth it for the cleanliness and level of organisation that PureMVC 
gives you. But they're still kind of littered throughout the app. With 
RobotLegs things just happen, you don't have to worry about it, you can still 
lay out your app in the exact same way as you would with PureMVC, but if a 
class needs access to the model, it's automatically plumbed in by the 
framework. Just strips out those bits.

Piers


On 20 Jan 2010, at 12:21, John McCormack wrote:

 -10 sounds a teensy bit harsh. Had to laugh!
 I guess Cairngorm was good once.
 
 Tell me Piers, _why_ do you like RobotLegs so much better than PureMVC?
 
 I haven't used either but I could certainly use a good MVC approach.
 
 John
 
 
 Piers Cowburn wrote:
 +1 for RobotLegs (I used to use PureMVC, and still do, but I've really 
 enjoyed getting into RobotLegs)
 
 
 -10 for Cairngorm
 
 
 Piers
 
 
 On 20 Jan 2010, at 11:29, John McCormack wrote:
 
  
 Steven,
 
 Have you found it better than pureMVC and Cairngorm?
 
 John
 
 Steven Sacks wrote:

 Want to do MVC right?  Use this:
 
 http://www.robotlegs.org/
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[Flashcoders] [JOB] AS3 Developer Position in London

2010-01-15 Thread Piers Cowburn
Hi,

Hope nobody minds a job post, hopefully it'll help somebody out. The agency I 
work at, Pushbutton ( http://www.pushbutton.tv ) is looking for an experienced 
interactive developer to join us. We mainly work in the areas of interactive TV 
and mobile development, but also do some desktop and browser based work. I've 
been working here for a year, and it's a great place to work :) Details are as 
follows:
You will be working on jobs for the likes of Virgin Media, BBC, Sky and 
Microsoft, as well as our own exciting internal projects. The applications you 
will be architecting and developing will shape the future of interactive TV 
over the next few years.

Requirements

You are either a Javascript or AS3 developer with 2-4 years’ experience of 
application development.
You have a keen interest (obsession would be better) in new technology, the 
web, and interactive TV.
Whether or not you have experience of a specific framework, you understand the 
principles of MVC and its benefits in application development.
You keep up to date with the latest developments in your chosen area 
(Javascript or AS3), and can tell the difference between a fad and something 
useful.
You won’t be required to produce any designs yourself, but a good eye for 
design and a desire to get things pixel-perfect is a big plus.
You know what’s going on in the back end. An understanding of server 
terminology and how it integrates with your applications is a must.
You have experience managing version control using Subversion or Git.
Above all, you’re easy to get along with, and have excellent written and verbal 
communication skills.
Responsibilities

Interpret client/internal briefs into a logical and well planned app 
architecture.
Interpret UI designs and advise on ease of implementation.
Develop your area of the application from start to finish.
Liase with other members of the team to make sure the finished application 
works well as a whole.
Write basic documentation for your code to ensure other members of the team can 
work with it in your absence.
Please reply off list to piers.cowb...@pushbutton.tv with some examples of 
work. Salary based on experience, but competitive.

Cheers,
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Re: [Flashcoders] Performance from casting array/vector?

2009-12-27 Thread Piers Cowburn
あぁ、もちろんです!ありがとう。

On 27 Dec 2009, at 06:02, Fumio Nonaka wrote:

 A variable declaration is processed before statements.  Therefore, it does 
 not matter if it is inside or outside a loop.
 
 myClass = new MyClass();
 trace(myClass);  // Output: [object MyClass]
 while (false) {
   var myClass:MyClass;
 }
 _
 Piers Cowburn wrote:
 AFAIK, using implicit casting rather than explicit in this case is faster, 
 so A1 in your examples is faster than A2. Also, it's better to move your 
 variable declaration outside the loop:
 var i:int = myArray.length;
 // Variable is declared once here and then reused
 var myClass:MyClass;
 while (i--)
 {
   myClass = myArray[i];
 }
 
 Good luck,
 -- 
 Fumio Nonaka
 http://www.FumioNonaka.com/
 My bookshttp://www.FumioNonaka.com/Books/index.html
 Flash communityhttp://F-site.org/
 English bloghttp://blog.jactionscripters.com
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Re: [Flashcoders] Performance from casting array/vector?

2009-12-27 Thread Piers Cowburn
Hi Steve,

I thought it'd be useful to have some actual figures, so I put together a quick 
test. Test code was as follows:

package  
{
import flash.display.Sprite;
import flash.utils.getTimer;

/**
 * @author Piers Cowburn
 */
public class ArrayAccessTest extends Sprite 
{
private const ITERATIONS:int = 100;

public function ArrayAccessTest()
{ 
trace(Starting tests...);

var startTimer:int;
var i:int;
var j:int;

var array:Array = [new TestClass(), new TestClass(), new 
TestClass()];
var vector:Vector.TestClass = new Vector.TestClass();
vector.push(new TestClass());
vector.push(new TestClass());
vector.push(new TestClass());
var numItems:int = array.length;
var implicitCast:TestClass;
var explicitCast:TestClass;
var asCast:TestClass;

//
// [Array 0a] Array access test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
   array[j].someMethod();
}
}
trace([Array 0a] Array access test:  + (getTimer()-startTimer));

//
// [Array 1a] Implicit cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
implicitCast = array[j];
   implicitCast.someMethod();
}
}
trace([Array 1a] Implicit cast test:  + (getTimer()-startTimer));

//
// [Array 2a] Explicit cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
explicitCast = TestClass(array[j]);
   explicitCast.someMethod();
}
}
trace([Array 2a] Explicit cast test:  + (getTimer()-startTimer));

//
// [Array 3a] As cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
asCast = array[j] as TestClass;
   asCast.someMethod();
}
}
trace([Array 3a] As cast test:  + (getTimer()-startTimer));

//
// [Array 0b] Array access test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
   array[j].someMethod();
   array[j].someOtherMethod();
}
}
trace([Array 0b] Array access test (two operations):  + 
(getTimer()-startTimer));

//
// [Array 1b] Implicit cast test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
implicitCast = array[j];
   implicitCast.someMethod();
   implicitCast.someOtherMethod();
}
}
trace([Array 1b] Implicit cast test (two operations):  + 
(getTimer()-startTimer));

//
// [Array 2b] Explicit cast test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
explicitCast = TestClass(array[j]);
   explicitCast.someMethod();
   explicitCast.someOtherMethod();
}
}
trace([Array 2b] Explicit cast test (two operations):  + 
(getTimer()-startTimer));

//
// [Array 3b] As cast test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
asCast = array[j] as TestClass;
   asCast.someMethod();
   asCast.someOtherMethod();
}
}
trace([Array 3b] As cast test (two operations):  + 
(getTimer()-startTimer));



//
// [Vector 0a] Vector access test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i

Re: [Flashcoders] Performance from casting array/vector?

2009-12-27 Thread Piers Cowburn
Hi Cor,

This was my test class, just a couple of dummy methods that do a variable 
declaration and an increment:

package  
{
/**
 * Internal test class
 */
public class TestClass
{
public function someMethod():void
{
var i:int = 0;
i++;
}

public function someOtherMethod():void
{
var i:int = 0;
i++;
}
}
}


Piers


On 27 Dec 2009, at 11:52, Cor wrote:

 Hi piers,
 
 I am trying to follow your topic.
 What is in your TestClass.as??
 
 Kind regards
 Cor
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Piers
 Cowburn
 Sent: zondag 27 december 2009 12:35
 To: Flash Coders List
 Subject: Re: [Flashcoders] Performance from casting array/vector?
 
 Hi Steve,
 
 I thought it'd be useful to have some actual figures, so I put together a
 quick test. Test code was as follows:
 
 package  
 {
import flash.display.Sprite;
import flash.utils.getTimer;
 
/**
 * @author Piers Cowburn
 */
public class ArrayAccessTest extends Sprite 
{
private const ITERATIONS:int = 100;
 
public function ArrayAccessTest()
{ 
trace(Starting tests...);
 
var startTimer:int;
var i:int;
var j:int;
 
var array:Array = [new TestClass(), new TestClass(), new
 TestClass()];
var vector:Vector.TestClass = new Vector.TestClass();
vector.push(new TestClass());
vector.push(new TestClass());
vector.push(new TestClass());
var numItems:int = array.length;
var implicitCast:TestClass;
var explicitCast:TestClass;
var asCast:TestClass;
 
//
// [Array 0a] Array access test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
   array[j].someMethod();
}
}
trace([Array 0a] Array access test:  +
 (getTimer()-startTimer));
 
//
// [Array 1a] Implicit cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
implicitCast = array[j];
   implicitCast.someMethod();
}
}
trace([Array 1a] Implicit cast test:  +
 (getTimer()-startTimer));
 
//
// [Array 2a] Explicit cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
explicitCast = TestClass(array[j]);
   explicitCast.someMethod();
}
}
trace([Array 2a] Explicit cast test:  +
 (getTimer()-startTimer));
 
//
// [Array 3a] As cast test
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
asCast = array[j] as TestClass;
   asCast.someMethod();
}
}
trace([Array 3a] As cast test:  + (getTimer()-startTimer));
 
//
// [Array 0b] Array access test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
   array[j].someMethod();
   array[j].someOtherMethod();
}
}
trace([Array 0b] Array access test (two operations):  +
 (getTimer()-startTimer));
 
//
// [Array 1b] Implicit cast test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
implicitCast = array[j];
   implicitCast.someMethod();
   implicitCast.someOtherMethod();
}
}
trace([Array 1b] Implicit cast test (two operations):  +
 (getTimer()-startTimer));
 
//
// [Array 2b] Explicit cast test (two operations)
startTimer = getTimer();
for (i = 0; i  ITERATIONS; ++i)
{
for (j = 0; j  numItems; ++j)
{
explicitCast = TestClass(array[j]);
   explicitCast.someMethod();
   explicitCast.someOtherMethod

Re: [Flashcoders] Performance from casting array/vector?

2009-12-27 Thread Piers Cowburn
Cool, looks like the implicit cast is faster across the board, and almost twice 
as fast as just using the array access operator.


On 27 Dec 2009, at 13:13, Cor wrote:

 With this, my results are:
 Starting tests...
 [Array 0a] Array access test: 462
 [Array 1a] Implicit cast test: 258
 [Array 2a] Explicit cast test: 406
 [Array 3a] As cast test: 429
 [Array 0b] Array access test (two operations): 1062
 [Array 1b] Implicit cast test (two operations): 477
 [Array 2b] Explicit cast test (two operations): 647
 [Array 3b] As cast test (two operations): 652
 [Vector 0a] Vector access test: 458
 [Vector 1a] Implicit cast test: 252
 [Vector 2a] Explicit cast test: 402
 [Vector 3a] As cast test: 425
 [Vector 0b] Vector access test (two operations): 1034
 [Vector 1b] Implicit cast test (two operations): 483
 [Vector 2b] Explicit cast test (two operations): 624
 [Vector 3b] As cast test (two operations): 679
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Piers
 Cowburn
 Sent: zondag 27 december 2009 14:07
 To: Flash Coders List
 Subject: Re: [Flashcoders] Performance from casting array/vector?
 
 Hi Cor,
 
 This was my test class, just a couple of dummy methods that do a variable
 declaration and an increment:
 
 package  
 {
/**
 * Internal test class
 */
public class TestClass
{
public function someMethod():void
{
var i:int = 0;
i++;
}
 
public function someOtherMethod():void
{
var i:int = 0;
i++;
}
}
 }
 
 
 Piers
 
 
 On 27 Dec 2009, at 11:52, Cor wrote:
 
 Hi piers,
 
 I am trying to follow your topic.
 What is in your TestClass.as??
 
 Kind regards
 Cor
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Piers
 Cowburn
 Sent: zondag 27 december 2009 12:35
 To: Flash Coders List
 Subject: Re: [Flashcoders] Performance from casting array/vector?
 
 Hi Steve,
 
 I thought it'd be useful to have some actual figures, so I put together a
 quick test. Test code was as follows:
 
 package  
 {
   import flash.display.Sprite;
   import flash.utils.getTimer;
 
   /**
* @author Piers Cowburn
*/
   public class ArrayAccessTest extends Sprite 
   {
   private const ITERATIONS:int = 100;
 
   public function ArrayAccessTest()
   { 
   trace(Starting tests...);
 
   var startTimer:int;
   var i:int;
   var j:int;
 
   var array:Array = [new TestClass(), new TestClass(), new
 TestClass()];
   var vector:Vector.TestClass = new Vector.TestClass();
   vector.push(new TestClass());
   vector.push(new TestClass());
   vector.push(new TestClass());
   var numItems:int = array.length;
   var implicitCast:TestClass;
   var explicitCast:TestClass;
   var asCast:TestClass;
 
   //
   // [Array 0a] Array access test
   startTimer = getTimer();
   for (i = 0; i  ITERATIONS; ++i)
   {
   for (j = 0; j  numItems; ++j)
   {
  array[j].someMethod();
   }
   }
   trace([Array 0a] Array access test:  +
 (getTimer()-startTimer));
 
   //
   // [Array 1a] Implicit cast test
   startTimer = getTimer();
   for (i = 0; i  ITERATIONS; ++i)
   {
   for (j = 0; j  numItems; ++j)
   {
   implicitCast = array[j];
  implicitCast.someMethod();
   }
   }
   trace([Array 1a] Implicit cast test:  +
 (getTimer()-startTimer));
 
   //
   // [Array 2a] Explicit cast test
   startTimer = getTimer();
   for (i = 0; i  ITERATIONS; ++i)
   {
   for (j = 0; j  numItems; ++j)
   {
   explicitCast = TestClass(array[j]);
  explicitCast.someMethod();
   }
   }
   trace([Array 2a] Explicit cast test:  +
 (getTimer()-startTimer));
 
   //
   // [Array 3a] As cast test
   startTimer = getTimer();
   for (i = 0; i  ITERATIONS; ++i)
   {
   for (j = 0; j  numItems; ++j)
   {
   asCast = array[j] as TestClass;
  asCast.someMethod();
   }
   }
   trace([Array 3a] As cast test:  + (getTimer()-startTimer));
 
   //
   // [Array 0b] Array access test (two operations)
   startTimer = getTimer();
   for (i = 0; i  ITERATIONS; ++i)
   {
   for (j = 0; j  numItems; ++j)
   {
  array[j].someMethod();
  array[j

Re: [Flashcoders] Performance from casting array/vector?

2009-12-27 Thread Piers Cowburn
Yeah, I was thinking along those lines. However, it's interesting that in tests 
Vector 0a vs Vector 1a, the implicit cast is still faster than using [ ] to 
access the reference directly from the vector. You'd think that with the vector 
being typed as TestClass, vector[i].someMethod() should be faster than var 
reference:TestClass = vector[i]; reference.someMethod()

Unless you were then going to use the reference again, in which case storing a 
temporary reference will always be faster. But for a one time look up from a 
typed vector, I'm surprised that two lines of code executes faster than one. I 
was wondering whether there might be something wrong with my test, but I can't 
see anything.

Piers



On 27 Dec 2009, at 14:05, Paul Andrews wrote:

 Piers Cowburn wrote:
 Cool, looks like the implicit cast is faster across the board, and almost 
 twice as fast as just using the array access operator.
  
 For an object of a known class, I think the compiler is just referring 
 directly to the method rather than looking it up. When a method is invoked on 
 an abstract object it has to look at the class info for the object to locate 
 the method AT RUNTIME - hence the overhead. When the class is known it can 
 call the method directly without a runtime lookup.
 
 In the case  of the explicit cast, I would expect that the cast is pointless 
 and adding needless overhead since the method reference is using the method 
 lookup at compile time from the variable, not from the cast. The cast adds 
 needless overhead at run time.
 
 Paul
 
 On 27 Dec 2009, at 13:13, Cor wrote:
 
  
 With this, my results are:
 Starting tests...
 [Array 0a] Array access test: 462
 [Array 1a] Implicit cast test: 258
 [Array 2a] Explicit cast test: 406
 [Array 3a] As cast test: 429
 [Array 0b] Array access test (two operations): 1062
 [Array 1b] Implicit cast test (two operations): 477
 [Array 2b] Explicit cast test (two operations): 647
 [Array 3b] As cast test (two operations): 652
 [Vector 0a] Vector access test: 458
 [Vector 1a] Implicit cast test: 252
 [Vector 2a] Explicit cast test: 402
 [Vector 3a] As cast test: 425
 [Vector 0b] Vector access test (two operations): 1034
 [Vector 1b] Implicit cast test (two operations): 483
 [Vector 2b] Explicit cast test (two operations): 624
 [Vector 3b] As cast test (two operations): 679
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Piers
 Cowburn
 Sent: zondag 27 december 2009 14:07
 To: Flash Coders List
 Subject: Re: [Flashcoders] Performance from casting array/vector?
 
 Hi Cor,
 
 This was my test class, just a couple of dummy methods that do a variable
 declaration and an increment:
 
 package  {   /**
* Internal test class
*/
   public class TestClass
   {
   public function someMethod():void
   {
   var i:int = 0;
   i++;
   }
 
   public function someOtherMethod():void
   {
   var i:int = 0;
   i++;
   }
   }
 }
 
 
 Piers
 
 
 On 27 Dec 2009, at 11:52, Cor wrote:
 

 Hi piers,
 
 I am trying to follow your topic.
 What is in your TestClass.as??
 
 Kind regards
 Cor
 
 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Piers
 Cowburn
 Sent: zondag 27 december 2009 12:35
 To: Flash Coders List
 Subject: Re: [Flashcoders] Performance from casting array/vector?
 
 Hi Steve,
 
 I thought it'd be useful to have some actual figures, so I put together a
 quick test. Test code was as follows:
 
 package  {
  import flash.display.Sprite;
  import flash.utils.getTimer;
  /**
   * @author Piers Cowburn
   */
  public class ArrayAccessTest extends Sprite   {
  private const ITERATIONS:int = 100;
 
  public function ArrayAccessTest()
  {   trace(Starting tests...);
 
  var startTimer:int;
  var i:int;
  var j:int;
 
  var array:Array = [new TestClass(), new TestClass(), new
 TestClass()];
  var vector:Vector.TestClass = new Vector.TestClass();
  vector.push(new TestClass());
  vector.push(new TestClass());
  vector.push(new TestClass());
  var numItems:int = array.length;
  var implicitCast:TestClass;
  var explicitCast:TestClass;
  var asCast:TestClass;
 
  //
  // [Array 0a] Array access test
  startTimer = getTimer();
  for (i = 0; i  ITERATIONS; ++i)
  {
  for (j = 0; j  numItems; ++j)
  {
 array[j].someMethod();
  }
  }  trace([Array 0a] Array access test:  +
 (getTimer()-startTimer));
 
  //
  // [Array 1a] Implicit cast test
  startTimer = getTimer();
  for (i = 0; i  ITERATIONS; ++i)
  {
  for (j = 0; j  numItems; ++j

Re: [Flashcoders] Performance from casting array/vector?

2009-12-26 Thread Piers Cowburn
*Disclaimer* This is un-benchmarked, but it's what I usually work to! If anyone 
has any corrections re. speed, I'd be glad to hear them :)

AFAIK, using implicit casting rather than explicit in this case is faster, so 
A1 in your examples is faster than A2. Also, it's better to move your variable 
declaration outside the loop:

var i:int = myArray.length;
// Variable is declared once here and then reused
var myClass:MyClass;
while (i--)
{
   myClass = myArray[i];
}


With vectors, you don't need to cast at all. However, though you can access 
your references directly from the vector using [ ], like you've done in V3, it 
will be faster to store a local reference if you're using it more than once. So 
for example:

var i:int = myVector.length;
var myClass:MyClass;
while (i--)
{
   // Store the reference in a temporary variable to avoid using [ ] 
unnecessarily
   myClass = myVector[i];
   myClass.someMethod();
   myClass.someOtherMethod();
}

will be faster than:

var i:int = myVector.length;
while (i--)
{
   // This uses [ ] twice
   myVector[i].someMethod();
   myVector[i].someOtherMethod();
}


If you're only using the reference once though, it should be faster just to use 
[ ], so:

var i:int = myVector.length;
while (i--)
{
   // Just using the reference once, so not defining a temporary variable:
   myVector[i].someMethod();
}

will be faster than:

var i:int = myVector.length;
var myClass:MyClass;
while (i--)
{
   // This is a waste as we're only using it once
   myClass = myVector[i];
   myClass.someMethod();
}


As I said, I don't have benchmarked figures for these, so don't take it as 
gospel, but I think this was what I read when I read it.

Piers




On 27 Dec 2009, at 00:24, Steven Sacks wrote:

 var instance1:MyClass = new MyClass();
 var instance2:MyClass = new MyClass();
 var instance3:MyClass = new MyClass();
 
 var myArray:Array = [instance1, instance2, instance3];
 
 // QUESTION A: CASTING WITH ARRAYS
 
 var i:int = myArray.length;
 while (i--)
 {
// [A1] - Does Flash have to do a look up here?
var myClass:MyClass = myArray[i];
 
// [A2] - Does casting it like this boost performance
var myClass:MyClass = MyClass(myArray[i]);
 
// [A3] - I know using as is slower than direct casting
var myClass:MyClass = myArray[i] as MyClass;
 }
 
 // QUESTION B: CASTING WITH VECTORS
 
 var myVector:Vector.MyClass = Vector.MyClass(myArray);
 
 var i:int = myVector.length;
 
 while (i--)
 {
// [V1] - Will this avoid the lookup?
var myClass:MyClass = myVector[i];
 
// [V2] - Or do I need to cast here even though it's a Vector?
var myClass:MyClass = MyClass(myVector[i]);
 
// [V3] - And if so, can I do this without a lookup?
myVector[i].someMethod();
 
// [V4] - Or do I need to do this?
MyClass(myVector[i]).someMethod();
 }
 
 
 Thanks in advance for anyone who can shed some light here.  I believe A2/V2 
 is fastest but I'm not certain, and I also don't know if it's required for 
 Vector.
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Re: [Flashcoders] MVC and Event Architecture

2009-08-04 Thread Piers Cowburn
It depends which type of framework you're talking about, because in  
PureMVC the controller is the commands. The commands only exist  
temporarliy, and so you can't 'listen to events from the controller',  
if that makes sense. So in PureMVC you have the commands directly call  
public methods in the view classes (or I do anyway!).


Piers


On 4 Aug 2009, at 16:36, Merrill, Jason wrote:


So, if you want the Controller to alter the View (say, tell it to
animate), you don't have the controller call a public method of the  
view
- you have the controller dispatch an event and some other class  
(say, a

command class) tells the view to animate?  Or do you have the view
listen to the controller for the event directly and then react?


Jason Merrill

Bank of  America   Global Learning
Shared Services Solutions Development

Monthly meetings on the Adobe Flash platform for rich media  
experiences

- join the Bank of America Flash Platform Community

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Re: [Flashcoders] MVC and Event Architecture

2009-08-04 Thread Piers Cowburn
I'll sometimes use callbacks in small, enclosed parts of a system,  
which are coupled by their nature and are never going to have their  
component classes used individually in other systems. As a general  
rule though, this is the only time that I use them.


WRT the event / notification question, I usually find a place for  
both. I tend to use events if the information is going 'up' the  
heirachy, and notifications if it's going 'across'. To put it more  
clearly, I use events for smaller 'happenings', and notifications for  
larger, system wide 'happenings'. Hope that makes sense!


Piers


On 4 Aug 2009, at 16:27, Merrill, Jason wrote:

Ok thanks Paul, yeah, I know about the concept of loose coupling, I  
was just wondering how strict people generally follow event-driven  
loose coupling design when using MVC - so it seems you're saying,  
for small MVC projects, callbacks are OK, but for large projects,  
they should really be 100% event driven-loosely coupled.  Gotcha -  
thanks!



Jason Merrill

Bank of  America   Global Learning
Shared Services Solutions Development

Monthly meetings on the Adobe Flash platform for rich media  
experiences - join the Bank of America Flash Platform Community






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

Sent: Tuesday, August 04, 2009 11:19 AM
To: Flash Coders List
Subject: Re: [Flashcoders] MVC and Event Architecture

Merrill, Jason wrote:
I know there is probably no definite right or wrong answer here,  
and it depends on the type of project, but I'm curious to get your  
opinion, if you're experienced with the MVC pattern (not frameworks  
per se that use MVC, I know about, say, Commands in Cairngorm and  
have checked into the Pure MVC architecture with its use of  
Notifications [though I only partially understand the Façade - I do  
something similar I think in a class I call MVC]- just interested  
in your opinions of raw MVC development).


My question is, in practice, when programming with the MVC design  
pattern, I know the Model is usually completely decoupled from  
outside classes, but do you usually completely decouple all other  
classes like views and controllers as well, in favor of dispatching  
events?  Therefore communication between MVC classes are triggered  
completely by events (seems logical, but its also a heck of a lot  
of event handling) or do you have some coupling going on (i.e. the  
controller calls a method in the view telling it to change).  Or do  
you follow what some frameworks do and use Command classes with  
lots of event handling going on?


Trying to find a good mix, I can see advantages and disadvantages  
both ways.  I'm doing a lot of event dispatching, but it seems a  
bit like overkill in some cases and harder to manage than just  
calling public methods.  Interested in how you handle it when you  
use MVC pattern(s). Thanks,



The real point is that to call public methods, you have to know about
the object whose method you want to call and you need to know about  
the
method itself. When you broadcast an event, you don't need to know  
whose
listening, your just indicating that something meaningful has  
happenned

and perhaps also passing data that is meaningful.

Because of this you can build standalone components that don't need to
know everything about the world that surrounds them, so they can be
reused and also other people can look at them and understand how the
system fits together via the event system.

That said, for small systems I still sometimes use callbacks..

Paul


Jason Merrill

Bank of  America   Global Learning
Shared Services Solutions Development

Monthly meetings on the Adobe Flash platform for rich media  
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Re: [Flashcoders] Intersection on circle based on angle

2009-03-17 Thread Piers Cowburn
Lots of cool stuff in the Rectangle class too, in case you didn't  
know :)


Piers


On 17 Mar 2009, at 15:00, Eric E. Dolecki wrote:


Thanks man, you just changed my world.

On Tue, Mar 17, 2009 at 10:26 AM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:


I have the angle (say 0 degrees).
The length would then be pixels from the
center (ie. radius)?


Yes, radius is pixel distance from starting point (in your case,  
the center
point of the circle).  Then you just need to convert angle to  
radians and

you're good to go.

var cartesianPoint:Point = Point.polar(len, angleInRadians);

Here are some handy methods for you from one of my extended math  
classes:


public static function polarToCartesian(distance:Number,
degrees:Number):Point
{
  var radians:Number = (degrees * Math.PI) / 180;
  return Point.polar(distance, radians);
}

public static function degreesToRadians(degrees:Number):Number
{
  return (degrees * Math.PI)/180;
}

public static function radiansToDegrees(radians:Number):Number
{
  return (radians*180)/Math.PI;
}

public static function cartesianAngle(fromPoint:Point,
toPoint:Point):Number
{
  var radians:Number = Math.atan2(toPoint.y-fromPoint.y,
toPoint.x-fromPoint.x);
  var backAzimuthDegrees:Number =
MathTranslation.radiansToDegrees(radians);
  return MathTranslation.getBackAzimuth(backAzimuthDegrees);
}

public static function getBackAzimuth(angle:Number):Number
{
  var backAzimuth:Number;
  if(angle  180)
  {
  var tempNeg:Number = angle-180;
  backAzimuth = tempNeg + 360;
  }
  else
  {
  backAzimuth = angle-180;
  }
  return backAzimuth;
}

Also, see this article:


http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Partsfile=2060.html


Jason Merrill

Bank of  America   |  Learning Performance Solutions Instructional
Technology  Media

Monthly meetings on the Adobe Flash platform for rich media  
experiences -

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Interactive design and development
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Re: [Flashcoders] multi-touch directly in flash...

2009-01-08 Thread Piers Cowburn

There's good stuff by Grant Skinner too: 
http://incomplet.gskinner.com/index2.html#camwriter

Piers


On 8 Jan 2009, at 10:35, Ian Thomas wrote:


Yeah, I absolutely get the idea (as I said, we were discussing it
yesterday - with reference to an infra-red camera, but same
principle). Check out Mario's stuff, there are areas-of-colour
recognition algorithms there which will be of help, I think.

Cheers,
 Ian

On Thu, Jan 8, 2009 at 10:08 AM, Anthony Pace anthony.p...@utoronto.ca 
 wrote:
To my knowledge all flash integration for multi-touch has been made  
possible
by using flosc by ben chun, or with OpenCV and touchLib; however,  
what I am
proposing is that it is possible directly through the use of the  
flash
player and a simple cam rig.  I think that it should be possible,  
and at
least somewhat comparably fast, considering the player doesn't have  
to parse
xml socket data on a continuous basis, and all image conversions  
are done by
the player.  I do concede that doing in c++ will most likely prove  
to be

faster; however, I figure why not try it out.

Since I know c++ somewhat I figure I will probably look at their  
libraries

if I get stuck; yet, in the meanwhile, this is a nifty experiment.

Here is the video that sparked it...
http://www.youtube.com/watch?v=pQpr3W-YmcQ

Colour tracking would be efficient in a system where you have multi  
coloured
thimbles or reflective tape, which is what I was thinking of when I  
came up

with this idea.
http://anthony-pace.deviantart.com/art/add-VR-to-current-FPS-GAMES-91091960

Ian Thomas wrote:


I was actually thinking of Mario's lecture at FoTB 2008 where he  
used
very similar algorithms to read square barcodes (whatever those  
things

are called) from a webcam. Not multitouch, but there's a lot of
similar code (spotting areas of colour, eliminating noise).

Worth a look, Anthony.

Funnily enough we were talking about exactly the same system for
multitouch here yesterday - spotting areas of colour. One of our
developers had seen some demo of a similar system on TV over the
weekend...

Ian

On Thu, Jan 8, 2009 at 9:12 AM, Glen Pike  
g...@engineeredarts.co.uk

wrote:



Hi,

Mario Klingemann demo'd something like this at FlashOnTheBeach  
2007 -

have
a look at quasimondo.com to see the 2D or not 2D lecture - not  
sure if

he
released any code though?

http://lectures.quasimondo.com/

Glen

Anthony Pace wrote:



I have figured out how to make flash work as a multi-touch  
system... I

am
coding it now...

it is so darn simple...
it just came to me after watching a video on how to make your own
multi-touch input device using a webcam a piece of white paper  
and a box

to
block most of the light so the cam only sees light and dark.

Since it is all based on blobs, and processing the image through a
filter
to break down the logic, and flash has access to web cams, I can  
just
convert the image to black and white, threshold the image to  
find the

blobs,
average out a hit test area based on the finger positions, and  
all that

would come after is putting together the finger gesturing logic.

for instance if two blobs exist around their averaged points and  
have

not
moved too much or at all, yet there is a third blob that is  
moving a
significant amount, perform a specific function based on its  
direction

(directional logic through tracking input fed into basic physics
equations
and Pythagorean concepts)

If someone has beaten me to it, I would love to know; however,  
if you

beat
me to it, after reading my post, tell me about it and show me your
source so
my life is made easier.
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Re: [Flashcoders] My rights - site not paid for.

2008-12-08 Thread Piers Cowburn
I've been in this situation before and done the same as Paul, it ended  
up going to a small claims court and the client didn't even turn up  
for the hearing. I got paid and the costs were covered by the client.


Piers


On 8 Dec 2008, at 11:38, Paul Steven wrote:


Hi Stephen

I had a similar situation about a year ago and in this case I had no
contract but just emails from the client agreeing on the cost for  
the work.


Anyway I simply made a claim via
https://www.moneyclaim.gov.uk/csmco2/index.jsp and I won my case. It  
was
really simple and will cost you nothing as you get all your costs  
paid for

by the customer if you win.

I would be reluctant to take the site down as doing so will then  
mean the
customer has nothing to pay for. By leaving the site up and running,  
you

have fulfilled your obligations.

Anyway good luck!!

Paul




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

Matthews
Sent: 08 December 2008 11:03
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] My rights - site not paid for.

What are my rights ( in the UK ) for taking down a site which has not
been paid for?

The owner of the company is happy with his site, but is not coughing  
up.


I still have FTP access.

He says the site took too long, and makes lots of excuses for not
paying - which do not tally.
He changed the site drastically at least three times - I think it took
too long too, due to this.
He is updating the news section and other sections whenever he has new
material.

I would be interested in your thoughts.

This person won an award for being a top business man this year - is
this what you have to do to be a top business man - screw people?

I am not the kind of person to take this action really, but I may
consider it.

Thanks

S



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Re: [Flashcoders] snap to guide AS code?

2008-11-22 Thread Piers Cowburn
You can do a bezier tween with something like TweenMax http:// 
blog.greensock.com/tweenmaxas3/ , is that what you're after?


Piers



On 22 Nov 2008, at 15:03, Rich Rodecker wrote:

I'm looking for some code that can pull of 'snap to guide' in  
actionscript.

 I've found some snap to grid code, but all of them are in AS2, so I'm
wondering if there might be a better way to do it in AS 3 as well?
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Re: [Flashcoders] FLV generation from jpg sequence?

2008-09-30 Thread Piers Cowburn
It's certainly possible, what server set up are you using? On Red5  
you could do it with FFmpeg, I believe.


Piers


On 30 Sep 2008, at 09:51, Wenzler, Thomas wrote:


Hi to everyone on the List,
I was asked if it was possible to (preferably serverside)  
generate .flv
movies from a sequence of .jpgs. Is that possible? Any hint in the  
right

direction is highly appreciated...
Thanks in advance for all your efforts and excuse me if this is
off-topic... :)

Thomas

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Re: [Flashcoders] FLV generation from jpg sequence?

2008-09-30 Thread Piers Cowburn

HTH


On 30 Sep 2008, at 10:37, Wenzler, Thomas wrote:


Thank you, Piers,
That might be it...just googled an article on how to maybe do exactly
what I want. Thanks a lot for the hint.

Regards
Thomas

--

Message: 28
Date: Tue, 30 Sep 2008 10:12:23 +0100
From: Piers Cowburn [EMAIL PROTECTED]
Subject: Re: [Flashcoders] FLV generation from jpg sequence?
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain;   charset=US-ASCII;   delsp=yes;
format=flowed

It's certainly possible, what server set up are you using? On Red5
you could do it with FFmpeg, I believe.

Piers


On 30 Sep 2008, at 09:51, Wenzler, Thomas wrote:


Hi to everyone on the List,
I was asked if it was possible to (preferably serverside)
generate .flv
movies from a sequence of .jpgs. Is that possible? Any hint in the
right
direction is highly appreciated...
Thanks in advance for all your efforts and excuse me if this is
off-topic... :)

Thomas

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--

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End of Flashcoders Digest, Vol 12, Issue 19
***

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[Flashcoders] Text Input textPadding problem

2008-08-20 Thread Piers Cowburn

Hi,

I'm having a problem with text padding on the V3 TextInput component.  
I just want to get my text to appear properly vertically centered in  
the text field, so I added some text padding:


var textFormatTextField:TextFormat = new TextFormat();
textFormatTextField.size = 12;
textFormatTextField.color = 0xFF;
textFormatTextField.font = Myriad Pro;
StyleManager.setComponentStyle(TextInput, textFormat,  
textFormatTextField);

StyleManager.setComponentStyle(TextInput, textPadding, 4);

But I find that it makes the descenders on my text cut off, like the  
attached screenshot.


Has anyone experienced this before, or have any idea of how to fix it?

Cheers,
Piers
[EMAIL PROTECTED]







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Re: [Flashcoders] Saving user feedback to file

2008-08-11 Thread Piers Cowburn
You could use a Shared Object, if the data you're saving is pretty  
simple. If it's going to get quite complex though then AIR is  
definitely the way to go, you get SQLLite built in.


Piers


On 11 Aug 2008, at 11:21, Paul Andrews wrote:


Adrian,

Flash can't write directly to a file when running in a browser.

If you run in a browser the only way to write to a file will be via  
a server component.

You'll either have to use AIR and the AIR API to write the data away.
The other alternative is a technology such as Zinc to give you a  
wrapper to access the local filesystem.


Paul
- Original Message - From: Adrian MacTaggart  
[EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Monday, August 11, 2008 10:02 AM
Subject: [Flashcoders] Saving user feedback to file


Hello,

I need to create a Flash movie that can save user feedback to a file.
The saving doesn't need to be very sophisticated but it does need  
to be

very stable since it will be appearing in a public space and recording
(museum) visitor feedback.

There will be a number of objects, e.g. 10 objects and users will be
able to view information about each object and rate the object 1-5
(stars?), similar to You Tube. There won't be any cookies used  
since it
will be appearing on one standalone kiosk so users may be able vote  
more

than once.

I have no experience of saving user data with Flash and so any  
pointers
and advise would be much appreciated. Can you easily save the votes  
to a

CSV or other file?

Are there any good tutorials you'd recommend?

I'm short of time and out of my depth (haven't used Flash for a while
now)! Apologies if this should be in the newbie list. My Flash has  
gone

back to newbie level but I guess this is a more advanced topic!

Many thanks,

Adrian


This message has been scanned for malware by WebSense Mailcontrol  
for the National Maritime Museum, Greenwich

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Re: [Flashcoders] Five3D

2008-07-30 Thread Piers Cowburn

Also you may find this interesting:

http://blog.barcinski-jeanjean.com/2008/05/16/vectorsvision-vectors- 
in-papervision3d/


Piers


On 30 Jul 2008, at 00:22, Patrick J. Jankun wrote:


Hi Glen,

I went through my links, and found those:

http://www.flashandmath.com/advanced/
http://www.flashdevils.com/trigonometry/

maybe this is gonna help you out,
cheers,

Patrick

On Jul 30, 2008, at 12:19 AM, Glen Pike wrote:


Hi,

  I am working with the Five3D library and have a question  
regarding cameras so if anyone is familiar with this or really  
good at explaining 3D math to 5 year old kids (I am feeling a bit  
dumb here).


  The Five3D library itself does not have a camera, but projects  
its objects straight into the scene.   I would like to create a  
way of orbiting a single cube object, like with a camera, rather  
than rotating the object itself.   My aim is to achieve the type  
of manipulation used with the globe here - http://www.dasai.es/ -  
where the globe rotation does not end up looking wrong from a  
user perspective when you are looking along the Y axis or flip  
when the cube is upside down - here is an early trial of mine  
showing the problems -  http://glenpike.co.uk/play/cubetest.html


  I have not discounted using Papervision as it has cameras to do  
this, but the text rendering of Five3D is cleaner than bitmapped  
PV3D text and this is what I am looking for, so I would like to  
try and get the Five3D working if possible before I discount it.


  As the world only consists of one object, I am guessing it would  
be fairly trivial to create a fake camera with a single matrix,  
apply rotations to that matrix, then concatenate this matrix with  
the cube objects.  I tried a couple of things, but am flailing a  
bit in the dark here and could do with some pointers if anyone has  
any ideas.


  My first try was to apply X  Y rotations to a Matrix class - in  
Five3D - then do Matrix to Euler to get the X, Y  Z rotations to  
apply to my 3D object (meaning I did not have to hack the library  
yet).  I reckon I am going to have to dig deeper and manipulate  
the private matrix used by each 3D object in the library.


  I am assuming - maybe wrongly - that because I am wanting to  
orbit around the origin, which is also the centre of the cube, I  
can pretend my camera is also in the centre of the world, rather  
than transformed a distance from the cube.  This would mean I just  
have to rotate the x  y axes of my camera to get pitch   
roll, then apply this to my cube matrix.  Question is, do I have  
to include the distance of the camera from my object in the  
calculations and do I have to have a look at point too, or can I  
cheat as these are always fixed?


  Apart from looking at PV3D's camera's and some hardcore  
Wikipedia entries, I don't have much to go on, so any information  
to get my head around this would be helpful - particularly some  
real dumbed down tutorials on Matrices, possibly Quaternions.  (I  
fell asleep in my lessons on the former and never covered the  
latter...)


  Thanks in advance.

  Glen

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] Overlay problem

2008-07-14 Thread Piers Cowburn

Do you want to use AS2 or AS3?

Piers


On 14 Jul 2008, at 12:37, Rajiv Seth (Pixelated) wrote:


Hi,

I want to create an effect like
http://www.limoosoft.com/Limoosoft-En.html

When user clicks on zoom image, large image loads in a movie, and  
all
links, rollver effects/actions are disabled by a semi-transparent  
image. How

to create such layer, which can disable all links?
--
Regards

Rajiv Seth
Ph: 09839157388
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Re: [Flashcoders] Overlay problem

2008-07-14 Thread Piers Cowburn
An easier way of doing it is just to place a movieclip over the top  
of your content and give it an empty onRelease function (in AS2) or  
just make sure it's mouseEnabled in AS3.


Piers
[EMAIL PROTECTED]



On 14 Jul 2008, at 12:51, allandt bik-elliott (thefieldcomic.com) wrote:


if you add a boolean to your script that states whether the movie is
operational or not, then you can add an if statement to your  
links / buttons

that ask if the boolean is true

so:

var bMovieEnabled:Boolean = true;

myLink.onRelease = Delegate.create(this, linkOnRelease);
function linkOnRelease():Void
{
if (bMovieEnabled)
{
bMovieEnabled = false;
//do stuff
}
}

and on the close button for the panel add bMovieEnabled = true;

best
a

On Mon, Jul 14, 2008 at 12:37 PM, Rajiv Seth (Pixelated) 
[EMAIL PROTECTED] wrote:


Hi,

I want to create an effect like
http://www.limoosoft.com/Limoosoft-En.html

When user clicks on zoom image, large image loads in a movie,  
and all
links, rollver effects/actions are disabled by a semi-transparent  
image.

How
to create such layer, which can disable all links?
--
Regards

Rajiv Seth
Ph: 09839157388
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Re: [Flashcoders] Basic loop problem (with end of message)

2008-07-08 Thread Piers Cowburn

Hi Paul,

Try:

 var len2 = cueArray.length;
for (var i = 0; ilen2; i++)
{
mainText.htmlText += b+cueArray[i]+/bbr;
}

Piers



On 8 Jul 2008, at 11:56, Paul Jinks wrote:

Apologies for last post: it got sent before I'd finished. That'll  
teach me

to try to use the tab key using IMAP ;-). Here's the message again in
full:

I'm new to coding and I'm having a problem getting a for loop to do  
what I
want it to. I think this is pretty basic, but I'll let you be the  
judge.


I have a project to play through an flv which fires event cue  
points at

certain points. At these points, text appears at the side of the video
window as summaries of what's being said. The summary text is the  
name of
the cue point and is added to an array called cueArray after  
checking that

it doesn't already exist. So far so good.

The last step is to output the full array to the text field and  
it's at
this point that I'm at hitting head against wall pitch. I just  
can't get

it to output the whole array in sequence. What I'm using is:
   var len2 = cueArray.length;
for (var i = 0; ilen2; i++)
{
mainText.htmlText = b+cueArray[i]+/b;
}
But what this does is print only the last item in the array,  
whereas I'm

expecting it to print the array in full.

TIA

Paul


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[Flashcoders] Is there any way to get a list of the classes compiled into a SWF?

2008-06-17 Thread Piers Cowburn
I'm trying to nail down where a reference to an unwanted class is  
coming from, and I need to be able to work out which classes are  
being compiled from my classpath.


The reason is because I'm trying to take small element out of a  
larger project and put it into its own SWF. I've done this by  
extending the classes that are involved to override anything which  
has references to parts of the app which won't be in the smaller SWF,  
but one of them is still being included from somewhere, and I can't  
work out where.


Thanks,
Piers
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Re: [Flashcoders] Is there any way to get a list of the classes compiled into a SWF?

2008-06-17 Thread Piers Cowburn

Forgot to mention, I'm using Flash CS3 / Mac.

Piers


On 17 Jun 2008, at 10:33, Piers Cowburn wrote:

I'm trying to nail down where a reference to an unwanted class is  
coming from, and I need to be able to work out which classes are  
being compiled from my classpath.


The reason is because I'm trying to take small element out of a  
larger project and put it into its own SWF. I've done this by  
extending the classes that are involved to override anything which  
has references to parts of the app which won't be in the smaller  
SWF, but one of them is still being included from somewhere, and I  
can't work out where.


Thanks,
Piers
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Re: [Flashcoders] Is there any way to get a list of the classes compiled into a SWF?

2008-06-17 Thread Piers Cowburn
AS3, and I'm using Flash CS3. I wouldn't be opposed to using  
something else though!


Piers


On 17 Jun 2008, at 10:53, Hans Wichman wrote:


Hi,

as2 or as3?

In as2 i'd use the verbose option on mtasc.

greetz
JC

On Tue, Jun 17, 2008 at 11:33 AM, Piers Cowburn  
[EMAIL PROTECTED] wrote:


I'm trying to nail down where a reference to an unwanted class is  
coming
from, and I need to be able to work out which classes are being  
compiled

from my classpath.

The reason is because I'm trying to take small element out of a  
larger
project and put it into its own SWF. I've done this by extending  
the classes
that are involved to override anything which has references to  
parts of the

app which won't be in the smaller SWF, but one of them is still being
included from somewhere, and I can't work out where.

Thanks,
Piers
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Re: [Flashcoders] Is there any way to get a list of the classescompiled into a SWF?

2008-06-17 Thread Piers Cowburn
Ok, I'm getting Flash Develop. Only problem is, the reason I want to  
see what classes are getting compiled is because I'm getting compiler  
errors - so I don't think it'll produce a SWF which I can then open  
in FD. Does that make sense?


Piers


On 17 Jun 2008, at 11:20, Romuald Quantin wrote:


I think Flash develop should show you the content of your SWF. Sothink
decompiler will do the job as well, but PC software.

I remember FDT is showing the content of a SWC, you might be able  
to do the

same with a SWF.

Romu
www.soundstep.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Piers
Cowburn
Sent: 17 June 2008 11:07
To: Flash Coders List
Subject: Re: [Flashcoders] Is there any way to get a list of the
classescompiled into a SWF?

AS3, and I'm using Flash CS3. I wouldn't be opposed to using
something else though!

Piers


On 17 Jun 2008, at 10:53, Hans Wichman wrote:


Hi,

as2 or as3?

In as2 i'd use the verbose option on mtasc.

greetz
JC

On Tue, Jun 17, 2008 at 11:33 AM, Piers Cowburn
[EMAIL PROTECTED] wrote:


I'm trying to nail down where a reference to an unwanted class is
coming
from, and I need to be able to work out which classes are being
compiled
from my classpath.

The reason is because I'm trying to take small element out of a
larger
project and put it into its own SWF. I've done this by extending
the classes
that are involved to override anything which has references to
parts of the
app which won't be in the smaller SWF, but one of them is still  
being

included from somewhere, and I can't work out where.

Thanks,
Piers
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Re: [Flashcoders] as3 classes var query

2008-06-12 Thread Piers Cowburn

You'd need to instantiate the other class and then access it, like this:

package test {

public class test2 extends Sprite {

public function test2(){
var testInstance:test = new test();

trace(testInstance.hello);
}

}

}



Also, it's good practice to capitalise your class names: Test, Test2  
rather than test, test2.


Piers



On 12 Jun 2008, at 13:33, Johnny Zen wrote:


Hi all

I am currently learning AS3, and I seem to be a bit confused on
understanding accessing variables outside of the class it resides in.


for example:

package test {

public class test extends Sprite {

 public var hello = hello;

}

}

I thought this var will be available to access from within another
class like this:

package test {

public class test2 extends Sprite {

 hello = hello from another class;

}

}
---

But I get :

1120: Access of undefined property hello.

Is anyone kind enough to put me right ?

Thanks


Johnny
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Re: [Flashcoders] Is Adobe fixing this big FP9 problem?

2008-04-16 Thread Piers Cowburn
I think any kind of fix they implement now would have to have some  
level of backwards-compatibility. Like passing a boolean which  
indicates whether you want to fully unload the movie or not. It's  
been too long without a fix for that in my opinion.


Piers


On 16 Apr 2008, at 12:19, Andrei Thomaz wrote:


dear Jonathan,

and what if Adobe fixes this in a near future? Your code would be  
broken...
So, I don't think is a good idea to write code that needs this  
feature of

Flash Player.


[]'s
andrei


On Wed, Apr 16, 2008 at 8:00 AM, jonathan howe  
[EMAIL PROTECTED]

wrote:

To put a practical question out about this. I'm setting up  
something that

is
more or less a game with levels. Each level has a different set of
movieclips as its background graphics and enemies for the level.
I store all assets for a single level in an external swf, and using
techniques we've talked about before on the list (swc +
getDefinitionByName)
use these assets once they're loaded in via the swf.
The plan was then to dump the assets once the level ends and load  
a new

level's assets.

The game is small enough that I can conceivably tolerate all level  
assets

being in memory by the time the game is done. What I need to know is,
should
I NOT treat the data as if it's unloaded, given FP9+AS3 behavior?  
Because
if  the player revisits a level, I would normally reload the asset  
swf for
that level ... now I wonder if that would make a duplicate copy of  
the
assets in memory? There wouldn't be two copies of the swf's  
contents in

memory because they'd have identical class definitions... right... or
maybe
not?

Now I'm leaning towards an architecture that says: First time you  
play a
level, load the assets for it, and keep it around always. Next  
time you

play
that level, the assets are already loaded.

-jonathan


On Tue, Apr 15, 2008 at 2:37 PM, Paul Andrews [EMAIL PROTECTED]  
wrote:


I find it rather bizarre that people feel that it's necessary to  
beat a

drum about this. I doubt that Adobe are sitting back on the issues

raised.


The thread has the Air of an hysterical mob. It's amazing how so  
many
people have produced fantastic systems using Actionscript 3 in  
spite of

the

gloom and doom spouted here.

 From what I've read, the FP9 garbage collection is pretty much  
standard



technology for object based systems - you can't just discard objects

that

have references to them. The real problem seems to be related to the

other

infrastructure that creates multiple object references that aren't

always

removable. I'm not saying bthere isn't a problem, just that it's not

worthy

of the histeria being generated. I understand completely it can be a

serious

issue for some people.

Anyway, I'll express some faith that Adobe will resolve the  
issues - I

won't be rolling back to AS2 despite the expert advice of some. I'll

consign
a lot of this thread to the same place as the 'end of the world  
is nigh'

material that those people with placards dispense.

No need to hand me a flaming torch just yet..

- Original Message - From: Chris Hill  
[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Tuesday, April 15, 2008 6:40 PM
Subject: Re: [Flashcoders] Is Adobe fixing this big FP9 problem?


 ON TOPIC:


I can see that most of us feel very strongly about this bug.  
Adobe has
made it clear that their formal channel to do something about it  
is to

vote
in their ticketing system for the bug. If there already is a  
bug, can
someone link to it? Otherwise let's get a bug in there. And then  
let's

vote
for it. I'm pretty sure that based upon the support here we can  
make

this

the #1 bug in their database.

Apologies if someone has already mentioned this. This thread is  
long

and

noisy.
C
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--
-jonathan howe :: 404.434.2321 :: 180 High St Apt 26 Portland, ME  
04101

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Re: [Flashcoders] Root casting as Main big problem

2008-03-28 Thread Piers Cowburn

Have you tried MovieClip(root) ?

On 28 Mar 2008, at 15:10, laurent wrote:




Hi, It's very urgent,

try to make it clear:

I have one MovieClip index.swf, with a Main.as class attch to it.

In this class I define properties and method, of course :)

And I load external movieclip, one name content.swf


in this content swf I need to talk with rootand I cast it with  
Main( root ).myproperty


The problem when I publish this mc is looking for the Main class  
and check if element are there, for exemple some linked moviclip,  
but they are in the index library.


so I can copy all needed asset in the content library, and perhaps  
it will fixe it but I will have all content duplicated...so is  
there a workaround ??


Thanks for any urgent help! ;)

L
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Re: [Flashcoders] Arabic and other character sets text entry

2008-03-15 Thread Piers Cowburn

Hi Karina,

Yeah I was going to try posting on Flash Tiger but it doesn't seem my  
join request has been authorised yet. Thanks very much for the reply,  
that looks really interesting! I'll have a play around with it.


Thanks again,
Piers
[EMAIL PROTECTED]



On 14 Mar 2008, at 19:10, Karina Steffens wrote:


Hey there, I just saw this thread :)

I do tend to hang on Flash Tiger more these days (Hi Kerry!), but I  
was

skimming through some threads here and this has caught my eye.

The Hebrew project has been a total headache, but in the end I  
found one

solution out there that was very helpful as a starting point. It's
programmed for Hebrew, but you can add your own characters, so it  
should
work with Arabic. You can find it here: http://www.electroinn.com/ 
blog/


Basically what it does, it breaks down the text field into a bunch  
of text
fields, and populates them word by word. So it handles a  
combination of RTL

and LTR quite well.
Don't forget that the text field should be using device fonts (non- 
embedded)
and you must have RTL fonts (Arabic in your case) support enabled  
in the

Control Panel for the text to flow in the right direction in the first
place.

The Class is not 100% and you may need to customise it a bit, but  
it's the

best solution I've seen so far.

Hope this helps,
Karina




-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Piers Cowburn
Sent: 13 March 2008 13:42
To: Flash Coders List
Subject: Re: [Flashcoders] Arabic and other character sets text entry

Good point, yes the email will probably be ltr. I'll try posting on
Flash_Tiger in the hope that she's around, thanks very much :)

Piers
[EMAIL PROTECTED]

On 13 Mar 2008, at 13:20, Piers Cowburn wrote:




Begin forwarded message:


From: Kerry Thompson [EMAIL PROTECTED]
Date: 12 March 2008 17:51:41 GMT
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Arabic and other character sets text

entry

Reply-To: Flash Coders List flashcoders@chattyfig.figleaf.com

Piers Cowburn wrote:



I found one idea online which I thought
might be a shot, see it here:

http://broadcast.artificialcolors.com/

index.php?title=flash_rtl_via_a_simple_hack_non_rhetoric

The only free-text fields I would need are name and email address,
the rest of the options are combo boxes which I could do in arabic
simply by having the letters in there as a graphic.

Do you think I might be able to use something like the idea above
for
a simple name and email address? As I don't think there should be
and
bi-di in there, just rtl.


I'm not sure, but you might be able to get the combo box to
display an
Arabic font. It's worth a try, and make for a lighter download
than using
graphics.

But--won't the e-mail address be ltr? I'm not sure, but I think
most e-mail
servers only handle ltr.

I have an Israeli friend in Dublin who is a Flash genius, and is
currently
working on a Hebrew-language project. She's quite helpful, and
knows a lot
more about bi-di issues than I do

I don't think she's on this list, though--she's on Flash_Tiger.
You might
try posting over there. She might even still be working--I think
it's only
about 7:00 in Dublin. Do it now, though, because St. Patrick's day
is this
weekend ^_^

Cordially,

Kerry Thompson


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12/03/2008 13:27



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Re: [Flashcoders] Arabic and other character sets text entry

2008-03-13 Thread Piers Cowburn
Good point, yes the email will probably be ltr. I'll try posting on  
Flash_Tiger in the hope that she's around, thanks very much :)


Piers
[EMAIL PROTECTED]

On 13 Mar 2008, at 13:20, Piers Cowburn wrote:




Begin forwarded message:


From: Kerry Thompson [EMAIL PROTECTED]
Date: 12 March 2008 17:51:41 GMT
To: 'Flash Coders List' flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] Arabic and other character sets text entry
Reply-To: Flash Coders List flashcoders@chattyfig.figleaf.com

Piers Cowburn wrote:



I found one idea online which I thought
might be a shot, see it here: http://broadcast.artificialcolors.com/
index.php?title=flash_rtl_via_a_simple_hack_non_rhetoric

The only free-text fields I would need are name and email address,
the rest of the options are combo boxes which I could do in arabic
simply by having the letters in there as a graphic.

Do you think I might be able to use something like the idea above  
for
a simple name and email address? As I don't think there should be  
and

bi-di in there, just rtl.


I'm not sure, but you might be able to get the combo box to  
display an
Arabic font. It's worth a try, and make for a lighter download  
than using

graphics.

But--won't the e-mail address be ltr? I'm not sure, but I think  
most e-mail

servers only handle ltr.

I have an Israeli friend in Dublin who is a Flash genius, and is  
currently
working on a Hebrew-language project. She's quite helpful, and  
knows a lot

more about bi-di issues than I do

I don't think she's on this list, though--she's on Flash_Tiger.  
You might
try posting over there. She might even still be working--I think  
it's only
about 7:00 in Dublin. Do it now, though, because St. Patrick's day  
is this

weekend ^_^

Cordially,

Kerry Thompson


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[Flashcoders] Arabic and other character sets text entry

2008-03-12 Thread Piers Cowburn
I'm working on a pitch for a viral campaign for one of the larger  
charities and one of the points on the brief is that it needs to be  
accessible to anyone working in different languages and character  
sets, what ever they may be. This will be based in an expandable  
banner ad and so I don't think there's going to be any element of  
select your language... before continuing.


There will be an element of data collection involved and I was just  
wondering if anyone has any experience/advice for working with Flash  
and user entry in a number of different character sets? For instance  
I know with Arabic the shapes of letters change depending on their  
place in a word, etc.


Thanks in advance,
Piers
[EMAIL PROTECTED]
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Re: [Flashcoders] pixel-accurate _xmouse tracking?

2008-03-12 Thread Piers Cowburn
The problem you're having is that the mouse is traveling at a faster  
rate than one pixel per frame. So the coordinates you get back are  
the coordinates that the mouse was on each time the script was  
executed, which is every frame.


You could try increasing the frame rate but you're still not going to  
get it down to 1 pixel differences I wouldn't have thought, the only  
way to do that might be to interpolate the values you get back so  
that you get rough idea of what coordinates it passed through between  
each frame, though that would probably be a bit pointless. What are  
you trying to do?


Piers


On 12 Mar 2008, at 14:55, Matt S. wrote:


Hi,
can anyone recommend a way to have pixel-accurate mouse tracking? If I
move my mouse slowly it pretty much grabs them all, but any fast
movements result in huge gaps in the _xmouse tracking, so instead of
being 1,2,3,4,5,6,7,8,9,10,11,12 etc, it'll be
1,4,6,9,12,15,16,23,30,35, etc. I need it it to be as accurate as
possible. Can this be done?

.m
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Re: [Flashcoders] Arabic and other character sets text entry

2008-03-12 Thread Piers Cowburn

Hi Kerry,

Thanks for your detailed reply, seems there is a real problem with  
the lack of rtl support. I found one idea online which I thought  
might be a shot, see it here: http://broadcast.artificialcolors.com/ 
index.php?title=flash_rtl_via_a_simple_hack_non_rhetoric


The only free-text fields I would need are name and email address,  
the rest of the options are combo boxes which I could do in arabic  
simply by having the letters in there as a graphic.


Do you think I might be able to use something like the idea above for  
a simple name and email address? As I don't think there should be and  
bi-di in there, just rtl.


Thanks,
Piers
[EMAIL PROTECTED]





On 12 Mar 2008, at 16:32, Kerry Thompson wrote:


Piers Cowburn wrote:




I'm working on a pitch for a viral campaign for one of the larger



charities and one of the points on the brief is that it needs to be



accessible to anyone working in different languages and character



sets, what ever they may be.







There will be an element of data collection involved and I was just



wondering if anyone has any experience/advice for working with Flash



and user entry in a number of different character sets? For instance



I know with Arabic the shapes of letters change depending on their



place in a word, etc.




The Flash player currently doesn't support bi-di languages like  
Arabic,
Farsi, or Hebrew. Francis Cheng has told us that they're working on  
it, and
it will be out soon, but for now, no Arabic input. (I could be  
wrong, but I

think Urdu and Pashtoo are also r-t-l).



The issue with Arabic isn't just that the letters change shape.  
It's also
mostly right-to-left, but quotes from a ltr language are inserted  
left to

right. You can imagine the complications there. Plus, I believe that
numerals are ltr, which makes for some interesting issues identifying
decimals vs. periods.



Asian languages like Chinese and Japanese present unique issues.  
Both use

ideograms--a character that represents a concept like sky, happy,
person, etc.



In Chinese, each character represents a concept, but they are often  
combined
to make 2- or 3-character words. For example, the English word  
friendship
is 友誼 in Chinese (that’s two characters,  
“you” and “yi”. “Sexy”

is “性感”-two characters again.



To make it more fun, Chinese is usually written left to right, but  
can also

be written right to left or top to bottom. Plus you have two character
sets-traditional (used in Hong Kong, Taiwan, and many overseas  
communities),
and simplified (used on the Mainland, in Singapore, and, more and  
more,

overseas).



Japanese is even more fun, because they use 4 character sets-Kanji  
(Chinese
characters), Hirigana and Katakana (syllable-based phonetic  
characters), and

Romaji, or Western (Latin) characters.



With both Japanese and Chinese, you will have, at a minimum, over  
2,000

characters to deal with. The Japanese and Chinese have developed
software-based IME’s (Input Method Editors) because, of  
course, a
2,000-character keyboard would be impractical. The bottom line is  
that the

Chinese/Japanese/Korean use will only be able to do input on machines
enabled for their language. A Korean business person using the  
business
center at the Westin St. Francis in San Francisco probably  
won’t be able to

type in Korean.



Those are some of the issues you will face. It may sound daunting- 
and in

fact it is-but it’s been done before (except for bi-di).



Cordially,



Kerry Thompson

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Re: [Flashcoders] calculating distance between two points

2008-03-11 Thread Piers Cowburn

Good point


On 11 Mar 2008, at 13:53, Merrill, Jason wrote:





Why not skip the math lessons and use the Point class?

var dist:Number = Point.distance(p1, p2);


Jason Merrill
Bank of America
GTO LLD Solutions Design  Development
eTools  Multimedia

Bank of America Flash Platform Developer Community


Are you a Bank of America associate interested in innovative learning
ideas and technologies?
Check out our internal  GTO Innovative Learning Blog  subscribe.



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Re: [Flashcoders] visible area of content in V2 ScrollPane

2008-03-10 Thread Piers Cowburn
The vPosition value is the y offset of the content, so the size of  
the scroll bar handle is irrelevant when you're trying to work out  
the visible are of the content.



On 10 Mar 2008, at 12:52, Mendelsohn, Michael wrote:

It certainly seems this simple, but what if the scrollPane on the  
stage
is 100px tall, but its content is 587px tall.  The scrollbar  
dragger is

then proportionately smaller and therefore, it's more difficult to
figure out what the visible range of the content is.  There would
probably be a formula for it, right?

- MM

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Piers
Cowburn
Sent: Friday, March 07, 2008 4:20 PM
To: Flash Coders List
Subject: Re: [Flashcoders] visible area of content in V2 ScrollPane

Hi Michael,

The top value is ScrollPane.vPosition, the bottom will be
ScrollPane.vPosition + ScrollPane.height

HTH,
Piers


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Re: [Flashcoders] visible area of content in V2 ScrollPane

2008-03-07 Thread Piers Cowburn

Hi Michael,

The top value is ScrollPane.vPosition, the bottom will be  
ScrollPane.vPosition + ScrollPane.height


HTH,
Piers


On 7 Mar 2008, at 20:29, Mendelsohn, Michael wrote:


Hi list...

Within a V2 ScrollPane, I'm trying to figure out what the top edge and
bottom edge of the content's visible area are.  Anyone have an idea?

Thanks,
- Michael M.

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Re: [Flashcoders] dynaically generated mc reference to class that created it

2008-01-29 Thread Piers Cowburn
Is the movieclip on the display list? If so you should be able to do  
root.makeglow()


Piers

On 29 Jan 2008, at 14:54, BOYD SPEER wrote:

Using AS3 I have a movieclip made (dynamically made) of a class  
called Dragon. Inside its main timeline in a frame script I want  
to tell the object (the main class called Cardgenerator) that  
created it to run a function called makeglow. But I can't seem to  
call a function there..any suggestions greatly appreciated. :)


-Boyd

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Re: [Flashcoders] (no subject)

2008-01-29 Thread Piers Cowburn

You can try this:


this.infoclip.info_txt.text = this[txt+ image1]



But the best way of doing this would be to use an array:

var txts:Array = new Array();
txts[1] = this is text 1;
txts[2] = this is text 2;
txts[3] = this is text 3;
txts[4] = this is text 4;
txts[5] = this is text 5;

this.infoclip.info_txt.text = txts[image1];

Piers


On 29 Jan 2008, at 13:15, sense co moh wrote:


Hi all
I have this problem, I'm making photo gallery and for each photo  
there are description text so first I made many var string for text

like this
var txt1:String = this is text 1;
var txt2:String = this is text 2;
var txt3:String = this is text 3;
var txt4:String = this is text 4;
var txt5:String = this is text 5;

and I create dynamic text info_txt
then I load the images using var image1
my_mcl5.loadClip(images/cate1/big/big+image1 
+.jpg,_root.main.big_prev);


now i want to use the same var image1 to load the text but the  
problem how to wirte it, if i but

this.infoclip.info_txt.text = txt+ image1
i get in the text box stinf txt1 or 2 what ever the value of image1
if i use this.infoclip.info_txt.text = txt +image1
I get error
can anyone tell me what to do

thanks


   
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Never miss a thing.  Make Yahoo your home page.
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Re: [Flashcoders] as3 creating sprite instances in a loop

2007-12-30 Thread Piers Cowburn
I'm not quite sure if I understand your question fully but I think  
the problem you're having is that you need to do something with them  
- for example if you pushed each new sprite into an array then you'd  
have a reference to each of them, but the you're doing it at the  
moment you'll just lose the reference to the old one each time.


Piers


On 30 Dec 2007, at 16:23, Matt Muller wrote:

Hi, does anyone know how to create individual sprite instances in a  
loop


for (var j:uint = 0; j  _columns; j++)
{
var sprite:Sprite = new Sprite();
}

this just over writes the sprite.

thanks

MaTT
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