Re: [Flashcoders] WIRED hates Flash

2010-01-31 Thread Laurent Kappler

Carl Welch a écrit :

This pic perfectly illustrates the Flash-less browsing experience on the iPad:
http://theflashblog.com/images/ipud.jpg

despite the file's name, this is safe for work (this is the one place
the swf acronym may have caused confusion).


  

I think apple store and adobe flash have big chance to be flipfloped anyway:
http://paulirish.com/work/gordon/demos/

OPENED FOR GOOD SAKE!!
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Re: [Flashcoders] Flash and Video

2009-06-01 Thread laurent
Maybe you can import it in a 60 fps swf, make it fit to the frame rate 
and then get your mc to 30.


Or if you can, use after effects or final cut pro.

Laurent

Lehr, Theodore M (N-SGIS) a écrit :

I have a .mov file that I want to import into a movie and then slow it
down (slow motion). Any way to do this?

 


Ted

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[Flashcoders] soundchannel with timeline sound??

2009-04-14 Thread laurent

Hi,

got a sound on the timeline. Can I controle it with a soundchannel ?

L
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[Flashcoders] not smooth interpolation

2009-04-10 Thread 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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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

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 laur...@logiquefloue.org

  

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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Re: [Flashcoders] franch Symbols not showing

2009-04-10 Thread laurent

Bassam M a écrit :

Hi everybody
I'm doing one project in French it's flash CD presentation  but i have this
problem
Symbols like ë and é not showing in textfield I don't know what to do if
anyone know how to solve this problem please tell me I need to deliver the
project soon

Thanks
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you have to embed the latin characters. The minimum one is enough. If 
not just add thos characters

L
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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

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 laur...@logiquefloue.org

  


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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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

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 laur...@logiquefloue.org

  

  

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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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

I just tried both on different mcs. It's not the problem.
I guess no one can fix that :) I'll just make it simpler.
thx
Laurent

Cor a écrit :

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 laur...@logiquefloue.org

  

  


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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Re: [Flashcoders] not smooth interpolation

2009-04-10 Thread laurent

Matt S. a écrit :

On Fri, Apr 10, 2009 at 10:10 AM, laurent laur...@logiquefloue.org wrote:
  

the duck use Tweener.




Well there's your problem! Its a goose, not a duck. ;P

(Sorry, couldnt resist).
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hehe thank you matt, that fixes it :) it's a Bernache in french. I 
change the stage name and got it pleased to ride.


Thanks Zeh I haven't tried yet because I made it simpler but i'll give 
it the try

Laurent

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[Flashcoders] First lesson

2009-03-26 Thread laurent

Hi,

I have the awesome opportunity to give my first flash lesson to young 
multimedia students in few weeks.
I will start with timeline animation, motion tweens and shape tweens to 
then move to programing tweens and maybe explain a bit of OOP with a 
simple particle class.


I'm looking for some nice shape tween effect. I would like them to 
practice on cool stuff.


So I'm asking you guys what are your favorite shape tween effect ?

Thanks
Laurent
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Re: [Flashcoders] First lesson

2009-03-26 Thread laurent

Paul Andrews a écrit :

- Original Message - From: laurent laur...@logiquefloue.org
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 26, 2009 2:28 PM
Subject: [Flashcoders] First lesson



Hi,

I have the awesome opportunity to give my first flash lesson to young 
multimedia students in few weeks.
I will start with timeline animation, motion tweens and shape tweens 
to then move to programing tweens and maybe explain a bit of OOP with 
a simple particle class.


maybe explain a bit of OOP with a simple particle class.

Seems like a bit much for a first lesson. I'd be tempted to leave that 
be for a first introduction.


Paul
Yes I will give them 3 weeks of classes so I'll do my first lesson about 
timeline and tweens for sure :) Or maybe I introduce HaXe straight away :)


Laurent


I'm looking for some nice shape tween effect. I would like them to 
practice on cool stuff.


So I'm asking you guys what are your favorite shape tween effect ?

Thanks
Laurent
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Re: [Flashcoders] First lesson

2009-03-26 Thread laurent

Brian Mays a écrit :

When I taught Flash students they were always content with letting Flash's
nasty default shape tweens do whatever they pleased.
  

Yes...I don't like it either.

Getting them into shape hints was always something that went over well, IF
they could wrap their minds around it.
  

I was thinking to that after some simple exemple without hints.
I use to like a simple line or dot that tweens into a word, that was 
fast enough and simple to avoid the nasty default shape morphing and was 
cool to make hidden content poping.


Another friend made a sentence 'twiling?' into spiralcan't remember 
but I'll find it again.


That's the kinf of stuff I look for.
Laurent

Brian Mays


On 3/26/09 9:28 AM, laurent laur...@logiquefloue.org wrote:

  

Hi,

I have the awesome opportunity to give my first flash lesson to young
multimedia students in few weeks.
I will start with timeline animation, motion tweens and shape tweens to
then move to programing tweens and maybe explain a bit of OOP with a
simple particle class.

I'm looking for some nice shape tween effect. I would like them to
practice on cool stuff.

So I'm asking you guys what are your favorite shape tween effect ?




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Re: [Flashcoders] First lesson

2009-03-26 Thread laurent


Shape tweening is dead?

:)
L

laurent a écrit :

Brian Mays a écrit :
When I taught Flash students they were always content with letting 
Flash's

nasty default shape tweens do whatever they pleased.
  

Yes...I don't like it either.
Getting them into shape hints was always something that went over 
well, IF

they could wrap their minds around it.
  

I was thinking to that after some simple exemple without hints.
I use to like a simple line or dot that tweens into a word, that was 
fast enough and simple to avoid the nasty default shape morphing and 
was cool to make hidden content poping.


Another friend made a sentence 'twiling?' into spiralcan't 
remember but I'll find it again.


That's the kinf of stuff I look for.
Laurent

Brian Mays


On 3/26/09 9:28 AM, laurent laur...@logiquefloue.org wrote:

 

Hi,

I have the awesome opportunity to give my first flash lesson to young
multimedia students in few weeks.
I will start with timeline animation, motion tweens and shape tweens to
then move to programing tweens and maybe explain a bit of OOP with a
simple particle class.

I'm looking for some nice shape tween effect. I would like them to
practice on cool stuff.

So I'm asking you guys what are your favorite shape tween effect ?




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[Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

Hi,

I have a map.swf containing a linked movie clip named Paris as a 
exported Class.


I load this map from another swf. The problem that occure in different 
ways is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: Paris. // 
this is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for 
instantiation: view = new Paris();


I don't know what to do, except putting that Paris map directly on stage 
to avoid linkage.


thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

yes:

[BulkLoader] Items to load LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Will load item: LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Started loading LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: started

Opening one: 1
TypeError: Error #1009: Il est impossible d'accéder à la propriété ou à 
la méthode d'une référence d'objet nul.//can't acces null property

   at client.sitc::Map()[D:\dev\as3lib\client\sitc\Map.as:24]

and then I got this 24 line error that never change, even I'm deleting 
all map.swf possible I got on my computer, rebuild it and launch again. 
...everythings change many time at line 24 still same error...I don't 
get it grrr :)


L

Eric E. Dolecki a écrit :

Are you sure the swf is loaded before trying to instantiate the class?

On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org wrote:

  

Hi,

I have a map.swf containing a linked movie clip named Paris as a exported
Class.

I load this map from another swf. The problem that occure in different ways
is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: Paris. // this
is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly on stage to
avoid linkage.

thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent
ha ok I see what you mean. Those errors where coming at compile time 
because when loaded I cast the swf to Map(). When I dont do that there's 
no problem at compile time of course and then I got the 24 line error I 
sent before, still I change many time what's on 24 and got that error.


L

Eric E. Dolecki a écrit :

Are you sure the swf is loaded before trying to instantiate the class?

On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org wrote:

  

Hi,

I have a map.swf containing a linked movie clip named Paris as a exported
Class.

I load this map from another swf. The problem that occure in different ways
is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: Paris. // this
is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly on stage to
avoid linkage.

thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

Ian Thomas a écrit :

I suspect this is a compile-time issue - your loading SWF has no idea
what 'Paris' means when trying to compile?

  

Yes, I mean france.Paris, maybe the compiler thinks its usa.Paris ... :)

In which case you need to pick it up at runtime.

Try flash.system.ApplicationDomain.currentDomain.getDefinition()

e.g.

var myClass:Class=ApplicationDomain.currentDomain.getDefinition(Paris)
as Class;

var myObject:Object=new myClass();
addChild(myObject);
  

I'm gonna try that

Alternatively, you might need to access the applicationDomain of the
Loader instead (I've no idea how you're loading the SWF). You could
try:

var 
myClass:Class=myLoader.contentLoaderInfo.applicationDomain.getDefinition(Paris)
as Class;
  

and maybe that and then BoudismeI'm using Bulkloader.
Thank you guys!
Laurent

HTH,
   Ian

On Mon, Mar 9, 2009 at 1:01 PM, Eric E. Dolecki edole...@gmail.com wrote:
  

Are you sure the swf is loaded before trying to instantiate the class?

On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org wrote:



Hi,

I have a map.swf containing a linked movie clip named Paris as a exported
Class.

I load this map from another swf. The problem that occure in different ways
is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: Paris. // this
is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly on stage to
avoid linkage.

thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

that's great, it fixes the compile time issues. Good to know that.

Now, I know it can be anything now as the bug is really strange. For 
line 24, actually there's a braket there so...


It looks like it's loading always the same swf, I emptied the cache, 
deleted the http://localhost:2000/swf/map.swf, rebuild it.
Still same 24 line error...I know you might not be able to solve that, 
without coming to my office, but in any case I show it here.


Thank you so far
Laurent


laurent a écrit :

Ian Thomas a écrit :

I suspect this is a compile-time issue - your loading SWF has no idea
what 'Paris' means when trying to compile?

  

Yes, I mean france.Paris, maybe the compiler thinks its usa.Paris ... :)

In which case you need to pick it up at runtime.

Try flash.system.ApplicationDomain.currentDomain.getDefinition()

e.g.

var myClass:Class=ApplicationDomain.currentDomain.getDefinition(Paris)
as Class;

var myObject:Object=new myClass();
addChild(myObject);
  

I'm gonna try that

Alternatively, you might need to access the applicationDomain of the
Loader instead (I've no idea how you're loading the SWF). You could
try:

var 
myClass:Class=myLoader.contentLoaderInfo.applicationDomain.getDefinition(Paris) 


as Class;
  

and maybe that and then BoudismeI'm using Bulkloader.
Thank you guys!
Laurent

HTH,
   Ian

On Mon, Mar 9, 2009 at 1:01 PM, Eric E. Dolecki edole...@gmail.com 
wrote:
 

Are you sure the swf is loaded before trying to instantiate the class?

On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org 
wrote:


   

Hi,

I have a map.swf containing a linked movie clip named Paris as a 
exported

Class.

I load this map from another swf. The problem that occure in 
different ways

is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: Paris. 
// this

is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly on 
stage to

avoid linkage.

thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

even if I delete map.swf it's still loading it.

[BulkLoader] Loaded  LoadingItem url: http://localhost:2000/?action=map, 
type:xml, status: finished
[BulkLoader] Items to load LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Will load item: LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Started loading LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: started

Opening one: 1
TypeError: Error #1009: Il est impossible d'accéder à la propriété ou à 
la méthode d'une référence d'objet nul.

   at client.sitc::Map()[D:\dev\as3lib\client\sitc\Map.as:24]



laurent a écrit :

that's great, it fixes the compile time issues. Good to know that.

Now, I know it can be anything now as the bug is really strange. For 
line 24, actually there's a braket there so...


It looks like it's loading always the same swf, I emptied the cache, 
deleted the http://localhost:2000/swf/map.swf, rebuild it.
Still same 24 line error...I know you might not be able to solve that, 
without coming to my office, but in any case I show it here.


Thank you so far
Laurent


laurent a écrit :

Ian Thomas a écrit :

I suspect this is a compile-time issue - your loading SWF has no idea
what 'Paris' means when trying to compile?

  

Yes, I mean france.Paris, maybe the compiler thinks its usa.Paris ... :)

In which case you need to pick it up at runtime.

Try flash.system.ApplicationDomain.currentDomain.getDefinition()

e.g.

var 
myClass:Class=ApplicationDomain.currentDomain.getDefinition(Paris)

as Class;

var myObject:Object=new myClass();
addChild(myObject);
  

I'm gonna try that

Alternatively, you might need to access the applicationDomain of the
Loader instead (I've no idea how you're loading the SWF). You could
try:

var 
myClass:Class=myLoader.contentLoaderInfo.applicationDomain.getDefinition(Paris) 


as Class;
  

and maybe that and then BoudismeI'm using Bulkloader.
Thank you guys!
Laurent

HTH,
   Ian

On Mon, Mar 9, 2009 at 1:01 PM, Eric E. Dolecki edole...@gmail.com 
wrote:
 

Are you sure the swf is loaded before trying to instantiate the class?

On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org 
wrote:


  

Hi,

I have a map.swf containing a linked movie clip named Paris as a 
exported

Class.

I load this map from another swf. The problem that occure in 
different ways

is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: 
Paris. // this

is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly on 
stage to

avoid linkage.

thx
Laurent
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Re: [Flashcoders] Problem with export linkage definition in a loaded swf

2009-03-09 Thread laurent

ok it's something to do with bulkloader, I let it go from here :)
thanks
L

laurent a écrit :

even if I delete map.swf it's still loading it.

[BulkLoader] Loaded  LoadingItem url: 
http://localhost:2000/?action=map, type:xml, status: finished
[BulkLoader] Items to load LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Will load item: LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: null
[BulkLoader] Started loading LoadingItem url: 
http://localhost:2000/swf/map.swf, type:movieclip, status: started

Opening one: 1
TypeError: Error #1009: Il est impossible d'accéder à la propriété ou 
à la méthode d'une référence d'objet nul.

   at client.sitc::Map()[D:\dev\as3lib\client\sitc\Map.as:24]



laurent a écrit :

that's great, it fixes the compile time issues. Good to know that.

Now, I know it can be anything now as the bug is really strange. For 
line 24, actually there's a braket there so...


It looks like it's loading always the same swf, I emptied the cache, 
deleted the http://localhost:2000/swf/map.swf, rebuild it.
Still same 24 line error...I know you might not be able to solve 
that, without coming to my office, but in any case I show it here.


Thank you so far
Laurent


laurent a écrit :

Ian Thomas a écrit :

I suspect this is a compile-time issue - your loading SWF has no idea
what 'Paris' means when trying to compile?

  
Yes, I mean france.Paris, maybe the compiler thinks its usa.Paris 
... :)

In which case you need to pick it up at runtime.

Try flash.system.ApplicationDomain.currentDomain.getDefinition()

e.g.

var 
myClass:Class=ApplicationDomain.currentDomain.getDefinition(Paris)

as Class;

var myObject:Object=new myClass();
addChild(myObject);
  

I'm gonna try that

Alternatively, you might need to access the applicationDomain of the
Loader instead (I've no idea how you're loading the SWF). You could
try:

var 
myClass:Class=myLoader.contentLoaderInfo.applicationDomain.getDefinition(Paris) 


as Class;
  

and maybe that and then BoudismeI'm using Bulkloader.
Thank you guys!
Laurent

HTH,
   Ian

On Mon, Mar 9, 2009 at 1:01 PM, Eric E. Dolecki 
edole...@gmail.com wrote:
 
Are you sure the swf is loaded before trying to instantiate the 
class?


On Mon, Mar 9, 2009 at 8:47 AM, laurent laur...@logiquefloue.org 
wrote:


 

Hi,

I have a map.swf containing a linked movie clip named Paris as a 
exported

Class.

I load this map from another swf. The problem that occure in 
different ways

is that the loading swf don't recognise the Paris definition:
1046: Type was not found or was not a compile-time constant: 
Paris. // this

is for definition : public var view : Paris;
1180: Call to a possibly undefined method Paris. // this is for
instantiation: view = new Paris();

I don't know what to do, except putting that Paris map directly 
on stage to

avoid linkage.

thx
Laurent
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Re: [Flashcoders] This is kind of Wonderfl

2009-02-03 Thread laurent

Hey guys have you seen that:
http://fr.youtube.com/watch?v=nvWwlZSXaR0feature=related

First experiment with flash and Papervision. And the bell :]
L


Muzak a écrit :
Haven't really looked into all the wonderfl details, but - at first 
looks - seems similar to what is already possible with Flex and 
Coldfusion.
Flex 1.0 and 1.5 were both compiled on the server, there was no swf 
output like there is with Flex 2 and 3 and what we're used from the 
Flash IDE.


Flex 2/3 can still be compiled server side in combination with 
Coldfusion.


So rather than having an html + swf, you'd browse to an mxml file.
http://domain.com/index.mxml

How comfortable are people with having all your sourcecode online 
instead of local  online storage

- would make me nervous on very large projects


Doesn't change anything development wise.
You'd still have a local copy - deploying to a local (or network) 
server for testing.

Upload to live server when done.


What happens when you want to compile and the server is down or hiccups?
Must be online to develop - no working on the airplane or places 
without Wi-Fi


Same as above, not an issue if you'd develop locally.
And that goes for most of your other concerns.

Just because they're demoing it online, doesn't mean you *have* to 
develop online, well at least that's the way I see it :).


regards,
Muzak


- Original Message - From: Merrill, Jason 
jason.merr...@bankofamerica.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, February 02, 2009 11:26 PM
Subject: RE: [Flashcoders] This is kind of Wonderfl


Hmmm, yeah, but right now, I can't see past these issues (along with 
your better GUI and compiling :


Code completion and other nice features of code editors! - they would 
definitely need to implement that - and how would that handle smart 
import statements for your project?  Could be tricky,
How comfortable are people with having all your sourcecode online 
instead of local  online storage - would make me nervous on very 
large projects
Using third party code - or importing classes of your own - they 
would have to support that.
What happens when you want to compile and the server is down or 
hiccups?  It was doing that to me when I tested - annoying and a big 
productivity waster.
Must be online to develop - no working on the airplane or places 
without Wi-Fi
Working inside a browser - that's going to impose several limitations 
there - like hotkey combination conflicts
Not seeing your file structure locally - they would have to create a 
pretty slick UI for viewing your project
Working with media assets - what about having to upload images, 
movies, sound, fonts, yuck!


I think it maybe has potential a long way down the road, but so far, 
this isn't anything I think people will be able to do anything useful 
with just yet.  Seems the disadvantages far outweigh the advantages - 
at least right now. Maybe someday.



Jason Merrill
Bank of America Instructional Technology  Media   ·   Learning 
Performance Solutions LLD


Interested in Flash Platform technologies? Join the Bank of America 
Flash Platform Community
Interested in innovative ideas in Learning? Check out the Innovative 
Learning Blog and subscribe.





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Re: [Flashcoders] jpeg enhancement

2009-02-03 Thread laurent

If they are resized you should check the smooth option.
It will blur it a bit. So you could use little blur filter too or add a 
layer on top of it like a grid, we do that on fullscreen videos to hide 
the big squares of compression.

but you can't make more information appear from what you have.sorry :)
L

[p e r c e p t i c o n] a écrit :

Hi All,I have some JPEGs that I display in my app...the problem is that the
quality isn't so great...does anyone know of a way to enhance the quality of
a jpeg once you load it or am i skrewed
thanks
percy
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Re: [Flashcoders] This is kind of Wonderfl

2009-02-03 Thread laurent
Just for what's on right now, an exhibition of codes.compile the 
piece and watch it. :]


L

Merrill, Jason a écrit :
Just playing devil's advocate, why would anyone want to build Flash online?  It's technically very impressive, but with all the free offline tools out there, I don't see why it would be necessary or useful.  ??  


Jason Merrill
Bank of America Instructional Technology  Media   ·   Learning Performance 
Solutions LLD

Interested in Flash Platform technologies?  Join the Bank of America Flash Platform Community 
Interested in innovative ideas in Learning?  Check out the Innovative Learning Blog and subscribe.







-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Sidney de Koning
Sent: Monday, February 02, 2009 11:08 AM
To: Flash Coders List
Subject: Re: [Flashcoders] This is kind of Wonderfl

He wrote the link wrong, it is: http://wonderfl.kayac.com/

Its pretty f* awesome! And most def the coolest i've seen in   
along time!


Sid

On Feb 2, 2009, at 5:02 PM, Merrill, Jason wrote:

  
Is this spam?  Or did that site not pay their ISP dues?  This (http://wonderfl.kayack.com/ 
) seems to be a web site circa 1998 - what does this have to do with  
Flash?



Jason Merrill
Bank of America Instructional Technology  Media   ·   Learning  
Performance Solutions LLD


Interested in Flash Platform technologies?  Join the Bank of America  
Flash Platform Community
Interested in innovative ideas in Learning?  Check out the  
Innovative Learning Blog and subscribe.






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

Sent: Monday, February 02, 2009 10:58 AM
To: azf...@googlegroups.com; flexcod...@yahoogroups.com; Flash  
Coders List

Subject: [Flashcoders] This is kind of Wonderfl

Spotted a post over at Techcrunch about wonderfl.kayack.com . Looks  
like a
pretty cool project. And if the creator(s) happen to see this, a big  
thumbs

up!
Steve
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Sidney de Koning - be a geek, in rockstar style!
Flash / AIR Developer @ www.funky-monkey.nl
Technical Writer @ www.insideria.com

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[Flashcoders] multiple class definition in package

2009-01-20 Thread laurent

Hi,

Flash CS3 can't find a class definition that is in a FirstClass.as file,
package some.folders which contains public class FirstClass extends 
MovieClip,

followed by a second public class SecondClass extends Moviclip.

my main movie is defined as the FirstClass, then I go a movieclip in my 
library that I want to link to the SecondClass defined in same file.
It's not possible to do such thing ? I must have two separate .as file 
named like the class I want to link ?


thx
L

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Re: [Flashcoders] Pixel precise

2008-12-17 Thread laurent


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster


L

Cor a écrit :

If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
  

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then


offset
  

the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to


work
  

from the bottom upwards.
- during animation you're bound to introduce a certain amount of


jumpiness.
  

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:



Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used int()
to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel
  

not
  

a pixel and half...?

thx
L
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8:31


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[Flashcoders] Pixel precise

2008-12-17 Thread laurent

Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer 
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used 
int() to be sure I got x and y as integers but still the content get 
blury sometimes.
Is there something to do that flash always position element on a pixel 
not a pixel and half...?


thx
L
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Re: [Flashcoders] strange textfield behaviour in browser

2008-12-12 Thread laurent


yes luck is an important quality for developpers and goal keepers. :)

Hans Wichman a écrit :

http://bugs.adobe.com/jira/browse/FP-479

;)

At least I think that was it, lucky guess tbfh, but hey you've got to have
luck sometimes now don't we :)

On Thu, Dec 11, 2008 at 8:59 PM, laurent laur...@logiquefloue.org wrote:

  

!!!yes...wmode='normal' fixed it.

do you know why ??

it was  french keyboard

thank you!

L


Hans Wichman a écrit :



Hi,

I can enter my email in the bottom textfield, win xp sp2, ie,player10. Ar
you using a non english keyboard?
And what happens when you turn wmode transparent off?

greetz
JC

On Thu, Dec 11, 2008 at 3:46 PM, laurent laur...@logiquefloue.org
wrote:



  

Hi,

The weird thing is that upper case work, the player in browser get the
SHIFT is pressed but does not want to apply it's effect on certain
keyboard
buttons.

So fare we have seen the bug on firefox, IE, safari player 9 and 10
windows
laptop

with wmode = transparent

hm I guess people can check here on the platform we have not tested,
...like mac..:)
http://240plan.ovh.net/~frenchda/index2.php

down right menu: 'MON COMPTE' you have a email texfield, try to write you
one ;)


L




Hans Wichman a écrit :





Hi,

ok I misunderstood the problem at first, thinking you were trying to
detect
shift keypress, but the whole textfield breaks... that is weird.
Which browser are you testing it in? Does it break in all browsers? But
plays fine in the IDE... any difference in player version?

Are you using firefox with wmode transparent?

greetz
JC
On Thu, Dec 11, 2008 at 12:38 PM, laurent laur...@logiquefloue.org
wrote:





  

Hi JC,

Thanks for the reply. Hm no effect. Actually I noticed this bug only on
laptop running windows.
My team member running all on mac, laptop and boxes did not notice this
horrible bug :(

L

Hans Wichman a écrit :

Hi,






does trapallkeys make any difference?

greetz
JC

On Thu, Dec 11, 2008 at 11:05 AM, laurent laur...@logiquefloue.org
wrote:







  

Hi list,

I made some form in my app and the textfields work fine on local from
the
flash ide.
But when the site is in the browser the texfield don't recognise that
the
shift key is press. So on a french laptop you can't type numbers or
@.
This behavior is so strange that i don't know where to look. Anyone
ever
got that problem ??

thanks
Laurent
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[Flashcoders] strange textfield behaviour in browser

2008-12-11 Thread laurent

Hi list,

I made some form in my app and the textfields work fine on local from 
the flash ide.
But when the site is in the browser the texfield don't recognise that 
the shift key is press. So on a french laptop you can't type numbers or @.
This behavior is so strange that i don't know where to look. Anyone ever 
got that problem ??


thanks
Laurent
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Re: [Flashcoders] strange textfield behaviour in browser

2008-12-11 Thread laurent

Hi JC,

Thanks for the reply. Hm no effect. Actually I noticed this bug only on 
laptop running windows.
My team member running all on mac, laptop and boxes did not notice this 
horrible bug :(


L

Hans Wichman a écrit :

Hi,
does trapallkeys make any difference?

greetz
JC

On Thu, Dec 11, 2008 at 11:05 AM, laurent [EMAIL PROTECTED] wrote:

  

Hi list,

I made some form in my app and the textfields work fine on local from the
flash ide.
But when the site is in the browser the texfield don't recognise that the
shift key is press. So on a french laptop you can't type numbers or @.
This behavior is so strange that i don't know where to look. Anyone ever
got that problem ??

thanks
Laurent
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Re: [Flashcoders] strange textfield behaviour in browser

2008-12-11 Thread laurent


Hi,

The weird thing is that upper case work, the player in browser get the 
SHIFT is pressed but does not want to apply it's effect on certain 
keyboard buttons.


So fare we have seen the bug on firefox, IE, safari player 9 and 10 
windows laptop


with wmode = transparent

hm I guess people can check here on the platform we have not tested, 
...like mac..:)

http://240plan.ovh.net/~frenchda/index2.php

down right menu: 'MON COMPTE' you have a email texfield, try to write 
you one ;)


L




Hans Wichman a écrit :

Hi,

ok I misunderstood the problem at first, thinking you were trying to detect
shift keypress, but the whole textfield breaks... that is weird.
Which browser are you testing it in? Does it break in all browsers? But
plays fine in the IDE... any difference in player version?

Are you using firefox with wmode transparent?

greetz
JC
On Thu, Dec 11, 2008 at 12:38 PM, laurent [EMAIL PROTECTED] wrote:

  

Hi JC,

Thanks for the reply. Hm no effect. Actually I noticed this bug only on
laptop running windows.
My team member running all on mac, laptop and boxes did not notice this
horrible bug :(

L

Hans Wichman a écrit :

Hi,


does trapallkeys make any difference?

greetz
JC

On Thu, Dec 11, 2008 at 11:05 AM, laurent [EMAIL PROTECTED]
wrote:



  

Hi list,

I made some form in my app and the textfields work fine on local from the
flash ide.
But when the site is in the browser the texfield don't recognise that the
shift key is press. So on a french laptop you can't type numbers or @.
This behavior is so strange that i don't know where to look. Anyone ever
got that problem ??

thanks
Laurent
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Re: [Flashcoders] strange textfield behaviour in browser

2008-12-11 Thread laurent



!!!yes...wmode='normal' fixed it.

do you know why ??

it was  french keyboard

thank you!
L


Hans Wichman a écrit :

Hi,

I can enter my email in the bottom textfield, win xp sp2, ie,player10. Ar
you using a non english keyboard?
And what happens when you turn wmode transparent off?

greetz
JC

On Thu, Dec 11, 2008 at 3:46 PM, laurent laur...@logiquefloue.org wrote:

  

Hi,

The weird thing is that upper case work, the player in browser get the
SHIFT is pressed but does not want to apply it's effect on certain keyboard
buttons.

So fare we have seen the bug on firefox, IE, safari player 9 and 10 windows
laptop

with wmode = transparent

hm I guess people can check here on the platform we have not tested,
...like mac..:)
http://240plan.ovh.net/~frenchda/index2.php

down right menu: 'MON COMPTE' you have a email texfield, try to write you
one ;)


L




Hans Wichman a écrit :



Hi,

ok I misunderstood the problem at first, thinking you were trying to
detect
shift keypress, but the whole textfield breaks... that is weird.
Which browser are you testing it in? Does it break in all browsers? But
plays fine in the IDE... any difference in player version?

Are you using firefox with wmode transparent?

greetz
JC
On Thu, Dec 11, 2008 at 12:38 PM, laurent laur...@logiquefloue.org
wrote:



  

Hi JC,

Thanks for the reply. Hm no effect. Actually I noticed this bug only on
laptop running windows.
My team member running all on mac, laptop and boxes did not notice this
horrible bug :(

L

Hans Wichman a écrit :

Hi,




does trapallkeys make any difference?

greetz
JC

On Thu, Dec 11, 2008 at 11:05 AM, laurent laur...@logiquefloue.org
wrote:





  

Hi list,

I made some form in my app and the textfields work fine on local from
the
flash ide.
But when the site is in the browser the texfield don't recognise that
the
shift key is press. So on a french laptop you can't type numbers or @.
This behavior is so strange that i don't know where to look. Anyone
ever
got that problem ??

thanks
Laurent
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Re: [Flashcoders] My rights - site not paid for.

2008-12-08 Thread laurent
Having no contract does not make the none payer a good guy, he 
apparently does not want to pay. And if he have problems I guess the 
coder have too, so he should deal with his own stuff as we do here and 
if he can't he should commnicate about it. But I don't think the problem 
is here. The best thing is to call a lawyer that will get in contact 
with him, you won't even have to get to court, the guy will pay straight 
away. As far as he can't handle dirty hands I guess...but you will win.


L

Helmut Granda a écrit :

Im with Doctor H here,

We don't know the details or both parties information about the project, if
you are a freelancer/contractor this might harm you in the long run.
Granted, you might get the money you are owed but in the end of the day it
might be 1+ (many more) possible non clients. Remember that the bad press
travels a lot faster than good rep and good rep is always hard to come by.

If I read correctly you don't have a written contract which in the end is
also a bad practice and you have to take your losses.

On Mon, Dec 8, 2008 at 1:13 PM, dr.ache [EMAIL PROTECTED] wrote:

  

Have you ever thought about what that makes for your image?
I would encourage you to stay polite and willing to accept their delay as
long
as it is possible for you. You can deny to work with this client in the
future anyways
but do not threaten somebody with court or anything before there is no
other way around.

Have always in mind that there can be a reason you could not even imagine
behind that
delay. You are dealing with people - just try to image this guy really has
problems and
dont want you to know about that, or anybody else. When you take him to the
court you
might get your money but a very very bad image in the head of that guy,too.

The other way round - if he finally pays you and he saw that you are
flexible he might
recommend you the next time. Have the good parts about people in mind, dont
make
assumtions.

My cents...




Pete Hotchkiss schrieb:

 Eamons point about the computer misuse act is not strictly true - you


own the site unless a contract exists explicitly licensing full
ownership of everything up payment completion.

My advise however is to leave the site up and get Thomas Higgins on the
case. He's BRILLIANT and has a ni on 100% record for recovering debts.
He's completely ruthless and gets results

http://www.thomas-higgins.co.uk/

Trust me - use these guys and you'll have you money before the month is
out




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Piers
Cowburn
Sent: 08 December 2008 11:51
To: Flash Coders List
Subject: Re: [Flashcoders] My rights - site not paid for.

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

Piers


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



  

Hi Stephen

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

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

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

Anyway good luck!!

Paul




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
Matthews
Sent: 08 December 2008 11:03
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] My rights - site not paid for.

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

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

I still have FTP access.

He says the site took too long, and makes lots of excuses for not paying
- which do not tally.
He changed the site drastically at least three times - I think it took





  

too long too, due to this.
He is updating the news section and other sections whenever he has new





  

material.

I would be interested in your thoughts.

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

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

Thanks

S



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Re: [Flashcoders] binary-coded image

2008-12-04 Thread laurent
yes, thanks everyone it made sens last night when I got to bed for a 
while...:)
yes it's just an image where color are black or 
white1/0...binary-coded...wow! :)

Only for processing, not less space...

thanks ;)
L

Daniel Boey a écrit :

Hi,

BitmapData class has a threshold method that does what Ashim mentioned which
if you were to go to the extreme 0 and 255 of a pixel value you'd ultimately
obtain a black and white image anyway. Main use of thresholding however is
for image processing purposes which I will not go in depth here and not
really to help save size because you won't be able to get your image back
unless you save the pixel values of the original.

I'm guessing you might mean using the ByteArray class which can be used to
store binary data and has a built-in compress method to boot.

HTH

Thanks  Best regards,
Daniel Boey


On Thu, Dec 4, 2008 at 8:00 AM, Ashim D'Silva [EMAIL PROTECTED]wrote:

  

If you're just after the look the TweenFilterLite library has a great
inbuilt filter. But if you actually want to convert it, I imagine you'd
just
run through every pixel and if the value (calculated however you'd like) is
greater than your decided threshold, make it white, else black. I'm not
sure
what it will save you within flash however.
Ashim

2008/12/4 Ian Thomas [EMAIL PROTECTED]



Really? Wow. Must be new additions - excellent.

Ian

On 12/3/08, David Hershberger [EMAIL PROTECTED] wrote:
  

Also Flex supports PNG and JPEG:
 mx.graphics.codec.PNGEncoder and mx.graphics.code.JPEGEncoder.

 Dave


 On 12/3/08, Ian Thomas [EMAIL PROTECTED] wrote:
 
  If you mean 'how do I encode a bitmap into an image format' e.g. PNG
  or JPEG, check out this library:
  http://code.google.com/p/as3corelib/wiki/Main
 
  which has code for both PNG and JPEG.
 
  HTH,
 
 Ian
 
 
  On 12/3/08, laurent [EMAIL PROTECTED] wrote:
   Hi,
  
How could I convert a bitmap to a binary-coded bitmap ... or


anything
  

  else
   that will represent a binary-coded image ?
  
Thanks
L
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[Flashcoders] binary-coded image

2008-12-03 Thread laurent

Hi,

How could I convert a bitmap to a binary-coded bitmap ... or anything 
else that will represent a binary-coded image ?


Thanks
L
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Re: [Flashcoders] binary-coded image

2008-12-03 Thread laurent


No it's more like to obtein a treshold image...I just read that in a 
publication, in a book...
The reason why the input image is converted to a binary-coded image is 
because binary-coded image requires less data size than color or BW image.


get not more clue with google :)

L



David Hershberger a écrit :

Also Flex supports PNG and JPEG:
mx.graphics.codec.PNGEncoder and mx.graphics.code.JPEGEncoder.

Dave

On 12/3/08, Ian Thomas [EMAIL PROTECTED] wrote:
  

If you mean 'how do I encode a bitmap into an image format' e.g. PNG
or JPEG, check out this library:
http://code.google.com/p/as3corelib/wiki/Main

which has code for both PNG and JPEG.

HTH,

   Ian


On 12/3/08, laurent [EMAIL PROTECTED] wrote:


Hi,

 How could I convert a bitmap to a binary-coded bitmap ... or anything
  

else


that will represent a binary-coded image ?

 Thanks
 L
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Re: [Flashcoders] possible to test processor speed

2008-11-14 Thread laurent

You can ask the user if he has a fast or slow computer then he'll decide.
µBut if you need thing to automaticly start maybe you can run a loop 
with 100 iteration and check the time taken. And try this on a slow 
and fast computer to check the difference. If it's enough you could use 
that way


...and tell us! :)
L

Bo Parker a écrit :
Is it possible to test a user's processor speed using flash. I'm 
addressing a video issue on a site and the client is considering 
making and A and B version (one with video and one without) that is 
served based on the users processor speed. Is this possible or should 
I just focus on creating a less taxing version of the site without 
video? Thanks,


--
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Principal
Thinq Design
Kinetiq HD

650 W Vickery
Suite 130
Fort Worth, Texas 76104
(817) 332-4700 p
www.thinqdifferent.com
www.kinetiqhd.com




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[Flashcoders] Texfield.htmlText + Arial + balise b/b = nothing, keud

2008-11-12 Thread laurent

Hi

I'm using simple Arial font in a dynamic textfield set to html = true.

the br balise is understood but nothing happen for the bold one

anyidea why ??

thx
L
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Re: [Flashcoders] Texfield.htmlText + Arial + balise b/b = nothing, keud

2008-11-12 Thread laurent


H so nice :)
Thank you
L

Glen Pike a écrit :

Hi,

   If you want Bold text, you have to embed the font in bold too - if 
you are using a font symbol in the library, you will have to create 
another in bold, etc.


   Same with Italic.
 Glen

laurent wrote:

Hi

I'm using simple Arial font in a dynamic textfield set to html = true.

the br balise is understood but nothing happen for the bold one

anyidea why ??

thx
L
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Re: [Flashcoders] I want to write an open 3d gaming engine ...recommend any books?

2008-11-11 Thread laurent


You can look for this book:
Mathematics for 3d Game Programming and Computer Graphics

L

Anthony Pace a écrit :
Has anyone here developed a gaming engine before?... I have a detailed 
understanding of AI; however, I must admit that my 3D Math skills are 
still being developed.
I understand the concepts of transformations, views, parent child 
relationships, and particle math is really simple physics; yet, I want 
to get hardcore on game programming.


What are the best books that deal specifically with 3D, 
math/programming, and assume no prior knowledge.


I want a book that is highly detailed; for, if it exists, if I am 
missing something in my foundation, I want the name of a book that 
will allow me to back track and look up how to do something 
foundational whilst providing me with all the advanced info I can 
handle once I am ready.


Any suggestions?  I need something with a lot of math questions to 
solve and examples.  If I need more than one, than so be it; yet, 
ideally, I want a holy grail of 3D math and programming.

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[Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent

Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 
...


It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent


I have a static Caddy Class that needs defferent views to show its 
content. I think I really need to store them with a name, so I could 
make a viewsNum to store how many views I got.


The thing is then I update all the views and need to iterate through the 
whole views array/object. For that I should have an array of views with 
a numeric index and so, no name storing them. Dilema


or I make two arrays one for the name, and another for the objects, with 
same index.


or store the name in the CaddyView class and when calling a view by it's 
name just look in views array with the one that have the good name.


I think all the case are here, which one do you want Paul ? :) thx

L

Paul Andrews a écrit :
If you want an associative array like that use Object, not Array. The 
length of an array is the number of elements in the array, so it's 0. 
obj[name] is referring to an attribute of an object not an element 
of an Array..


Do you really have to store values like that?

Paul


- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 1:35 PM
Subject: [Flashcoders] AS3 associativ array length=0



Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent


something like that should do it:

   public function Caddy() {
   if ( getQualifiedClassName( super ) == ::Caddy ) {
   throw new ArgumentError( Use get instance pl0x. );
   }else{
   _listproduct = new Array();
   _views = new Array();
   }
   }
  
   public function addView ( v : CaddyViewBase ) : void

   {
   if ( Boolean( view( v.name ) ) )
   throw new Error ( CaddyView with name' + v.name + ' 
has already been created. );

   else if (!v.name )
   throw new Error ( Cannot create a CaddyView instance 
without a name );

   _views.push( v );
   }
  
   public function view ( name : String ) : CaddyViewBase

   {
   var i : int = _views.length;
   while ( i-- )
   if ( _views[ i ].name == name ) return _views[ i ];
   }

   return null;
   }

then I can retrieve by name and iterate through it

L



Hans Wichman a écrit :

Hi,

I'm guessing the dictionary object allows you to retrieve the size of
the keyset, might be of help.

greetz
JC

On Mon, Oct 27, 2008 at 2:58 PM, Paul Andrews [EMAIL PROTECTED] wrote:
  

If you want an associative array like that use Object, not Array. The length
of an array is the number of elements in the array, so it's 0. obj[name]
is referring to an attribute of an object not an element of an Array..

Do you really have to store values like that?

Paul


- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 1:35 PM
Subject: [Flashcoders] AS3 associativ array length=0




Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent

Paul Andrews a écrit :

OK, I'm not sure if I follow, but..

You basically want named views onto a set of data, each view uses a 
separate object to hold the data for its own particular view.


You could use an array of objects to store the view data and each view 
object could contain a view name.


I'm not really sure how the view name is being used - if it's a finite 
number of views I'd probably use a constant for the view name as an 
index into the array:

The view name is the name of the movieClip the view is linked to.
The data is stored in the Caddy class then the different CaddyViews 
display the data with different functionnality, some you have a delete 
button per product some doesn't for exemple.


so it add the view using the movieClip name on stage.


var FIRST_VIEW:uint = 0;
var SECOND_VIEW:uint = 1;
etc.
so then we refer to view[FIRST_VIEW].

If it's a true associative array you're after you might need a 
dictionary.


A lot of people try and write AS3 code using  AS1/AS2 habits, so 
that's why I asked.
yes, I try to learn the AS3 habit. Those static stuff and inheritance 
are awesome.
I think I got the proper solution now, an array and a search method, 
thank you for sharing possibilities.


L



Paul

- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 2:25 PM
Subject: Re: [Flashcoders] AS3 associativ array length=0




I have a static Caddy Class that needs defferent views to show its 
content. I think I really need to store them with a name, so I could 
make a viewsNum to store how many views I got.


The thing is then I update all the views and need to iterate through 
the whole views array/object. For that I should have an array of 
views with a numeric index and so, no name storing them. Dilema


or I make two arrays one for the name, and another for the objects, 
with same index.


or store the name in the CaddyView class and when calling a view by 
it's name just look in views array with the one that have the good name.


I think all the case are here, which one do you want Paul ? :) thx

L

Paul Andrews a écrit :
If you want an associative array like that use Object, not Array. 
The length of an array is the number of elements in the array, so 
it's 0. obj[name] is referring to an attribute of an object not an 
element of an Array..


Do you really have to store values like that?

Paul


- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 1:35 PM
Subject: [Flashcoders] AS3 associativ array length=0



Hi,

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent


Hm yeah...I can't remember if I have memory problems or if I'm just 
ignorant.


So I swap to object, don't need all the stuff stuffed with array.

jonathan howe a écrit :

Hi, laurent,

I'm missing why you can't just use the

for (prop in views) {
   var view:Classname = views[prop] as Classname;
}
type syntax?




On Mon, Oct 27, 2008 at 10:25 AM, laurent [EMAIL PROTECTED] wrote:

  

I have a static Caddy Class that needs defferent views to show its content.
I think I really need to store them with a name, so I could make a viewsNum
to store how many views I got.

The thing is then I update all the views and need to iterate through the
whole views array/object. For that I should have an array of views with a
numeric index and so, no name storing them. Dilema

or I make two arrays one for the name, and another for the objects, with
same index.

or store the name in the CaddyView class and when calling a view by it's
name just look in views array with the one that have the good name.

I think all the case are here, which one do you want Paul ? :) thx

L

Paul Andrews a écrit :

If you want an associative array like that use Object, not Array. The


length of an array is the number of elements in the array, so it's 0.
obj[name] is referring to an attribute of an object not an element of an
Array..

Do you really have to store values like that?

Paul


- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 1:35 PM
Subject: [Flashcoders] AS3 associativ array length=0


Hi,
  

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] AS3 associativ array length=0

2008-10-27 Thread laurent

Yes that makes everything more simple.
Thanks everyone.
L

jonathan howe a écrit :

Hi, laurent,

I'm missing why you can't just use the

for (prop in views) {
   var view:Classname = views[prop] as Classname;
}
type syntax?




On Mon, Oct 27, 2008 at 10:25 AM, laurent [EMAIL PROTECTED] wrote:

  

I have a static Caddy Class that needs defferent views to show its content.
I think I really need to store them with a name, so I could make a viewsNum
to store how many views I got.

The thing is then I update all the views and need to iterate through the
whole views array/object. For that I should have an array of views with a
numeric index and so, no name storing them. Dilema

or I make two arrays one for the name, and another for the objects, with
same index.

or store the name in the CaddyView class and when calling a view by it's
name just look in views array with the one that have the good name.

I think all the case are here, which one do you want Paul ? :) thx

L

Paul Andrews a écrit :

If you want an associative array like that use Object, not Array. The


length of an array is the number of elements in the array, so it's 0.
obj[name] is referring to an attribute of an object not an element of an
Array..

Do you really have to store values like that?

Paul


- Original Message - From: laurent [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, October 27, 2008 1:35 PM
Subject: [Flashcoders] AS3 associativ array length=0


Hi,
  

I use an array to store object with their name like that:
views[ viewName ] = Object

then views.length return 0 ...

It's normal behaviour ?? length work only on numerical indexes ?

L

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Re: [Flashcoders] URLStream, POST and requestHeaders

2008-10-19 Thread laurent

Hi Greetz,

I'm was just using this

URLRequestMethod.POST;

today and whatever I change the method value it keep sending everything 
in GET mode.


So I made my server side code looking in the GET variables

I would love to know more about this behaviour too.

cheers
Laurent



EECOLOR a écrit :

Hello,

I am trying to do a request with custom request headers. In the
documentation I found the following line:

Due to browser limitations, custom HTTP request headers are only supported
for POST requests, not for GET requests.

So I changed my request to post, the request however does not seem to go out
as a post request. The code I use to test is the following:

*  var r:URLRequest = new URLRequest(http://www.google.com;);
  r.method = URLRequestMethod.POST;

  var s:URLStream = new URLStream();
  s.load(r);
*

I have tested this both with Flash player 9,0,124,0 and 10,0,12,36
standalone.*
*

Is this expected behaviour and am I missing something, or should this work
just fine?

Greetz Erik
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Re: [Flashcoders] linked class must extends MovieClip ???

2008-10-14 Thread laurent

jonathan howe a écrit :

Hi, Laurent,

Supposing you have a class mySubclass

myBase should extend MovieClip and created before you set linkage for
mySubclass
In Linkage Properties for mySubclass:
Class = full.package.path.to.mySubclass
Base class = full.package.path.to.myBase
  
Ha yes this Base class field became invisible to my brain after never 
using it...ok I get it, thanks a lot!!

L

Of course, myBase can also be a library symbol. In Linkage Properties for
myBase:
Class = full.package.path.to.myBase
Base class = flash.display.MovieClip

-jonathan


On Mon, Oct 13, 2008 at 1:42 AM, laurent [EMAIL PROTECTED] wrote:

  

Hi,

What about having a 'Base' class extending MovieClip then myBase extending
Base and link myBase to an asset from library.

...

5000: The class 'myBase' must subclass 'flash.display.MovieClip' since it
is linked to a library symbol of that type.

This is the error returned. How to have a class extending a class,
extending MovieClip, linked to a MovieClip ?

thx
L
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[Flashcoders] linked class must extends MovieClip ???

2008-10-12 Thread laurent


Hi,

What about having a 'Base' class extending MovieClip then myBase 
extending Base and link myBase to an asset from library.


...

5000: The class 'myBase' must subclass 'flash.display.MovieClip' since 
it is linked to a library symbol of that type.


This is the error returned. How to have a class extending a class, 
extending MovieClip, linked to a MovieClip ?


thx
L
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Re: [Flashcoders] Re: masking w/o using bitmapCaching = true?

2008-10-09 Thread laurent
yes, you don't use bitmapCaching with animated movie. Catching must be 
done when nothing moves.
You can try enabling and disabling BitmapCaching after and before 
animating it's content.


L

sebastian a écrit :
Hello good folks, I was wondering if the silence to this email was an 
indication that there is no workaround/solution?

:(

Thank you kindly,

Seb.

sebastian wrote:

Hello folks, quick question,

I have a scrolling menu here and in the current design it has 
'bitmapCaching = true' for the entire menu so that it can fade at the 
edges as it scrolls off screen. The menu has in it dynamic text 
fields, buttons vectors and images per menu-item all loaded via a 
combination of XML and timeline defined visual elements in Flash made 
by my predecessor.


Only problem is, bitmapCaching=true means that the processor has real 
difficulty keeping up with animating the menu + all the BG animations 
that are present. The BG animations have to stay very fluid and not 
clunky. Once the menu stops tweening to its new locaiton, the BG 
animations resume smooth movement.


If I remove the mask it stays slow when the menu moves, but if I turn 
off bitmap caching, the menu moves fine and the BG animations do not 
slow down.


Is there any way to have a MC that has a mask assigned to it w/o 
using bitmap caching? Or, is there a way to use bitmapCaching w/o 
slowing down the whole sink with it?


Thanks!

Sebastian.


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Re: [Flashcoders] streaming mp3s not consistent

2008-10-09 Thread laurent

If it's event sounds, it sounds you should download them all at first.

L

Allandt Bik-Elliott (Receptacle) a écrit :

what would be the netstream method to do this please?


On 6 Oct 2008, at 12:40, Allandt Bik-Elliott (Receptacle) wrote:


hi guys

i have a quick question regarding streaming mp3s.

I have several (hundred) dynamically loaded mp3s that i've been 
streaming into flash using the following code:


NOTE: AS2
[code]
private function startMouth():Void
{
var avatarSound:Sound = new Sound();
avatarSound.loadSound(mp3, true);
avatarSound.onSoundComplete = Delegate.create(this, stopMouth);
}
[/code]

mp3 is a getter that grabs the property _mp3 which is set dynamically 
before the method


the problem i'm having is that the mp3s don't always stream fully and 
can stop before the end (and because of this, the onSoundComplete 
never fires).


This is for a high-use application so we expect high server-load and 
spikes which makes me think that streaming might not be the best way 
- the mp3s are between 5-8k each so i was thinking that preloading 
them individually before use might be better


would you agree with this or is there a better way of doing this?

thanks a lot
alz

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[Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Hi,

Is it possible to have a class that extends MovieClip linked to a movie 
in the library and have statics methods and vars in it ??


L
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[Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie 
in the library and have statics methods and vars in it ??


L


if any answer can you repost ?
thx :)
L
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Re: [Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Hi Jonathan,

No the linking is good, I actually compile the fla containing that class 
with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be defined 
when the mc containing that class will be added to the main stage...so 
why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one culprit when
doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, etc.

-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] wrote:

  

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie in
the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Fwd: Re: [Flashcoders] extends MovieClip and static methods]

2008-10-06 Thread laurent

Hi Jonathan,

No the linking is good, I actually compile the fla containing that class 
with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be defined 
when the mc containing that class will be added to the main stage...so 
why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one culprit when
doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, etc.

-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] wrote:

  

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie in
the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Flashcoders] test

2008-10-06 Thread laurent

sorry,
here a present for testing if I receive your mails...
http://vimeo.com/1831024
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Re: [Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent


ok being less demanding, I made the call to my static method from the mc 
( menu ) containing the class and from my main, I call 
menu.function(); that call the static one. No call of the static method 
is made from outside de mc it's compiled in. It's a workaround, I have 
no idea if it's possible to do what I wanted.


L

laurent a écrit :

Hi Jonathan,

No the linking is good, I actually compile the fla containing that 
class with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be 
defined when the mc containing that class will be added to the main 
stage...so why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one 
culprit when

doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, 
etc.


-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] 
wrote:


 

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a 
movie in

the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Flashcoders] masking with multiple mc

2008-09-15 Thread laurent


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[Flashcoders] swfObject or not ? 5px more

2008-08-04 Thread laurent


Hi,

When I use swfObject I have around 5px more at the bottom of my html page.

You can see the difference from a page using swfObject and a normal one:
http://dev.logiquefloue.org/fd/index_normal.php
http://dev.logiquefloue.org/fd/index_swfo.php

the last one got a scroll bar + few milimeter of html in white, the 
normal one is just fitting the browser.


Anyone know about this issue ?

thx
L
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Re: [Flashcoders] swfObject or not ? 5px more

2008-08-04 Thread laurent


hm yes, because I did lots of tests, forget to turn it back to 100%. 
Even with 100% I got the white stripe:

http://localhost/akrolab/frenchdandy/deploy/index_swfo.php

L

Glen Pike a écrit :

Your SWFObject height is 101%

laurent wrote:


Hi,

When I use swfObject I have around 5px more at the bottom of my html 
page.


You can see the difference from a page using swfObject and a normal one:
http://dev.logiquefloue.org/fd/index_normal.php
http://dev.logiquefloue.org/fd/index_swfo.php

the last one got a scroll bar + few milimeter of html in white, the 
normal one is just fitting the browser.


Anyone know about this issue ?

thx
L
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Re: [Flashcoders] swfObject or not ? 5px more

2008-08-04 Thread laurent


oops..the right link is:
http://dev.logiquefloue.org/fd/index_swfo.php

thx
L

laurent a écrit :


hm yes, because I did lots of tests, forget to turn it back to 100%. 
Even with 100% I got the white stripe:

http://localhost/akrolab/frenchdandy/deploy/index_swfo.php

L

Glen Pike a écrit :

Your SWFObject height is 101%

laurent wrote:


Hi,

When I use swfObject I have around 5px more at the bottom of my html 
page.


You can see the difference from a page using swfObject and a normal 
one:

http://dev.logiquefloue.org/fd/index_normal.php
http://dev.logiquefloue.org/fd/index_swfo.php

the last one got a scroll bar + few milimeter of html in white, the 
normal one is just fitting the browser.


Anyone know about this issue ?

thx
L
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Re: [Flashcoders] swfObject or not ? 5px more

2008-08-04 Thread laurent

Yes the hidden do it good!
Thanks !!
L

Glen Pike a écrit :

Hi,

   Try this in your CSS (overflow: hidden - not overflow:none):

   /* hide from ie on mac \*/
   html { height: 100%;  overflow: hidden; }
   /* end hide */
   body {
   height: 100%;
   width: 100%;
   margin: 0;
   margin-bottom: 0;
   padding: 0;
   background-color: #ff;
   }
   #flashcontent {
   width: 100%;
   height: 100%;
   backgroundColor:#ff
   }

laurent wrote:


oops..the right link is:
http://dev.logiquefloue.org/fd/index_swfo.php

thx
L

laurent a écrit :


hm yes, because I did lots of tests, forget to turn it back to 100%. 
Even with 100% I got the white stripe:

http://localhost/akrolab/frenchdandy/deploy/index_swfo.php

L

Glen Pike a écrit :

Your SWFObject height is 101%

laurent wrote:


Hi,

When I use swfObject I have around 5px more at the bottom of my 
html page.


You can see the difference from a page using swfObject and a 
normal one:

http://dev.logiquefloue.org/fd/index_normal.php
http://dev.logiquefloue.org/fd/index_swfo.php

the last one got a scroll bar + few milimeter of html in white, 
the normal one is just fitting the browser.


Anyone know about this issue ?

thx
L
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Re: [Flashcoders] faster, longer, better ... for programming maniaks

2008-07-30 Thread laurent

Hm yes, there's no difference between For and while.
What do you think about a[ a.length ] and a.push(); ?

How did you get the decompiles function ?

Thanks for pushing it.
L

Juan Pablo Califano a écrit :

I'd take these results with a pinch of salt. I don't think they're
conclusive, since one test seems to affect the performance of the others
(and we are talking about really small differences anyway, which I think
could be attributed to other factors than the tested code itself).

Let's take, for instance the for / while tests. If I run all your tests, I
get results similar to yours.

takeLengthPlusOut : 1958
takeForWithLengthPlus : 1788

However, if I run just those two tests the results change. And if I alter
the order in which the tests are run, the first one always seems to take
less time.
// running just these two, tracing the results in the same order the loops
are executed

takeLengthPlusOut : 1876
takeForWithLengthPlus : 2003

takeLengthPlusOut : 1876
takeForWithLengthPlus : 1935

takeForWithLengthPlus : 1874
takeLengthPlusOut : 1946

takeForWithLengthPlus : 1861
takeLengthPlusOut : 1935
I think this particular for / while case is very illustrative of some
external bias, because the execution order consistently affects the results
and because if you disassemble both loops, they're nearly identical. The
only difference is the order in which one operation previous to the loop is
executed (it's not even the body of the loop or its conditional test).


FOR:

function takeForWithLengthPlus():String /* disp_id 0*/
{
  // local_count=4 max_scope=1 max_stack=3 code_len=61
  0 getlocal0
  1 pushscope
  2 pushbyte   0
  4 setlocal1
  5 pushnull
  6 coerce Array
  8 setlocal2
  9 pushnan
  10setlocal3
  11findpropstrict Array
  13constructprop  Array (0)
  16coerce Array
  18setlocal2
  19findpropstrict flash.utils::getTimer
  21callproperty   flash.utils::getTimer (0)
  24convert_d
  25setlocal3
  26pushbyte   0
  28setlocal1
  29jump   L1


  L2:
  33label
  34getlocal2
  35getlocal2
  36getpropertylength
  38getlocal1
  39setpropertynull
  41inclocal_i 1

  L1:
  43getlocal1
  44pushint1000 // 0x989680
  46iflt   L2

  50pushstring takeForWithLengthPlus : 
  52findpropstrict flash.utils::getTimer
  54callproperty   flash.utils::getTimer (0)
  57getlocal3
  58subtract
  59add
  60returnvalue
}


WHILE:

function takeLengthPlusOut():String /* disp_id 0*/
{
  // local_count=4 max_scope=1 max_stack=3 code_len=61
  0 getlocal0
  1 pushscope
  2 pushbyte   0
  4 setlocal1
  5 pushnull
  6 coerce Array
  8 setlocal2
  9 pushnan
  10setlocal3
  11pushbyte   0
  13setlocal1
  14findpropstrict Array
  16constructprop  Array (0)
  19coerce Array
  21setlocal2
  22findpropstrict flash.utils::getTimer
  24callproperty   flash.utils::getTimer (0)
  27convert_d
  28setlocal3
  29jump   L1


  L2:
  33label
  34getlocal2
  35getlocal2
  36getpropertylength
  38getlocal1
  39setpropertynull
  41inclocal_i 1

  L1:
  43getlocal1
  44pushint1000 // 0x989680
  46iflt   L2

  50pushstring takeLengthPlusOut : 
  52findpropstrict flash.utils::getTimer
  54callproperty   flash.utils::getTimer (0)
  57getlocal3
  58subtract
  59add
  60returnvalue
}
The only difference is that in the foor loop, i = 0 is run immediately
before testing i against 1000:

  26pushbyte   0
  28setlocal1

whereas in the while loop, that assignment is executed before constructing
the array:

  11pushbyte   0
  13setlocal1


Cheers
Juan Pablo Califano

2008/7/29, laurent [EMAIL PROTECTED]:
  

Hi,

I often asked myself if a[ a.length ] = xxx was faster or slower then
a.push( xxx ), I did some test at wake up, fresh with coffee.
So now I know the answer and I got a bit more about while and for, and more
obvious about using them with decremental or incremental counters.

from results,  means faster :

for  while hey yes...oO
increment  decrement
length  push
increment or certainly make any number operation at same time than putting
the value in variable is slower than separate those actions, like:
  a[ a.length ] = i++;
slower than:
  i++;
  a[ a.length ] = i;

while incremental is faster than for decremental.
This is a totaly useless

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

2008-07-30 Thread laurent
Yes Zeh approach is definatly the most human one and to find what this 
person likes doing with code or not. Show his work of course.


I would ask him if he have heard about MTASC, AMF, MXML, Flex, 
Papervision, away, sandy, Haxe, red5, if he have ever been to any Flash 
festival, if he use any tween or loading library, and programmers 
mailing list. Just to see how far he have been interested by programming 
right now, still if he does not know about some things there he will 
perhaps be very into discovering them later.


L


Zeh Fernando a écrit :
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] faster, longer, better ... for programming maniaks

2008-07-30 Thread laurent
I will use while and length for futur codes, even if the diffenrences 
seems very little.

Merci pour les liens et les precisions :]

L


Juan Pablo Califano a écrit :

My undestanding is that push should be slower than accessing the index
directly, but take that as common sense: a function call should involve a
bit more processing, but I don't know the specifics. I do know that both
compiles to different bytecode. Off the top of my head, it was 4 ops,
something like

push value
push index
push theobject
setproperty== theobject[index] = value

Making a push involves a callProperty operation, where you pass the object,
the method and the arguments. Maybe it's the same number of operations, but
I think the call operation is a bit more complex internally, as it creates a
new frame on the stack, it has to pass the arguments, executes the function,
clears the stack frame and then returns back to the callee.

For disassembling, I'm using abcdump, a tool that is included in the Tamarin
project. You can find a compiled version for Windows and use instructions
here (though it's super easy to use):

http://iteratif.free.fr/blog/index.php?2006/11/15/61-un-premier-decompileur-as3
It's in french, but looking at the text added to your reply, I assume you'll
have not problems with that ;)

Another post about the subject, in English
http://www.5etdemi.com/blog/archives/2007/01/as3-decompiler/



Cheers
Juan Pablo Califano

2008/7/30, laurent [EMAIL PROTECTED]:
  

Hm yes, there's no difference between For and while.
What do you think about a[ a.length ] and a.push(); ?

How did you get the decompiles function ?

Thanks for pushing it.
L

Juan Pablo Califano a écrit :



I'd take these results with a pinch of salt. I don't think they're
conclusive, since one test seems to affect the performance of the others
(and we are talking about really small differences anyway, which I think
could be attributed to other factors than the tested code itself).

Let's take, for instance the for / while tests. If I run all your tests, I
get results similar to yours.

takeLengthPlusOut : 1958
takeForWithLengthPlus : 1788

However, if I run just those two tests the results change. And if I alter
the order in which the tests are run, the first one always seems to take
less time.
// running just these two, tracing the results in the same order the loops
are executed

takeLengthPlusOut : 1876
takeForWithLengthPlus : 2003

takeLengthPlusOut : 1876
takeForWithLengthPlus : 1935

takeForWithLengthPlus : 1874
takeLengthPlusOut : 1946

takeForWithLengthPlus : 1861
takeLengthPlusOut : 1935
I think this particular for / while case is very illustrative of some
external bias, because the execution order consistently affects the
results
and because if you disassemble both loops, they're nearly identical. The
only difference is the order in which one operation previous to the loop
is
executed (it's not even the body of the loop or its conditional test).


FOR:

   function takeForWithLengthPlus():String /* disp_id 0*/
   {
 // local_count=4 max_scope=1 max_stack=3 code_len=61
 0 getlocal0
 1 pushscope
 2 pushbyte   0
 4 setlocal1
 5 pushnull
 6 coerce Array
 8 setlocal2
 9 pushnan
 10setlocal3
 11findpropstrict Array
 13constructprop  Array (0)
 16coerce Array
 18setlocal2
 19findpropstrict flash.utils::getTimer
 21callproperty   flash.utils::getTimer (0)
 24convert_d
 25setlocal3
 26pushbyte   0
 28setlocal1
 29jump   L1


 L2:
 33label
 34getlocal2
 35getlocal2
 36getpropertylength
 38getlocal1
 39setpropertynull
 41inclocal_i 1

 L1:
 43getlocal1
 44pushint1000 // 0x989680
 46iflt   L2

 50pushstring takeForWithLengthPlus : 
 52findpropstrict flash.utils::getTimer
 54callproperty   flash.utils::getTimer (0)
 57getlocal3
 58subtract
 59add
 60returnvalue
   }


WHILE:

   function takeLengthPlusOut():String /* disp_id 0*/
   {
 // local_count=4 max_scope=1 max_stack=3 code_len=61
 0 getlocal0
 1 pushscope
 2 pushbyte   0
 4 setlocal1
 5 pushnull
 6 coerce Array
 8 setlocal2
 9 pushnan
 10setlocal3
 11pushbyte   0
 13setlocal1
 14findpropstrict Array
 16constructprop  Array (0)
 19coerce Array
 21setlocal2
 22findpropstrict flash.utils::getTimer
 24callproperty   flash.utils::getTimer (0)
 27convert_d
 28setlocal3
 29jump   L1


 L2:
 33label
 34getlocal2
 35getlocal2
 36getpropertylength
 38getlocal1
 39setpropertynull

Re: [Flashcoders] faster, longer, better ... for programming maniaks

2008-07-30 Thread laurent


Can you decompile the push method to see how it use the stack ? :)

Juan Pablo Califano a écrit :

PD: To add to how accessing the last element in the array works, this is the
relevant bit:

  34getlocal2
  35getlocal2
  36getpropertylength
  38getlocal1
  39setpropertynull


local2 is the array and local1 is the i variable:

So, considering this snippet as a self contained block regarding stack
state, breaking it down what happens is this:

   stack state
actionscript pseudo-equivalent
   34  theArray
   35  theArray, theArray
   36 theArray, theArray.length
   38 theArray, theArray.length, variable_i
   39 [empty]
theArray[theArray.length] = variable_i


Cheers
Juan Pablo Califano


2008/7/30, Juan Pablo Califano [EMAIL PROTECTED]:
  

My undestanding is that push should be slower than accessing the index
directly, but take that as common sense: a function call should involve a
bit more processing, but I don't know the specifics. I do know that both
compiles to different bytecode. Off the top of my head, it was 4 ops,
something like

push value
push index
push theobject
setproperty== theobject[index] = value

Making a push involves a callProperty operation, where you pass the object,
the method and the arguments. Maybe it's the same number of operations, but
I think the call operation is a bit more complex internally, as it creates a
new frame on the stack, it has to pass the arguments, executes the function,
clears the stack frame and then returns back to the callee.

For disassembling, I'm using abcdump, a tool that is included in the
Tamarin project. You can find a compiled version for Windows and use
instructions here (though it's super easy to use):


http://iteratif.free.fr/blog/index.php?2006/11/15/61-un-premier-decompileur-as3
It's in french, but looking at the text added to your reply, I assume
you'll have not problems with that ;)

Another post about the subject, in English
http://www.5etdemi.com/blog/archives/2007/01/as3-decompiler/



Cheers
Juan Pablo Califano

2008/7/30, laurent [EMAIL PROTECTED]:


Hm yes, there's no difference between For and while.
What do you think about a[ a.length ] and a.push(); ?

How did you get the decompiles function ?

Thanks for pushing it.
L

Juan Pablo Califano a écrit :

  

I'd take these results with a pinch of salt. I don't think they're
conclusive, since one test seems to affect the performance of the others
(and we are talking about really small differences anyway, which I think
could be attributed to other factors than the tested code itself).

Let's take, for instance the for / while tests. If I run all your tests,
I
get results similar to yours.

takeLengthPlusOut : 1958
takeForWithLengthPlus : 1788

However, if I run just those two tests the results change. And if I alter
the order in which the tests are run, the first one always seems to take
less time.
// running just these two, tracing the results in the same order the
loops
are executed

takeLengthPlusOut : 1876
takeForWithLengthPlus : 2003

takeLengthPlusOut : 1876
takeForWithLengthPlus : 1935

takeForWithLengthPlus : 1874
takeLengthPlusOut : 1946

takeForWithLengthPlus : 1861
takeLengthPlusOut : 1935
I think this particular for / while case is very illustrative of some
external bias, because the execution order consistently affects the
results
and because if you disassemble both loops, they're nearly identical. The
only difference is the order in which one operation previous to the loop
is
executed (it's not even the body of the loop or its conditional test).


FOR:

   function takeForWithLengthPlus():String /* disp_id 0*/
   {
 // local_count=4 max_scope=1 max_stack=3 code_len=61
 0 getlocal0
 1 pushscope
 2 pushbyte   0
 4 setlocal1
 5 pushnull
 6 coerce Array
 8 setlocal2
 9 pushnan
 10setlocal3
 11findpropstrict Array
 13constructprop  Array (0)
 16coerce Array
 18setlocal2
 19findpropstrict flash.utils::getTimer
 21callproperty   flash.utils::getTimer (0)
 24convert_d
 25setlocal3
 26pushbyte   0
 28setlocal1
 29jump   L1


 L2:
 33label
 34getlocal2
 35getlocal2
 36getpropertylength
 38getlocal1
 39setpropertynull
 41inclocal_i 1

 L1:
 43getlocal1
 44pushint1000 // 0x989680
 46iflt   L2

 50pushstring takeForWithLengthPlus : 
 52findpropstrict flash.utils::getTimer
 54callproperty   flash.utils::getTimer (0)
 57getlocal3
 58subtract
 59add
 60returnvalue
   }


WHILE:

   function takeLengthPlusOut():String /* disp_id 0*/
   {
 // local_count=4 max_scope=1 max_stack=3 code_len=61
 0 getlocal0
 1 pushscope
 2 pushbyte   0

Re: [Flashcoders] Random numbers list

2008-07-29 Thread laurent

That's a good idea!

Ron Wheeler a écrit :
If you do not care if the sequences repeat, you could fill an array 
with the numbers from 1 to 100 arranged in a random order.



When you want to grab 10, just pick a random integer between 0 and 89 
and grab the block of 10 numbers following that point.
This would charge a penalty once when you loaded the 100 but your 
refresh of the 10 would be very fast.


You could have a counter on the array of 100 and every so often (after 
10-50 blocks of 10 used) regenerate the sequence of 100 if you want to 
avoid repeating the same sequence.


Ron


laurent wrote:


yes like:

allNumbers:Array = [ 0, 1, 2, 3, ..., 100 ];
tenNumbers:Array = [];

public function getNumberIn():void{
   var n:int = tenNumbers.splice( int( Math.random * 10 ), 1 );
   tenNumbers.push( allNumbers.splice( int( Math.random * 
allNumbers.length ), 1 ) );

   allNumbers.push( n );
}

Could be like that. ;)
L



Eduardo Barbosa a écrit :

Hi Laurent,

Your first suggestion is a very simple and clever trick i'll 
definetely keep

in mind for future situations.

However for this second variation you mean that I:

1) pick the numbers out of array 1  and splice it
2) move those numbers into array 2
3) when the length of array 1 would be 10 i would start picking the 
numbers

out of array 2 and do the inverse.

Is this what you mean?



On Mon, Jul 28, 2008 at 11:01 PM, laurent 
[EMAIL PROTECTED] wrote:


 

still it can be done like that you always keep the number of numbers
between two arrays...
and swap numbers from one to another, that your sure to neve have 
twice the

same one
yeah...! :]
L

Eduardo Barbosa a écrit :

 

Hi all!


What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is 
always

different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in 
such a way

that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there 
are never

two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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[Flashcoders] faster, longer, better ... for programming maniaks

2008-07-29 Thread laurent

Hi,

I often asked myself if a[ a.length ] = xxx was faster or slower then 
a.push( xxx ), I did some test at wake up, fresh with coffee.
So now I know the answer and I got a bit more about while and for, and 
more obvious about using them with decremental or incremental counters.


from results,  means faster :

for  while hey yes...oO
increment  decrement
length  push
increment or certainly make any number operation at same time than 
putting the value in variable is slower than separate those actions, like:

   a[ a.length ] = i++;
slower than:
   i++;
   a[ a.length ] = i;

while incremental is faster than for decremental.
This is a totaly useless information as if you can use the while 
incremental instead of For decremental, then just use For incremental.
I heard that any loop was compiled to a while loop so I started coding 
everything with a while, what is faster to write and more elegant.
Now I'll go back to those For loops, I promess I never stoped loving you 
guys...


here some convincing results :
takeLengthMinus : 1695
takeLengthMinusOut : 1598
takeLengthPlus : 1580
takeLengthPlusOut : 1550


takePushMinus : 1860
takePushMinusOut : 1768
takePushPlus : 1756
takePushPlusOut : 1685

Don't compare results between separate paragraphe because they did not 
run all together:


takeForWithLengthMinus : 1624
takeForWithLengthPlus : 1581

The For loop is directly with operation outside, so it has to be 
compared to the


other outside operations:

takeLengthMinusOut : 1686
takeLengthPlusOut : 1610
takePushMinusOut : 1788
takePushPlusOut : 1666
takeForWithLengthMinus : 1626
takeForWithLengthPlus : 1563

I guess that's why I learned to use for( i = 0; i  n; i++ ) for my 
first loops.
So if we want our code faster we have to make it longer and actually 
more human readable, at the same time it means more computer readable as 
it gets fasterhm, is the computer so close to human...?!


I [ mean my brain ] actually use a dicotomic way to find my current 
client folder in the list of all my works.


cheers.
L

and here the codes :


function takeLengthMinus():String{
   var i : int = 1000;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i-- ){
   a[ a.length ] = i;
   }
   return takeLengthMinus :  + ( getTimer() - t );
}

function takeLengthMinusOut():String{
   var i : int = 1000;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i ){
   a[ a.length ] = i;
   i--;
   }
   return takeLengthMinusOut :  + ( getTimer() - t );
}

function takeLengthPlus():String{
   var i : int = 0;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i  1000 ){
   a[ a.length ] = i++;
   }
   return takeLengthPlus :  + ( getTimer() - t );
}

function takeLengthPlusOut():String{
   var i : int = 0;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i  1000 ){
   a[ a.length ] = i;
   i++;
   }
   return takeLengthPlusOut :  + ( getTimer() - t );
}

function takePushMinus():String{
   var i : int = 1000;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i-- ){
   a.push( i );
   }
   return takePushMinus :  + ( getTimer() - t );
}

function takePushMinusOut():String{
   var i : int = 1000;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i ){
   i--;
   a.push( i );
   }
   return takePushMinusOut :  + ( getTimer() - t );
}

function takePushPlus():String{
   var i : int = 0;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i  1000 ){
   a.push( i++ );
   }
   return takePushPlus :  + ( getTimer() - t );
}

function takePushPlusOut():String{
   var i : int = 0;
   var a: Array = new Array();
   var t: Number = getTimer();
   while( i  1000 ){
   a.push( i );
   i++;
   }
   return takePushPlusOut :  + ( getTimer() - t );
}

function takeForWithLengthMinus():String{
   var i : int;
   var a: Array = new Array();
   var t: Number = getTimer();
   for( i = 1000; i  0; i-- ){
   a[ a.length ] = i;
   }
   return takeForWithLengthMinus :  + ( getTimer() - t );
}

function takeForWithLengthPlus():String{
   var i : int;
   var a: Array = new Array();
   var t: Number = getTimer();
   for( i = 0; i  1000; i++ ){
   a[ a.length ] = i;
   }
   return takeForWithLengthPlus :  + ( getTimer() - t );
}

//trace( takeLengthMinus() );
trace( takeLengthMinusOut() );
//trace( takeLengthPlus() );
trace( takeLengthPlusOut() );
//trace( takePushMinus() );
trace( takePushMinusOut() );
//trace( takePushPlus() );
trace( takePushPlusOut() );
trace( takeForWithLengthMinus() );
trace( takeForWithLengthPlus() );

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[Flashcoders] Video editor in Berlin, searching for job

2008-07-28 Thread laurent

   Hi list,

I wonder if one of you working in an agency in Berlin would know if a 
video editor could send a CV at your office.


She's spanish living in France, speak fluently english , and work in 
video editing since 5 years as a freelancer, studied at the Bellas Artes 
in Barcelone for 5 years.


If you have some work for her tell me I send her CV

Thanks!
Laurent
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Re: [Flashcoders] ...Friday, 5:38 pm

2008-07-28 Thread laurent

hahahah awesome!

Lukas Ruebbelke a écrit :

This list would just die because Steven Sacks would have nothing to complain
about. :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Allandt
Bik-Elliott (Receptacle)
Sent: zaterdag 26 juli 2008 13:02
To: Flash Coders List
Subject: Re: [Flashcoders] ...Friday, 5:38 pm

heh :)

if flash died tomorrow, what would you do instead?

On 25 Jul 2008, at 22:20, Steven Sacks wrote:

  

I'm still here.  ;)

allandt bik-elliott (thefieldcomic.com) wrote:

it brings up a serious point tho - can flash survive with the  
amount of

animosity there is towards it?
  

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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent
you could make a first array filled with all number from 0 to 100 and 
then you splice to any random index range between 0 and the new size of 
the array.

You fill another array with the last spliced number. do I make sense ?
cheers
L

Eduardo Barbosa a écrit :

Hi all!

What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is always
different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such a way
that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are never
two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent

oops no i did not get you point actually..
hm...more complex...:)
L

Eduardo Barbosa a écrit :

Hi all!

What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is always
different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such a way
that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are never
two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent
still it can be done like that you always keep the number of numbers 
between two arrays...
and swap numbers from one to another, that your sure to neve have twice 
the same one

yeah...! :]
L

Eduardo Barbosa a écrit :

Hi all!

What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is always
different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such a way
that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are never
two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent


yes like:

allNumber:Array = [ 0, 1, 2, 3, ..., 100 ];
tenNumbers:Array = [];


public function getNumberIn():void{
   var i:in = int( Math.random * allNumber.length );
  tenNumbers.push( allNumber.splice( i, 1 ) );
}

then I don't know how you pick up the number to pass from tenNumbers to 
allNumber.


L

Eduardo Barbosa a écrit :

Hi Laurent,

Your first suggestion is a very simple and clever trick i'll definetely keep
in mind for future situations.

However for this second variation you mean that I:

1) pick the numbers out of array 1  and splice it
2) move those numbers into array 2
3) when the length of array 1 would be 10 i would start picking the numbers
out of array 2 and do the inverse.

Is this what you mean?



On Mon, Jul 28, 2008 at 11:01 PM, laurent [EMAIL PROTECTED] wrote:

  

still it can be done like that you always keep the number of numbers
between two arrays...
and swap numbers from one to another, that your sure to neve have twice the
same one
yeah...! :]
L

Eduardo Barbosa a écrit :



Hi all!


What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is always
different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such a way
that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are never
two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent
or perhaps tenNumber[ tenNumbers.length ] is faster than 
tenNumbers.push() never know about that one...the second return 
something so perhaps its slower..


laurent a écrit :


yes like:

allNumber:Array = [ 0, 1, 2, 3, ..., 100 ];
tenNumbers:Array = [];


public function getNumberIn():void{
   var i:in = int( Math.random * allNumber.length );
  tenNumbers.push( allNumber.splice( i, 1 ) );
}

then I don't know how you pick up the number to pass from tenNumbers 
to allNumber.


L

Eduardo Barbosa a écrit :

Hi Laurent,

Your first suggestion is a very simple and clever trick i'll 
definetely keep

in mind for future situations.

However for this second variation you mean that I:

1) pick the numbers out of array 1  and splice it
2) move those numbers into array 2
3) when the length of array 1 would be 10 i would start picking the 
numbers

out of array 2 and do the inverse.

Is this what you mean?



On Mon, Jul 28, 2008 at 11:01 PM, laurent [EMAIL PROTECTED] 
wrote:


 

still it can be done like that you always keep the number of numbers
between two arrays...
and swap numbers from one to another, that your sure to neve have 
twice the

same one
yeah...! :]
L

Eduardo Barbosa a écrit :

   

Hi all!


What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is 
always

different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such 
a way

that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are 
never

two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] Random numbers list

2008-07-28 Thread laurent


yes like:

allNumbers:Array = [ 0, 1, 2, 3, ..., 100 ];
tenNumbers:Array = [];

public function getNumberIn():void{
   var n:int = tenNumbers.splice( int( Math.random * 10 ), 1 );
   tenNumbers.push( allNumbers.splice( int( Math.random * 
allNumbers.length ), 1 ) );

   allNumbers.push( n );
}

Could be like that. ;)
L



Eduardo Barbosa a écrit :

Hi Laurent,

Your first suggestion is a very simple and clever trick i'll 
definetely keep

in mind for future situations.

However for this second variation you mean that I:

1) pick the numbers out of array 1  and splice it
2) move those numbers into array 2
3) when the length of array 1 would be 10 i would start picking the 
numbers

out of array 2 and do the inverse.

Is this what you mean?



On Mon, Jul 28, 2008 at 11:01 PM, laurent [EMAIL PROTECTED] 
wrote:


 

still it can be done like that you always keep the number of numbers
between two arrays...
and swap numbers from one to another, that your sure to neve have 
twice the

same one
yeah...! :]
L

Eduardo Barbosa a écrit :

   

Hi all!


What I am trying to figure out is this:

How to generate a sequence of random numbers where the newest is 
always

different from all the previous?

I need to continuosly rewrite an array of 10 random numbers in such 
a way

that at any given time they are all different.

Let's say that my range is 0 to 100

it starts with random numbers, all different:

{3, 34, 12, 69, 6, 44, 31, 90, 88, 23}

at a set interval some values are replaced by new ones so there are 
never

two equal numbers, so, after 2 seconds it may look like this:

{3, 66, 12, 79, 6, 44, 10, 81, 88, 23}


Any ideas?

Thanks :)
Eduardo
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Re: [Flashcoders] stop microphone echos

2008-07-25 Thread laurent

Hey Latcho and Bik Elliot,

I want to apologize to you guys for my bitchy answer of yesterday, I 
actually very appreciate your concern and that I had not been left alone.


I really needed to talk code, I did not sleep for 28 hours yesterday, 
and get this bitchy humour when I don't. I promess I will find this 
solution and tell it here whatever it takes ( actually that the words of 
my client :) )


enjoy!
L

http://www.youtube.com/watch?v=0a86oKl34ZQ

laurent a écrit :


Come on guys we are developpers  I stoped having probems with my 
sound cards a long time ago, either with windows registry, windows 
actually gets better, at least for the developpement part, now they 
just need to fix the graphics and security alert ;)


my app is echoing, midomi.com is not, same machine, same 
configuration.my screen is turned on! :]


thx
L

Latcho a écrit :
if your sound mixer recording configuration is configured to record 
stereo mix you  route the sound of your microphone through your 
flash application back to the soundcard and then it stays looping 
(same idea as if your speakers play too load and the microphone 
picsks it up again, but then internal ).
Make sure that for the recording configuration of your s-card, only 
record microphone is checked.

Latcho

allandt bik-elliott (thefieldcomic.com) wrote:
if the mic is picking up the speakers on the end users machine then 
there's

really very little you can do about it - anyone who plays mmo's with
ventrilo will testify to that

On Thu, Jul 24, 2008 at 6:11 AM, laurent [EMAIL PROTECTED] 
wrote:


 

Hi!

Anyone knows how to stop the beautifull echo made from outcoming 
sound of

the microphone ?

It start when flash is done with the properties board for microphone
detection. We need to have sound recorded but no sound outusing a
headphone can't be the only solution.

thx
L


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Re: [Flashcoders] stop microphone echos

2008-07-25 Thread laurent


Cl :) I still don't too ...

allandt bik-elliott (thefieldcomic.com) a écrit :

i also agree but don't have an answer

On Fri, Jul 25, 2008 at 9:46 AM, allandt bik-elliott (thefieldcomic.com) 
[EMAIL PROTECTED] wrote:

  

no offence taken - made me laugh


On Fri, Jul 25, 2008 at 9:24 AM, laurent [EMAIL PROTECTED] wrote:



Hey Latcho and Bik Elliot,

I want to apologize to you guys for my bitchy answer of yesterday, I
actually very appreciate your concern and that I had not been left alone.

I really needed to talk code, I did not sleep for 28 hours yesterday, and
get this bitchy humour when I don't. I promess I will find this solution and
tell it here whatever it takes ( actually that the words of my client :) )

enjoy!
L

http://www.youtube.com/watch?v=0a86oKl34ZQ

laurent a écrit :

  

Come on guys we are developpers  I stoped having probems with my
sound cards a long time ago, either with windows registry, windows actually
gets better, at least for the developpement part, now they just need to fix
the graphics and security alert ;)

my app is echoing, midomi.com is not, same machine, same
configuration.my screen is turned on! :]

thx
L

Latcho a écrit :



if your sound mixer recording configuration is configured to record
stereo mix you  route the sound of your microphone through your flash
application back to the soundcard and then it stays looping (same idea as if
your speakers play too load and the microphone picsks it up again, but then
internal ).
Make sure that for the recording configuration of your s-card, only
record microphone is checked.
Latcho

allandt bik-elliott (thefieldcomic.com) wrote:

  

if the mic is picking up the speakers on the end users machine then
there's
really very little you can do about it - anyone who plays mmo's with
ventrilo will testify to that

On Thu, Jul 24, 2008 at 6:11 AM, laurent [EMAIL PROTECTED]
wrote:





Hi!

Anyone knows how to stop the beautifull echo made from outcoming sound
of
the microphone ?

It start when flash is done with the properties board for microphone
detection. We need to have sound recorded but no sound outusing a
headphone can't be the only solution.

thx
L


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Re: [Flashcoders] stop microphone echos...what what ?? FIXED

2008-07-25 Thread laurent


Hey boys.and sweet girls...

Go the echo problem fix, no sound out IN the speakers. There's actually 
a pretty abvious method, at least the description:

Routes audio captured by a microphone to the local speakers.
so using Microphone.setLoopBack( false );

will turn sound off from microphone back to speakers.

good days!
L

laurent a écrit :


Cl :) I still don't too ...

allandt bik-elliott (thefieldcomic.com) a écrit :

i also agree but don't have an answer

On Fri, Jul 25, 2008 at 9:46 AM, allandt bik-elliott 
(thefieldcomic.com) 

[EMAIL PROTECTED] wrote:

 

no offence taken - made me laugh


On Fri, Jul 25, 2008 at 9:24 AM, laurent [EMAIL PROTECTED] 
wrote:


   

Hey Latcho and Bik Elliot,

I want to apologize to you guys for my bitchy answer of yesterday, I
actually very appreciate your concern and that I had not been left 
alone.


I really needed to talk code, I did not sleep for 28 hours 
yesterday, and
get this bitchy humour when I don't. I promess I will find this 
solution and
tell it here whatever it takes ( actually that the words of my 
client :) )


enjoy!
L

http://www.youtube.com/watch?v=0a86oKl34ZQ

laurent a écrit :

 

Come on guys we are developpers  I stoped having probems with my
sound cards a long time ago, either with windows registry, windows 
actually
gets better, at least for the developpement part, now they just 
need to fix

the graphics and security alert ;)

my app is echoing, midomi.com is not, same machine, same
configuration.my screen is turned on! :]

thx
L

Latcho a écrit :

   

if your sound mixer recording configuration is configured to record
stereo mix you  route the sound of your microphone through your 
flash
application back to the soundcard and then it stays looping (same 
idea as if
your speakers play too load and the microphone picsks it up 
again, but then

internal ).
Make sure that for the recording configuration of your s-card, only
record microphone is checked.
Latcho

allandt bik-elliott (thefieldcomic.com) wrote:

 

if the mic is picking up the speakers on the end users machine then
there's
really very little you can do about it - anyone who plays mmo's 
with

ventrilo will testify to that

On Thu, Jul 24, 2008 at 6:11 AM, laurent [EMAIL PROTECTED]
wrote:



   

Hi!

Anyone knows how to stop the beautifull echo made from 
outcoming sound

of
the microphone ?

It start when flash is done with the properties board for 
microphone
detection. We need to have sound recorded but no sound 
outusing a

headphone can't be the only solution.

thx
L


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Re: [Flashcoders] stop microphone echos...what what ?? FIXED

2008-07-25 Thread laurent
yes actually it was set too, that reduces it a lot. But it's just not 
really possible to avoid echo with code...what's echo what's not.


eric e. dolecki a écrit :

Did Microphone.setUseEchoSupression(true); do anything?

On Fri, Jul 25, 2008 at 9:13 AM, laurent [EMAIL PROTECTED] wrote:

  

Hey boys.and sweet girls...

Go the echo problem fix, no sound out IN the speakers. There's actually a
pretty abvious method, at least the description:
Routes audio captured by a microphone to the local speakers.
so using Microphone.setLoopBack( false );

will turn sound off from microphone back to speakers.

good days!
L



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

2008-07-25 Thread laurent



http://encyclopediadramatica.com/Flash
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Re: [Flashcoders] ...Friday, 5:38 pm

2008-07-25 Thread laurent

Heheh yes that's pretty funny.

You can have a look at Ruby if you need to calm down :) pretty cool too :)

Nice week end tho!
L

Zárate a écrit :

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] stop microphone echos

2008-07-24 Thread laurent


They do it on my machine here : http://www.midomi.com
Find out who sings like you do...

allandt bik-elliott (thefieldcomic.com) a écrit :

if the mic is picking up the speakers on the end users machine then there's
really very little you can do about it - anyone who plays mmo's with
ventrilo will testify to that

On Thu, Jul 24, 2008 at 6:11 AM, laurent [EMAIL PROTECTED] wrote:

  

Hi!

Anyone knows how to stop the beautifull echo made from outcoming sound of
the microphone ?

It start when flash is done with the properties board for microphone
detection. We need to have sound recorded but no sound outusing a
headphone can't be the only solution.

thx
L


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Re: [Flashcoders] stop microphone echos

2008-07-24 Thread laurent


Come on guys we are developpers  I stoped having probems with my 
sound cards a long time ago, either with windows registry, windows 
actually gets better, at least for the developpement part, now they just 
need to fix the graphics and security alert ;)


my app is echoing, midomi.com is not, same machine, same 
configuration.my screen is turned on! :]


thx
L

Latcho a écrit :
if your sound mixer recording configuration is configured to record 
stereo mix you  route the sound of your microphone through your 
flash application back to the soundcard and then it stays looping 
(same idea as if your speakers play too load and the microphone picsks 
it up again, but then internal ).
Make sure that for the recording configuration of your s-card, only 
record microphone is checked.

Latcho

allandt bik-elliott (thefieldcomic.com) wrote:
if the mic is picking up the speakers on the end users machine then 
there's

really very little you can do about it - anyone who plays mmo's with
ventrilo will testify to that

On Thu, Jul 24, 2008 at 6:11 AM, laurent [EMAIL PROTECTED] 
wrote:


 

Hi!

Anyone knows how to stop the beautifull echo made from outcoming 
sound of

the microphone ?

It start when flash is done with the properties board for microphone
detection. We need to have sound recorded but no sound outusing a
headphone can't be the only solution.

thx
L


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[Flashcoders] stop microphone echos

2008-07-23 Thread laurent

Hi!

Anyone knows how to stop the beautifull echo made from outcoming sound 
of the microphone ?


It start when flash is done with the properties board for microphone 
detection. We need to have sound recorded but no sound outusing a 
headphone can't be the only solution.


thx
L


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Re: [Flashcoders] Tweening text more smoothly - AS3

2008-05-24 Thread laurent


Hey Jess,
that's interesting, can you explain what's going on there with onT, 
onT2, onT3 and what is checkWrap ?


ty
L

Jesse Graupmann a écrit :

Maybe converting the actual time elapsed to a constant rate of motion could
help... who knows?


stage.align = TL;
stage.scaleMode = noScale;

function checkWrap ( o:DisplayObject ):void
{
if ( o.x  stage.stageWidth ) o.x = 0;
}

var speed:Number = 1;
var tick:Number = 30;
var lastTick2:Number = getTimer();
var lastTick3:Number = getTimer();
var t:Timer = new Timer(tick);
var t2:Timer = new Timer(tick);

t.addEventListener( TimerEvent.TIMER, onT );
t2.addEventListener( TimerEvent.TIMER, onT2 );
stage.addEventListener( Event.ENTER_FRAME, onT3 );
t.start();
t2.start();


function onT( e:TimerEvent ):void
{
//  timer
mc.x += speed;
checkWrap ( mc );
}


function onT2( e:TimerEvent ):void
{
//  timer + speed
mc2.x += (( getTimer() - lastTick2 ) / tick ) * speed;
lastTick2 = getTimer();
checkWrap ( mc2 );
}


function onT3( e:Event ):void
{
//  enter frame + speed
mc3.x += (( getTimer() - lastTick3 ) / tick ) * speed;
lastTick3 = getTimer();
checkWrap ( mc3 );
}


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jonathan
howe
Sent: Friday, May 23, 2008 3:53 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening text more smoothly - AS3

Apologies if this has already been mentioned... I discarded some of the
original posts.

If you are using a timer with a delay that does divide evenly to your frame
rate, it stands to reason that some screen updates the item will have
traveled more pixels than others.

Example: Frame rate 24 fps roughly equals .042  updates per second:

Frame 1 (.000) : Timer fires at .02, .04
Frame 2 (.042) : Timer fires at .06, .08
...
Frame 10 (.380) : Timer fires at .38, .40, .42
Frame 11 (.422) : Timer fires at .44, .46

So in this example, every ten frames/screen updates you're jumping an extra
pixel. Therefore either keeping framelength % updatedelay = 0, or forcing
screen update with updateAfterEvent() might solve the problem.

Again, sorry if someone already mentioned this.

-jonathan


On Fri, May 23, 2008 at 5:59 AM, EECOLOR [EMAIL PROTECTED] wrote:

  

You could create a bitmap using BitmapData.draw. Add that to your display
list, set cacheAsBitmap to true and things should run smootly.

Not sure if it works, but it is just another suggestion.


Greetz Erik

On 5/22/08, Vayu Robins [EMAIL PROTECTED] wrote:


Hej.

I am wondering if there is anything that could be done to improve the
panning/scrolling/tweening of the news items at the bottom of the this
page:

http://flashkompagniet.dk/flash/main.php

I am running a timer at 20 milliseconds Timer(20, 0);

And the news items are being moved a 1px everytime the timer event is
dispatched.

I dont think they are runnning very smoothly.  Is that just me or does
anyone else see that too.

Can anything be done?

Thanks
Vayu


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Re: [Flashcoders] Tweening text more smoothly - AS3

2008-05-24 Thread laurent


:) I just read about wraping using modulus on Grant Skinner's blog:

sprite.x = (sprite.x + 5) % stage.stageWidth;

And then get where was that checkWrap methods :]
Still I'm interested in the onT methods...I don't think I will get them before 
Grant's next post.

the article about using modulus:
http://www.gskinner.com/blog/archives/2008/05/core_as3_modulu.html

L

Jesse Graupmann a écrit :

Maybe converting the actual time elapsed to a constant rate of motion could
help... who knows?


stage.align = TL;
stage.scaleMode = noScale;

function checkWrap ( o:DisplayObject ):void
{
if ( o.x  stage.stageWidth ) o.x = 0;
}

var speed:Number = 1;
var tick:Number = 30;
var lastTick2:Number = getTimer();
var lastTick3:Number = getTimer();
var t:Timer = new Timer(tick);
var t2:Timer = new Timer(tick);

t.addEventListener( TimerEvent.TIMER, onT );
t2.addEventListener( TimerEvent.TIMER, onT2 );
stage.addEventListener( Event.ENTER_FRAME, onT3 );
t.start();
t2.start();


function onT( e:TimerEvent ):void
{
//  timer
mc.x += speed;
checkWrap ( mc );
}


function onT2( e:TimerEvent ):void
{
//  timer + speed
mc2.x += (( getTimer() - lastTick2 ) / tick ) * speed;
lastTick2 = getTimer();
checkWrap ( mc2 );
}


function onT3( e:Event ):void
{
//  enter frame + speed
mc3.x += (( getTimer() - lastTick3 ) / tick ) * speed;
lastTick3 = getTimer();
checkWrap ( mc3 );
}


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of jonathan
howe
Sent: Friday, May 23, 2008 3:53 AM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening text more smoothly - AS3

Apologies if this has already been mentioned... I discarded some of the
original posts.

If you are using a timer with a delay that does divide evenly to your frame
rate, it stands to reason that some screen updates the item will have
traveled more pixels than others.

Example: Frame rate 24 fps roughly equals .042  updates per second:

Frame 1 (.000) : Timer fires at .02, .04
Frame 2 (.042) : Timer fires at .06, .08
...
Frame 10 (.380) : Timer fires at .38, .40, .42
Frame 11 (.422) : Timer fires at .44, .46

So in this example, every ten frames/screen updates you're jumping an extra
pixel. Therefore either keeping framelength % updatedelay = 0, or forcing
screen update with updateAfterEvent() might solve the problem.

Again, sorry if someone already mentioned this.

-jonathan


On Fri, May 23, 2008 at 5:59 AM, EECOLOR [EMAIL PROTECTED] wrote:

  

You could create a bitmap using BitmapData.draw. Add that to your display
list, set cacheAsBitmap to true and things should run smootly.

Not sure if it works, but it is just another suggestion.


Greetz Erik

On 5/22/08, Vayu Robins [EMAIL PROTECTED] wrote:


Hej.

I am wondering if there is anything that could be done to improve the
panning/scrolling/tweening of the news items at the bottom of the this
page:

http://flashkompagniet.dk/flash/main.php

I am running a timer at 20 milliseconds Timer(20, 0);

And the news items are being moved a 1px everytime the timer event is
dispatched.

I dont think they are runnning very smoothly.  Is that just me or does
anyone else see that too.

Can anything be done?

Thanks
Vayu


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Re: [Flashcoders] Tweening text more smoothly - AS3

2008-05-22 Thread laurent


It's not just you, it somehow not perfectly smooth.

perhap an enterframe is smoother or something to do with update after 
event. Or perhaps try 5 pixels every 100ms.


the background is cool!

L

Vayu Robins a écrit :

Hej.

I am wondering if there is anything that could be done to improve the
panning/scrolling/tweening of the news items at the bottom of the this page:

http://flashkompagniet.dk/flash/main.php

I am running a timer at 20 milliseconds Timer(20, 0);

And the news items are being moved a 1px everytime the timer event is
dispatched.

I dont think they are runnning very smoothly.  Is that just me or does
anyone else see that too.

Can anything be done?

Thanks
Vayu


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Re: [Flashcoders] Flash Player 10 BETA

2008-05-17 Thread laurent


I'm looking for the Flash.display::Shader and ShaderData class from the 
new API.


When can we get them ?

L

Glen Pike a écrit :

From the release notes...

_Dynamic Sound Generation_ — Dynamic sound generation extends the 
Sound class to play back dynamically created audio content through the 
use of an event listener on the Sound object.


This sounds promising (sorry for the inadvertent pun). Might even get 
a hooray.




Patrick J. Jankun wrote:

http://labs.adobe.com/downloads/flashplayer10.html

Happy Testing!
IM ON IT
--
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] Flash Player 10 BETA

2008-05-17 Thread laurent


ok they all are in the flex_sdk not in the intrinsic AS3 classes :
http://www.flashdevelop.org/community/viewtopic.php?t=3039

L


laurent a écrit :


I'm looking for the Flash.display::Shader and ShaderData class from 
the new API.


When can we get them ?

L

Glen Pike a écrit :

From the release notes...

_Dynamic Sound Generation_ — Dynamic sound generation extends the 
Sound class to play back dynamically created audio content through 
the use of an event listener on the Sound object.


This sounds promising (sorry for the inadvertent pun). Might even get 
a hooray.




Patrick J. Jankun wrote:

http://labs.adobe.com/downloads/flashplayer10.html

Happy Testing!
IM ON IT
--
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] Is Adobe fixing this big FP9 problem?

2008-04-16 Thread laurent

You can use BulkLoader to catch your downloaded asset:

http://code.google.com/p/bulk-loader/

L

jonathan howe a écrit :

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

The game is small enough that I can conceivably tolerate all level assets
being in memory by the time the game is done. What I need to know is, should
I NOT treat the data as if it's unloaded, given FP9+AS3 behavior? Because
if  the player revisits a level, I would normally reload the asset swf for
that level ... now I wonder if that would make a duplicate copy of the
assets in memory? There wouldn't be two copies of the swf's contents in
memory because they'd have identical class definitions... right... or maybe
not?

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

-jonathan


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

  

I find it rather bizarre that people feel that it's necessary to beat a
drum about this. I doubt that Adobe are sitting back on the issues raised.

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

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

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

have references to them. The real problem seems to be related to the other
infrastructure that creates multiple object references that aren't always
removable. I'm not saying bthere isn't a problem, just that it's not worthy
of the histeria being generated. I understand completely it can be a serious
issue for some people.

Anyway, I'll express some faith that Adobe will resolve the issues - I
won't be rolling back to AS2 despite the expert advice of some. I'll consign
a lot of this thread to the same place as the 'end of the world is nigh'
material that those people with placards dispense.

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

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


 ON TOPIC:


I can see that most of us feel very strongly about this bug. Adobe has
made it clear that their formal channel to do something about it is to vote
in their ticketing system for the bug. If there already is a bug, can
someone link to it? Otherwise let's get a bug in there. And then let's vote
for it. I'm pretty sure that based upon the support here we can make this
the #1 bug in their database.

Apologies if someone has already mentioned this. This thread is long and
noisy.
C
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Re: [Flashcoders] Is Adobe fixing this big FP9 problem?

2008-04-14 Thread laurent
You could write them an email saying you will do that if they don't fix 
this huge issue ending your mail with such an smiley ;)
Instead of being a huge sucker. I hope, Steven, this is just part of the 
strategy. How much money have you make since flash player is out...? 300 
000$ a year you saidhm FP team really sucks...wooo hell...


As if this issue was the end of the worldwhat the fuck is a flash 
player in the universe god damn it!


By the way, Disney just called me, they don't give a shit...
L

Steven Sacks a écrit :
No they are not.  In fact, their absolute refusal to fix it is the 
reason for Grant's post.


If you want it fixed, you're going to have to put pressure on Adobe, 
which they have certainly earned with this.  Talk about it on every 
online forum and blog.  Point to Grant's blog entry.  Expose the huge 
memory leak in the player.  Talk about how it has crippled AIR as a 
legitimate desktop application platform.  Make major companies like 
Disney and Turner wary of using AS3 for their Flash sites.


Think about the line about automobile recalls in Fight Club.  A times 
B times C equals X.  If X is less than the cost of a recall, we don't 
do one.


Unless this affects Adobe financially or embarrass them publicly in 
the tech industry, they aren't going to do anything about it.



Merrill, Jason wrote:

Does anyone know if Adobe is fixing this huge FP9 problem?

http://www.gskinner.com/blog/archives/2008/04/failure_to_unlo.html


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

Bank of America Flash Platform Developer Community


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




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

2008-04-14 Thread laurent

Steven Sacks a écrit :

Thanks for the link to Alex Harui's post, Francis.

It unquestionably supports my stance that only advanced developers 
should be using AS3 and everyone else (95% of Flash developers) should 
stick with AS1/AS2.

Bullshit
This issue of not unloading swfs unless you explicitly turn everything 
off inside it is another prime reason why only expert developers 
should be coding AS3.

Bullcrap
The fact that it doesn't actually work even when you do requires a 
high level of programming skill to manage correctly.  This is not the 
realm of designers, animators and low to mid level Flash developers.

Who are you for god sake ?
I know who you are it's just to mean it means nothing.


Nobody wants to acknowledge the strictness in AS3 is not merely 
syntax, but extends to the entire way you develop.  Most Flash 
developers out there are not strict or disciplined programmers.

Nice. sources ?
I don't ask for your clean code here.
  AS2's looseness (and the ability to unload swfs) is still best for 
creative Flash development except in the trained hands of Flash 
experts who know how to manage the memory management issues.
yeah we know creatives are just a bunch of troubadour...nearly monkeys, 
give them bananas and they'll have fun.


If the GC implementation in Flash was truly transparent, then somebody 
would be able to explain why Grant's localConnection hack to force the 
GC to run worked.  The Flash team would also provide some API methods 
into it.  There is no API to the GC, therefore it's implementation is 
not transparent.
True they must be something hidden by the team, something nasty, their 
own shit I think. Remember shit is the essence of the world everything 
grows out of shit.


And to the guy who said Disney doesn't give a shit, you're wrong.  
Disney is undergoing a major overhaul of all their Flash content to 
AS3.  They've been in touch with Adobe about this.  Let's not spread 
misinformation here.  I think Adobe has done enough.
You can't even read you mail box...I don't know who's misinforming 
people here, where do you glance your informations, from true moment of 
inspiration or you work for the aliens...?


Laurent

Quoting Dsiney,
Hey man you know how much money we make in our parks, on exploiting 
poor students, comedians, other unknown artists make them play Dingo or 
Donal Duck ;) What is memory used for in a computer ? Memory is 
dangerous man.

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

2008-04-14 Thread laurent
Yeah I'm sorry Steven, I don't have real technical arguments on all this 
and of course you're making a point that perhaps - because no one can 
prove it, even not the aliens, I'm working for them they have no clue, 
and I know you don't that was just to see how far you can go - perhaps 
adobe tried to hide a mistake ( and that's just fantasy), and who does 
not when managing his life, and how big is the mistake or how big are 
you making it, seriously Grant post is fare, and fare with the great 
adobe team. What best move to go as maximum open source as they 
can,it's a big montain to move, so it must involve great movement 
somewhere. Those are to care about.

.
To be serious, you posted this at 18:38 (Berlin time) the 26/03/08:

You're joking, right?  Talented Flash developers are in extremely high 
demand right now.  Every day I get 3-5 emails from recruiters or 
companies.  It's a seller's market and people are paying top dollar for 
AS3 and Flex devs.  Flash and Flex jobs are paying $75-$150/hr.  That's 
$150,000 - $300,000 a year.  If you can't afford a Porsche, you need to 
find a new job or grow a pair and ask for a raise.


That being said, I don't own a Porsche because I've got better things to 
do with my money.  ;)


Sorry I'm arguing in a really subjective nasty way here, but I get pist 
off sometimes and concerned
Nice words: I did learn very fast a lot about structuring my project in 
installing your Gaia framework. You must be a great programmer, so come 
back to us, Gaia Loves you (if you don't spit on it :)


L

Steven Sacks a écrit :

Laurent, you're my hero!  teh internet is serious business INDEED!  :)
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Re: [Flashcoders] Is Adobe fixing this big FP9 problem?

2008-04-14 Thread laurent
Certainly not the first one, perhaps a mix of the two last you wrote. 
There's way of doing things. And way to say as if as a professionnal way 
totally unprofessionnal things.


L

Bob Wohl a écrit :

I'm so confused... You bummed that you don't make that much, or: ticked that
he wants to force action on this bug, or: hate the color of his shirt, or





On Mon, Apr 14, 2008 at 4:44 PM, laurent [EMAIL PROTECTED] wrote:

  

Yeah I'm sorry Steven, I don't have real technical arguments on all this
and of course you're making a point that perhaps - because no one can
prove it, even not the aliens, I'm working for them they have no clue, and I
know you don't that was just to see how far you can go - perhaps adobe
tried to hide a mistake ( and that's just fantasy), and who does not when
managing his life, and how big is the mistake or how big are you making it,
seriously Grant post is fare, and fare with the great adobe team. What best
move to go as maximum open source as they can,it's a big montain to
move, so it must involve great movement somewhere. Those are to care about.
.
To be serious, you posted this at 18:38 (Berlin time) the 26/03/08:

You're joking, right?  Talented Flash developers are in extremely high
demand right now.  Every day I get 3-5 emails from recruiters or companies.
 It's a seller's market and people are paying top dollar for AS3 and Flex
devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
$300,000 a year.  If you can't afford a Porsche, you need to find a new job
or grow a pair and ask for a raise.

That being said, I don't own a Porsche because I've got better things to
do with my money.  ;)

Sorry I'm arguing in a really subjective nasty way here, but I get pist
off sometimes and concerned
Nice words: I did learn very fast a lot about structuring my project in
installing your Gaia framework. You must be a great programmer, so come back
to us, Gaia Loves you (if you don't spit on it :)

L

Steven Sacks a écrit :



Laurent, you're my hero!  teh internet is serious business INDEED!  :)
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[Flashcoders] flash 9 resize hardware acceleration

2008-04-11 Thread laurent


hm there's a hardware acceleration for resize in flash 9, isn't 
it?is it just for video ??


What is the code ??

thank you
L

sorry I'm minimal out of battery.thx
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[Flashcoders] BulkLoader getBitmap already added to display list ??

2008-04-08 Thread laurent


Hi,

doing this:

private function elementLoaded( ev:Event ):void{
  
   var bm:Bitmap = bl.getBitmap( ev.target.id, true );

   bm.name = ev.target.id;
   slide.addChild( bm );

[...]

I get an error saying impossible to change the name of a DisplayObject 
already in scenario.




thx
L



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[Flashcoders] IDE TextField TextFormat

2008-04-03 Thread laurent
 
Hi,


Does TextFormat apply to none dynamic textfield ?

thx
L
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[Flashcoders] Tweening movieClip frames

2008-04-03 Thread laurent

  Hi,

What is the best Tweening class in the universe ?

Hehe, no... that's not my real question.

I read it's possible to tween movieClip frames, how do I do this using 
Tweener ?


Thx
L
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Re: [Flashcoders] Root casting as Main big problem [solved]

2008-04-01 Thread laurent

yes!

var mcRoot:MovieClip = MovieClip( root ).parent.parent as MovieClip;

finaly got it right, as natural as it has to be the MovieClip( root ) 
point to the root of the mc your calling it from.

Then you have to go through the parents till you find the root1.

Thanks so much for the MovieCLip casting ;) and for the swc chapter, now 
I will be able to use that imageprocessing library given as a swc.

Cheers
L

laurent a écrit :


hm...the MovieClip( root ) help to compile with no error. But then 
trying to acces a method of the root throw an error about:
TypeError: Error #1010: Un terme n'est pas défini et n'a pas de 
propriété.


term undefined...it can't find the object referenced


so I casted the object I'm trying to acces from root:

import org.lf.PreLoader;  
   trace(PreLoader( MovieClip( root ).pl ));

   trace(PreLoader( MovieClip( root ).pl ).lxl);
   var mc:MovieClip = MovieClip( root ).pl.lxl;
   if( MovieClip( root ).ready[ mc ] ){
   mc.launch();  }else{
   MovieClip( root ).ready[ mc ] = true;
   }

and the trace return null for the first one and then throw an error 
because it can't find anything.


Do I have to make a swc ??

thx
L

laurent a écrit :
Thanks for the precise answer, I got the book, will have a look tom 
and try the MovieClip workaround.

Now I will bang my head on sweeter stuff ;) thx
L

jonathan howe a écrit :
I think you might be able to get around this by using a swc, which 
can be
checked for classes by the complier without actually including it in 
the
swf. Do you have Moock's Essential Actionscript 3.0? Chapter 31 
details the
various ways you can do it, all based on which authoring tool you're 
using.

A little much for me to repeat in email.

-jonathan


On Fri, Mar 28, 2008 at 11:10 AM, laurent [EMAIL PROTECTED] 
wrote:


 

Hi, It's very urgent,

try to make it clear:

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

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

And I load external movieclip, one name content.swf


in this content swf I need to talk with rootand I cast it with 
Main(

root ).myproperty

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

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

Thanks for any urgent help! ;)

L
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