Re: [Flashcoders] E4X: reading CDATA

2011-06-20 Thread Zeh Fernando
The cdata tags shouldn't be included in the read data. CDATA tags are part
of the xml standard and are only used to wrap tags that could break the XML
format - making the content safer, but without changing the content.

This:
Test

Should read the same as this:


So you shouldn't have to "extract" anything.

Zeh

On Mon, Jun 20, 2011 at 10:35 AM, Mendelsohn, Michael <
michael.mendels...@fmglobal.com> wrote:

> Hi list...
>
> I've searched around looking for a way to elegantly extract CDATA out of an
> xml node, with no luck.  I'm left thinking the only way to do it is to read
> the whole node and use a RegExp to strip the "" .
>
> Does this sound right?
>
> Thanks,
> - Michael M.
>
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Re: [Flashcoders] AIR for Android - video on mobile problem.

2011-01-17 Thread Zeh Fernando
IIRC, Flash on a mobile device unloads the video from memory once it's past
a certain point due to memory constraints, keeping only the last few seconds
of it. It was mentioned on some of Adobe's docs about mobile optimization. I
think it's more about memory usage rather than actual time though (no
hard-set limit so impossible to predict).

Using Flash Media Server with a real stream would work, but then you need
additional buffering and streaming. If it's important to have the video
already buffered, it'd make more sense to have the video file be smaller -
and thus not take that much memory... I guess a 11MB file would be a lot for
a mobile device to keep in memory.

Zeh

On Thu, Jan 13, 2011 at 11:07 PM, confustic...@gmail.com <
confustic...@gmail.com> wrote:

> This doesn't work on the mobile, even though the video is fully loaded. I'm
> not sure why but my guess is that the mobile's cache is a lot smaller. In
> this particular example I'm testing, it seems like once netstream.time goes
> past approx 30 seconds (of a 1:45 video, 11MB filesize), you can't seek
> back
> to those first 30 seconds.
>
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Re: [Flashcoders] Facebook API implementations

2011-01-17 Thread Zeh Fernando
The first gotcha of either that you should have a server for testing locally
(apache or something else). It makes everything easier.

The second gotcha is that the 'official' Adobe AS3 API is not updated that
frequently. Personally I had a lot of trouble using it and all the examples
you can find out there are broken (mostly because yeah, Facebook changes
their API all the time).

Nowadays I use my own code over the Graph API and auth method with no
third-party library but it's a larger investment of time since it needs a
good understanding of how FB's auth work (and some HTML/JS work) and I don't
have 100% of the API implemented (I only add the features I need).

Zeh

On Fri, Jan 14, 2011 at 7:02 AM, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

> almost
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Re: [Flashcoders] text to array

2010-12-30 Thread Zeh Fernando
Geografiek's reply still stands - you still use a split since the new
line/carriage return is just another character (but which will depend on the
file's system used).

lines = alltxt.split("\r\n"); // 0x0d 0x0a, windows
lines = alltxt.split("\n"); // 0x0a, linux/osx
lines = alltxt.split("\r"); // 0x0d, old macs

Try \r\n first. If that doesn't work, then it's \n or \r.

Zeh

On Thu, Dec 30, 2010 at 2:14 PM, natalia Vikhtinskaya  wrote:

> Yes, I understand that I should use split method.
> If I do
> arrayTxt=txt.split(";")
> I get array with elements
> [1] - start
> [2] - end
> [3] - event
> [4]- location
> [5]- sponsor
> [6] - empty element // this is unnecessary element in array.
> ..
>
> That's why I want to get array where each element is line in text. But
> I don't know how to separate lines.
> array=[";Start;End;Event;Location;Sponsor;",
> ";Start;End;Event;Location;Sponsor;",...]
>
> then each String can be converted to array with split.
>
> 2010/12/30 Geografiek :
> > Hi Natalia,
> > Take a look at the String.split() method in the help docs.
> > HTH,
> > Willem van den Goorbergh
> >
> > On 30 dec 2010, at 17:12, natalia Vikhtinskaya wrote:
> >
> >> Hi
> >> I need convert text that loads from txt file to array.
> >> Text looks like these lines:
> >> ;Start;End;Event;Location;Sponsor;
> >> ;Start;End;Event;Location;Sponsor;
> >> ;Start;End;Event;Location;Sponsor;
> >> …
> >> I need array of lines [line1,line2,line3,…] How I can do that?
> >> Thank you in advance.
> >>
> >> ___
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> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
> > Geografiek is a Dutch, Utrecht-based map and chart design company.
> > Willem van den Goorbergh can be contacted by telephone: (+31)30-2719512
> or cell phone: (+31)6-26372378
> > or by fax: (+31)302719687
> > snail mail: Hooghiemstraplein 89 3514 AX UTRECHT
> > Visit our website at: www.geografiek.nl
> > twitter: @wvdgoorbergh
> > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
> >
> >
> >
> >
> >
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Re: [Flashcoders] problem with adding two digits

2010-12-14 Thread Zeh Fernando
I like to quote this, from PHP.net's "Floating Point" documentation:

"Floating point numbers have limited precision. Although it depends on the
system, PHP typically uses the IEEE 754 double precision format, which will
give a maximum relative error due to rounding in the order of 1.11e-16. Non
elementary arithmetic operations may give larger errors, and, of course,
error propagation must be considered when several operations are compounded.

Additionally, rational numbers that are exactly representable as floating
point numbers in base 10, like 0.1 or 0.7, do not have an exact
representation as floating point numbers in base 2, which is used
internally, no matter the size of the mantissa. Hence, they cannot be
converted into their internal binary counterparts without a small loss of
precision. This can lead to confusing results: for example,
floor((0.1+0.7)*10) will usually return 7 instead of the expected 8, since
the internal representation will be something like 7.9991118

So never trust floating number results to the last digit, and never compare
floating point numbers for equality."

Additional, interesting read:
http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems

On Tue, Dec 14, 2010 at 10:15 AM, tom rhodes  wrote:

> same here compiling for flash player 10 and flash player 9, 8 and below
> give
> 0.3 as expected
>
>
> On 14 December 2010 15:42, Adrian Zając  wrote:
>
> > trace (0.27 + 0.03);
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Re: [Flashcoders] CS5 where to put tween engines etc?

2010-09-30 Thread Zeh Fernando
It's much better if you keep all classes and libraries local to the project,
even if it means 'clogging' up drive space with copies of the same thing.
This ensures that

A) projects are portable, as you can pack/move them all from the same source
without having to care about dependencies; and
B) you don't depend on library versioning, where one update in project X can
break project Y silently

Zeh

On Thu, Sep 30, 2010 at 2:39 PM, David Hunter wrote:

>
> thanks for all your prompt advice. i'm ok with keeping my own classes and
> packages local to the project. but i don't want to clog up my drive
> unnecessarily with the same tween engine over and over. i have tried putting
> a folder Flash_Packages in my Documents folder and linking to it in the
> Actionscript 3.0 preferences, like your video but code hinting isn't
> recognising "import org" what could be wrong?
>
> > Date: Thu, 30 Sep 2010 14:26:22 -0400
> > Subject: Re: [Flashcoders] CS5 where to put tween engines etc?
> > From: nat...@mynarcik.com
> > To: flashcoders@chattyfig.figleaf.com
> >
> > This should work in CS5 as well: http://screenr.com/EK4
> >
> > Nathan Mynarcik
> > nat...@mynarcik.com
> > 254.749.2525
> > www.mynarcik.com
> >
> >
> > On Thu, Sep 30, 2010 at 2:09 PM, David Hunter  >wrote:
> >
> > >
> > > Hi all, just upgraded from CS3 to CS5. Where do I put external classes
> and
> > > libraries like TweenLite? In CS3 they were in: Adobe Flash CS3 >
> > > Configuration > Actionscript 3.0 > Classes > ... but that path doesn't
> exist
> > > in CS5. Anyone upgraded and can help? Cheers.
> > >  ___
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> > >
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Zeh Fernando
It supposedly compiles the AS code into native iOS binary code, with an
internal framework that duplicates Flash's capabilities. So there's no
middle SWF (AVM) or objective C code being generated.

Zeh

On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

> how does cs5 generate files for iphone? Does it create a swf and then use a
> cocoa framework to make it work or does it transcode the file directly into
> objective c?
>
> suddenly looks very interesting again
>
> a
>
> On 9 September 2010 14:46, Henrik Andersson  wrote:
>
> > http://www.apple.com/pr/library/2010/09/09statement.html
> > ___
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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-08 Thread Zeh Fernando
Just have them all on stage and set visible on and off. No crazy setup
needed.


Zeh

On Wed, Sep 8, 2010 at 2:50 PM, Kevin Newman  wrote:

>  What is the fastest way to animate a series of bitmaps (say 20 frames).
>
> Here's a couple of ideas:
>
> A single big image behind a frame sized mask, move it one frame
> onEnterFrame.
>
> A series of memory cached Bitmap objs, swap them using addChild/removeChild
> (or set visible?) onEnterFrame.
>
> A series of memory cached BitmapData objs swap them by resetting
> bmp.bitmapData onEnterFrame.
>
> Anything faster is nice too - particularly on mobile.
>
> Thanks!
>
> Kevin N.
>
>
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Re: [Flashcoders] Detect player version that was published

2010-08-24 Thread Zeh Fernando
Yep; see loaderInfo.swfVersion.

http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/LoaderInfo.html#swfVersion

"Or a way for a Flash Player 9 SWF to try and access a Flash Player 10
property of some kind that won't return a compile error in the IDE?"

Instead of trying

SomeClass.SomePropertyThatOnlyExistsInFlash10

You can do

SomeClass["SomePropertyThatOnlyExistsInFlash10"]

This won't throw an error in during compiling, but it WILL throw an error
during execution if you just deliberately try using the property/method if
it's not available.

If you're talking about built-in, native APIs, however, whether something is
available or not is dependent on the Flash Player being used, and not the
target SWF version.

Zeh


On Tue, Aug 24, 2010 at 10:04 AM, Todd Dominey <
flashcod...@domineydesign.com> wrote:

> Hi everyone -
>
> I have an AS3 component that publishes to either Flash Player 9 or Flash
> Player 10, and I'm trying to figure out a way to detect (within the
> component's ActionScript) whether the user published the SWF to 9 or 10 as
> their target. I realize the SWF is agnostic to the IDE and won't be able to
> see that directly, but is there a way for the SWF itself to know which
> player it was published for? Or a way for a Flash Player 9 SWF to try and
> access a Flash Player 10 property of some kind that won't return a compile
> error in the IDE?
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Re: [Flashcoders] Tweener still in development

2010-06-24 Thread Zeh Fernando
Development stopped because, quite frankly, some of the internal design of
the engine didn't fit that well anymore - it did too many internal checks
for the validity of objects and properties, and performance suffered. Coming
from an AS2 frame of mind, if you will. Rather than radically changing the
engine internally (and breaking backwards compatibility), it was better to
just leave it where it is and let people move on to other things at their
own time.

My own personal views of how tween engines should work changed with time
too. Nowadays I use a much, much simpler tweening engine, with no 'special'
features whatsoever. But I know that approach is not for everyone.

The good thing is that all other engines follow more or less the same
syntax, so jumping from one engine to another (TweenMax/TweenLite seem to be
the #1 choice in that regard) is not all that complicated.

Zeh

On Thu, Jun 24, 2010 at 8:05 AM, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

> ah wow
>
> tweener was the first engine i used and while i jumped to tweenmax, i've
> been using tweener for the last year or so because the team i'm in is using
> it. I'm quite sad to see development stop really
>
> thanks for the info - good luck zeh
>
> best
> a
>
> On 24 June 2010 12:15, Paul Andrews  wrote:
>
> > On 24/06/2010 11:58, allandt bik-elliott (thefieldcomic.com) wrote:
> >
> >> hi guys
> >>
> >> does anyone know if tweener is still being developed as the updates seem
> >> to
> >> have gone quiet for the last year(ish)?
> >>
> >>
> >
> > I used to use Tweener, but have jumped to TweenLite and family
> >
> >
> >  thanks
> >> a
> >> ___
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> >>
> >>
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Re: [Flashcoders] LuigiBormioli.com: a good HTML5 case study

2010-05-07 Thread Zeh Fernando
Just from a quick look... performance is erratic (either stuttering or
smooth), things move all the time without notice (dragging the bar is
painful), dragging will randomly select HTML elements. FF 3.6.3.

Most of the text is based off images, as is the company logo (why no SVG?).

Performance in my Nexus One is erratic. It sort of works, but nothing is
draggable and accessing the combo (rollover?) is an adventure.

A great tech demo, but if this is the best HTML5 can do -- worse performance
and user experience, seemingly much harder execution and maintenance, and
one can easily create a website that ceases to work for other platforms --
then I can't help but roll my eyes. Again.

Still waiting to see the reasons why Flash doesn't have a bright future
ahead.


Zeh

On Fri, May 7, 2010 at 5:08 PM, Matt S.  wrote:

> http://www.luigibormioli.com/
>
> On the one hand, its undeniably a beautiful site, and manages to
> incorporate flash-level interactivity smoothly and effectively. This
> is an excellent proof of concept for the power of jQuery.
>
> On the other hand, it doesnt work in the iPad. Relying as it does on
> dragging, much of the interactivity gets lost, and the site is much
> too large for the iPad screen. Performance is somewhat stuttered at
> times. so while it is technically viewable in an iDevice, the
> experience leaves much to be desired. It's a shame we can't view Flash
> on an iPad for testing purposes because I'd love to see how a
> comparable site performs in reality. Yes, Flash would crunch the
> CPU's, but then again so does jQuery when used so heavily.
>
> .m
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Re: [Flashcoders] letter from Steve Jobs on Flash

2010-04-29 Thread Zeh Fernando
Mobile and desktop performance is already above and beyond what HTML5 can
do:
http://themaninblue.com/writing/perspective/2010/03/22/
http://vimeo.com/10553088

Touch events/gestures/points are supported by FP 10.1 so I'm pretty sure
we'll have a way to see whether any of those are actually present.

I'd say that as you get past the kicking and screaming and the lack of Apple
support, Flash is in a very comfortable position and bound for a brilliant
future.

Zeh

On Thu, Apr 29, 2010 at 6:18 PM, Karl DeSaulniers wrote:

> The best thing for Adobe to do right now is get flash player up to STELLAR
> performance, even by Apples standards and then refuse to put it on the
> iPhone. That would just be funny.
>
> When flash is benchmarking html5 under the table, then adobe will have some
> barganing chips if you will. I dont agree with Jobs attitude but flash could
> use a performance update on adobe's end. Since the majority of smart phones
> are leaning towards touch, it may be time to graduate. Not to mention the
> fact that touch screen computers and keyboards are on their way. We don't
> want flash to not be able to work on regular desktops. But I hope/am
> thinking Adobe is already on this one and it will be some time before touch
> is standard.
>
> Maybe add a displays.touch class to the IDE? Is there a way currently to
> check if a computer uses touch? I am thinking not but stand to be corrected.
>
>
> Karl
>
> Sent from losPhone
>
>
> On Apr 29, 2010, at 3:21 PM, Brian Mays  wrote:
>
>
>>
>>
>> On 4/29/10 2:35 PM, "Merrill, Jason" 
>> wrote:
>>
>>  Right now I'm more of the opinion that rolling your eyes and moving on

>>>
>>>  is the right thing to do.

>>>
>>> I'll third that.
>>>
>>
>> I've been preaching at our company to continue to do Flash graphics for
>> our
>> news site. But those graphics are targeted to our desktop users. The
>> iPhone
>> users get a site that isn't built to handle graphics like that. The iPad
>> users get a customized site as well. Now we can say our desktop users have
>> their own product :)
>>
>> Brian Mays
>>
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Re: [Flashcoders] letter from Steve Jobs on Flash

2010-04-29 Thread Zeh Fernando
The problem is that pretty much all of that has already been responded to a
while ago. Steve Jobs is only repeating what has already been echoing among
people who want to rationalize the fact that iP* doesn't have Flash, like
this stupid rollover/hover discussion. If Adobe is to respond to that,
they'd been repeating what has already been said my Mike Chambers, Lee
Brimelow and others -- preaching to the choir, in a way, since Mac fanatics
who already made up their mind won't ever get to that or allow any logic to
intrude their argument.

Right now I'm more of the opinion that rolling your eyes and moving on is
the right thing to do. Adobe apparently has done so. This letter is just
Steve's way to say 'no wait, let's fight more'.

In 5 years we'll see the state in which mobile/online UI technology is and
we'll see who won -- past the FUD, past the hyperbole, past the lies. I, for
one, can't wait.

Zeh

On Thu, Apr 29, 2010 at 2:08 PM, Glen Pike wrote:

> Pity it's US only, would have been nice to see, but it's not from Adobe
> though!
>
> Apple have thrown down the gauntlet - it may be FUD, but it's from Steve
> Jobs / Apple and that's better than any speculation from other sources.
>
> I guess I would like to see Adobe be able to respond to this without coming
> across as bitter about Apple's decisions, tough for a blow to potential
> revenue streams, but maybe Adobe do need a bit of motivation to ensure their
> products are slick and stable as well as being pervasive.  People like to
> slate both Adobe & Apple, sometimes it might make sense for both companies
> to listen to the jungle drums and move forward.
>
>
> Micky Hulse wrote:
>
>> I would love to see a "Thoughts on Apple" letter from Adobe. :)
>>>
>>>
>>
>> This is close enough:
>>
>> 
>>
>> :D
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Re: [Flashcoders] flash for Android: resources?

2010-04-23 Thread Zeh Fernando
>From what I've tried on the Nexus One, there's no download or anything.
playerversion.com says there's no flash installed either. I know some models
(HTC Hero?) come with Flash Lite 4 installed, but they're all supposed to be
replaced by Flash when it's released (automatically as an update, I'm
guessing).

So it's "flash capable", it's just not installed.

Zeh

On Fri, Apr 23, 2010 at 12:09 AM, Jared  wrote:

> Hmm...I assumed the devices were flash-capable and when flash was detected
> it would dl the plugin...guess not?
>
> Sent from my iPhone
>
>
> On Apr 22, 2010, at 6:50 PM, Zeh Fernando  wrote:
>
>  This is how it's gonna be soon, but not now. Android 2.1 (Nexus One, et
>> al)
>> come without any kind of Flash Player installed, so you can't see Flash
>> content.
>>
>> Zeh
>>
>> On Thu, Apr 22, 2010 at 6:30 PM, jared stanley > >wrote:
>>
>>
>>> And as far as I understand it:
>>>
>>>
>>> flash player 10.1 is available on android, meaning you can view flash
>>> content when you browse the web in android.
>>> AIR 2 is available on android, and with this you can export files(apps)
>>> to
>>> be installed on your phone
>>> I don't know the specifics on how to do so, but this article:
>>>
>>> http://blogs.adobe.com/air/2010/04/adobe_air_applications_for_and.html
>>>
>>> has links to multiple videos; this link implies that it's easy to do.
>>>
>>> Jared
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> On Thu, Apr 22, 2010 at 2:11 PM, Matt S.  wrote:
>>>
>>>  So (and pardon me if these are stupid questions), does the final "app"
>>>> get converted to an Android format? Or does it actually go to the
>>>> phone still in AIR format? Is there not equivalent conversion similar
>>>> to packager for iPhone?
>>>>
>>>> .m
>>>>
>>>> On Thu, Apr 22, 2010 at 5:07 PM, Zeh Fernando 
>>>>
>>> wrote:
>>>
>>>> It will be pretty much the same as 'normal' Flash, but with less
>>>>>
>>>> CPU/memory
>>>>
>>>>> and with additional APIs.
>>>>>
>>>>> For optimization tips:
>>>>> http://help.adobe.com/en_US/as3/mobile/index.html
>>>>>
>>>>> For the additional APIs, I guess we have to wait for the proper (?) AIR
>>>>>
>>>> 2
>>>
>>>> documentation. But NativeMenu and such should be a good indication of
>>>>>
>>>> how
>>>
>>>> things will work. I think I've seen a list of the tentative APIs (for
>>>>> multi-touch, geo location, and such), but nothing too final.
>>>>>
>>>>> Zeh
>>>>>
>>>>> On Thu, Apr 22, 2010 at 4:46 PM, Matt S.  wrote:
>>>>>
>>>>>  I'm guessing some of y'all have already dove into the world of
>>>>>> developing Flash for Android, I'm wondering if there are
>>>>>> sites/books/resources you can recommend to get started?
>>>>>>
>>>>>> thanks,
>>>>>>
>>>>>> .matt
>>>>>> ___
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Re: [Flashcoders] flash for Android: resources?

2010-04-22 Thread Zeh Fernando
This is how it's gonna be soon, but not now. Android 2.1 (Nexus One, et al)
come without any kind of Flash Player installed, so you can't see Flash
content.

Zeh

On Thu, Apr 22, 2010 at 6:30 PM, jared stanley wrote:

>
> And as far as I understand it:
>
>
> flash player 10.1 is available on android, meaning you can view flash
> content when you browse the web in android.
> AIR 2 is available on android, and with this you can export files(apps) to
> be installed on your phone
> I don't know the specifics on how to do so, but this article:
>
> http://blogs.adobe.com/air/2010/04/adobe_air_applications_for_and.html
>
> has links to multiple videos; this link implies that it's easy to do.
>
> Jared
>
>
>
>
>
>
>
>
> On Thu, Apr 22, 2010 at 2:11 PM, Matt S.  wrote:
>
> > So (and pardon me if these are stupid questions), does the final "app"
> > get converted to an Android format? Or does it actually go to the
> > phone still in AIR format? Is there not equivalent conversion similar
> > to packager for iPhone?
> >
> > .m
> >
> > On Thu, Apr 22, 2010 at 5:07 PM, Zeh Fernando 
> wrote:
> > > It will be pretty much the same as 'normal' Flash, but with less
> > CPU/memory
> > > and with additional APIs.
> > >
> > > For optimization tips:
> > > http://help.adobe.com/en_US/as3/mobile/index.html
> > >
> > > For the additional APIs, I guess we have to wait for the proper (?) AIR
> 2
> > > documentation. But NativeMenu and such should be a good indication of
> how
> > > things will work. I think I've seen a list of the tentative APIs (for
> > > multi-touch, geo location, and such), but nothing too final.
> > >
> > > Zeh
> > >
> > > On Thu, Apr 22, 2010 at 4:46 PM, Matt S.  wrote:
> > >
> > >> I'm guessing some of y'all have already dove into the world of
> > >> developing Flash for Android, I'm wondering if there are
> > >> sites/books/resources you can recommend to get started?
> > >>
> > >> thanks,
> > >>
> > >> .matt
> > >> ___
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> > >>
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Re: [Flashcoders] flash for Android: resources?

2010-04-22 Thread Zeh Fernando
Flash 10.1 will be present in a number of different smartphone platforms
(all of them except iPhone?), most prominently Android. AIR 2 (also in beta
soon) will compile Android installers, so it should have a pretty solid
workflow for Android applications.

Zeh

On Thu, Apr 22, 2010 at 2:57 PM,  wrote:

> On Thu, 22 Apr 2010 16:46:37 -0400, "Matt S."  wrote:
> > I'm guessing some of y'all have already dove into the world of
> > developing Flash for Android, I'm wondering if there are
> > sites/books/resources you can recommend to get started?
>
> Don't you mean the upcoming iPhone support in Flash CS5? I don't think
> Flash for Android is available, right??
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Re: [Flashcoders] flash for Android: resources?

2010-04-22 Thread Zeh Fernando
It will be pretty much the same as 'normal' Flash, but with less CPU/memory
and with additional APIs.

For optimization tips:
http://help.adobe.com/en_US/as3/mobile/index.html

For the additional APIs, I guess we have to wait for the proper (?) AIR 2
documentation. But NativeMenu and such should be a good indication of how
things will work. I think I've seen a list of the tentative APIs (for
multi-touch, geo location, and such), but nothing too final.

Zeh

On Thu, Apr 22, 2010 at 4:46 PM, Matt S.  wrote:

> I'm guessing some of y'all have already dove into the world of
> developing Flash for Android, I'm wondering if there are
> sites/books/resources you can recommend to get started?
>
> thanks,
>
> .matt
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Re: [Flashcoders] Restrict Copypixels to a Specific Rectangle

2010-04-22 Thread Zeh Fernando
sourceRect is one of the parameters of the copyPixels method. It describes
which is the rectangle to be used when copying. No masking is necessary.
This has the same effect as limiting the target area to a specific
rectangle.

http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=1400.html

Zeh

On Thu, Apr 22, 2010 at 8:37 AM, Elia Morlin  wrote:

> Say I have a BitmapData that is 500x500 pixels.
> I want to restrict the area that will be updated in a series of copypixel
> operations.
> For example I want to restrict the rectangle that will be updated in the
> target Bitmapdata to Rectangle(100,100,50, 50).
> How do I do that without using a mask?
>
> Thanks
> Elia
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Re: [Flashcoders] JW Player API documentation

2010-04-22 Thread Zeh Fernando
This?
http://developer.longtailvideo.com/trac/wiki/Player5Api

On Thu, Apr 22, 2010 at 1:10 PM, Mattheis, Erik (MIN - WSW) <
ematth...@webershandwick.com> wrote:

> Thanks, have seen that page - I'm looking for documentation in the sense of
> definitions of the properties, methods and events available to the plug-in.
>
> _ _ _
> Erik Mattheis
> Senior Web Developer
> Minneapolis
> T  952 346 6610
> C 612 377 2272
>
> Weber Shandwick
> Advocacy starts here.
>
> PRWeek Global Agency Report Card 2009 - Gold Medal Winner
> The Holmes Report Global Agency of the Year
> PR News Agency of the Year
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
> flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Matt Gitchell
> Sent: Thursday, April 22, 2010 11:21 AM
> To: Flash Coders List
> Subject: Re: [Flashcoders] JW Player API documentation
>
> We've done several.
> *http://developer.longtailvideo.com/trac/wiki/Player5PluginsBuilding
>
> --Matt
> *
> On Thu, Apr 22, 2010 at 8:42 AM, Mattheis, Erik (MIN - WSW) <
> ematth...@webershandwick.com> wrote:
>
> > Has anyone made a plugin for the JW Player? I'm tasked with doing so, and
> > can't find documentation of the API. Is there any? Do they just expect
> you
> > to dig through the classes and figure out what you can do?
> >
> > Thanks.
> >
> > _ _ _
> > Erik Mattheis
> > Senior Web Developer
> > Minneapolis
> > T  952 346 6610
> > C 612 377 2272
> >
> > Weber Shandwick
> > Advocacy starts here.
> >
> > PRWeek Global Agency Report Card 2009 - Gold Medal Winner
> > The Holmes Report Global Agency of the Year
> > PR News Agency of the Year
> >
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Zeh Fernando
I'm not a unity3d dev, but from my point of view:

. Penetration is low but installation is easy. And the fact that a
first-time instalation don't usually need a browser restart is a huge plus;
since it's supposed to be used to more advanced experiences like games, I
think it's a small barrier of entry.

. It's not *that* new. It has been around for a few years and while it's
only gaining some mainstream attention now, it has already proven itself
quite capable for what it's trying to do.

. It uses a bunch of different languages, so it's not only C#.

IMO, for more advanced games (3d etc), Unity is not even a question.

Zeh

On Wed, Apr 14, 2010 at 11:13 AM, Kerry Thompson wrote:

> Karl DeSaulniers wrote:
>
> > Well if Unity 3d is a good 3d program to use, then I am going to learn.
> > Just take a look at this. Wow.. nice functionality.
>
> Unity is good. Real good. They're doing a lot of things right over there.
>
> Just to keep perspective, though, there are some downsides.
>
> - Plug-in penetration is low
> - It only does 3D
> - For more complex apps, you need to go beyond the drag-and-drop stuff
> and write code. I believe C# is the language of choice.
> - It's relatively new. If you've been around a while, you have seen a
> number of good technologies come and go. iTribe, mTropolis, Icon
> Author, etc.
>
> Of course, new apps sometimes succeed. Unity's main competition is
> probably Director/Shockwave, which positions Unity very nicely. They
> might make the cut--as I said, they have some Real Good People working
> for them. The technology is there, and the marketing is making
> inroads. Time will tell.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] flash builder 4 released

2010-03-29 Thread Zeh Fernando
They are.

In FDT, with the caret on a method/property/reference, F3 takes you to the
definition. F4 in a reference takes you straight to the class. The
ctrl+cursor thing also works, but in all honesty I seldom use it. Back to
the last edited location is ctrl+q.

Zeh

On Mon, Mar 29, 2010 at 9:23 AM, co...@moock.org  wrote:

> creating a method from a usage: sadly, still no.
>
> navigating to a method from its usage: if i understand what you're
> referring to correctly, that feature was in fb3 and is in fb4 too. mouse
> over the method name and press the command key to bring up a hyperlink to
> the method definition. command+[ will take you back to the last edit
> location.
>
> another set of eclipse shortcuts i couldn't live without:
>  command+uparrow: move a line up
>  command+downarrow: move a line down
>  command+shift+uparrow: duplicate a line up
>  command+shift+downarrow: duplicate a line down
>
> that's in fb3/4, and i assume it's in fdt too as they're both based on
> eclipse, but i don't know for sure.
>
> colin
>
>
> allandt bik-elliott (thefieldcomic.com) wrote:
>
>> also does it include some of the great shortcut stuff from fdt and fd like
>> the shortcuts for creating methods or jumping to a method / variable
>> implementation from it's usage which fb3 was sorely missing?
>>
>> a
>>
>>
>> On 29 March 2010 09:51, John McCormack  wrote:
>>
>>  I will be buying it shortly. It's a great product.
>>>
>>> I was interested to see that you mentioned FDT on the blog.
>>>
>>> Does FDT offer significant coding enhancements as an IDE?
>>>
>>> John
>>>
>>>
>>> co...@moock.org wrote:
>>>
>>>  i didn't see anyone post an announcement about fb4 to flashcoders, so i
 figure it's worth spreading the news a bit. here's my take on the new
 version:

 http://www.moock.org/blog/archives/000300.html

 and i guess i should check: dave do you mind posts about actionscript
 ide
 releases (fdt, flashdevelop, fb, etc) on flashcoders?

 colin
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Re: [Flashcoders] Ángel Ambrosio quiere mantener el contacto en LinkedIn

2010-03-22 Thread Zeh Fernando
This is more likely because someone had the list's email in their contact
list (say, a gmail contact list), and they use the "invite your friends!"
feature of those websites without a lot of care, bulk-inviting everybody.

2010/3/22 Karl DeSaulniers 

> Who put flashcoders as the contact for their LinkedIn profile? lol
> Or is it because of the groups?
>
> Karl
>
>
>
> On Mar 22, 2010, at 9:04 PM, Zeh Fernando wrote:
>
> Yeah. Just the normal "someone wants to keep contact in linkedin" type of
> stuff.
>
> 2010/3/22 Karl DeSaulniers 
>
>  My spanish is rusty, what did he/she ask?
>> Is this another one of those emails where someone is wanting Flashcoders
>> as
>> a friend on LinkedIn?
>>
>> Karl
>>
>>
>>
>> On Mar 22, 2010, at 5:55 PM, Ángel Ambrosio wrote:
>>
>> LinkedIn
>> Ángel Ambrosio souhaite se connecter à vous sur LinkedIn :
>> --
>>
>> Marc:
>>
>> Me gustaría añadirte a mi red profesional en LinkedIn.
>>
>> - Ángel Ambrosio
>>
>> Accepter l'invitation de Ángel Ambrosio
>>
>>
>> http://www.linkedin.com/e/XEzBlT6odM8buZtuxRkFg2aRojmbrRCwd4dkwunRTj8bdkAw2T/blk/I1907571572_2/1BpC5vrmRLoRZcjkkZt5YCpnlOt3RApnhMpmdzgmhxrSNBszYOnP8Tdj4TdjsMej59bSV3nQ8OlP15bPcPcjkQe3oScj4LrCBxbOYWrSlI/EML_comm_afe/
>>
>> Voir l'invitation de Ángel Ambrosio
>>
>>
>> http://www.linkedin.com/e/XEzBlT6odM8buZtuxRkFg2aRojmbrRCwd4dkwunRTj8bdkAw2T/blk/I1907571572_2/39vczsRcjsRdP0VckALqnpPbOYWrSlI/svi/
>> --
>>
>> SAVEZ-VOUS que vous pouvez être le premier informé quand un membre de
>> votre
>> réseau change de poste ? Les "Nouvelles du réseau" sur votre page
>> d'accueil
>> LinkedIn vous informe des évolutions de carrière dans votre réseau. Soyez
>> le/la premier(e) informé(e) !
>> http://www.linkedin.com/
>>
>>
>> --
>> (c) 2010, LinkedIn Corporation
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>>
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Re: [Flashcoders] Ángel Ambrosio quiere mantener el contacto en LinkedIn

2010-03-22 Thread Zeh Fernando
Yeah. Just the normal "someone wants to keep contact in linkedin" type of
stuff.

2010/3/22 Karl DeSaulniers 

> My spanish is rusty, what did he/she ask?
> Is this another one of those emails where someone is wanting Flashcoders as
> a friend on LinkedIn?
>
> Karl
>
>
>
> On Mar 22, 2010, at 5:55 PM, Ángel Ambrosio wrote:
>
> LinkedIn
> Ángel Ambrosio souhaite se connecter à vous sur LinkedIn :
> --
>
> Marc:
>
> Me gustaría añadirte a mi red profesional en LinkedIn.
>
> - Ángel Ambrosio
>
> Accepter l'invitation de Ángel Ambrosio
>
> http://www.linkedin.com/e/XEzBlT6odM8buZtuxRkFg2aRojmbrRCwd4dkwunRTj8bdkAw2T/blk/I1907571572_2/1BpC5vrmRLoRZcjkkZt5YCpnlOt3RApnhMpmdzgmhxrSNBszYOnP8Tdj4TdjsMej59bSV3nQ8OlP15bPcPcjkQe3oScj4LrCBxbOYWrSlI/EML_comm_afe/
>
> Voir l'invitation de Ángel Ambrosio
>
> http://www.linkedin.com/e/XEzBlT6odM8buZtuxRkFg2aRojmbrRCwd4dkwunRTj8bdkAw2T/blk/I1907571572_2/39vczsRcjsRdP0VckALqnpPbOYWrSlI/svi/
> --
>
> SAVEZ-VOUS que vous pouvez être le premier informé quand un membre de votre
> réseau change de poste ? Les "Nouvelles du réseau" sur votre page d'accueil
> LinkedIn vous informe des évolutions de carrière dans votre réseau. Soyez
> le/la premier(e) informé(e) !
> http://www.linkedin.com/
>
>
> --
> (c) 2010, LinkedIn Corporation
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Re: [Flashcoders] An event when a Sprite's visible changes?

2010-02-21 Thread Zeh Fernando
Your best bet is to create a new class that overrides .visible with a
getter/setter, and add the event there (pretty much the same Henrik
Andersson said). It's pretty clean and doesn't require changes anywhere
else, but it also means you cannot use a Sprite but rather your new class.

Zeh

On Sun, Feb 21, 2010 at 12:24 PM, Kerry Thompson wrote:

> Alexander Farber wrote:
>
> > Is there please an AS3-event broadcasted
> > when a Sprite is shown or hidden?
>
> Not per se, but you might try Event.RENDER. I doubt it would work,
> though--it's dispatched when the display list is about to be updated
> and rendered. You'd get a lot of those to process, and I'm not even
> sure if changing the visibility causes the update list to be updated.
>
> I think your best bet is to dispatch a custom event. Of course, to do
> that, you would have to have the code that could change the sprite's
> visibility. Another option would be to simply check the sprite's
> visibility on a frame event, but that's pretty clunky.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] and now..CLIENT now hates Flash

2010-02-03 Thread Zeh Fernando
IE7 and IE8 are a far cry from any sort of HTML5 support. I don't think it's
to support it at all, it's just to make the developer's job less miserable
(considering IE6 is a small part of their audience and it's on the way out
anyway).

Here's something everyone has to keep in mind: even if the HTML5 standard
was finished, and if *all* browsers had versions with full HTML5 support
*today*, it'd still take around 8 years for that to be feasible on
commercial projects, given the pace browser penetration usually follows (IE6
was released 8.5 years ago and it's still used by around 13% of the users*).

Add to that the fact that the HTML5 groups are still fighting over codec
support, nothing's ratified yet, and you begin to see why anyone saying
HTML5 will replace Flash anytime soon is out of their damn minds.

As developers we should not be emotionally attached to a platform and refuse
change. But at the same time, I work in the real world and like to look at
solid data; and the data says using HTML5 today is a pipe dream unless you
want problems with cross-browser development to achieve a ~6% user
penetration.

If you wanna convince clients, give them the numbers.

Zeh

[*]
http://www.statowl.com/web_browser_usage_by_version.php?limit[]=ie&limit[]=firefox&limit[]=safari&limit[]=chrome&limit[]=opera&limit[]=netscape

On Wed, Feb 3, 2010 at 4:56 PM, Kerry Thompson wrote:

> I noticed something interesting, and perhaps relevant, a couple of
> days ago. Google  Docs and Google Apps is going to stop supporting
> older Browsers, like IE 6, on March 1. I understand the move is to
> promote HTML5.
>
> I don't believe Flash is going away soon either. There are too many
> sites out there that use Flash, including the one I'm working on,
> . We're basically a big Flash site, supported by
> the usual HTML, JavaScript, PHP, and the like.
>
> I think somebody else mentioned the fact that Disney uses Flash
> extensively (they do). It would be prohibitively expensive to redo all
> their apps in another language.
>
> I'm not retiring for another 5-6 years, and I expect to be a Flash
> programmer for the rest of my career.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] WIRED hates Flash

2010-02-01 Thread Zeh Fernando
No point. It's an interesting experiment I'm quite sure. But I guess in a
world where people are impressed by acronyms being thrown around without
regard for accuracy or fact-checking, it fits the bill perfectly. Suddenly
"parsing a SWF" format means "supporting Flash 99.9%", as much as "other
technology plays videos" means "Flash is dead".

etc.

Zeh

On Mon, Feb 1, 2010 at 11:32 AM, Merrill, Jason <
jason.merr...@bankofamerica.com> wrote:

> I guess what's the point then?  Just displaying cartoons so people don't
> have to use the Flash player?  Impressive technically, but nothing to be too
> excited about regarding feasibility I suppose.
>
>
> 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 Carl Welch
> Sent: Monday, February 01, 2010 11:19 AM
> To: Flash Coders List
> Subject: Re: [Flashcoders] WIRED hates Flash
>
> I looked into it last night. It only handles frame based animation. oh
> well.
>
> On Mon, Feb 1, 2010 at 7:58 AM, Merrill, Jason
>  wrote:
> >>> I think apple store and adobe flash have big chance to be flipfloped
> > anyway:
> >>>http://paulirish.com/work/gordon/demos/
> >
> > None of those samples worked for me on IE7.
> >
> > It's a great idea ,but I guess I'm skeptical of any Javascript engine
> > being able to fully replicate all or even most the features of the Flash
> > player. At least enough to have widespread adoption.  Do you know what
> > percentage of Flash player 10 features this is supposed to be able to
> > handle?
> >
> >
> > 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)
> >
> >
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> Carl Welch
> http://www.carlwelch.com
> 805.403.4819
>
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Re: [Flashcoders] WIRED hates Flash

2010-02-01 Thread Zeh Fernando
http://wiki.github.com/tobeytailor/gordon/swf-tag-support-table

http://wiki.github.com/tobeytailor/gordon/browser-support-table

The guy is probably a genius, but Gordon is nowhere near feasible for
anything other than displaying some animated vectors.

Zeh


On Mon, Feb 1, 2010 at 11:10 AM, Gerry  wrote:

> I've been digging through the code and trying to build my own examples.
> Does anyone have
> info on gordon as far as targeted FP version?
>
> -Gerry
>
> On Feb 1, 2010, at 10:58 AM, Merrill, Jason wrote:
>
> >>> I think apple store and adobe flash have big chance to be flipfloped
> > anyway:
> >>> http://paulirish.com/work/gordon/demos/
> >
> > None of those samples worked for me on IE7.
> >
> > It's a great idea ,but I guess I'm skeptical of any Javascript engine
> > being able to fully replicate all or even most the features of the Flash
> > player. At least enough to have widespread adoption.  Do you know what
> > percentage of Flash player 10 features this is supposed to be able to
> > handle?
> >
> >
> > 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)
> >
> >
> > ___
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> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
>
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Zeh Fernando
What's the content of the sprite?

On Mon, Jan 25, 2010 at 8:30 PM, jared stanley wrote:

> whenever I see odd behavior with alpha I assume it has to do with a parent
> clip or setting it to 50 instead of .5 - and it usually happens when I'm
> feeling frantic on a project.
>
> hth
>
> jared
>
>
>
> On Mon, Jan 25, 2010 at 5:01 PM, Paul Andrews  wrote:
>
> > Eric E. Dolecki wrote:
> >
> >> huh? Post some code. Everyone is guessing at the vague question at the
> >> moment.
> >>
> >>
> > I'm not sure it's that vague, but still..
> >
> > Basically I have a Sprite. Setting the alpha to 0.05 doesn't make it
> > invisible/almost invisible. Setting the alpha to 0.0 does.
> >
> > The code is amongst a load of other stuff and I can live without the
> alpha
> > for the moment. If nobody else has seen odd behaviour with Sprite alphas,
> > then I have some stupidity in my code and I'll return to it later. If you
> > haven't see odd alpha behaviour then no worries.
> >
> > When life is a little less frantic, I'll check it out with some more
> tests.
> >
> >
> > Paul
> > ___
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> >
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Re: [Flashcoders] Sprite alpha

2010-01-25 Thread Zeh Fernando
1. How much is "any other alpha"?
2. What is the content of the sprite?



On Mon, Jan 25, 2010 at 6:33 PM, Eric E. Dolecki  wrote:

> You mean at 0.5 it's fully on? Or are you doing alpha = 50 expecting 50%
> alpha?
>
> On Mon, Jan 25, 2010 at 6:22 PM, Paul Andrews  wrote:
>
> > I have a bit of an oddity with a sprite alpha.
> >
> > At alpha=0.0 - invisible
> > At any other alpha it's full on.
> >
> > Anyone else seen this?
> >
> > Things are a bit frantic just now, so I have little time to experiment to
> > see what the problem is.
> >
> > Paul
> >
> > ___
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> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> http://ericd.net
> Interactive design and development
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Re: [Flashcoders] Clearing Cache

2010-01-14 Thread Zeh Fernando
Not directly, and that is not something you should be looking into doing
anyway. If you want to make sure you're loading dynamic data, just add a
variable with a random value as querystrings to the URLs you're loading and
that'll do the trick.

Zeh

On Thu, Jan 14, 2010 at 12:20 PM, Lehr, Theodore
wrote:

> Is there a way to clear the browsers cache via Flash? I have a movie that
> is very dynamic in the data it shows - I want to make sure the users are not
> getting an old view
>
> Thanks!
>
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Re: [Flashcoders] Settiing the default format of TextFields in CS3

2010-01-04 Thread Zeh Fernando
Not saying much, but: no normal workaround that I know. This is behavior
that has been in Flash since the AS2 days - certain properties (like
letterSpacing) are always lost with defaultTextFormat so you always need to
set it again. I always used something similar to your code.

Zeh

On Mon, Jan 4, 2010 at 3:21 PM, Todd Kerpelman  wrote:

> Hey, Flash Coders! Happy New Year!
>
> Quick question for you guys: I work a lot with dynamic TextFields that I
> design, format and lay out in the Flash CS3 authoring environment. The
> problem I frequently run into is that when I go ahead and change the text
> of
> these things in the code, most of the text formatting information is lost.
>
> As a work-around, I've gotten into the habit of calling a function like
> this
> in my constructors...
>
> private function initTextFields():void
> {
>for each (var formatMe:TextField in [titleTxt, headerTxt, legalTxt,
> storyTxt]) {
>var tf:TextFormat = formatMe.getTextFormat();
>formatMe.defaultTextFormat = tf;
>}
> }
>
> This works, but I keep wondering if I'm doing unnecessary work. Is there
> any
> kind of "Keep the current formatting of any textfield I've created in the
> authoring environment" checkbox that I'm just missing somewhere?
>
> Thanks!
>
> --Todd
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Re: [Flashcoders] Bizarre Issue

2009-12-15 Thread Zeh Fernando
>From my experience, Flash has had issues composing many Bitmaps when they're
overlapping each other. It'd just start hiding some of the images, roughly
after 20 of them were present. Are your images overlapping?

If that's what's going on, you may be able to solve it by 'grouping' the MCs
in parent MCs in groups of 10 or so. Then set those parent MCs to precompose
(BlendMode.LAYER, or adding an empty blur filter to force it), thus avoiding
a direct composition of more than 20 layers at a time.

Zeh

On Tue, Dec 15, 2009 at 9:58 AM, Lehr, Theodore
wrote:

> See below
>
> 
> From: flashcoders-boun...@chattyfig.figleaf.com [
> flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Greg Ligierko [
> gre...@l-d5.com]
> Sent: Tuesday, December 15, 2009 9:47 AM
> To: Flash Coders List
> Subject: Re: [Flashcoders] Bizarre Issue
>
> It's hard to say...
>
> A few questions:
> - do you see all contents when you remove fading completely, i.e. when
> you set 100% alpha at the beginning  ? NO - I can start it at 100% and they
> are still not there
> - did you try starting fade with alpha 50% ?
> - what kind of event do you use for fading, enter frame or a
> timer/interval ? they are turned to 0% alpha in the IDE - after that they
> are changed  vias onRollOver or onRollOut
> - are images loaded into the movie or are they library items or are
> they bitmapdata (copied loaded images) ? They are "hard coded" in the MC -
> just sitting on a layer
> - if images are loaded, they are they completely initialized before
> showing ? n/a
>
> >From my experience disappearing mcs may be a problem with setting
> their depth (that can be already occupied by other mcs or a
> subsequently attached/created movie clip gets into their depth ).
>
> Also, if alpha property of the images gets NaN, they may be invisible.
>
> Images can be wrongly resized (width of height is NaN or 0 and the
> image disappears)...
>
> the bizarre thing to me is that it is the same MC - just different
> instances...
>
> g
>
>
>
>  Tuesday, December 15, 2009 (2:55:13 PM) Lehr, Theodore wrote:
>
> > I have a weird issue that I will attempt to explain - if no one
> > gets it and does not reply - I understand
>
>
> > So I have the same MC that is used say 50 times - each on their own
> layer
>
> > These MC have dynamic text boxes and images... they ALL start out with
> alpha = 0...
>
> > Some have their alpha changed to 100%... none the less... when the
> > alpha is changed ONLY the first 23 layers show everything - layers
> > 24 and above only show the dynamic text - they do not show the images...
>
> > Any reason why?? Sounds like a bug... but it very well could be me
>
>
>
>
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Re: [Flashcoders] The Flash Debug Player

2009-12-04 Thread Zeh Fernando
It displays error messages in a new dialog when an error occurs (otherwise
it'd just ignore them blindly), connects to external tools for debugging
(tracing and things like that), and provides additional methods (like
System.gc()).

It's also a very small bit slower than the normal player.

I'd say the biggest impact in your day-to-day browsing experience is seeing
the error dialogs when an error occur (pretty common specially on some video
players or crappy websites).

Zeh

On Fri, Dec 4, 2009 at 11:32 AM, Gregory Boudreaux wrote:

> What does the Flash Debug Player do exactly?
>
> Does it affect your browsing experience when you are not trying to
> "debug" anything?
>
> Thanks.
>
> gregb
>
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Re: [Flashcoders] OT: PHP books

2009-11-23 Thread Zeh Fernando
If you just want to use it for a few things (as opposed to building a huge
system), some online tutorials is all you need. If you know any sort of
programming language, PHP is really simple to use and the documentation in
php.net is extremely helpful - you look for a method or function and the
comments in its page will always contain examples of all kinds of uses of
it, often doing the very specific thing you need.

Zeh

On Mon, Nov 23, 2009 at 1:05 PM, Mendelsohn, Michael <
michael.mendels...@fmglobal.com> wrote:

> Hi list...
>
> If all I know in php is echo, what's the best book to learn this language,
> as well as MySQL?
>
> Thanks,
> - Michael M.
>
>
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Re: [Flashcoders] Swfs not loading in FF on PC

2009-11-19 Thread Zeh Fernando
Yes. While loading a SWF using wmode=transparent, loaderInfo doesn't fire
ProgressEvent.PROGRESS and Event.COMPLETE events for itself inside FireFox.

The solution is using a separate ENTER_FRAME event to check on the loading
state. You can read the bytesLoaded and bytesTotal (they're correctly
updated), it's just the events that never fire.

This is more or less what I use with a hack event, on top of my normal
events:

protected function startSelfLoading(): void {
addEventListener(Event.ENTER_FRAME, onSWFLoadingProgressHack,
false, 0, true); // This is needed because Flash won't fire SWF loading
events if wmode=transparent!
root.loaderInfo.addEventListener(ProgressEvent.PROGRESS,
onSWFLoadingProgress, false, 0, true);
root.loaderInfo.addEventListener(Event.COMPLETE,
onSWFLoadingComplete, false, 0, true);
}

protected function onSWFLoadingProgress(e:ProgressEvent): void {
swfLoadingPhase = e.bytesLoaded / e.bytesTotal;
}

protected function onSWFLoadingProgressHack(e:Event): void {
// This is needed because Flash won't fire SWF loading events if
wmode=transparent!
swfLoadingPhase = root.loaderInfo.bytesLoaded /
root.loaderInfo.bytesTotal;
if (swfLoadingPhase >= 1) {
// Just for safety's sake, wait a few frames after it has
finished loading
framesAfterLoaded++;
if (framesAfterLoaded > 5) onSWFLoadingComplete(null);
}
}

protected function onSWFLoadingComplete(e:Event): void {
swfLoadingPhase = 1;
removeEventListener(Event.ENTER_FRAME,
onSWFLoadingProgressHack);
root.loaderInfo.removeEventListener(ProgressEvent.PROGRESS,
onSWFLoadingProgress);
root.loaderInfo.removeEventListener(Event.COMPLETE,
onSWFLoadingComplete);
// Show website, etc
}

Loading secondary SWFs seem to work normally. It's just want the firts SWF
is loading itself.

Zeh

On Thu, Nov 19, 2009 at 3:54 PM, Joe Minkiewicz wrote:

> I run into this issue a lot (I may have even posted here before asking for
> help about it).
>
> Has anyone run into an issue with swfs randomly not loading correctly in
> FireFox on PC? I have one regular client and once in awhile they say the
> swfs don't load—it's always FF on PC, Mac and other browsers work fine.
> I've
> never been able to figure it out. It's not 100% reproducible and on my PC
> virtual machine everything's fine. The best I can come up with is to turn
> off wmode=transparent but sometimes they need that and I'm not sure it's a
> real fix.
>
> I'm wondering if it's something to do with how I code the swfs? Maybe
> something to do with the preloader code? But it could also be something
> with
> their computers since they're the ones that see it. Any ideas? I've tried
> google but everything I find is old (FF2) or the fixes don't apply to my
> situation.
>
> Thanks,
> Joe
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Re: [Flashcoders] AS2 to AS3 Translation

2009-11-18 Thread Zeh Fernando
http://livedocs.adobe.com/flex/2/langref/migration.html

On Wed, Nov 18, 2009 at 10:20 AM, beno -  wrote:

> Hi;
> I've found the following AS2 script I'm trying to translate into AS3. Right
> now, I'd just like a little help understanding how to rewrite some code
> variables. Please help me translate into AS3 (with my guesses ;)
>
> _xmouse (mouseX?)
> _root (root?)
>
> Just for good style, should I eliminate all the leading underscores, or is
> this used for keeping the variables private (like in python)?
>
> Also, is there a good online doc for translation from AS2 to AS3?
> BTW, I assume the "Flash IDE (integrated dev. env.)" means the GUI, as
> opposed to coding directly?
> TIA,
> beno
>
>
> /**
> * Animated Explosion Effect
> *
> * Version: 1.0
> * Author: Philip Radvan
> * URL: http://www.freeactionscript.com
> */
>
> //Settings
> var explosionParticleAmount:Number = 15;
> var explosionDistance:Number = 30;
> var explosionSize:Number = 100;
> var explosionAlpha:Number = 75;
>
> function addExplosion(targetX:Number, targetY:Number,
> _explosionParticleAmount:Number, _distance:Number, _explosionSize:Number,
> _explosionAlpha:Number):Void
> {
>//run a for loop based on the amount of explosion particles
>for(var i = 0; i < _explosionParticleAmount; i++)
>{
>//create particle
>var _tempClip2 = _root.attachMovie("explosion2", "explosion2_" +
> _root.getNextHighestDepth(), _root.getNextHighestDepth());
>var _tempClip = _root.attachMovie("explosion", "explosion" +
> _root.getNextHighestDepth(), _root.getNextHighestDepth());
>//set particle position
>_tempClip.x = targetX+random(_distance)-(_distance/2);
>_tempClip.y = targetY+random(_distance)-(_distance/2);
>_tempClip2.x = targetX+random(_distance)-(_distance/2);
>_tempClip2.y = targetY+random(_distance)-(_distance/2);
>
>//get random particle scale
>var tempRandomSize = random(_explosionSize)+_explosionSize/2;
>//set particle scale
>_tempClip.scaleX = tempRandomSize;
>_tempClip.scaleY = tempRandomSize;
>//get random particle scale
>var tempRandomSize = random(_explosionSize)+_explosionSize/2;
>//set particle scale
>_tempClip2.scaleX = tempRandomSize;
>_tempClip2.scaleY = tempRandomSize;
>
>//set particle rotation
>_tempClip2._rotation = random(359);
>
>//set particle alpha
>_tempClip.alpha = random(explosionAlpha)+explosionAlpha/4;
>_tempClip2.alpha = random(explosionAlpha)+explosionAlpha/4;
>}
> }
>
> /**
> *
> * Mouse Controls
> *
> */
> //create an object that we'll listen to
> mouseListener = new Object();
>
> //on Click, create explosionle
> mouseListener.addEventListener(mouseEvent.onMouseDown, doThis);
> functioin doThis():void
> {
>addExplosion(_xmouse, _ymouse, explosionParticleAmount,
> explosionDistance, explosionSize, explosionAlpha);
> };
>
> //add listener
> Mouse.addListener(mouseListener);
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Re: [Flashcoders] Windows 7 Compatibility with Flash

2009-10-23 Thread Zeh Fernando
Flash Player:
http://www.microsoft.com/windows/compatibility/windows-7/en-us/Details.aspx?type=Software&p=Adobe%20Flash%20Player&v=Adobe&uid=10&pf=0&pi=1&s=flash&os=32-bit

On Fri, Oct 23, 2009 at 6:02 PM, AutGlass Jobs  wrote:

> Thanks Helmut, but the link shows compatibility with Vista.  I am wanting
> to
> know if there are any compatibility issues with Flash for Windows 7.
> Anyone know about this?
>
> Thanks.
>
> On Fri, Oct 23, 2009 at 2:50 PM, Helmut Granda  >wrote:
>
> >
> >
> http://www.microsoft.com/windows/compatibility/windows-vista/Details.aspx?type=Software&p=Adobe%20Flash%20CS4%20Professional&v=Adobe&uid=&pf=0&pi=7&c=Enterprise%20Applications&sc=Collaboration%20%26%20Content&os=32-bit
> >
> > On Fri, Oct 23, 2009 at 1:45 PM, AutGlass Jobs 
> wrote:
> >
> > > Hi all,
> > >
> > > Now that Windows 7 came out, I wanted to see if there might be any
> > > compatibility issues with playing Flash on it.  Anyone have any insight
> > on
> > > this matter?
> > >
> > > Thanks,
> > >
> > > Phil
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Re: [Flashcoders] bounce easing function for tweener

2009-08-13 Thread Zeh Fernando
What I said probably applies to 99% of the tweening engines available out
there anyway.

PS. Awesome link on that uize tool. I didn't know that. There are some very
good equation samples - based on Penner's work but much more flexible to
animation use. With some ingenuity the code can probably be easily adapted
to tweener/tweenmax/tweenetc. It's GPL though.

Zeh

On Thu, Aug 13, 2009 at 2:13 PM, jared stanley wrote:

> i would listen to whatever zeh says :)
>
> On Thu, Aug 13, 2009 at 11:05 AM, Zeh Fernando wrote:
> > You can copy the original bounce function from the Equations class and
> then
> > use it as the transition parameter (like you probably already know). But
> > yeah, you'll need to change the original code to achieve whatever effect
> you
> > want. Usually tweaking some of the constant numbers is enough to make it
> > bounce the way you want it to, or even apply some of the other equations
> to
> > change the effect (ie, outExpo on top of the outBounce result makes it
> look
> > like a "thud" instead of the default bouncy bounce).
> >
> > Zeh
> >
> > On Thu, Aug 13, 2009 at 1:43 PM, jared stanley  >wrote:
> >
> >> go into the penner's easing classes, copy the bounce function class
> >> and rename it, then mess with the constants in the math in there.
> >>
> >>
> >>
> >>
> >>
> >>
> >> On Thu, Aug 13, 2009 at 10:28 AM, Merrill,
> >> Jason wrote:
> >> > Greensock's TweenMax and TweenLite include source code you can modify
> >> > and they include Penner's easing equations which include Bounce
> easing.
> >> > You could try that.
> >> >
> >> >
> >> > 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
> allandt
> >> > bik-elliott (thefieldcomic.com)
> >> > Sent: Thursday, August 13, 2009 12:09 PM
> >> > To: Flash Coders List
> >> > Subject: [Flashcoders] bounce easing function for tweener
> >> >
> >> > hi guys
> >> > I've been looking around for a way of modifying the bounce easing
> >> > function
> >> > for Tweener but I'm not having much joy (I've taken to doing a series
> of
> >> > tweens in the onComplete function to fudge it).
> >> >
> >> > I've seen
> >> >
> http://timotheegroleau.com/Flash/experiments/easing_function_generator.h
> >> > tm
> >> > which
> >> > is astounding but it doesn't include a bounce.
> >> >
> >> > I've also seen http://www.uize.com/tools/curve-explorer.html which is
> a
> >> > javascript modifier but it only works with Uize (which i guess is a
> >> > javascript tweening library - who knows) and doesn't really go into
> the
> >> > formulae (you pass it a set of parameters and it does the rest)
> >> >
> >> > Could anyone point me in the right direction, please?
> >> >
> >> > thanks in advance
> >> > Alz
> >> > ___
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> >> >
> >>
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Re: [Flashcoders] bounce easing function for tweener

2009-08-13 Thread Zeh Fernando
You can copy the original bounce function from the Equations class and then
use it as the transition parameter (like you probably already know). But
yeah, you'll need to change the original code to achieve whatever effect you
want. Usually tweaking some of the constant numbers is enough to make it
bounce the way you want it to, or even apply some of the other equations to
change the effect (ie, outExpo on top of the outBounce result makes it look
like a "thud" instead of the default bouncy bounce).

Zeh

On Thu, Aug 13, 2009 at 1:43 PM, jared stanley wrote:

> go into the penner's easing classes, copy the bounce function class
> and rename it, then mess with the constants in the math in there.
>
>
>
>
>
>
> On Thu, Aug 13, 2009 at 10:28 AM, Merrill,
> Jason wrote:
> > Greensock's TweenMax and TweenLite include source code you can modify
> > and they include Penner's easing equations which include Bounce easing.
> > You could try that.
> >
> >
> > 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 allandt
> > bik-elliott (thefieldcomic.com)
> > Sent: Thursday, August 13, 2009 12:09 PM
> > To: Flash Coders List
> > Subject: [Flashcoders] bounce easing function for tweener
> >
> > hi guys
> > I've been looking around for a way of modifying the bounce easing
> > function
> > for Tweener but I'm not having much joy (I've taken to doing a series of
> > tweens in the onComplete function to fudge it).
> >
> > I've seen
> > http://timotheegroleau.com/Flash/experiments/easing_function_generator.h
> > tm
> > which
> > is astounding but it doesn't include a bounce.
> >
> > I've also seen http://www.uize.com/tools/curve-explorer.html which is a
> > javascript modifier but it only works with Uize (which i guess is a
> > javascript tweening library - who knows) and doesn't really go into the
> > formulae (you pass it a set of parameters and it does the rest)
> >
> > Could anyone point me in the right direction, please?
> >
> > thanks in advance
> > Alz
> > ___
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> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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>
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Re: [Flashcoders] does as3 optimize functions called by the constructor?

2009-06-05 Thread Zeh Fernando
>From what I've heard; the functions themselves *are* optimized, as opposed
to how the constructor works. So it's just the actual stuff inside the
constructor that's jit-compiled.

To be honest, though, I tried testing that scenario that and found no stable
difference at all by moving all the constructor code to a separate function.
It's likely the added function call negates any speed gained with using code
from 'properly' compiled functions, and only very complex constructor blocks
would benefit from it.

Zeh

On Fri, Jun 5, 2009 at 11:49 AM, Anthony Pace wrote:

> Hello,
>
> I know that as3 does not compile, at least not in an optimized fashion, the
> constructor for a class; however, what about the function that is called in
> the constructor?  is that too left to be jit compiled?
>
>
> Thanks in advance,
> Anthony
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Re: [Flashcoders] Dynamic fonts and Tweens

2009-06-05 Thread Zeh Fernando
It's likely it's not using an embedded font (whether it's embedded on the
library or not is just a detail and doesn't say much about your actual
textfield). Can you rotate the mc?

If you can't, it's not using it. If you use embedded fonts you'll be able to
change its _alpha.

If you *can* rotate it it means it's using embedded fonts. Then you are
supposed to change its _alpha normally. If you can't, there's something else
on your code that's preventing the _alpha change from taking place, or doing
so with a value that produces no result.

There's no difference between an _alpha tween from a _x, _rotation, or
_xscale tween.

Zeh

On Fri, Jun 5, 2009 at 11:34 AM, John R. Sweeney Jr
wrote:

> Howdy all,
>
> Does anyone know of a solution to doing an alpha Tween on a movieclip that
> contains dynamic text field.
>
> This is AS2 & CS3. I attach a linked mc from the library, populate that
> text
> field, myMc.mySecond_mc.myTextMc.text. The font family Tahoma is stored in
> a
> linked font symbol in my library. It attaches, populates and functions
> fine,
> but the _alpha Tween has no effect on the mc.
>
> Any suggestions?
>
>
> Thanks in advance for any advise,
> John
>
>
>
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Re: [Flashcoders] AS3: for-loop in a static initializer - "Access of undefined property i"

2009-04-12 Thread Zeh Fernando
Many thanks for the in-depth reply, Juan. I learned something today.

Zeh

On Sun, Apr 12, 2009 at 5:14 PM, Juan Pablo Califano <
califa010.flashcod...@gmail.com> wrote:

> The problem is that, while static initializer blocks look like their
> counterparts in Java, they have a little but important difference. Even
> though you use curly braces, you're not creating a new scope. In AS, scope
> is either class / global or local (to a function or method).
>
> So, you cannot declare var i:int and access it statically, since by default
> variables and methods are not static. An option is to make i static as you
> did, but it looks ugly, since i is clearly a temporary variable.
>
> In C# you can declare a static constructor to handle such a situation (I'm
> not 100% sure, but I think you can't use static initializers). This
> constructor is automatically called when the class is loaded, or at least,
> before the first instance is created.
>
> In Actionscript, you don't have this feature, but you can do something
> similar, except you'd have to call your "static constructor" (or, more
> properly, initializer method) manually.
>
> You could do something like this:
>
>
>private static var BLACK:TextFormat = new TextFormat('Arial', 24,
> 0x00, true);
>private static var RED:TextFormat   = new TextFormat('Arial', 24,
> 0xFF, true);
>
> //  run static initializer method
>{
>staticInit();
>}
>
>private static function staticInit():void {
> BLACK.letterSpacing = -4;
>RED.letterSpacing = -4;
> // i is now a local var and will go out of scope when this function
> returns
>for (var i:int = 0; i < 10; i++)
>trace(i);
>}
>
> In fact, there is a static constructor, but it's created ad hoc by the
> compiler and called automatically by the runtime when the class is
> initialized. If you decompile / disassemble your code, you'll see a method
> called:
>
> static function YourClassName$cinit()
>
> This method contains all the inline static initializers. But since it's
> generated by the compiler, you cannot declare it yourself.
>
> Nevertheless, making your own static initializer method and calling it
> seems
> a bit cleaner if you need some static initialization logic.
>
>
> Cheers
> Juan Pablo Califano
>
>
> 2009/4/12 Alexander Farber 
>
> > Hello,
> >
> > I have a static initializer in my class and it works ok:
> >
> > private static var BLACK:TextFormat = new TextFormat('Arial', 24,
> > 0x00, true);
> > private static var RED:TextFormat   = new TextFormat('Arial', 24,
> > 0xFF, true);
> > // place "1" closer to "0" in the "10" string
> > {
> >BLACK.letterSpacing = -4;
> >RED.letterSpacing = -4;
> > }
> >
> > But when I try to add a for-loop there (I need to
> > add some data to static array I have in the class),
> > then I get errors "Access of undefined property i":
> >
> > {
> >BLACK.letterSpacing = -4;
> >RED.letterSpacing = -4;
> >
> >for (var i:uint = 0; i < 10; i++)
> >trace(i);
> > }
> >
> > I have to move the variable i outside the initializer:
> >
> > private static var i:uint;
> > {
> >BLACK.letterSpacing = -4;
> >RED.letterSpacing = -4;
> >
> >for (i = 0; i < 10; i++)
> >trace(i);
> > }
> >
> > Isn't it strange? It looks ugly to me...
> >
> > Regards
> > Alex
> > ___
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> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] onEnterFrame question

2009-04-11 Thread Zeh Fernando
>
> Hi Zeh,
> I tested the theory and put the onEnterFrame = null inside if(loaded ==
> filesize) right at the beginning and it did not finish the alpha that was
> under it.
> Does that mean that my code does not finish because I made it null or does
> that mean that it does matter where you place the termination?
>

No, it's an unrelated error. The function continues to execute. You did not
make the code itself null, just a reference you have to it. You can nullify
the reference at the very start of the function, and the coe will continue
to work as usual until the function ends.

Zeh
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Re: [Flashcoders] onEnterFrame question

2009-04-10 Thread Zeh Fernando
> When you have an "onEnterFrame" and you want to terminate it but call on a
> function at the end of it, what is the best way of doing this?
> Do you call the function first and then end the onEnterFrame or do you end
> the onEnterFrame and then call the function?


It doesn't matter. You nulify the reference and the current call continues
to execute. So it makes no difference in practice (unless your function SETS
onEnterFrame of course).



> Also, do you use onEnterFrame = null or is it better to delete
> onEnterFrame?
>

Someone made tests about it to see what was faster a long time ago, but I
can't remember the results. :( IIRC, it was better to set it as undefined
(same effect as delete in this case?)


Zeh
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread Zeh Fernando
1. You're using the hinted rendering path for the text ("custom
anti-alias"). It'll not move to subpixels so slow sliding like that will
always look stramge. Use "antialias for animation" on your textfield.
2. The duck animation *is* smooth. The graphic asset isn't. Go to the
library and turn on its "allow smoothing" option to use interpolation in its
rendering. Ania Niesler already said that.

Zeh

On Fri, Apr 10, 2009 at 11:16 AM, Cor  wrote:

> Yes, but why use tweener AND timeline?
> Use only tweener.
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
> Sent: vrijdag 10 april 2009 16:11
> To: Flash Coders List
> Subject: Re: [Flashcoders] not smooth interpolation
>
> the duck use Tweener.
>
> L
>
> Cor a écrit :
> > I think that could be because you use the time line and therefor frames
> per
> > second.
> > Using a timer and coded motion will smooth it up.
> >
> >
> > -Original Message-
> > From: flashcoders-boun...@chattyfig.figleaf.com
> > [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
> > Sent: vrijdag 10 april 2009 15:52
> > To: Flash Coders List
> > Subject: Re: [Flashcoders] not smooth interpolation
> >
> > Cor a écrit :
> >
> >> About the textfield.
> >>
> >> Drag the keyframe at position frame 200 to frame 100.
> >> Copy frame 1 and paste it in frame 200.
> >> Set the motion tween again
> >>
> >>
> > I'm not talking about that going back to position, this is just
> > unfinished, I'm talking about the motion from 1 to 200 that is not
> > smooth at all..
> > Same for the duck, it's a mc animated in a mc, still the movement is
> > like pixel by pixel. Never got that stuff...
> >
> >> About the duck.
> >> You are using a MC in a MC.
> >> Give the main duck an instance name bird and position it on the stage
> >>
> > where
> >
> >> it is now.
> >>
> >> -Original Message-
> >> From: flashcoders-boun...@chattyfig.figleaf.com
> >> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
> >> Sent: vrijdag 10 april 2009 14:45
> >> To: Flash Coders List
> >> Subject: Re: [Flashcoders] not smooth interpolation
> >>
> >> Here the sources: need to make a 'deploy/swf' folder to export or change
> >>
> > the
> >
> >> export path
> >> http://logiquefloue.org/src.rar
> >>
> >> thx
> >> Laurent
> >>
> >>
> >>
> >>
> >> Ania Niesler a écrit :
> >>
> >>
> >>> hello, did you check size of those bitmaps before importing them into
> >>> project?
> >>> There is also "allow smoothing" option in bitmap properties, maybe this
> >>> helps ?
> >>> cheers
> >>>
> >>> 2009/4/10 laurent 
> >>>
> >>>
> >>>
> >>>
>  Hi,
> 
>  Got a strange behaviour, my tweenings, timeline or code are not smooth
> 
> > at
> >
>  all.
>  you can have a look here:
>  http://logiquefloue.org/vignette_etape_01.swf
> 
>  30 fps...
> 
>  Laurent
>  ___
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> 
> 
> 
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> >>>
> >>>
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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-26 Thread Zeh Fernando
That's my guess too, but in that case it would have made sense for him to
give us the "password" to see whatever he wanted us to see.

My curiosity was caught, but it's difficult to help when someone is asking
for help on something so vague.



On Wed, Mar 25, 2009 at 10:15 PM, Muzak  wrote:

> My guess is whatever he's talking about is beyond the login?
>
> ----- Original Message - From: "Zeh Fernando" 
> To: "Flash Coders List" 
> Sent: Thursday, March 26, 2009 12:01 AM
> Subject: Re: [Flashcoders] Tween AS3 issue with Firefox
>
>
>  What animation? It works the same in both FF and IE here and there's no
>> Tween whatsoever.
>>
>> Zeh
>>
>> On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben  wrote:
>>
>>  has anyone had the same problem. I have a website up..
>>> http://kozonline.com/epk the animation is created in AS3, when I use
>>> firefox, the animation/transition freezes, I've found solutions online
>>> like
>>> creating a variable and store the tween there instead of being dependent
>>> on
>>> the garbage Collector feature that tween have. When I test the site on
>>> IE,
>>> it animates fine and finishes the tween..
>>>
>>> --
>>>
>>
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Re: [Flashcoders] Tween AS3 issue with Firefox

2009-03-25 Thread Zeh Fernando
What animation? It works the same in both FF and IE here and there's no
Tween whatsoever.

Zeh

On Wed, Mar 25, 2009 at 3:23 PM, Reina Lyn Ben  wrote:

> has anyone had the same problem. I have a website up..
> http://kozonline.com/epk the animation is created in AS3, when I use
> firefox, the animation/transition freezes, I've found solutions online like
> creating a variable and store the tween there instead of being dependent on
> the garbage Collector feature that tween have. When I test the site on IE,
> it animates fine and finishes the tween..
>
> --
> Reina Lyn Ben
> Interactive Web Devsigner
> www.ReinaLynBen.com
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Re: [Flashcoders] play sound via linkage

2009-02-13 Thread Zeh Fernando
Exactly. Or, if you know the name and you don't need it to be a dynamic
reference, just do...

var snd:MySoundName = new MySoundName();
snd.play();

Where "MySoundName" is the name given to it in the library.

Zeh

On Fri, Feb 13, 2009 at 12:35 PM, Kenneth Kawamoto <
kennethkawam...@gmail.com> wrote:

> There are no "Linkage ID"s in AS3. Class names you are talking about? :)
>
> May be you can do something like:
>
> private function playSound(className:String):void {
>   var ClassRef:Class = getDefinitionByName(className) as Class;
>   var snd:Object = new ClassRef();
>   snd.play();
> }
>
>
> Kenneth Kawamoto
> http://www.materiaprima.co.uk/
>
> Mendelsohn, Michael wrote:
>
>> Thanks for responding Ken, but I'm passing a String (linkage id).  My
>> question is really how to create a new instance of the sound when I only
>> have the linkage identifier as a string?  I can't seem to cast it to a
>> Class.
>>
>> - MM
>>
>> -Original Message-
>> From: flashcoders-boun...@chattyfig.figleaf.com
>> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kenneth
>> Kawamoto
>> Sent: Friday, February 13, 2009 10:18 AM
>> To: Flash Coders List
>> Subject: Re: [Flashcoders] play sound via linkage
>>
>> var snd:LinkedSound = new LinkedSound();
>> snd.play();
>>
>> Kenneth Kawamoto
>> http://www.materiaprima.co.uk/
>>
>>
>> Mendelsohn, Michael wrote:
>>
>>> Hi list...
>>>
>>> Silly AS3 question: how do you play a sound with a linkage identifier?
>>>
>>
>>  public function playSound(linkageID:String):void{
>>>// these don't work
>>>var snd:Sound = new Sound(linkageID);
>>>var snd:* = new Class(linkageID);
>>>snd.play();
>>> }
>>>
>>> Thanks!
>>>
>>> - MM
>>>
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Re: [Flashcoders] NativeMenuItem keyModifier with function key (AIR)

2009-01-08 Thread Zeh Fernando
Hey Sydney,

Thanks for the links. The first two didn't do anything for me - they
basically repeat what's in the documentation and provide no
information about the advanced keys - but the last one stating it is a
bug is at least a relief as it means it's known and should (hopefully)
be fixed soon.

Thanks again,
Zeh

On Thu, Jan 8, 2009 at 6:25 AM, Sidney de Koning  wrote:
> Oh one more link for you:
>
> Function key can't be used as keyEquivalents
> http://bugs.adobe.com/jira/browse/SDK-17901
>
> Good luck,
>
> Sid
>
>
> On Jan 8, 2009, at 1:46 AM, Zeh Fernando wrote:
>
>> Hey list,
>>
>> Do people here work with AIR? Or is there any better-aligned mailing list?
>>
>> Anyway. I'm using AIR 1.5's NativeMenuItem's .keyEquivalent and
>> .keyEquivalentModifier. That feature is pretty cool and works like
>> this:
>>
>>   var item:NativeMenuItem = new NativeMenuItem("Do Whatever");
>>   item.keyEquivalent = "d";
>>   item.keyEquivalentModifiers = [Keyboard.CONTROL];
>>
>> Then when the user presses CTRL+D, the menu item is executed.
>>
>> (More information at
>> http://livedocs.adobe.com/flex/3/html/help.html?content=Menus_2.html)
>>
>> I'm having a problem setting the .keyEquivalent, though. It accepts
>> strings, so you can't set them to things like Enter, Tab, Del, F1,
>> etc.
>>
>> You can try doing this:
>>
>>   var item:NativeMenuItem = new NativeMenuItem("Do Whatever");
>>   item.keyEquivalent = "F1";
>>   item.keyEquivalentModifiers = [Keyboard.CONTROL];
>>
>> And then, funny enough, the menu item will display "CTRL+F1" as the
>> shortcut; but it won't work. The actual shortcut will be CTRL+F - that
>> is, it only takes the first character of the string as the activation
>> key (!). The documentation seems to completely ignore the problem,
>> very briefly mentioning that .keyEquivalent accepts a string. In fact,
>> you can write *anything* as the .keyEquivalent and it'll be shown
>> there on the menu, but only the first char matters.
>>
>> I tried a lot of different things, like adding Keyboard.F1 to the
>> keyEquivalentModifiers array, using Keyboard.F1's key code as a
>> keyEquivalent char, using AIR's new .STRING_F1 or KEYNAME_F1
>> constants, and things like that. Nothing seems to work though.
>>
>> Has somebody ran into that and found a solution that works? Or am I
>> imagining things? It seems odd to me that I'm able to create a menu in
>> Flash which responds to F1 while I can't do that in AIR using its
>> (great) native menus. Of course I can always add the shortcuts as some
>> keyboard event listener hidden somewhere, but it'd be less than
>> optimal (and wouldn't display the shortcut on the menu).
>>
>>
>> Thanks,
>> Zeh
>> ___
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>
> Sidney de Koning
> Flash / AIR Developer @ www.funky-monkey.nl
> Technical writer @ www.insideria.com
>
>
>
>
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[Flashcoders] NativeMenuItem keyModifier with function key (AIR)

2009-01-07 Thread Zeh Fernando
Hey list,

Do people here work with AIR? Or is there any better-aligned mailing list?

Anyway. I'm using AIR 1.5's NativeMenuItem's .keyEquivalent and
.keyEquivalentModifier. That feature is pretty cool and works like
this:

var item:NativeMenuItem = new NativeMenuItem("Do Whatever");
item.keyEquivalent = "d";
item.keyEquivalentModifiers = [Keyboard.CONTROL];

Then when the user presses CTRL+D, the menu item is executed.

(More information at
http://livedocs.adobe.com/flex/3/html/help.html?content=Menus_2.html)

I'm having a problem setting the .keyEquivalent, though. It accepts
strings, so you can't set them to things like Enter, Tab, Del, F1,
etc.

You can try doing this:

var item:NativeMenuItem = new NativeMenuItem("Do Whatever");
item.keyEquivalent = "F1";
item.keyEquivalentModifiers = [Keyboard.CONTROL];

And then, funny enough, the menu item will display "CTRL+F1" as the
shortcut; but it won't work. The actual shortcut will be CTRL+F - that
is, it only takes the first character of the string as the activation
key (!). The documentation seems to completely ignore the problem,
very briefly mentioning that .keyEquivalent accepts a string. In fact,
you can write *anything* as the .keyEquivalent and it'll be shown
there on the menu, but only the first char matters.

I tried a lot of different things, like adding Keyboard.F1 to the
keyEquivalentModifiers array, using Keyboard.F1's key code as a
keyEquivalent char, using AIR's new .STRING_F1 or KEYNAME_F1
constants, and things like that. Nothing seems to work though.

Has somebody ran into that and found a solution that works? Or am I
imagining things? It seems odd to me that I'm able to create a menu in
Flash which responds to F1 while I can't do that in AIR using its
(great) native menus. Of course I can always add the shortcuts as some
keyboard event listener hidden somewhere, but it'd be less than
optimal (and wouldn't display the shortcut on the menu).


Thanks,
Zeh
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Re: [Flashcoders] Easing a selection

2008-11-06 Thread Zeh Fernando
There's maybe some elegant way to do that with normal Timers, or maybe to
wrap around a function to make TweenLite use it, but if you're in a hurry,
Tweener does that with the (slightly) cryptic addCaller() method:

http://hosted.zeh.com.br/tweener/docs/en-us/methods/Tweener_addCaller.html

Zeh

On Thu, Nov 6, 2008 at 7:14 PM, Eric E. Dolecki <[EMAIL PROTECTED]> wrote:

> I am after tweening events more than the actual position of a selector.
> ie. class.increment();  class.increment();  pause> class.increment(); ... until stop
>
> So I would be providing a UI of selected items via visual easing.
>
> I think I have this nailed down... just wanted to get some other ideas on
> how best to approach it.
>
> On Thu, Nov 6, 2008 at 4:38 PM, sebastian <[EMAIL PROTECTED]> wrote:
>
> > Erm, I am not sure I understand; so let me paraphrase:
> >
> > You want to scroll one area based on the position of a mouse in another,
> > right?
> >
> > If so, just measure the bounds [x/y difference] from some center range
> and
> > apply a Tween to the area you want to scroll.
> >
> > BTW: I would generally always recommend against using timers to apply
> > movements; I've seen far too much code written that uses timers
> incorrectly
> > and it's a real pain in the *** Stick to simple tween calls; like:
> > TweenLite.
> >
> > With kind,
> >
> > Sebastian.
> >
> >
> > Eric E. Dolecki wrote:
> >
> >> I was thinking about this the other day... easing of a selection of
> items
> >> in
> >> a list.
> >> Now, one could move a selector with a mouse, and then kind of throw it
> and
> >> then check the onUpdate of it's single ease (use speed as the
> >> determination
> >> for how far it should travel) to check if it's within the bounds of an
> >> item,
> >> and highlight that item, deselecting the previous item.
> >>
> >> That approach works and is probably the easiest.
> >>
> >> But what if you wanted to use an index of items & use an easing approach
> >> (or
> >> something that looked like it) where the items themselves had a selector
> >> clip within them... so you wouldn't be moving a selector item under them
> >> all, but affecting them in order with easing. What might be a good
> >> approach
> >> for something like that? Perhaps a timer with a reverse damping
> interval?
> >> What might that look like as a good approach.
> >>
> >>  ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> http://ericd.net
> Interactive design and development
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Re: [Flashcoders] FULL_SCREEN problem Flash CS3 and AS3

2008-11-04 Thread Zeh Fernando
Fullscreen can only be activated on certain events, so you cannot hijack the
user browser to set the fullscreen mode.

"Full-screen mode is initiated in response to a mouse click or key press by
the user; the movie cannot change Stage.displayState without user input"

http://help.adobe.com/en_US/AS3LCR/Flash_10.0/flash/display/Stage.html#displayState

If you want the site to work on fullscreen only, then make it in a way that
when displayState is set to normal, it displays a warning message and a
button that when clicked will get back to fullscreen.

You cannot get rid of the "ESC" message either.


Zeh

On Tue, Nov 4, 2008 at 3:13 PM, Cor <[EMAIL PROTECTED]> wrote:

> /*My goal:
>I want to start my apps fullscreen whitout giving a user the
> possibility to scale
>or to encounter the app within a browser.
>When I CLICK it goes to FULL_SCREEN, but it doesn't work when I try
> to do this with other events.
>Back to NORMAL does work on MOUSE_MOVE but not going back to
> FULL_SCREEN.
>How can I set it to FULL_SCREEN automatically?
>
>And I also would like to get ride of the message "Press Esc to exit
> fullscreen mode"?
>Every help is welcome!
> */
>
> //My code in the first and only frame
> var screenCheck:Boolean = false;
> //< Prevent scaling items on the stage
> var swfStage:Stage = this.stage;
> swfStage.scaleMode = StageScaleMode.NO_SCALE;
> swfStage.align = StageAlign.TOP;
> // />
>
> //container is a movieclip with a textfield and a shape in it.
> container.addEventListener(MouseEvent.MOUSE_MOVE, fullScreenUP);
> container.addEventListener(MouseEvent.CLICK, fullScreenUP);
>
> function fullScreenUP(e:MouseEvent):void {
>test.text = "fullScreenUP triggered!";
>if (screenCheck == false) {
>stage.displayState = StageDisplayState.FULL_SCREEN;
>screenCheck = true;
>} else {
>stage.displayState = StageDisplayState.NORMAL;
>screenCheck = false;
>}
> }
>
> /*
> Kind regards
> Cor
> */
>
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[Flashcoders] Rotating device text in AS3 for Flash 10

2008-10-29 Thread Zeh Fernando
List, you're my last resort.

Has anyone ran into any way of rotating textfields that use 'device' fonts
in Flash 10? Other than making a BitmapData copy and using that instead,
that is.

I'm not sure this is at all possible now, but with so many changes to the
way text works, I'm having a hard time getting a definitive answer.

Embedding them in /real/ time would do too, if there's anything crazy like
that.

Thanks,
Zeh
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Re: [Flashcoders] AS3 Object.watch equivalent

2008-10-27 Thread Zeh Fernando
The ethos of AS3 is that instead of watching something, you indeed setup
events that are fired when they change. So instead you just do an
.addEventListener() to the object created.

Each object type has particular events it can fire. A LoaderInfo class
dispatches complete, httpStatus, init, ioError, open, progress, and unload
events. You can find them on the reference. Remember that the data changes
once it's loaded ("complete"), so that's what you want to watch even if
there's no "change" event.

Zeh

On Mon, Oct 27, 2008 at 9:53 AM, Samuel Adu <[EMAIL PROTECTED]> wrote:

> Hey guys,
> I need a little help here... I'm working on porting some existing AS2 code
> to AS3. A porting of the AS2 class watched _root variables which were
> updated by javascript (using setVariable) - When a change occurred the
> callback method would change instance properties, fire events etc etc...
>
> Now - Object.watch is not around in AS3 (I understand that the overheads
> for
> utilising this method was pretty awful), and my flashVars are contained
> within the Stage LoaderInfo obect (LoaderInfo.parameters). Does anybody
> have
> any idea how I can monitor these variables for any changes now? Looking at
> the api doc, I can't see any evidence of a LoaderInfo instance firing an
> event of any use to me...
>
> Any ideas??
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Re: [Flashcoders] Flash 10 file upload

2008-10-17 Thread Zeh Fernando
Please read my post again. While I agree this is not the way most updates
were made in the past, this is the way *certain* security updates were done
in the past. Most notably:

http://www.adobe.com/devnet/flash/articles/fplayer_security.html

Read specially page 3. This was a big issue at the time and one that
affected me directly; I had a socket server running on a server and all of a
sudden it wouldn't work anymore. I couldn't publish a crossdomain.xml file
on the socket server because it did not have an http server, so there was no
obvious solution to the problem.

There's plenty of examples of changes that maintained backwards
compatibility. I never said anything to the contrary. My point is that there
are also examples that *did* break backwards compatibility, that one being
the most notable I can remember. And I honestly don't think this has
anything to do with Macromedia or Adobe "styles".

Zeh


On Fri, Oct 17, 2008 at 6:10 PM, Dave Segal <[EMAIL PROTECTED]> wrote:

> Actually this is not the way security updates were made in the past. With
> other updates, for instance the introduction of and multiple changes to
> the "allowDomain" rules, backward compatibility was maintained for older
> versions.
>
> I agree with Juan, breaking a feature that has been supported for years is
> a serious lack of respect for users of the platform. I guess it's time to
> start looking at the alternatives to Flash that are out there.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Zeh
> Fernando
> Sent: Friday, October 17, 2008 4:25 PM
> To: Flash Coders List
> Subject: Re: [Flashcoders] Flash 10 file upload
>
> The problem is if they took that approach, the vague security hole would
> continue to exist - a potential exploit would simply need to compile for
> an
> old version of the player.
>
> It's awful, but I wouldn't really say it's an "stupid" decision. As soon
> as
> they decided to cripple the functionality, making it global is the only
> way
> to go. It's a no-win situation. This is also the way certain similar
> security decisions have been made in the past.
>
> I think the only real solution would be to let it work as usual, BUT add
> an
> optional checkbox to the file browsing dialog that would let the user
> disable further dialogs from that Flash movie (or at least THEN make it
> respond to events only), in the same vein Google Chrome does with
> Javascript
> dialog popups. It works very well to combat the focus-stealing exploits,
> and
> I'm not sure why Adobe didn't take that route instead.
>
>
> Zeh
>
> On Fri, Oct 17, 2008 at 4:47 PM, Juan Pablo Califano <
> [EMAIL PROTECTED]> wrote:
>
> > Not that it doesn't work, necessarily, but now the browse() method will
> > only
> > be callable in response to a user action, not programatically.
> >
> > http://theflashblog.com/?p=423
> >
> > In my opinion, this change would be ok if it were applicable only to
> swf's
> > compiled for version 10 or greater, but changing an existing API in a
> > way that deliverately breaks existing content that has been working for
> > years is a stupid decision and a serious lack of respect to users of the
> > platform (end users and developers), to say the least.
> >
> >
> > Cheers
> > Juan Pablo Califano
> >
> >
> > 2008/10/17, Merrill, Jason <[EMAIL PROTECTED]>:
> > >
> > > HOLD THE PHONE.  So are you saying FileReference upload no longer
> works
> > in
> > > AS2/AM1 published .swfs in Flash 10?  If so, that IS VERY BAD and
> > will
> > > break many applications.
> > >
> > > Jason Merrill
> > > Bank of America
> > > GCIB & Staff Support L&LD
> > > Instructional Technology & Media
> > > Join the 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  Innovative Learning Blog & subscribe.
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > > [EMAIL PROTECTED] On Behalf Of Dave Segal
> > > Sent: Friday, October 17, 2008 2:18 PM
> > > To: 'Flash Coders List'
> > > Subject: [Flashcoders] Flash 10 file upload
> > >
> > > The new Flash 10 security restriction on file upload and lack of
> backward
> > > compatibility is killing me.  What was Adobe thinking unleashing this
> > 

Re: [Flashcoders] Flash 10 file upload

2008-10-17 Thread Zeh Fernando
The problem is if they took that approach, the vague security hole would
continue to exist - a potential exploit would simply need to compile for an
old version of the player.

It's awful, but I wouldn't really say it's an "stupid" decision. As soon as
they decided to cripple the functionality, making it global is the only way
to go. It's a no-win situation. This is also the way certain similar
security decisions have been made in the past.

I think the only real solution would be to let it work as usual, BUT add an
optional checkbox to the file browsing dialog that would let the user
disable further dialogs from that Flash movie (or at least THEN make it
respond to events only), in the same vein Google Chrome does with Javascript
dialog popups. It works very well to combat the focus-stealing exploits, and
I'm not sure why Adobe didn't take that route instead.


Zeh

On Fri, Oct 17, 2008 at 4:47 PM, Juan Pablo Califano <
[EMAIL PROTECTED]> wrote:

> Not that it doesn't work, necessarily, but now the browse() method will
> only
> be callable in response to a user action, not programatically.
>
> http://theflashblog.com/?p=423
>
> In my opinion, this change would be ok if it were applicable only to swf's
> compiled for version 10 or greater, but changing an existing API in a
> way that deliverately breaks existing content that has been working for
> years is a stupid decision and a serious lack of respect to users of the
> platform (end users and developers), to say the least.
>
>
> Cheers
> Juan Pablo Califano
>
>
> 2008/10/17, Merrill, Jason <[EMAIL PROTECTED]>:
> >
> > HOLD THE PHONE.  So are you saying FileReference upload no longer works
> in
> > AS2/AM1 published .swfs in Flash 10?  If so, that IS VERY BAD and
> will
> > break many applications.
> >
> > Jason Merrill
> > Bank of America
> > GCIB & Staff Support L&LD
> > Instructional Technology & Media
> > Join the 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  Innovative Learning Blog & subscribe.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Dave Segal
> > Sent: Friday, October 17, 2008 2:18 PM
> > To: 'Flash Coders List'
> > Subject: [Flashcoders] Flash 10 file upload
> >
> > The new Flash 10 security restriction on file upload and lack of backward
> > compatibility is killing me.  What was Adobe thinking unleashing this
> > nightmare and breaking working applications? Is there any quick fix for
> > this besides recoding old swfs?
> >
> > ___
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> > ___
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> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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Re: [Flashcoders] Flash CS4 stage width x height

2008-10-16 Thread Zeh Fernando
Flash has extended the limit of BitmapData instances, that were previously
limited to 2880x2880, to 4096x4096 (or, rather, any size that has a maximum
of 16,771,216 pixels, with a maximum of 8191 for either size).

I had never reached an actual *stage* limit, but then again I'm restricted
to normal human screen sizes. But since that bitmap size was extended, and
it's the same value, I'd bet that the stage now can be bigger too. I heard
this is the case with AIR applications (because apparently the AIR screen
composition relied on some Bitmap feature), so it must be with regular Flash
too.

Zeh


On Thu, Oct 16, 2008 at 7:23 AM, Cedric Muller <[EMAIL PROTECTED]> wrote:

> Hello list,
>
> What are the width + height capabilities of flash 10 ?
>
> up to CS3, only 2880 x 2880 were possible. Now I have a 4 full HD screens
> setup that would need to be handled by Flash :(
>
> Any ideas ?
>
> tia,
> cedric
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Re: [BULK] Re: [Flashcoders] Layering, drawing a blank

2008-09-29 Thread Zeh Fernando

It changed:

myparent.setChildIndex(mychild, myparent.numChildren-1);

Or just:

myparent.addChild(mychild);

Even if it's already a child. It just removes and readds on the top.


Zeh

Lord, Susan, CTR, DSS wrote:
AS3.  


I tried swapDepth() and getDepth, and a fewothers but none worked. Has
it changed since AS2?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt S.
Sent: Monday, September 29, 2008 3:02 PM
To: Flash Coders List
Subject: [BULK] Re: [Flashcoders] Layering, drawing a blank
Importance: Low

AS2 or AS3?

On Mon, Sep 29, 2008 at 2:48 PM, Lord, Susan, CTR, DSS
<[EMAIL PROTECTED]> wrote:

Hi there,

I cannot for the life of me remember what the method is to have a

layer

come to the top of the stacking order when you click it.

Any help you can provide is appreciated!
Thanks,
Susan
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Re: [Flashcoders] AS3 additions/changes in CS4?

2008-09-24 Thread Zeh Fernando
Also autocompletion and member verification and such for IDEs like FDT and
FlashDevelop since it already knows the type of each list item. It's a
god-given once you get used to it. I've been using Vectors like there's no
tomorrow on a particular project of mine and it's really awesome. Going back
to arrays is just weird, feels like I'm going back to AS2.

Zeh

On Wed, Sep 24, 2008 at 5:58 PM, Paul Andrews <[EMAIL PROTECTED]> wrote:

> - Original Message - From: "Mendelsohn, Michael" <
> [EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Wednesday, September 24, 2008 8:44 PM
> Subject: RE: [Flashcoders] AS3 additions/changes in CS4?
>
>
>  Not sure what strongly typed arrays are.  What are the advantages?
>>
>
> Being able to type the array means not having to cast array members and
> detecting problems at compile time rather run time.
>
>
>
>>  OOooh - strongly typed arrays!  Awesome!  I've been waiting for that
>>>
>> for a long time!  Sweet.
>>
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Re: [Flashcoders] Can you embed .mp4 files in timeline?

2008-09-24 Thread Zeh Fernando
You just can't, Flash CS3 doesn't support the format. There's nothing else
to be said. H264 support was added later, when the IDE had already shipped.
Flash 9.x.115 supports it because it was added later, but the player is not
the editor.

Zeh

On Wed, Sep 24, 2008 at 1:53 PM, Matthew Ganz <[EMAIL PROTECTED]> wrote:

> Thanks for your response, Steven. Any idea why you can't do it or is it
> just from personal experience?
> - Original Message - From: "Steven Sacks" <
> [EMAIL PROTECTED]>
> To: "Flash Coders List" 
> Sent: Wednesday, September 24, 2008 12:06 PM
> Subject: Re: [Flashcoders] Can you embed .mp4 files in timeline?
>
>
>  No.
>>
>>
>> Matt Ganz wrote:
>>
>>> Hey,
>>>
>>> Just trying one more time
>>>
>>> Using Flash CS3 and publishing to flash player 9, can you import and
>>> embed
>>> .mp4 files in the flash timeline? I can't. I can link to it via an
>>> flvplayback component.
>>>
>>> Thanks,
>>>
>>> Matt
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Re: [Flashcoders] AS3 additions/changes in CS4?

2008-09-23 Thread Zeh Fernando
The language *was* changed, but very little. Check out the new and awesome
vector type:

http://probertson.com/articles/2008/03/28/vector-as3-strongly-typed-arrays-redux/
(Also read Francis Cheng's links on the article above)

The rest (that concerns developers) are just API changes and additions -
pixel bender shader support, simple 3d, new sound, new wmodes, new video
formats... The language itself is unchanged, it's just the available classes
that have changed. You can read about most of that here:

http://www.kaourantin.net/

And heck, editors and compilers are already available.

Zeh

On Tue, Sep 23, 2008 at 6:12 PM, Juan Delgado <[EMAIL PROTECTED]> wrote:

> There's no AS3.1. What has happened is that Adobe has added new
> libraries or capabilities to the API, no change in the language
> itself.
>
> Cheers!
>
> Juan
>
> On Tue, Sep 23, 2008 at 9:52 PM, Mendelsohn, Michael
> <[EMAIL PROTECTED]> wrote:
> > Yes, because what I'm concerned about is having to jump from AS2 to AS3
> to some sort of AS3.1.  My migration to AS3 is taking much longer than
> expected, given my workload.  I can't imagine the AS3 will be radically
> different, right?
> >
> > - MM
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Merrill, Jason
> > Sent: Tuesday, September 23, 2008 4:23 PM
> > To: Flash Coders List
> > Subject: RE: [Flashcoders] AS3 additions/changes in CS4?
> >
> > Sorry - you said "AS changes" - my mistake.
> >
> >
> > ___
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> >
>
>
>
> --
> Juan Delgado - Zárate
> http://zarate.tv
> http://dandolachapa.com
> http://loqueyosede.com
>
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Re: [Flashcoders] AS3 additions/changes in CS4?

2008-09-23 Thread Zeh Fernando
>
> Anyone know of any additions or changes to AS3 in Flash CS4?  I haven't
> been able to find any specifics online.


Maybe because those have been known for a long while: those are Flash Player
10 (Astro) features. People have been working with it for a while, compilers
are already available, and editors like FDT and FlashDevelop already support
the new features like Vector types.

http://labs.adobe.com/technologies/flashplayer10/

There's more in-depth articles about it, including code samples, but looking
for "Flash 10" should suffice.


Zeh
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Re: [Flashcoders] Can I avoid distorted bitmaps when scaling dynamically?

2008-09-18 Thread Zeh Fernando
If you mean they lose quality (instead of "distort"), it's because they
don't have interpolation on, and you have to change it. How you do so
depends on how the images are featured. If they're single images (featured
inside the SWF) you need to turn on "smoothing" on the bitmap properties on
the library. If they're dynamically attached Bitmaps, you need to turn on
the antialias option of the Bitmap container.

Zeh

On Thu, Sep 18, 2008 at 1:26 PM, Ali Drongo <[EMAIL PROTECTED]>wrote:

> Hiya, I need to code some tweens that scale movieclips containing bitmaps.
> At the moment I'm using TweenMax and, when I scale the images they look
> distorted, the same way they do if you scale bitmaps on the timeline.
>
> Does anyone know of a way I can avoid this distortion?
>
> Thanks!
> Ali
>
>
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Re: [Flashcoders] Spinning world..

2008-09-05 Thread Zeh Fernando
First thought was PaperVision3D, but I really wonder if it's up to doing 
the rotating globe with cities attached effect.
Second thought was pre-rendered sequences switched frame by frame, but 
it looks rather more sophisticated than that - it rotates at any angle.


Your second assumption is correct. It's a pre-rendered sequence. It does 
not rotate by any angle - it just give you the impression that it's 
doing that because it rotates the container (in 2d).


And of course, yes, it's very well made.

Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-04 Thread Zeh Fernando
Modern tween engines (including the one used on his example) by default 
do not use the framerate as the base for calculation but rather the time 
spent since the animation has started (even if they only update on frame 
events). Replacing it with a timer class will produce the same result. 
His problem is with asset and not with calculation of the new position 
or with time accuracy.


Zeh

Cor wrote:

Loose the tween.
Use the Timer class and update your x or whatever at a amount of
milliseconds.
Framerate is never reliable


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sebastian
Sent: donderdag 4 september 2008 5:04
To: Flash Coders List
Subject: Re: [Flashcoders] smooth animations? AS3

ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it across 
the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;

//main timeline AS file:
public class testas extends MovieClip {

public function testas () {

setAnimation2 ();

}

private function setAnimation2 () {

Tweener.addTween (testMC, {x:-1800, time:8000,
transition:"linear"});

}

}
}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except 
for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].
If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread Zeh Fernando

There are two things wrong with that example:

One, the square image you have has an outline. Because of the way Flash 
renders outlines, it'll always snap perfectly vertical and horizontal 
lines to the pixel, hence producing what looks like a hard bitmap move. 
In fact, if you cut a diagonal line on the square and try to move it, 
you'll notice only the vertical and horizontal sides will "snap", which 
is pretty odd (but expected behavior). Turning on "stroke hinting" 
actually forces this same behavior for all lines.


And two, you turned on bitmap caching ("use runtime bitmap caching") for 
the object, which forces it to render as a bitmap on round pixels and 
then transfer to the screen. Your object acts like a bitmap with 
smoothing/antialias off.


So if you turn bitmap caching off and remove the outline and it'll work. 
Check it out:


http://hosted.zeh.com.br/misc/test.swf

These techniques are only good for this example scenario though, which 
probably isn't the problem that you're facing on your actual work 
(specially if you're using images or text), so you'll have to test to 
see what's up with your specific case.


But what I can tell you is, don't use runtime bitmap caching as default. 
Not only because it'll force your renders to be based on the pixel most 
of the times, but because it'll mess with your movies in a number of 
different ways like forcing a large use of memory and garbage collection 
when not needed. Don't get me wrong, it's a great feature to have, but 
it has to be used sparingly and there's a reason why it's off by default.


Zeh

sebastian wrote:
ok I don't normally ask this, but I have made a very simple test flash 
file with just one vector graphic and with Tweener I am moving it across 
the screen; it doesn't move smoothly.


The code you will find in my flash file is just this:

package {
import flash.display.MovieClip;

import caurina.transitions.Tweener;


//main timeline AS file:
public class testas extends MovieClip {
   
public function testas () {


setAnimation2 ();
   
}
   
private function setAnimation2 () {
   
Tweener.addTween (testMC, {x:-1800, time:8000, 
transition:"linear"});
   
}
   
}

}

the file with my FLA, which like I said has only one vector-item of a 
square on the timeline is:


http://www.fountain-city.com/archives/test/testMotion.zip

Can anyone help me fix this?
Much appreciated!

thanks!

seb.

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except 
for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. 
If it's a bitmap, turn on smoothing on it (on the library). If it's 
a loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread Zeh Fernando
Square vectors might still look like they're snapping if they have an 
outline.


Do you have a published example of that, as an SWF, so we can see and 
measure what kind of movement problem is it having?


Zeh

sebastian wrote:
also I tried replacing my PNG with a simple vector of a square, but it 
STILL skips as it moves every pixel... surely I am still missing 
something simple here...

hmmm

sebastian wrote:

Thanks Jack and Zeh,

I have the bitmap smoothing on on the image's properties in the 
library, and I also turned on for every MC it is placed in 'use 
runtime bitmap caching' but i STILL get staggered movement...

:(((

It's nothing complicated, aside from using the Tweener AS3 class, I'm 
trying to move PNG's [with transparencies] over a BG image. The blend 
mode on all layers is set to 'normal'. No alpha is being used except 
for the inherent PNG's alphaness. I've also tried setting the 
bitmapCaching at runtime to the holding MC, but none of this is 
helping...


Any other suggestions? Am I still missing something? Is the PNG the 
problem?


Thanks,

Sebastian.

Zeh Fernando wrote:
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation 
makes the image do little 1 pixel jumps that are VERY visible and 
break the effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] smooth animations? AS3

2008-09-03 Thread Zeh Fernando
I have tried basic timeline motion tween, and also the AS3 Tweener 
class; but in both cases I get the issue that the slow animation makes 
the image do little 1 pixel jumps that are VERY visible and break the 
effect I am going for [which needs to be extremely subtle].


If that's an image, set its anti-alias to antialias for animation. If 
it's a bitmap, turn on smoothing on it (on the library). If it's a 
loaded bitmap, turn on the Bitmap's antialias.


Zeh
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Re: [Flashcoders] Fading previously-drawn lines

2008-08-23 Thread Zeh Fernando

So what I would like to do is in each frame, after several frames have
elapsed, is to start fading the oldest line segment, then a couple of frames
later start fading the second-oldest, while continuing to further fade the
oldest, etc.
(...)
I tried the method of creating a new Shape every frame, just a line segment,
that I accumulate in an array.  That way I can fade them all separately
according to how old they are.  However the problem I had with this was that
the lines end up overlapping at a point, because I was doing the following.


In the end you'll never be able to use separate shapes. While you can 
change the caps of the lines, there's no easy way to avoid overlapping.


One easier solution is this: when you create each line, instead of 
creating a vector shape and adding it do a display object, you draw the 
line to a bitmap (create the shape, .draw it to the container bitmap, 
then remove the original line).


You'll need the bitmap to be added to a container. It works as a video 
buffer of sorts.


The trick is that after each line is drawn, you have to change the 
bitmap color accordingly, either by subtracting something from the alpha 
value of all pixels or by gradually filling it by another tinting. How 
you do this is up to you, there's a number of different ways to achieve 
the result (like adding the Bitmap to adisplayobjectcontainer, setting 
is alpha to 90%, .draw()ing it to a new bitmap, and replacing the old 
bitmap with the new one).


Also, depending on how you control the recoloring, you can chose to make 
it work like a relative fade (each line gets weaker and weaker but never 
disappears completely) or an absolute fade (each line disappears after X 
steps). It all depends on the kind of color/alpha transformation you 
apply to the buffer bitmap on every step.


You can also do some crazy tricks by using bitmap copies of every line 
and removing a shape with the mask of the new line from the old line, 
but that'd be harder than simply having a single bitmap copy which has 
gradual recoloring applied to it.


Zeh
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Re: [Flashcoders] OT: Your Best CS4 Upgrade Guesstimate

2008-08-18 Thread Zeh Fernando
There are upgrade packages, including upgrades you can do from the 
Macromedia packages to Adobe ones. That's what I used in the past 
(Studio 8 -> Adobe Web pack), and it was the price of a regular upgrade.


I'm not sure of your local pricing, but here, updating from a previous 
version to the newest version is usually the same price as updating from 
an OLDER version to the newer one. So, 8 -> CS4 would be the same price 
as CS3 -> CS4. So waiting in this case makes sense.


Zeh

chas warn wrote:

I'm still using flash8 (a ridiculously expensive upgrade to mx2004) But
anyway - does anyone know what the best deal is on cs3 - or should I wait
till the next version?

On Mon, Aug 18, 2008 at 11:04 AM, Kerry Thompson <[EMAIL PROTECTED]>wrote:


Jason Merrill wrote:


My team is trying to budget out software purchases for 2009.  We all own
licenses to the CS3 Master Collection.  Since the Master Collection is a
new Adobe product, what would you guess the upgrade cost to the
(supposed, yet to be announced) CS4 Master Collection would be when it's
released?   Any rough guesses?  Thanks.

The upgrade from CS3 Master to CS3.3 Master is $159. On the other hand,
upgrading to the Master Collection from CS2 Premium is $1,999.

My guess is that, if you have the CS3 Master Collection, the upgrade to CS4
would probably be closer to $159 than $1,999. Basically a guess, though--it
could be a lot more.

Cordially,

Kerry Thompson

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Re: [Flashcoders] top zines/blogs?

2008-08-15 Thread Zeh Fernando

Uhn?

http://feeds.adobe.com/

sebastian wrote:
hello coders, I was wondering if anyone had a favorite blog and/or zine 
they are reading? preferably with RSS so I can plug it into my favorite 
news-paper style RSS reader: http://www.netvibes.com


I'm interested in the following areas related to flash/AS2/3/flex:

* (new) cutting edge applications / beautiful websites made in above 
tech. that one shouldn't miss - ie new trends; from a boad type of 
different flash sites: animation, application, math-art, architectural etc.


* news about developments in the above tools, including new source code 
for case-studied code. example: someone makes a really nice 
cloud-effect, you can see the demo, and also grab the source.


* news about the adobe tools themselves [adobe is planning this on AS4, 
that on FLEX3 etc.]


* news about other websites providing interesting information related to 
flash/AS/flex. [so on-going hub center, one-point-of-contact to other 
related zine/blog websites]


* news about people/crews who put together new packages/frameworks, 
example: FUSE for AS3 released, or RED5 new release etc.


preferably with frequent updates too...

thank you so much!!!

Sebastian.
http://www.chedal.org
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Re: [Flashcoders] Using BitmapData to make a mask (AS3)

2008-08-14 Thread Zeh Fernando
Put the bitmap on a display container, set the .mask of the masked 
object as being that object that contains the bitmap, set cacheAsBitmap 
of both to true. So it'll be a normal masked object, but it'll respect 
the bitmap transparency (instead of using the image's box as the 
transparency mask).


Zeh

jonathan howe wrote:

Hallo,

I'm loading transparent pngs in as Bitmaps and placing them within a display
object. I'd like to create a mask that is the same shape as the
non-transparent pixels, (so that I can overlay a gleam animation).  Is there
an easy way to use a Bitmap or BitmapData as a mask that respects the shape
of the bitmap?

Please lend me your awesomeness for a moment,
-jonathan






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Re: [Flashcoders] Re:Problem with getting a code to work

2008-08-11 Thread Zeh Fernando

1. Saying "## [Tweener] Error: The property 'transitions' doesn't
seem to be a normal object property of [object ticket_1] or a
registered special property. ## [Tweener] Error: The property 'frame'
doesn't seem to be a normal object property of [object ticket_1] or a
registered special property." This is an output error


The correct name are "transition" and "_frame" (on Tweener, all "special 
properties" start with a "_", regardless of the AS version).




2. the other one is still the same saying "The class or interface
'MouseEvent' could not be loaded.function
butt_ROLLOVER(e:MouseEvent):void" This is a complier Error



MouseEvent is a class, you have to import it before using it.

import flash.events.MouseEvent;



Zeh
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Re: [Flashcoders] How to achieve blob magnification effect?

2008-08-06 Thread Zeh Fernando
Exactly. Just draw the graphics and use a displacement map filter to do 
it. Trying to do it all manually and with scale will be a huge pain and 
the distribution won't be the safe as a surface that changes in scale 
like the displacement map would do.


The only trick is creating the grayscale displacement map correctly, 
which can be a bit daunting if you never done anything like it. Still, 
it's the only right thing to do for this effect.



Zeh

sebastian wrote:
you could just use a bitmap distortion effect and draw the bars and 
numbers on the bitmap to make it easier on the code - though the quality 
of the numbers/bars may degrade as it distorts it.


if you go for that solution, it would be very fast to code, just have 
the X position of the distortion gradient follow the mouses and voila, 
your done.


Ali Drongo wrote:
Hi there, I want to achieve the effect of seamless magnification a bit 
like the Mac OS dock but rather than having individual icons magnified 
I want to have a seamless magnification kind of like a blob as in this 
image:


http://dl.getdropbox.com/u/65140/Picture1.png

I think I could achieve this effect by using an onEnterFrame event and 
having an outline created by a moving circle with curves that are 
continually updated and the lines and  numbers of the thermometer that 
scale according to mouse position but I'm not sure how to achieve the 
gradients on the glass.


Is there an easier way of doing this?

Thanks
Ali


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Re: [Flashcoders] Modifying movieclip property kills tween

2008-07-31 Thread Zeh Fernando
Whether it "makes sense" or not, Helmut is right and this is how it 
works. Changing the value of a property dynamically via code /detaches/ 
it from any tweening applied by the timeline. The ideal solution is have 
a container inside of it. Or, really, don't use the timeline tweening at 
all.


Zeh

Boon Chew wrote:
 
Hmm, this doesn't make sense.  The property of an object should be allowed to change since it's not changed during an actual tween.  Also, the property involved is not what's being tweened, so why would it nullify a tween done on it at a different time?
 
- boon


--- On Wed, 7/30/08, Helmut Granda <[EMAIL PROTECTED]> wrote:

From: Helmut Granda <[EMAIL PROTECTED]>
Subject: Re: [Flashcoders] Modifying movieclip property kills tween
To: "Flash Coders List" 
Date: Wednesday, July 30, 2008, 1:49 PM

This is the proper behavior since you are overriding the properties of the
object itself. Such as if you were overriding the x, y, scale properties.
You can wrap the object into a container and edit the properties of the
container that then will be reflected into its child, in this case the
"box".


On Wed, Jul 30, 2008 at 2:13 PM, Boon Chew <[EMAIL PROTECTED]> wrote:


Hi all, I ran into something strange whereby if I modify a movieclip's
property (say alpha), it would kill the tween that will take place later
that involves the movieclip.  Wonder if anyone has run into this?

1) In a test FLA, create a movieclip called "test".  Inside

"test", create

two frames, "start" on frame 2 and "end" on whatever

(say frame 30).

2) Put a movieclip called "box" on timeline and tween it from

"start" to

"end".
3) In the main timeline, add this:
stage.addEventListener(MouseEvent.MOUSE_DOWN, click);

function click(event:MouseEvent):void
{
test.box.alpha = 1;  // <-- changing alpha value causes the tween

to

stop working, comment this out and tween works
test.gotoAndPlay("start");  // tween test.box by moving it

across the

stage
}


- boon




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Re: [Flashcoders] OT: Questions to ask an interviewee

2008-07-30 Thread Zeh Fernando
This is something I forgot - a trial period of 1-3 months is a real 
necessity. There's just so much you had to know about an employee on 
Flash development, that just an interview doesn't cut it; seeing how the 
person works once he/she settles down is a must. You can't have a guy 
dragging the office around just because he knew the right answers at one 
specific time.


So no, it does not sound sad to me, sorry if I sounded harsh or anything 
(that wasn't my intention). What made me kind of down was just focusing 
too much on a questionnaire. I understand the rationale and I've applied 
something similar on interviews I've done or helped doing in the past, 
but I just think stuff like that need to be considered with some real 
caution. It may guide but it can't lead. Getting to know how the guy/gal 
works and what's his or her pace is more important than having them fill 
in the blanks successfully (but also more difficult).


Zeh

Sidney de Koning wrote:
So where it all comes down to is that everybody has its own personal 
preferences of doing.
A personal set of things to do and how to spot a good coder or an 
opinion on what makes a good flash developer, whether this is by showing 
code, letting them do some questions, shoing some work or all of the above.


If somebody steps into our office and understands the concept of 
programming, knows its syntax but is not that good in AS coding, i'll 
give him / her a shot, treat that person as a junior and see what they 
do in their trial period(mostly it is 1 or 2 months, depending what 
country you are in). Depending on the questions they ask you kindof know 
what they are like.
If they've proven them selfs usefull and are willing to learn, i'll 
invest in that person with a contract.


Does that still sound sad to you Zeh?

Sid


On Jul 30, 2008, at 3:47 PM, Zeh Fernando wrote:

I don't know about you guys, but that checklist of skills and the 
possibility of getting that on an interview make me depressed.


Of that list, I'm pretty sure I can do it all, but most of that are 
not something I do all the time every day so I may have the gist of 
it, but not know the syntax down to its every comma. I personally use 
the reference *and* the internet every tie when writing code - for 
example, I never use cue points, and while I know perfectly well how 
it works, I'd have to see how the event works and do a few tests 
before applying it to my code. Nothing huge that takes day of 
research, but still. That's I think just shooting a lot of questions 
to the interviewee may help filter out the crap but also won't help 
you find the best candidates; I honestly think good developers, 
specially in the Flash world, are the ones who can quickly find the 
answer to a new question before having to ask around, be it by using 
the reference, be using by using the internet, or by testing. Remember 
this technology changes at a fast pace. Having a catalog of techniques 
in your mind may show experience, but there'll be gaping holes if the 
guy's work was focused somewhere else or if he's not very formally 
trained.


Personally, on an interview, I'd ask to see the candidate's previous 
work that's online (doing so next to him). Ask him what kind of 
techniques were in place on that particular website, question him 
about interface elements. Give hints on how you'd do something he has 
done and see his reaction, whether he gets "into" it and start 
discussing code with a peer or whether he shows he's full of shit. Ask 
how long that particular work took, and whether someone helped him, 
and what external classes or frameworks he used. Ask him what kind of 
work he liked the most, and why. Which was the most difficult one he 
did recently, and why. Ask what kind of work he doesn't like doing. 
Try to get a hang of how he works, and try to understand what 
motivates and unmotivates him. If possible, ask to see some real-life 
code he's produced, and then see what kind of techniques he does apply 
on real code more than just knowing the number of a dozen design 
patterns.


I don't know if you guys get too many interviewees or something that 
warrants a list like that to make things faster. But for website 
development in Flash, I think there's so much more that's necessary 
than just schoolbook knowledge that focusing too much on the checklist 
really seems counterproductive and sad to me.


Zeh

Sidney de Koning wrote:
The list of questions i always ask interviewees are the following, 
and this gives me a pretty good example of what they are like and 
what their skillset is.

Test is always accompanied with a practical test we make up on the spot.
The XML in Q16 is made up, you can create your own for this.
Feel free to use this,
Cheers,
Sid
1  - write an event listener (normal and weak referenced) and 
handling function 

Re: [Flashcoders] OT: Questions to ask an interviewee

2008-07-30 Thread Zeh Fernando
I don't know about you guys, but that checklist of skills and the 
possibility of getting that on an interview make me depressed.


Of that list, I'm pretty sure I can do it all, but most of that are not 
something I do all the time every day so I may have the gist of it, but 
not know the syntax down to its every comma. I personally use the 
reference *and* the internet every tie when writing code - for example, 
I never use cue points, and while I know perfectly well how it works, 
I'd have to see how the event works and do a few tests before applying 
it to my code. Nothing huge that takes day of research, but still. 
That's I think just shooting a lot of questions to the interviewee may 
help filter out the crap but also won't help you find the best 
candidates; I honestly think good developers, specially in the Flash 
world, are the ones who can quickly find the answer to a new question 
before having to ask around, be it by using the reference, be using by 
using the internet, or by testing. Remember this technology changes at a 
fast pace. Having a catalog of techniques in your mind may show 
experience, but there'll be gaping holes if the guy's work was focused 
somewhere else or if he's not very formally trained.


Personally, on an interview, I'd ask to see the candidate's previous 
work that's online (doing so next to him). Ask him what kind of 
techniques were in place on that particular website, question him about 
interface elements. Give hints on how you'd do something he has done and 
see his reaction, whether he gets "into" it and start discussing code 
with a peer or whether he shows he's full of shit. Ask how long that 
particular work took, and whether someone helped him, and what external 
classes or frameworks he used. Ask him what kind of work he liked the 
most, and why. Which was the most difficult one he did recently, and 
why. Ask what kind of work he doesn't like doing. Try to get a hang of 
how he works, and try to understand what motivates and unmotivates him. 
If possible, ask to see some real-life code he's produced, and then see 
what kind of techniques he does apply on real code more than just 
knowing the number of a dozen design patterns.


I don't know if you guys get too many interviewees or something that 
warrants a list like that to make things faster. But for website 
development in Flash, I think there's so much more that's necessary than 
just schoolbook knowledge that focusing too much on the checklist really 
seems counterproductive and sad to me.


Zeh

Sidney de Koning wrote:
The list of questions i always ask interviewees are the following, and 
this gives me a pretty good example of what they are like and what their 
skillset is.


Test is always accompanied with a practical test we make up on the spot.
The XML in Q16 is made up, you can create your own for this.

Feel free to use this,

Cheers,

Sid

1  - write an event listener (normal and weak referenced) and handling 
function for a Sprite

 named 'beginQuestions' and listen for a  mouse click.
2  - what does weak referenced mean in regards to event listeners?
3  - what is the difference between an object an an array?
4  - how doe you get cue point from vidio in AS3? And in AS2?
5  - briefly explain the various datatypes for numbers.
6  - how do you load an external file?
7  - draw a 20px by 20px Rectangle using the graphics API.
8  - which of the following cannot contain other display objects?
 Sprite, Shape, MovieClip, DisplayObjectContainer.
9  - which properties can you use to change the size of DisplayObjects?
10 - ENTER_FRAME is independant of an SWF's frame rate? True or false?
11 - XP is a type of which programming methology?
12 - why would you use a Singleton?
13 - what is the Document Class?
14 - create a new TextField instance, then add text it, then add some 
more text.

15 - what is the difference between public, private and protected.
16 - look at the piece of XML (see other sheet). How do i:
 - Get all of the page nodes as an XMLList.
 - Get node in showcase where the attribute id=1.   
17 - listen for when the 'enter key' is pressed and

 trace out "all questions are now done" when the event happens.


Sidney de Koning
Flash / AIR Developer @ www.funky-monkey.nl
Technical Writer @ www.insideria.com






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Re: [Flashcoders] flv lagging when changes the frame via code

2008-07-25 Thread Zeh Fernando

I'm trying control the timeline where it is embedded. Then, if I play
it goes well.. but if in frame 100, I call a gotoAndPlay(50), for
example, it backs to frame 50, give a small lag, and then plays.


That's because when you go to a frame that does not contain a keyframe 
for the movie it has to actually go back in the movie until it finds a 
keyframe, and re-render it until the frame you want to see. Makes a 
backward playback impossible, for example.


If you just have a few moments where you need it - ie, skipping to the 
middle of the movie - and you want to make the skipping performance a 
bit better, increasing the number of keyframes on your movie helps. Just 
export with 1 keyframe every second and see how it works.


This will probably make your movie file bigger.

There's no perfect solution, however. The only way to fix it completely 
is making all frames keyframes, which pretty much defeats the purpose of 
using a video file. You can only hope that a few more keyframes will 
work well enough.



Zeh
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Re: [Flashcoders] ...Friday, 5:38 pm

2008-07-25 Thread Zeh Fernando
C'mon, people, that site is all about parody. There's nothing to "care" 
about and editing it to be "accurate" would actually go against the 
website's guidelines. For example:


http://encyclopediadramatica.com/Microsoft

I'd even say the Flash article is spot on.

Zeh

Zárate wrote:

Hahahahaha, pretty accurate, i'd say :P

Nah, don't even try to edit it, they will jump like animals... I
honestly don't give a rat's ass about that sort of "criticism" any
more.

Nice OT, tho :D

Cheers!

On Fri, Jul 25, 2008 at 4:38 PM, laurent <[EMAIL PROTECTED]> wrote:


http://encyclopediadramatica.com/Flash
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Re: [Flashcoders] Compare brightness of RGB values

2008-07-24 Thread Zeh Fernando

Oops:


  c = 0xc0ffee;
  r = c >> 16 & 0xff;
  g = c >> 8 & 0xff;
  b = 0xff; 


Should be:

  c = 0xc0ffee;
  r = c >> 16 & 0xff;
  g = c >> 8 & 0xff;
  b = c & 0xff;




Zeh
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Re: [Flashcoders] Compare brightness of RGB values

2008-07-24 Thread Zeh Fernando

Funny, was just messing with this now. Here's a striped down version.

Find RGB first:

  c = 0xc0ffee;
  r = c >> 16 & 0xff;
  g = c >> 8 & 0xff;
  b = 0xff;

Brightness/Value according to HSV/HSB is simple:

  l = Math.max(r, g, b); // 0 to 255

Lightness according to HSL is sort of simple too:

  max = Math.max(r, g, b);
  min = Math.min(r, g, b);
  l = (max+min) / 2; // 0 to 255

*Actual* light brightness is a bit different, and depends on color 
profile (this is an approximation):


  lr = 0.212671;
  lg = 0.715160;
  lb = 0.072169;
  l = (lr * r) + (lg * g) + (lb * b); // 0 to 255

The latter one is the 'right' way to measure the brightness of a color 
(ie, 0x00ff00 is actually much brighter than 0xff). The others are 
mathematical representation models and doesn't reflect our perception of 
brightness. Choosing the correct one will depend on what you're trying 
to do.


References:
http://en.wikipedia.org/wiki/HSL_color_space
http://www.faqs.org/faqs/graphics/colorspace-faq

Zeh

Hans Wichman wrote:

Hi,
just guessing here, but i think converting them to HSB first might work.
Then you only need the B value.

hth
JC

On Thu, Jul 24, 2008 at 8:55 PM, Jim McIntyre <[EMAIL PROTECTED]> wrote:


Does anyone know a good formula for comparing brightness of RGB color
values?

Obviously, 0xCC is brighter than 0x33. But one can't always infer
that a larger number is brighter than a smaller: 0x33 is a larger
number, but much darker than, 0x00.

Would averaging (or simply adding) the three color components work, or is
it more nuanced than that?

Thanks,
Jim
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Re: [Flashcoders] The Charges Against ActionScript 3.0

2008-07-17 Thread Zeh Fernando

Matt S. wrote:

But I think part of the problem is the increasingly
schizophrenic nature of Flash's "identity" as an application.


This is the money quote of this whole discussion, IMO.

AS3 is fine as a language. The "charges" are indicative of a bigger 
problem, however.



Zeh
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Re: [Flashcoders] SimpleButton enabled vs mouseEnabled

2008-07-01 Thread Zeh Fernando

Why is there an enabled property for SimpleButton if it doesn't
really work as advertised? Can anyone clarify this? Is there some
situation where one can/should use the enabled property?



.enabled on AS3 isn't the same as .enabled it was on AS2 (.mouseEnabled 
is). Basically, .enabled turns on or off the state animation change, and 
tab ordering. From the help,


"A Boolean value that indicates whether a movie clip is enabled. The 
default value of enabled is true. If enabled is set to false, the movie 
clip's Over, Down, and Up frames are disabled. The movie clip continues 
to receive events (for example, mouseDown, mouseUp, keyDown, and keyUp).


The enabled property governs only the button-like properties of a movie 
clip. You can change the enabled property at any time; the modified 
movie clip is immediately enabled or disabled. If enabled is set to 
false, the object is not included in automatic tab ordering."


Use mouseEnabled instead. You might also have to look into mouseChildren 
if ... /things/... aren't going as expected.


Also, you don't need SimpleButton. You can still use old 
movieclips/sprites as buttons. Just set its .buttonMode to true to 
enable the hand cursor.


Basically things a lot more powerful now and a lot more complicated too.

Zeh
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Re: [Flashcoders] Tweening a Donut Shape / Ripples / Concentric Circles

2008-06-17 Thread Zeh Fernando
If you can use the new line drawing features, and if your container is 
not resized in any other way, you could create a simple circle with no 
fill but with a given stroke set to scale on no dimension. That way, 
scaling the circle container would increase the overall circle size, but 
the stroke would remain at the same weight.


If this is not practical, you can create one additional function that 
redraws the circle every time like you mentioned. This doesn't need to 
be done onEnterFrame - it's actually better to either create a 
getter/setter inside your movieclip (a function that redraws your object 
based on the scale or some other property) or a function that gets 
called by the tween every time some variable (like scale or some other 
property) is changed, by using Tweener's onUpdate parameter.


Zeh

Michael Trim wrote:

Hi Flashcoders,

I have coded a donut shape by drawing two concentric circles (one
appears to punch out the other) then tweening (using Tweener) the width
and height of both circles for the same amout of time and by their
widths + the same increase.

This gives the effect of a circle getting larger but the distance
between the inner radius and outer radius remaining the same (which is
very important to the effect I'm after.

Stagger a load of these going off and you have a nice two tone ripple
effect, however you can't overlay this over an image or attach an alpha
effect as actually it is a load of solid circles, not an actual donut
shape with a hole in the middle.

I am aware you can create a donut shape by drawing both circles in the
same fill (really punching the hole in the middle), but when this is
scaled the width between the inner and outer radius scales as well. 


The only way I can think to solve this is to redraw the donut each time
using an EnterFrame event, but this seems wrong and I would prefer to be
using Tweener for nice/easy easing and the like.

All ideas gratefully received.

Regards,

Michael

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Re: [Flashcoders] smooth animation

2008-06-06 Thread Zeh Fernando
It depends on what's the actual problem. "Allow smoothing" won't help 
you unless you're talking about REAL slow (subpixel) moving or 
transformations like rotation and scale.


Using tweening extensions - tweener, tweenlite, tweenmax, go, fuse, etc 
- is a given. But other than that, if the thing still looks choppy, the 
bottleneck is most probably with image rendering - that'll depend on 
area used, blending modes, your framerate, whether there's something 
else on top or below the image, what's using cacheAsBitmap and what's 
not, whether you have filters, etc. And on that case, allow smoothing 
would actually make the thing worse.


So I'd say, find the bottleneck and attack it. There's no magic trick. 
You have to know your enemy. Trying to solve rendering issues with 
different tweening extensions won't give you any positive result, and 
the contrary is also true. So those aren't really "tricks"; it's more 
about doing the thing right from the start. There's a lot of 
combinations that will really drag the player performance down.


Zeh

robert wrote:

Hi
I am working on a flash piece in which there is a band of 9 jpegs that 
slowly move horizontally along the screen in a never ending band (the 
images are repeated to the left as they exit to the right).


My client still perceives the movement as choppy. I have tried basic 
tricks like onEnterFrame and Tween() and a plain old timeline tween. The 
movement speed is very slow at 1px at 31fps. I've made it slightly 
smoother by checking each jpg to "allow smoothing". Are there any other 
tricks at the newbie level or flashcoder level? Or is this something 
inherent in flash or related to the viewing hardware?


Thank you very much
robert
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Re: [Flashcoders] flex 3 Event.RESIZE

2008-06-05 Thread Zeh Fernando
If the instance is dynamic (if you instantiate it and then add it as a 
child, instead of being an object that's already in the stage), you 
cannot access the stage on the constructor. It'll return null - stage is 
not known until the container is added to the display list. You have to 
add a method fired by ADDED_TO_STAGE, and inside that method, THEN call 
stage.addEventListener.


Try tracing the value of "stage" right before adding the event listener. 
If it's "null", that's the problem you're facing.


Other solution, better for bigger projects, is having some kind of 
singleton that composes stage and has it fully accessible at anytime.


Finally, calling stage.addEventListener() when stage doesn't exist would 
give you an error. If it's just silently ignoring that without 
displaying any error message, I suggest you install the debug player 
instead.



Zeh

Patrick J. Jankun wrote:
already done this, before even adding that listener, this is the whole 
code i want to get working:


public function PbMain() : void
{
StageAlign.TOP_LEFT;
StageQuality.HIGH;
StageScaleMode.NO_SCALE;
stage.addEventListener(Event.RESIZE, initialise);
}

private function initialise() : void
{   
trace( "Initialised" );

stage.removeEventListener(Event.RESIZE, initialise );
init();
}

On Jun 5, 2008, at 4:37 PM, Eduardo Omine wrote:


I think you must set stage.scaleMode = StageScaleMode.NO_SCALE.

--
Eduardo Omine
http://blog.omine.net/
http://www.omine.net/
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--
fancy skills to pay the bills
www.jankun.org

Phone:  +43 660 96 969 - 01
web:jankun.org
mail:   p[at]jankun.org

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Re: [Flashcoders] StageDisplayState.FULL_SCREEN

2008-05-17 Thread Zeh Fernando

screenResX:Number = Capabilities.screenResolutionX;


Are you really doing this?

Does it have a "var" in front of the code?


Zeh
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Re: [Flashcoders] FPS limit of flash player inside browser?

2008-05-08 Thread Zeh Fernando
Depends on the browser. Different browsers choke plugins in different 
ways. Two links:

http://graphics-geek.blogspot.com/2008/04/off-bubblemark.html
http://www.kaourantin.net/2006/05/frame-rates-in-flash-player.html

Film is at 24fps... Disney animation, so compelling, was two-up, or 
twelve frames per second. Most of the "bloated flash" or "flash cpu" 
complaints out there are (I think) due to background ads with greedy 
framerates.


It's best to be polite, and only take the processor cycles you really 
need. Others may be trying to use that processor too.


But it's important to remember movies work well at 24fps because they 
capture slices of time and not static frames. An entire 1/24 of a second 
is present on each of those frames, while with computer graphics we have 
a moment frozen in time.


Animation usually have lower framerates because of practical reasons: 
drawing too many keyframes would be an excruciating job. However, 
sometimes, when they want to achieve some better quality, they do push 
it over the top, and *then* combine back into the target framerate of 
24fps; a good example is some parts of the animated movie Akira and 
specially Ghost in the Shell, where they created the original cut at 
60fps or 120fps (!) and then frame blended back into 24 to give the 
impression it was a movie.


Using more than 30fps on a flash movie gives a similar impression to our 
eye, although we're really limited to the display frequency as 
mentioned. So going over 60fps doesn't make much sense... but while I do 
agree it's best to be polite, thinking 24fps is everything we need on 
computer rendered graphics with no real motion blur is a myth. More 
framerate will give us a better result.


Zeh
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Re: [Flashcoders] Sr. Flash Developer Position

2008-04-30 Thread Zeh Fernando

Agreed. People have always sent job posts to the list. It's not a problem.

Zeh

My 2 cents:  Please don't stop posting jobs to this group.  I am sure 
there are folks on this list who would welcome the opportunity.  I think 
as long as you post each job only once you shouldn't get any complaints.


Andrew Sinning

Bright, Michael wrote:

Sorry for the e-mails...I'm not trying to Spam, just looking to fill a
position.  This will be my last e-mail to the group.

Regards, Michael Bright
Recruiter, MTV Networks
(310) 752-8641
[EMAIL PROTECTED]


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Re: [Flashcoders] FP9 security update

2008-04-11 Thread Zeh Fernando

http://www.crossdomainxml.org/
:P

Gregory Boudreaux wrote:

Thanks...

Is there a resource that explains all the possible tags that can be
placed in a crossdomain.xml file?

gregb

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Muzak
Sent: Thursday, April 10, 2008 4:27 PM
To: Flash Coders List
Subject: [Flashcoders] FP9 security update

There's an FP update: 9,0,124,0

With some changes to: 
- allowScriptAccess 
- getURL("javascript:...")

- cross domain policy files

Read the article:
http://www.adobe.com/devnet/flashplayer/articles/flash_player9_security_
update.html

regards,
Muzak
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Re: [Flashcoders] Tweening movieClip frames

2008-04-03 Thread Zeh Fernando
I read it's possible to tween movieClip frames, how do I do this using 
Tweener ?


// Once:
import caurina.transitions.properties.DisplayShortcuts;

DisplayShortcuts.init();


// Later:
import caurina.transitions.Tweener;

Tweener.addTween(mc, {_frame:100, time:1});


Using latest (svn) version.

Current (download version) is the same, just without the init().


Zeh
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando

About that, I was just looking at Tweener's code, and I don't think that
would be a problem either. It is basically a static class, so there's no
extra memory allocation for tween added, except for a relatively small
TweenListObj pushed into an array.

Or maybe I am wrong and Zeh can correct me ;)


Every engine will have additional memory spent for new instances - with 
Tweener, it's TweenListObj on the current version, which is basically an 
array containing references and data about timing and tweening parameters.


But obviously there are many reasons why the byte size of the compiled 
class isn't duplicated for new instances. This would be the case even 
for instances of a non-static class or for a single class (Tweener code 
is split on few different classes). The very reason we have classes is 
to keep code centralized instead of duplicating similar methods for 
every new object. The SWF byte code is completely different from the 
'code' in memory anyway too.



Zeh
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando
Correct, but just as a matter of clarity, it's important to be clear 
that the exported SWF size is completely unrelated to how much memory 
each 'instance' takes in memory.



Zeh

Jack Doyle wrote:

You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really doesn't
matter. It can, however, come into play in local memory as tweens are
created. For example, if an instance of Tweener has 8k worth of code driving
it (not that every instance would take 8k in memory - I'm just talking about
the variables/properties/methods stored for each instance) and you create
300 instances, it's that much more that has to get pushed into memory and
chewed on by the CPU verses 3k worth of code. Again, with today's
desktop/laptop processors and Gigabytes of RAM, it's not much of an issue
unless you're working with a LOT of tweens, but in some cases it's
important, especially for mobile devices. Some developers prefer
lightweight, efficient and speedy whereas some would rather trade for a
broader feature set. I'd encourage you to compare the feature sets because
if you need a Tweener-specific feature, your choice is a no-brainer. But
many developers find everything they need and more in TweenLite, so they
feel all warm & fuzzy inside when they get the size and speed benefits too.

When you're driving around town, there ain't much difference between a
Hummer and a Porche. They both get you from point A to B. If you're gonna do
some off-roading, better warm up the Hummer. If you need speed and agility,
get your racing gloves on and hop into the Porsche. :-)

Jack

-Original Message-
From: Dwayne Neckles [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, March 26, 2008 10:29 AM

To: Flash Coders List
Subject: RE: [Flashcoders] Tweening Engines for AS3

Gys

I'm very clear that when doing banners the is the big concern about size.. I
was saying before that I understand that...

I do banners everyday

but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?

Other than banners whats the big deal? Who cares about file sizes.. those
sites on FWA are pretty huge..

Put me on.. I'm just asking 


Date: Wed, 26 Mar 2008 11:04:30 -0400
From: [EMAIL PROTECTED]
Subject: RE: [Flashcoders] Tweening Engines for AS3
To: flashcoders@chattyfig.figleaf.com


I don't get the big deal either about size.. I mean I really don't...

except for ads maybe that have a tight 30k limit( which needs 
to be upped)

You add 40k here for some media. 60k there for some code, you're up to
100k.  If you have download requirements of 100k max in some client
environments (like we do in some environments), 8k makes a difference.

Jason Merrill
Bank of America  
GT&O and Risk L&LD Solutions Design & Development 
eTools & Multimedia 




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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando
No. Classes add their size per SWF file, not per use. So yes, it's 8kb 
added to the file regardless of the number of uses.



Zeh

Matt S. wrote:

One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
etc add to the file size. And while I absolutely understand the need
for keeping projects as barebones tiny as possible, I guess it just
doesnt seem like that much, especially since a project that involves
heavy, repeated and complex tweening, 9 times out of 10, is chock full
o' jpegs, flvs, complex vector graphics etc, all of which might make
8k seem like the least of one's concerns. Am I missing something? Is
that 8k per tween?

.m
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Zeh Fernando
While I agree with the speed thing, let's just keep this in context - 
it's so when you have a lot of tweenings going on at the exact same 
time. A few tweens won't produce a difference in terms of framerate. If 
they do, there's something else wrong.


Still, I think we should be glad there are so many alternatives. :)


Zeh

Steven Sacks wrote:
Tweener is proven to be significantly slower than TweenLite, and it's 
almost 300% larger (TweenLite is 3k vs Tweener's 8k).


I'm not telling you what to do. You're welcome to your preference. I 
prefer to write better, faster, smaller, more efficient code.  Different 
strokes for different folks, I guess.  :)



Dave Mennenoh wrote:
I prefer Tweener, and if you've ever used Fuse you'll like it's 
syntax. It's also quite small - adds about 8K.


Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/
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Re: [Flashcoders] strange effects when tweening alpha

2008-03-21 Thread Zeh Fernando
Our artist made an animated character by over-lapping different body 
parts.  Strange thing, when I fade out the character using an 
alpha-tween of the outer-most clip, I can see the overlapping parts at 
the joints.  It's like the alpha is affecting the individual parts 
within the movieClip rather than being applied to the composite 
movieClip.  This is in AS2, and I just use the mx.transitions Tween 
class.  I guess to cacheAsBitmap before doing the tween, but shouldn't 
alpha be applied to a composited clip by definition?  I can't think of 
any reason why you would ever want an alpha effect to apply to the 
individual parts within a movie clip.  I mean, if I wanted that effect I 
would set the alphas of the individual parts, right?


This is the usual behavior. It's unrelated to player version, 
actionscript version, or fading/tweening code used. Alphas of children 
containers are simply multiplied by the alpha value of the parent container.


If you don't want that "x-ray" effect, set blendMode of the container to 
"layer". That forces precomposition of the container content before the 
alpha is applied so it'll fade as a whole. That's the correct solution 
for that problem.


Using 'empty' filters (say, a blur with a radius of 0) has the same 
effect. Using cacheAsBitmap *usually* has the same effect too, but it is 
erratic - depending on changes done to children content, it may force 
redrawing and you'd lose the flattened transparencies.


With all those solutions, if you use different blendModes on the 
container children you'll lose them.


Zeh
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Re: [Flashcoders] AS2: Tweening a very large vector file causes shaking

2008-03-21 Thread Zeh Fernando
That's a myth. If he's tweening one or two things the tweening engine 
makes absolutely no difference. The only differences in terms of speed 
between tweening engines is how each of they handle a massive number of 
property updates on a massive number of objects. So there's absolutely 
no problem using Fuse on that case, the problem's somewhere else. A 
bottleneck problem isn't solved with a larger bottle.


All I can say about the problem is that it seems to be related to 
rendering so yeah, you'll have to look into what you're doing. Use 
cacheAsBitmap WHERE appropriate (not in the whole movieclip - it's too 
big for that), use scrollRect when possible.


Remember, complex vector rendering is EXPENSIVE. So 4000px x 4000px is 
nearly suicidal.


Zeh

Sidney de Koning wrote:

Hi Matt,

Like the analogies :)
What tweening engine are you using?
If its your engine, there is a good speed comparison here: 
http://blog.greensock.com/tweening-speed-test/


If so, just change to a different engine, not every car is build to move 
boulders ;)


Sid

On Mar 21, 2008, at 2:57 PM, Matt S. wrote:


Hi,
so this is a very odd problem, but I'm tweening an extremely large
vector file (about 4000x4000px), using the Fuse tween classes. Its
basically your standard "slide across the surface of a massive object
from point to point" effect, nothing fancy. But I'm having a bear of a
time getting it to animate smoothly. In particular, as it eases into
and out of tweens, I'm getting a weird jittering of the MC, so that it
stutters to a stop, like a car with bad brakes. The tweens themselves
are nothin fancy (see below). It seems like the problem started when I
added _rotation to the the mix. The file is vector, imported from AI.

is anyone familiar with this problem? Any recommendations for handling
this sort of basic (or so I thought) effect?

thanks,

.m


-

function slideToPos(){
var xPos = posArray[active][0];
var yPos = posArray[active][1];   
var rPos = posArray[active][2];   
active++;

mainpanel_mc.tween("_x",xPos,2,"easeInOutSine");

mainpanel_mc.tween("_y",yPos,2.5,"easeInOutSine");
mainpanel_mc.tween("_rotation",rPos,2.5,"easeInOutSine",null,"slideToPos2()"); 


}

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Re: [Flashcoders] to mac or not to mac

2008-03-14 Thread Zeh Fernando

It's time for me to get a new computer and I have heard so many horror
stories about Vista that I am thinking of switching to Mac. What tools are
people using to develop on the Mac. I mostly Flash IDE, FlexBuilder,
FlashDevelop, SWFMill, SWFDump, HaXe, FlashTracer - are these available on
Mac? Also any general info about developing on the Mac, positive or
negative, would be helpful. 


This is a highly subjective question in so many ways that it's pretty 
hard for anyone to answer in a neutral fashion.


With that said - yes, Vista is a POS, IMHO. It's the best definition of 
an extremely annoying, user-unfriendly operating system. It's a slap in 
the user's face as it automatically assumes anyone using the computer is 
a complete retard. Which is probably true in 95% of the cases, but that 
doesn't make it a good development architecture. Not mentioning it IS 
slow as hell.


So the question shouldn't be whether you get a Mac vs a PC with Vista, 
but rather a Mac vs a PC with Windows XP.


I'm probably not the best person to comment on it, I haven't used Vista 
for a very long time. But after getting a Notebook with Vista I was 
really surprised with how the horror stories (which I didn't believe 
before, dismissing them as random, generic MS-hate) were accurate. Maybe 
it's one of those systems that become bearable after you tweak it 
enough, a bit like XP is. But my initial impressions were so strong I 
really didn't feel like trying it at all. Thankfully I had bought the 
Notebook for presentation and testing only so it's now happily running 
Ubuntu instead.



Zeh
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Re: [Flashcoders] pixel-accurate _xmouse tracking?

2008-03-12 Thread Zeh Fernando
This IS as accurate as possible. Technically, your mouse never was on 2, 
3, 5, 7, 8, etc. Remember mouse reading on the hardware works at a 
certain frequency, and everything in between is lost.


You can always interpolate between read values. That'll give you the 
"imtermediary" positions where the mouse was.


If your data is EXTREMELY inaccurate, though, using updateAfterEvent() 
inside mouseMove events (or AS3's equivalent) allow you to read as many 
values as physically possible.


Zeh

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] pixelizing a bitmap

2008-03-07 Thread Zeh Fernando

You want to create a mosaic-like effect?

Forget getPixel/setPixel/drawrect.. it'll be too slow. Instead, you 
should let Flash handle it by creating new Bitmaps, shrinking the image 
inside it, drawing that to a new bitmapdata, and then using that new 
bitmapdata on the original size.


Zeh

Andrei Thomaz wrote:

hello list,

I am making some tests to discover if it is possibile to pixelize a bitmap
with AS3, with a reasonable speed. I wrote the code below, but it works only
with images until 50x50 (in a quadcore). You can see the effect
http://www.andreithomaz.com/labs/files/pixel/teste1.html.

I would like to ask you for advices about how I could optimize it. Or if I
just should try Java/C++.


thank you,
andrei



public dynamic class Teste1 extends MovieClip {

public var m_mcPicture:MovieClip;
public var m_sprScreen:Sprite;
private var m_tmTimer:Timer;
private var m_nPixel:int;
private var m_bDirection:Boolean;
private var m_bmpOriginalImage:BitmapData;
private var m_aPixels:ByteArray;
private var m_rcImageArea:Rectangle;

public function Teste1() {

m_rcImageArea = new Rectangle(0, 0, m_mcPicture.width,
m_mcPicture.height);
m_nPixel = 1;

m_bmpOriginalImage = new BitmapData( m_mcPicture.width,
m_mcPicture.height );
m_bmpOriginalImage.draw(m_mcPicture);
m_aPixels = m_bmpOriginalImage.getPixels(m_rcImageArea);

m_mcPicture.visible = false;

m_sprScreen = new Sprite();
addChild(m_sprScreen);

m_tmTimer = new Timer(2000);
m_tmTimer.addEventListener( TimerEvent.TIMER, _pixelizaImagem );
m_tmTimer.start();

m_bDirection = true;
}

private function _pixelizaImagem( evt:TimerEvent ):void
{
if (m_bDirection) {
++m_nPixel;
if (m_nPixel >= 50) {
m_bDirection = false;
}
}
else {
--m_nPixel;
if (m_nPixel <= 1) {
m_bDirection = true;
}
}

var nRows:int = Math.ceil( (m_mcPicture.height as Number) /
(m_nPixel as Number) );
var nCols:int = Math.ceil( (m_mcPicture.width as Number) /
(m_nPixel as Number) );
var i:int;
var j:int;
var k:int = 0;
var l:int = 0;
var m:int = 0;
var r:int, g:int, b:int;
var offset:int;
var offset2:int;
var aPixels:ByteArray = new ByteArray();

var nPixelsPerPixel;
var nLimitK:int = m_nPixel;
var nLimitL:int = m_nPixel;

for (i = 0; i < nRows; i++) {
if (i == (nRows - 1)) {
nLimitK = m_bmpOriginalImage.height - (i * m_nPixel);
}
else {
nLimitK = m_nPixel;
}

for (j = 0; j < nCols; j++) {

if (j == (nCols - 1)) {
nLimitL = m_bmpOriginalImage.width - (j * m_nPixel);
}
else {
nLimitL = m_nPixel;
}

offset = i * m_bmpOriginalImage.width * m_nPixel;
offset += (j * m_nPixel);

r = g = b = 0;

for (k = 0; k < nLimitK; k++) {
offset2 = (offset + (k * m_bmpOriginalImage.width) )
* 4;
for (l = 0; l < nLimitL; l++) {

r += m_aPixels[ offset2 + 1];
g += m_aPixels[ offset2 + 2 ];
b += m_aPixels[ offset2 + 3 ];
offset2 += 4;
}
}
nPixelsPerPixel = nLimitK * nLimitL;
r /= nPixelsPerPixel;
g /= nPixelsPerPixel;
b /= nPixelsPerPixel;

for (k = 0; k < nLimitK; k++) {
offset2 = (offset + (k * m_bmpOriginalImage.width) )
* 4;
for (l = 0; l < nLimitL; l++) {

aPixels[ offset2 ] = 255;
aPixels[ offset2 + 1 ] = r;
aPixels[ offset2 + 2 ] = g;
aPixels[ offset2 + 3 ] = b;
offset2 += 4;
}
}


}
}

var bmpPixelizedImage:BitmapData = new BitmapData(
m_bmpOriginalImage.width, m_bmpOriginalImage.height);
bmpPixelizedImage.setPixels(m_rcImageArea, aPixels);

m_sprScreen.graphics.beginBitmapFill(bmpPixelizedImage);

m_sprScreen.graphics.moveTo(0, 0);
m_sprScreen.graphics.lineTo(bmpPixelizedImage.wi

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