Re: [Flashcoders] Where is everyone

2014-11-27 Thread tom rhodes
I reckon either on a javascript forum or the haxe mailing list :)

On 27 November 2014 at 19:10, John R. Sweeney Jr. jr.swee...@comcast.net
wrote:

 Since this list has gotten rather quite, where are people going to discuss
 topics and problems.

 Or ask for help…

 Thanks and H:)ppy Thanksgiving to everyone,
 John

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




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Re: [Flashcoders] AIR native extension - Windows debugging

2014-09-09 Thread tom rhodes
At the end of the day it's still a JS app being run on the device, native
will always be faster/more performant.

On 9 September 2014 14:34, Rick rickhas...@hotmail.com wrote:

 Phonegap is great until you want to do something out of its parameters.

 Also, my experience has been: build once, debug everywhere


  Date: Tue, 9 Sep 2014 12:13:40 +0100
  From: j...@easypeasy.co.uk
  To: flashcoders@chattyfig.figleaf.com
  Subject: Re: [Flashcoders] AIR native extension - Windows debugging
 
  Phonegap:
  Well, I am amazed.
  Thanks to all.
  John
 
  On 08/09/2014 20:39, James Merrill wrote:
   Oh it is a spaghetti mix of code. But that's not necessarily evil.
  
   Think about it this way, you're not really supposed to be mixing them,
 they
   are supposed to be complimenting each other.
  
   Your HTML defines your content, and that's it.
   Your CSS adds fonts, colors, positioning, and simple interactivity,
 that's
   it.
   Your JS adds logic to your project.
  
   So you're not actually mixing everything together, you're leveraging
 each
   one to add an integral piece to your project. You may take on all these
   jobs yourself, or you may not. Some companies have frontend developers
 who
   do HTML/CSS and dedicated Javascript developers to only do JS. It's a
   different way of thinking than using one platform for everything.
  
   It can be unnerving trying to keep up with all of the new JS frameworks
   that are constantly coming up, and even worse trying to integrate them
 all.
   Trust me, I get paid to do it. Fortunately there's a massive community
 to
   fall back on when it comes to troubleshooting.
  
   If you're building Flex apps you'd definitely like Angular, which you
 would
   use with Cordova to publish to iPad. Basically, Cordova is part of
   Phonegap, which is a build system for deploying to mobile devices.
 Phonegap
   will wrap your code in a native app with a web view, so it's
 essentially a
   website being viewed in an app. Cordova is a javascript library that
   exposes all the native APIs of iOS/Android, so now your app can do much
   more than a website. I have used XCode on a Mac to test my Phonegap
 apps.
   IIRC, the native wrapper isn't changing, only the internal
 HTML/CSS/JS, so
   you don't have to compile like you would with a native app. I also used
   this to my advantage by building parts of the app in-browser.
  
   You could use Angular to structure your app in a MVC-like pattern, and
 then
   use Phonegap to deploy it.
  
   Also, I've switched to using Sublime Text 3 as my editor of choice,
 and I
   can't recommend it enough.
  
   Hopefully that helps!
  
  
  
   On Mon, Sep 8, 2014 at 12:04 PM, John McCormack j...@easypeasy.co.uk
   wrote:
  
   James,
  
   I would prefer to avoid learning a handful of applications, if
 possible,
   though I did follow your link and subscribe to the channel. Thank you.
  
   It sounds such a spaghetti mix one has to learn before even
 attempting to
   write the app:
   JS + CSS + HTML5 +Angular +Reactjs +Cordova
  
   Flash Builder can publish an app straight to the tablet, how does one
 go
   about the with the combination you use?
  
   You used to be interested in IntelliJ - is that the IDE you settled
 on?
  
   On Flash Builder:
   Today I asked Adobe for the upgrade price to Flash Builder 4.7
 Premium but
   the guy didn't know if was kept up-to-date as the CC version is.
  
   One Adobe's site the forum has one recent post and the rest are from
 weeks
   ago, so no clue there about what, if anything is happening.
  
   What IDE's are other people using?
  
   John
  
  
   On 08/09/2014 15:50, James Merrill wrote:
  
   I was one of those Flash evangelists that fought the good fight
 against
   HTML/JS/CSS for years And I can remember when the iPhone was
 launched
   almost 8 years ago and everyone called it the death of Flash.
  
   You can debate the merits of Steve Jobs' comments on Flash all day,
 but
   the
   damage was done, 8 years ago.
  
   In the last 2-3 years amazing things have been cultivated in
 JS/CSS/HTML5.
   We now have two-way data binding with Angular, and responsive CSS to
   handle
   all devices out there. We have something kind of like Starling for
 the DOM
   called Reactjs. Building RIA's has never been easier, and frameworks
 like
   Cordova allow them to be published to not only the web, but mobile
 devices
   too.
  
   There's been a ton of innovation with how we build websites and apps
 in
   HTML, and things are getting more exciting with a stronger focus on
   animation and interactivity 
 https://www.youtube.com/watch?v=Q8TXgCzxEnw
   .
   There's a  unified force in the community pushing new features for us
   developers to use. I have to wonder how this compares to the Flash
   community. Is Adobe adding new features? Are there new frameworks
 coming
   out that redefine Flash development as we know it?
  
   Flash does a lot of things very well, but I wonder how much longer

Re: [Flashcoders] Flash to HTML

2014-06-23 Thread tom rhodes
@erick: You can use externs for all the native functionality. Same goes for
using existing C++ or Java libs.


On 23 June 2014 10:53, tom rhodes tom.rho...@gmail.com wrote:

 @David:

 You can render HTML5 in openGL with Haxe/OpenFL. OpenGL is default on all
 teh native targets, the html5 target is still not 100% there, but there's a
 new backend for it which has improved things massively. Bitmap animation is
 no problem, either using OpenFL or the createJS extensions if you just want
 to ttarget JS.

 You can compile your Haxe code to AS3, not just to a swf if you want.
 Coming from AS3 their are tools to convert your AS3 to Haxe, in general
 these are good, but don't expect to port a massive codebase over withtou
 getting your hands dirty.

 Yes you can compile to PHP for your server side work, or nodeJS, Neko,
 C++, C#, Java and there's a Python target too now :)

 This is my favourite thing abotu Haxe, writing for server and client in
 the same language. You can communicate via remoting, sockets, whatever, and
 you use the EXACT SAME classes at either end. Not 2 diff represetations, or
 a 3rd protocol just to communicate. You can also easily move logic from
 client to server and back depending on where it fits best etc. It's awesome
 :)

 @Cedric:

 Nice to see you on board the Haxe train! Not seen you in the mailing list?


 On 22 June 2014 18:15, David Cohn d...@eyebright.com wrote:


 Thanks Cedric;  looks like it's well worth exploring.  Am I right in
 believing that you can compile to vanilla PHP code, without the need for
 any additional server installations?

 Would love to see your example...
 Thanks,
 --Dave


 On Jun 21, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com
 wrote:

  Hi David,
 
  I have been playing with a lot of HaXE, createjs, base html5 canvas
 and, of course, Flash these last months. Whatever you can do in AS3, you
 can do it with HaXE. And there are some additional benefits, but these are
 just developer bonuses. From what I can say, JS+HTML canvas execution
 performs really well under some circumstances: you need to accept the 10x
 assets file size you will be loading and that the overall performance can
 hit the CPU. And forget about the html5 canvas textfields ….. this feels
 like Flash 6.
  I hope I can show you my latest work before the end of the week (both
 in AS3 and JS) so you can compare.
 
  hth,
  Cedric


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Re: [Flashcoders] Flash to HTML

2014-06-23 Thread tom rhodes
@David:

You can render HTML5 in openGL with Haxe/OpenFL. OpenGL is default on all
teh native targets, the html5 target is still not 100% there, but there's a
new backend for it which has improved things massively. Bitmap animation is
no problem, either using OpenFL or the createJS extensions if you just want
to ttarget JS.

You can compile your Haxe code to AS3, not just to a swf if you want.
Coming from AS3 their are tools to convert your AS3 to Haxe, in general
these are good, but don't expect to port a massive codebase over withtou
getting your hands dirty.

Yes you can compile to PHP for your server side work, or nodeJS, Neko, C++,
C#, Java and there's a Python target too now :)

This is my favourite thing abotu Haxe, writing for server and client in the
same language. You can communicate via remoting, sockets, whatever, and you
use the EXACT SAME classes at either end. Not 2 diff represetations, or a
3rd protocol just to communicate. You can also easily move logic from
client to server and back depending on where it fits best etc. It's awesome
:)

@Cedric:

Nice to see you on board the Haxe train! Not seen you in the mailing list?


On 22 June 2014 18:15, David Cohn d...@eyebright.com wrote:


 Thanks Cedric;  looks like it's well worth exploring.  Am I right in
 believing that you can compile to vanilla PHP code, without the need for
 any additional server installations?

 Would love to see your example...
 Thanks,
 --Dave


 On Jun 21, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com
 wrote:

  Hi David,
 
  I have been playing with a lot of HaXE, createjs, base html5 canvas and,
 of course, Flash these last months. Whatever you can do in AS3, you can do
 it with HaXE. And there are some additional benefits, but these are just
 developer bonuses. From what I can say, JS+HTML canvas execution performs
 really well under some circumstances: you need to accept the 10x assets
 file size you will be loading and that the overall performance can hit the
 CPU. And forget about the html5 canvas textfields ….. this feels like Flash
 6.
  I hope I can show you my latest work before the end of the week (both in
 AS3 and JS) so you can compare.
 
  hth,
  Cedric


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Re: [Flashcoders] Flash to HTML

2014-06-20 Thread tom rhodes
Look at Haxe, www.haxe.org and in particular OpenFL lib (
http://www.openfl.org/) to use with it, port your AS3 to Haxe (there are
automated tools for this, but you'll probably still have to get your hands
dirty) and from there you should be good with a few tweaks to compile with
OpenFL to HTML5, iOS, Android and lots of other targets all from the same
codebase.

Seriously I've been using Haxe for years now, mostly to make programming
server side and javascript much much easier coming from AS3. I've tapped
prbably 5% of it's potential ;) It's awesome.


On 20 June 2014 01:01, John R. Sweeney Jr. jr.swee...@comcast.net wrote:

 Howdy,

 I know that and I’m sure most developers do too, but I promised the client
 I would do my best to look into it, before I give him the inevitable bad
 news. The assets are the problem as much as the extensive coding. This is a
 real-time simulation of living on your own for a year (52 weeks on a per
 week bases). Just a ton of stuff going on and being tracked.

 Our clients TOO often hear create once and deploy everywhere. We are
 already ahead of the game delivering about a dozen apps/games on the three
 platforms. But I don’t see a way to do it on the fourth and then your
 forced to maintain two codebases of each game. That also sucks. :(

 Thanks,


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




 On Jun 19, 2014, at 5:44 PM, Paul A. p...@ipauland.com wrote:

  It's wishful thinking that there is a magic button anywhere that is
 going to convert any flash app of any real complexity into a fully
 functional HTML app.

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Re: [Flashcoders] fscommand launching of externals

2014-04-10 Thread tom rhodes
make some batch files that launch the files you want from the same dir.

or make a little command line prog that takes the name of the file you want
to launch as a command line argument...


On 10 April 2014 17:37, John R. Sweeney Jr. jr.swee...@comcast.net wrote:

 Howdy all,

 My client wants to have about 12 different exe files launched from a
 single Flash front-end projector and much of their content has same named
 files, hence I need sub-folders. All of my research indicates that an
 external .exe file must reside inside of a folder called fscommand and you
 cannot path down to sub-folders.

 Does anyone know of a way to launch .exe files from a Flash projector into
 a fscommand folder and then into sub-folder?

 Example:

 fscommand(exec,sub_1/start.exe);
 then
 fscommand(exec,sub_2/start.exe);

 and so on.

  Thanks in advance for any help,
 John

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





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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread tom rhodes
Sorry Cedric, I didn't ever make the switch to TLF once I'd dabbled with it
a bit, so I can't help you out there.

Crazy they have dropped it from CC though and yeah I do remember flash 3 :)


On 27 August 2013 23:01, John R. Sweeney Jr. jr.swee...@comcast.net wrote:

 Yep. Director 12 came out in February and has had its issues, to say the
 least. :)

 Since your from Director, your missing the joke because its based on
 earlier Flash, current Flash and future Flash. That's why your Director
 statement initially throw me.


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




 On Aug 27, 2013, at 3:35 PM, Rick Hassen rickhas...@hotmail.com wrote:

  At the time, I was using Director. Flash 1 came out and I wasn't into
 banner ads and didn't know how powerful it would eventually become.
  Did you know that Director is still out with new updates??? I was
 shocked to find this and apparently has a userbase with HD people.


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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread tom rhodes
http://sourceforge.net/adobe/tlf/svn/604/tree/

doesn't look like anyone has touched it for a couple of years. maybe you
can create the method you want?


On 28 August 2013 10:08, Cédric Muller flashco...@benga.li wrote:

 :)
 I feel so alone with that TLF


  Sorry Cedric, I didn't ever make the switch to TLF once I'd dabbled with
 it
  a bit, so I can't help you out there.
 
  Crazy they have dropped it from CC though and yeah I do remember flash 3
 :)
 
 
  On 27 August 2013 23:01, John R. Sweeney Jr. jr.swee...@comcast.net
 wrote:
 
  Yep. Director 12 came out in February and has had its issues, to say the
  least. :)
 
  Since your from Director, your missing the joke because its based on
  earlier Flash, current Flash and future Flash. That's why your Director
  statement initially throw me.
 
 
  John R. Sweeney Jr.
  Senior Interactive Multimedia Developer
  OnDemand Interactive Inc
  Hoffman Estates, IL 60169
 
 
 
 
  On Aug 27, 2013, at 3:35 PM, Rick Hassen rickhas...@hotmail.com
 wrote:
 
  At the time, I was using Director. Flash 1 came out and I wasn't into
  banner ads and didn't know how powerful it would eventually become.
  Did you know that Director is still out with new updates??? I was
  shocked to find this and apparently has a userbase with HD people.
 
 
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Re: [Flashcoders] TLFTextField drowning me ...

2013-08-28 Thread tom rhodes
ha. ok. that's me out of ideas!


On 28 August 2013 11:05, Cédric Muller flashco...@benga.li wrote:

 :D
 hi there.China Team Test Change

  http://sourceforge.net/adobe/tlf/svn/604/tree/
 
  doesn't look like anyone has touched it for a couple of years. maybe you
  can create the method you want?
 
 
  On 28 August 2013 10:08, Cédric Muller flashco...@benga.li wrote:
 
  :)
  I feel so alone with that TLF
 
 
  Sorry Cedric, I didn't ever make the switch to TLF once I'd dabbled
 with
  it
  a bit, so I can't help you out there.
 
  Crazy they have dropped it from CC though and yeah I do remember flash
 3
  :)
 
 
  On 27 August 2013 23:01, John R. Sweeney Jr. jr.swee...@comcast.net
  wrote:
 
  Yep. Director 12 came out in February and has had its issues, to say
 the
  least. :)
 
  Since your from Director, your missing the joke because its based on
  earlier Flash, current Flash and future Flash. That's why your
 Director
  statement initially throw me.
 
 
  John R. Sweeney Jr.
  Senior Interactive Multimedia Developer
  OnDemand Interactive Inc
  Hoffman Estates, IL 60169
 
 
 
 
  On Aug 27, 2013, at 3:35 PM, Rick Hassen rickhas...@hotmail.com
  wrote:
 
  At the time, I was using Director. Flash 1 came out and I wasn't into
  banner ads and didn't know how powerful it would eventually become.
  Did you know that Director is still out with new updates??? I was
  shocked to find this and apparently has a userbase with HD people.
 
 
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Re: [Flashcoders] AS3 finally..

2013-05-27 Thread tom rhodes
i generally use them for something teeny tiny that is only needed in the
scope of the main class and doesn't feel right in it's own file as it's
never used anywhere but the main class.


On 27 May 2013 12:24, Paul A. p...@ipauland.com wrote:

 Out of curiosity, has anyone on the list actually used private classes for
 anything other than enforcing singleton creation?

 If you have, please tell us and say why it was the best solution.



 On 27/05/2013 06:50, Cor wrote:

 I think they can be usefull to create objects with a lot of its own
 functionality.
 In fact the same as you use a public classes: create objects, and you can
 polymorphism the objects to your needs.
 I also think this will keep your code more readable and clean.
 HTH
 Cor

 -Original Message-
 From: 
 flashcoders-bounces@chattyfig.**figleaf.comflashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-bounces@**chattyfig.figleaf.comflashcoders-boun...@chattyfig.figleaf.com]
 On Behalf Of Karl
 DeSaulniers
 Sent: maandag 27 mei 2013 1:22
 To: Flash Coders List
 Subject: Re: [Flashcoders] AS3 finally..

 Thanks Ktu. That actually makes sense. I was not looking for a reason
 necessarily to use a private class, but more so, saw this example and had
 the though this must be a private class and wanted to verify for my own
 understanding. Which you have provided. I see and understand what you mean
 by it is not the most necessary thing to create a private namespace class
 and that I will more then likely be able to accomplish what i need through
 regular classes and never need to set a private class up. Thank you for
 the
 clarification.

 Well. Finished Perkins, on to Moock.
 Actually getting excited... LoL

 Thanks again,

 Best,
 Karl

 Sent from losPhone

 On May 26, 2013, at 10:40 AM, ktu 
 ktu_flash@cataclysmicrewind.**comktu_fl...@cataclysmicrewind.com
 wrote:

  yes. this is an example of a private class. but as someone earlier
 mentioned, you shouldn't ever _need_ to use them. and it would be more
 appropriate not to use them in production code. using the internal
 namespace gives you some restriction, and you could even use your own
 namespace for restriction but that's quite uncommon as well.

 for reference..
 - you cannot add a namespace to this 'private' class and should result
 in a compile error if you do. (ex. public class CustomClient)
 therefore, it must always be defined as 'class ClassName' with no

 namespace.

 - any classes that you need within this 'private' class must be
 imported outside the package package com {
// code
 }
 import flash.display.Sprite
 class MySprite {
// code
 }
 - and if some outside object gets a reference to it, you should be
 able to access public functions and properties so long as you do not
 try to cast the object as anything other than Object.

 in my experience, i have yet to feel the need for a pseudo 'private'

 class.

 the internal namespace serves me well most and in a few occasions a
 custom namespace was required.

 good luck :)


 On Sun, May 26, 2013 at 6:58 AM, Karl DeSaulniers

 k...@designdrumm.comwrote:

 Ok, I am understanding things a little better I believe. Quick
 question to solidify some knowledge. In reference to my question
 about a private class, is the class CustomClient at the bottom an
 example of a private class? It was mentioned that even if you don't
 have the word private there and don't put public, flash automatically
 will interpret it as a private class. It is inside the class file but
 outside the package for the main class (which was also mentioned), it
 does not have public on it so you can't call it outside this file. This

 is what a private class is, correct?

 package {
 import flash.display.Sprite;
 import flash.events.NetStatusEvent;
 import flash.events.**SecurityErrorEvent;
 import flash.media.Video;
 import flash.net.NetConnection;
 import flash.net.NetStream;
 import flash.events.Event;

 public class NetConnectionExample extends Sprite {
 private var videoURL:String = 
 http://www.helpexamples.com/**flash/video/cuepoints.flvhttp://www.helpexamples.com/flash/video/cuepoints.flv
 ;
 private var connection:NetConnection;
 private var stream:NetStream;
 private var video:Video = new Video();

 public function NetConnectionExample() {
 connection = new NetConnection();
 connection.addEventListener(**NetStatusEvent.NET_STATUS,
 netStatusHandler);
 connection.addEventListener(**SecurityErrorEvent.SECURITY_*
 *ERROR,
 securityErrorHandler);
 connection.connect(null);
 }

 private function netStatusHandler(event:**NetStatusEvent):void
 {
 switch (event.info.code) {
 case NetConnection.Connect.**Success:
 connectStream();
 break;
 case NetStream.Play.**StreamNotFound:
 trace(Stream not found:  + 

Re: [Flashcoders] Adobe Flash future

2013-05-09 Thread tom rhodes
Did adobe really advance the state of the art with flash though? they did
stuff that the community was screaming for and had been for a long time. It
was often buggy too.

CreteJS is very nice, and it's only just started so I expect it to get
better. For the web I've already done a couple of things with Haxe using
the externs for CreateJS that compile to flash and canvas using exensively
the same code. Just have a class to manage the creation of assets which has
the different code required for Containers/Sprites and the differences in
handling text.  Then your logic stays the same for both targets, you can
even use TimelineMax seamlessly on those assets. It's a very nice way to
work and you get to cover IE6/7 etc. with flash and the iOS/android/devices
with canvas.

Anyway Adobe have killed flash if flash is dead. They hndled the conflict
with Apple in the worst way possible and the negative publicity created
just snowballed to the point where the lesser technology won out. That's a
shit state of affairs in anyone's books.

I echo though the transferable skills from AS3. I started ages ago getting
in to Haxe and that experience is now opening doors for me to start messing
with other languages too.


On 9 May 2013 18:54, Jon Bradley shiftedpix...@gmail.com wrote:

 Yea, that's why it's excellent for demoware. The suite clearly allows
 creatives to demonstrate work and it adds a fair amount of value to
 prototyping/demo work.

 In the keynote, we saw Photoshop to Edge Reflow export – a very useful
 step to PS CC to export graphics quickly and have them in-place to being
 conceptual demo work. Not a single bit of that is production-worthy though
 – at least not the type of production work the company I work for does.

 Of course, once you go to Edge Reflow, there's nothing about the code it
 uses and methodology that's implemented that's something I'd ever put in to
 production.

 That said, these are all very new tools with a very high potential
 associated with them. I have my fingers crossed that Adobe will do their
 best for the web (HTML/CSS3/Shaders, etc.) that they did by advancing the
 state-of-the-art with Flash.

 These are exciting times. Adobe needs to integrate Adobe Ideas into their
 CC products so that they, and ourselves, can see and feedback within the
 product where we, as users, see the value and opportunity.

 -j


 On May 9, 2013, at 12:42 PM, Weyert de Boer wrote:

  I think the main issue with EDGE is that it generates such big files. I
 haven't been able to create a useful banner animation with it. Well, one
 that meets the maximum file size for a HTML5 banner. Only the Edge script
 is already bigger ;)
 
  Yes, I have to admit CreateJS looks promising.
 
  Thanks for the link Mike, it seems that CreateJS is definitely a step in
  the right direction.
 
  I'm still not sold on Adobe's EDGE suite though... I am afraid that I'll
  always be skeptical of generated HTML after seeing Dreamweaver's design
  view. I also know from experience that including Adobe Edge's javascript
  libraries in filesize sensitive contexts will really limit your options.
  These things make me worried that there may never be a competent,
  visual-based IDE for HTML... which would be a major step backwards from
 the
  glory days of Flash.
 
 
 
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Re: [Flashcoders] Adobe Flash future

2013-05-09 Thread tom rhodes
the differences in the flash and createJS apis? or the state of affairs? ;)

no offence meant Mike, just the way it has played out has left a bitter
taste in a lot of peoples mouths I'd reckon. I've personally lost income
through it for sure as I now have to convince people that my skills are
transferable to other technologies, once that gets demonstrated though
there's still the problem of why hire the flash guy when they already had
their html/js/iOS/android/C/java man which they've been using for years :)

if I were in adobe's shoes i'd take a long hard look at Haxe and NME, not
only for targetting multiple platforms with one language but also using
that very same language on the server, the client and obviously that means
the serialized data that passes in between them.

I'd also lean towards opening up the platform instead of trying to monetize
it too hard. the stuff with the memory api plus stage3d meaning you have to
pay for the premium features was just ridiculous timing seeing as it meant
the very features which kept ithe platform head and shoulders above
anything else had a special tax applied.

anyway good luck with it, flash was a great , inventive community around a
really fantastic platform. somehow that all got lost, it would be great to
think it's not irreversible.


On 9 May 2013 20:15, Mike Chambers mcham...@adobe.com wrote:

 Just an fyi, but this is something that we are working on addressing.

 mike chambers

 m...@adobe.com

 On May 9, 2013, at 9:42 AM, Weyert de Boer w...@innerfuse.biz wrote:

  I think the main issue with EDGE is that it generates such big files. I
 haven't been able to create a useful banner animation with it. Well, one
 that meets the maximum file size for a HTML5 banner. Only the Edge script
 is already bigger ;)
 
  Yes, I have to admit CreateJS looks promising.
 
  Thanks for the link Mike, it seems that CreateJS is definitely a step in
  the right direction.
 
  I'm still not sold on Adobe's EDGE suite though... I am afraid that I'll
  always be skeptical of generated HTML after seeing Dreamweaver's design
  view. I also know from experience that including Adobe Edge's javascript
  libraries in filesize sensitive contexts will really limit your options.
  These things make me worried that there may never be a competent,
  visual-based IDE for HTML... which would be a major step backwards from
 the
  glory days of Flash.
 
 
 
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Re: [Flashcoders] AS3

2012-10-26 Thread tom rhodes
how depressing that a simple AS3 question has turned into a thread about
how everyone is now coding JS!!

whilst we're on that subject though...

http://haxe.org/doc/targets/js
http://www.haxejs.org/

is about as close as you are going to get to AS3 in terms of JS. i can't
recommend haxe enough for a million reasons but the JS target has just
improved massively in the code it generates and haxe 3 is a few months away
which should have the complete html5 spec covered as standard, including
webgl.

On 26 October 2012 16:40, Ross Sclafani ross.sclaf...@gmail.com wrote:

 my framework lets you code like this:


 _package('com.neuromantic.display.shapes',

 _import( 'com.neuromantic.display.shapes.Oval'),

 _class( 'Circle' )._extends( 'Oval',{
 Circle: function ( size ) {
 this._super( size, size );
 }

 })
 );



 Ross P. Sclafani
 design / technology / creative

 http://ross.sclafani.net
 http://www.twitter.com/rosssclafani
 http://www.linkedin.com/in/rosssclafani
 [347] 204.5714



 let go of even your longest held beliefs,
 the only truth is in observation.

 On Oct 26, 2012, at 10:25 AM, Kevin Newman capta...@unfocus.com wrote:

  JS doesn't have classes, and emulating them is somewhat tricky using the
 prototype chain (it can be done though).
 
  The easiest way to emulate classes though is to use a framework like
 underscore.js (which Backbone.js is built on).
 
  Kevin N.
 
 
  On 10/26/12 9:21 AM, David Hunter wrote:
  I'd
  really like to learn to approach javascript from a class-based approach,
 
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Re: [Flashcoders] AS3

2012-10-26 Thread tom rhodes
Also, there is Jangaroo, which compiles AS3 to JS. That is closer to AS3
than haXe. ;-)

hmmm, nowhere near as mature as haxe and haxe compiles to JS without
needing a lightweight runtime either.

the lack of a standard for ECMA script 4 is interesting, adobe has put
there plans forward here
http://www.adobe.com/devnet/flashplatform/whitepapers/roadmap.html for
actionscript next.

On 26 October 2012 20:28, Kerry Thompson al...@cyberiantiger.biz wrote:

 I don't think there is going to be an AS4. The ECMA Script committee was
 working on a new standard at one point, but they disbanded 2-3 years ago
 without issuing a standard for ECMA Script 4.

 Adobe have been adding capabilities, such as sort, and I expect they will
 continue to add capabilities. They might even call a new release
 ActionScript 4, but it won't meet any ECMA standard.

 I don't think that's necessarily a bad thing. AS3 is a mature, robust
 language that has most of the features found in Java, JavaScript, and even
 C++. To go much beyond what they already have, it would almost mean a whole
 new programming paradigm.

 Cordially,

 Kerry Thompson

 On Fri, Oct 26, 2012 at 1:32 PM, Kevin Newman capta...@unfocus.com
 wrote:

  I hate to say it, but AS3 is kind of dying. My hope is AS4 (or whatever
  they end up calling Actionscript Next) with it's gaming focus, will
  revitalize things a bit.
 
  Kevin N.
 
 
  On 10/26/12 11:11 AM, tom rhodes wrote:
 
  how depressing that a simple AS3 question has turned into a thread about
  how everyone is now coding JS!!
 
 
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Re: [Flashcoders] Actionscript lives on.

2012-09-18 Thread tom rhodes
hmmm, i'd say from future splash days flash was doing something that html
could not deliver. it still does in a lot of ways but it's always a plugin.
adobe could have done a google a while back and made a browser but that
boat has sailed a long time ago. flash is still way better than any flavour
of JS at working the same across all browsers and platforms and it'll be a
few years still before html5 is as stable for anything vaguely complicated.
when that time comes there'll be a bunch of different avant-garde features
all treated differently by different browsers and platforms just as today.

AIR will never be as good as native, it's a wrapper for a runtime. it'll do
the job for all sorts of reasons but the people pushing the envelope on
devices won't be actionscript developers. that wasn't the case with the web
up until a few years ago.

i'm learning haxe more and more, and using it more and more in my day to
day work for backend and clients in JS and flash. it also compiles to
native code for windows phone, andriod and iOS. if i was going to put money
on actionscript living on it'd be in the form of haxe, which is already a
big improvement on AS3 but essentially feels a lot like the same thing.

On 18 September 2012 13:17, Karl DeSaulniers k...@designdrumm.com wrote:

 Well in my understanding from starting with Flash 5.
 HTML and javascript could not do what Flash was doing and that made it all
 the rage.
 Now that HTML (so to speak) has caught up, I think Flash would do a great
 service and join in if you will.
 Just because they turn you down, doesn't mean you don't try again. I think
 that Adobe could
 make Actionscript better than Javascript and jQuery AND you would still be
 able to use the Flash
 program to create things like you did for the plugin phase of Flash. Just
 this time it exports HTML instead of SWF.
 I think the power of Actionscript would make a superb DOM manipulator,
 especially for its OOP capabilities.
 But alas, you are probably right. I just wanted, more so, to get it off my
 chest...

 If I had the money to buy Flash from Adobe, that is what I would do with
 it. It makes sense to me.
 Its probably what Flash should have done in the first place instead of
 creating a plugin env.

 Best,
 Karl



 On Sep 18, 2012, at 5:44 AM, Paul Andrews wrote:

  The web standards comittee already squashed Adobe's attempt to get
 ecmascript 2 adopted as a browser standard - making actionscript and
 javascript compatible.

 Adobe is never going to try and make Flash compete with javascript as a
 DOM manipulator.

 Adobe is going to concentrate on markets where flash has an advantage.

 Paul

 On 18/09/2012 11:35, Karl DeSaulniers wrote:

 I personally think that if Flash wants to compete with the likes of HTML
 5 and jQuery, it needs to step out of the plugin area.
 Make it an EMCA viable script language. Like Actionscript becoming
 Javascripts competitor. Make it so Actionscript can control and manipulate
 DOM.
 Just sayin..

 Karl

 PS: I don't think the original topic was vectors anyway, so your good. :)

 On Sep 18, 2012, at 5:26 AM, Cédric Muller wrote:

  Karl DeSaulniers wrote :

 Flash is not dead. It's hibernating.
 . With SOME of the fault in the way flash handles things.


 Adobe was a little confusing on that one. It somehow proved it lacked
 of vision, and failed to capitalize the 'money grabbing' process that was
 needed for Mankind (sarcasm). And since then, it looks like Flash is living
 the Director's fate (and maybe the Director's Cut too ...). Flash is still
 very good, as a runtime. As are a lot of runtimes. What we observe is that
 browsers are runtimes, and that we can do many things with them that don't
 justify Flash use anymore (as it was always the case, take the usability
 gurus .. err darketers ). So all in all, Flash Player is still a strong
 runtime that lets developpers leverage some amazing things with it.
 Moreover, this AppStore storm got rid of a lot of bad Flash use
 (indirectly, a lot of bad applications with bad usability principles can be
 found on the iOS ecosystem from now on). Flash is now considered as a
 technology, and no more as a new paradigm (which is what the iOS AppStore
 is currently going through). 15 minutes of fame.

 Cedric.

 Sorry for the OT, as I don't really anything to add regarding vectors
 vs bitmaps ... though I 'plus' the view that it truly depends on the
 utilization: sometimes bitmaps are better, sometimes vectors are better:
 know your tech and make experiments in order to test in real situations.
 (Though I was amazingly amazed by the way Flash Player simply merges with
 Retina displays, for example. Vectors power!)
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 Design Drumm
 

Re: [Flashcoders] Button events under mc

2012-07-09 Thread tom rhodes
either put the text in the button, or put the button over the text, first
way would make more sense as you wouldn't have to move two things every
time you change your layout.

On 9 July 2012 21:05, Cor c...@chello.nl wrote:

 Which version of Flash do you have?


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

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

 2012/7/9 Hans Wichman hans.wich...@gmail.com:
  Hi Natalia,
 
  you probably need to set mouseChildren and mouseEnabled of the
  overlying movieclip to false.
 
  hth,
  h
 
 
  On 9-7-2012 20:00, natalia Vikhtinskaya wrote:
 
  Hi to all.
  I have button under Movie clip. In AS3  button  does not have events
  OVER or CLICK in place where is this mc. In AS2 that worked without
  such problem. How can I have button events on entire button ?
 
  Thank in advance.
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Re: [Flashcoders] Loader Mouse Event

2012-06-11 Thread tom rhodes
um, instead of putting things over, why not put your loader IN a sprite
instead, or if you're loading an image make a bitmap and stick that in a
sprite.

seems odd to me to have mouse events on something placed over something
else, what happens if you want to move the image? you have to move the
thing over it too. ugh.

On 11 June 2012 21:08, Ted Lehr t...@qvine.com wrote:

 Thanks - I ended up putting a sprite over the image and giving that the
 listener...

 Ted


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com on behalf of Kerry
 Thompson
 Sent: Mon 6/11/2012 1:32 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Loader Mouse Event

 I've never tried to get a mouse event on a loader. Do you have a
 progress bar? I would add a MouseEvent listener to the progress bar,
 not the loader itself. If that doesn't work, add a movie clip with a 0
 alpha on top of the loader, and attach the mouse listener to that. You
 could use a standard Flash shape like a rectangle, and lengthen it in
 sequence with the progress bar, You would want something like this to
 keep it in sequence:

 progBar.addEventListener(ProgressEvent.PROGRESS, progressHandler);

 and, in your progressHanler function, set its length and height to
 that of the progress bar.

 Cordially,

 Kerry Thompson

 On Mon, Jun 11, 2012 at 1:08 PM, Ted Lehr t...@qvine.com wrote:
  So I have a Loader that is loading an image:
 
  var Img:Loader = new Loader();
  var urlReq:URLRequest = new URLRequest(http://www.someurl.com;);
 
  img.load(urlReq);
 
 
  and I am trying:
 
  img.addEventListener(MouseEvent.ROLL_OVER,x);
 
 
 
  this does not seem to work - does that make sense? and if so, how can I
 get a mouse event on the loader - do I need to load it in another mc?
 
 
  Thanks!
 
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Re: [Flashcoders] Converting a flash game to facebook app

2012-05-30 Thread tom rhodes
hey,

the graph api isn't such a hard thing to get your head around, it would be
absolutely fantastic if it only worked how it was documented ;)

the new(ish) as3 api that has been linked on here is a lot easier to use
than the OAuth ports that were around before.

this is really handy
http://developers.facebook.com/tools/explorer?method=GETpath=591961122

as is setting up test users etc (details in the tools bit). now, as i
hinted at before the graph api doesn't always behave how you would expect,
but it's quirks are quirks for everyone, not just as3 devs. that said,
stackoverflow has some great information on where the graph api goes
offroad, it could be that the answers are php or js related but the graph
api is always the same so you can work it out from there.

hth,

tom.

On 30 May 2012 21:44, Mattheis, Erik (MIN-WSW) ematth...@webershandwick.com
 wrote:

 If by dinosaur you mean you haven't done Facebook since the REST API was
 retired, transitioning to Graph isn't a big deal if you're not rolling your
 own but using one of the SDKs - https://developers.facebook.com/docs/sdks/or 
 the AS3 SDK Sydney pointed to.

 If you mean you're completely new to Facebook development it can be a huge
 pain, but you'll save at least a few days if you go into it ignoring all
 documentation Facebook provides other than the reference:
 https://developers.facebook.com/docs/reference/api/

 Google will find blog posts by people who give step by step instructions
 for registering your account as a developer, setting up an app, setting up
 a SDK and giving you source code of a functioning app to look at.


 On 5/30/12 1:43 PM, Hans Wichman hans.wich...@gmail.com wrote:

 Hi Paul,

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

 regards
 H


 On 30-5-2012 18:17, Paul Steven wrote:
  I am a bit of a dinosaur when it comes to facebook and have been asked to
  turn a flash game into a facebook app.
 
  Before I make a decision on whether I can take on this job I wanted a
 quick
  heads up on how complex a process is to do this?
 
  Thanks in advance.
 
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[Flashcoders] Re: odd request: as1 flash remoting components!

2012-03-30 Thread tom rhodes
i know it was a long time ago, but surely someone has these somewhere :(

On 29 March 2012 20:41, tom rhodes tom.rho...@gmail.com wrote:

 hi,

 i'm going through some really old work to add to a portfolio site, one old
 site in particular i used to really like uses the original as1 amfphp style
 remoting :D

 only thing is, i can't compile it anymore as i lack the necessary
 NetServices.as, NetDebug.as files which i neglected to pop in the source 8
 years ago ;)

 hopefully i'm bringing back happy memories of first configuring flash
 remoting in AS1 for some people and they might still have these files
 kicking about? can't find them online anywhere... :(

 cheers,

 tom.

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Re: [Flashcoders] odd request: as1 flash remoting components!

2012-03-30 Thread tom rhodes
i found (via the help haxe mailing list) NetServices and NetDebug, but
NetDebug includes a whole bunch of other stuff.

@peter, thanks a million i'll try what you have there. Generator jesus
i remember seeing the demos for that when it came out.

@john, ha! i've been thinking a lot about that lately, being pure Director
then and watching what macromedia were doing to it must have been very much
like being pure flash and seeing what adobe are doing now ;) and we all
know how that turned out in the end...

On 30 March 2012 20:47, John R. Sweeney Jr. jr.swee...@comcast.net wrote:

 Sorry, not ignoring you. I never even used AS1. Back then I was pure
 Director.

 Good luck,
 John

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




 On Mar 30, 2012, at 1:38 PM, Peter Ginneberge wrote:

  Can't tell if these are AS1 or AS2, as I can't install them (requires
 Flash MX to be installed, which I don't).


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[Flashcoders] odd request: as1 flash remoting components!

2012-03-29 Thread tom rhodes
hi,

i'm going through some really old work to add to a portfolio site, one old
site in particular i used to really like uses the original as1 amfphp style
remoting :D

only thing is, i can't compile it anymore as i lack the necessary
NetServices.as, NetDebug.as files which i neglected to pop in the source 8
years ago ;)

hopefully i'm bringing back happy memories of first configuring flash
remoting in AS1 for some people and they might still have these files
kicking about? can't find them online anywhere... :(

cheers,

tom.
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Re: [Flashcoders] MVC - ScreenManager

2012-03-26 Thread tom rhodes
well, either you can add an Service to MVC and get MVCS, or perhaps your
main app controller would load it if it's config stuff and set up models
accordingly. i imagine you have a model ready and waiting to store the info
in?

basically you want to keep app logic out of models, they just want to be
about data. so either do it in a controller that updates your model, or
have a controller use a service (so you don't bloat the controller) which
updates a model.

On 26 March 2012 19:07, Creighton, Gerry gcreigh...@discmakers.com wrote:

 If I'm loading XML would that be done in the model or the controller?


 On 3/9/12 9:06 AM, Glen Pike g...@engineeredarts.co.uk wrote:

 :D
 
 On 09/03/2012 05:20, Karl DeSaulniers wrote:
  If you can't take the Henrik, get out of the kitchen.. lol
 
 
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Re: [Flashcoders] Should I use BlazeDS for this?

2012-03-09 Thread tom rhodes
have a look at sockets

http://www.kirupa.com/forum/showthread.php?289815-PHP-AS3-XML-Socket-Game-Server


On 9 March 2012 12:23, Henrik Andersson he...@henke37.cjb.net wrote:

 Steven Loe skriver:
  I have a flash project that polls a php server every 10
  seconds to check for commands. I have 1200 machines running this on a
  local network.
 

 You want push, not pull.

 And http can't provide push. You need a different protocol.
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Re: [Flashcoders] Should I use BlazeDS for this?

2012-03-09 Thread tom rhodes
you could look at haxe too, neko server would be very fast and you could
use haxe remoting between client and server over a socket connection. would
perform a hell of a lot better than polling imo.

On 9 March 2012 19:51, Steven Loe stevenloe5...@yahoo.com wrote:

 The problem I'm having is this:  I've done a lot of flash projects, but
 none where I've needed to control many hundreds of clients via server
 polling/messaging. I don't have a sense of what protocol to use in order to
 get lightweight (hopefully reliable) communication from server to clients
 that can be done without spending much on server licenses.

 Would moving to something like AMFast? or XML Sockets provide significant
 benefit?


 Thank you!

 Steven



 
  From: Peter Ginneberge p.ginnebe...@telenet.be
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Friday, March 9, 2012 10:54 AM
 Subject: Re: [Flashcoders] Should I use BlazeDS for this?

 WebOrb seems to have RTMP in all their editions (including the free one).

 http://www.themidnightcoders.com/products/weborb-for-java/product-editions.html

 regards,
 Muzak

 - Original Message - From: Dave Watts dwa...@figleaf.com
 To: Steven Loe stevenloe5...@yahoo.com; Flash Coders List 
 flashcoders@chattyfig.figleaf.com
 Sent: Friday, March 09, 2012 6:08 PM
 Subject: Re: [Flashcoders] Should I use BlazeDS for this?


  When we have network slowdowns, polling sometimes fails and the
  project hangs. Is Blaze/LiveCycle well behaved on thin networks? Is it
  more robust than polling under these conditions?
 
  To add to Henrik's answer, LiveCycle supports async (push) via RTMP,
  but BlazeDS doesn't include RTMP support. It does support HTTP
  long-polling, which is about as efficient as you get without actual
  async communication:
 
  https://en.wikipedia.org/wiki/Push_technology#Long_polling
 
  Dave Watts, CTO, Fig Leaf Software

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Re: [Flashcoders] MVC style Correction

2012-02-26 Thread tom rhodes
i've done stuff with my own informal model, view and controller separation.
i've done things with pureMVC and now i've done a couple of things with
robotlegs. i much prefer robotlegs, it's made me think of a lot of things
differently, has reduced the size of my classes and i think enforces a
better separation of the different tasks in your application which helps
with code re-use.

On 26 February 2012 18:20, John McCormack j...@easypeasy.co.uk wrote:

 Thanks Henrik,

 I guess things are much simpler if all parts know enough about the data
 format to be able to do what they need to do. I think I was imagining
 things more complicated than they need be.

 Thanks Ben, this was interesting...
 http://www.slideshare.net/**RichardLord/application-**
 frameworks-the-good-the-bad-**the-uglyhttp://www.slideshare.net/RichardLord/application-frameworks-the-good-the-bad-the-ugly

 Robotlegs has good press. I wonder what people on this list prefer?

 John


 On 26/02/2012 14:07, Henrik Andersson wrote:

 John McCormack skriver:

 Kevin mentions...
 ...need to transform the format to fit the view, you would do that in
 the controller

 Henrik mentions...
 The data changing should be done in an adapter that the controller puts
 in between the model and the view.

 So the problems arise because the data that isn't quite what the model
 stores, or isn't quite what the views use.

 At the same time the controller shouldn't know about requirements of the
 model and views, but in this world of isolation and 'not knowing' about
 other things we need adapters that do know the details of other parties.

 Do all systems need adapters that convert data into the appropriate
 format?

  It is fine for the controller to know the identity of the formats
 involved. But understanding them is probably overkill.

 A well designed system will often have situations where the view and
 model use the same format, meaning that there is no need for any adapter.

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Re: [Flashcoders] MVC style

2012-02-16 Thread tom rhodes
yeah, getting more into robotlegs took me away from fat controllers, the
single are a really nice way to make sure you don't end up with any
monolithic classes.

if your calculations change the data i'd say they should be in the model
and exposed through it's API. if they are just using the data from the
model then no.

On 16 February 2012 11:27, Ben Sand b...@bensand.com wrote:

 We work with two MVC frameworks: RobotLegs in Flash and RubyonRails on the
 server.

 RubyonRails mandates a thin controller fat model paradigm and we try to
 user that in Flash as well.

 Under this paradigm, wherever possible, things should be in the model. One
 good reason for doing this is code reuse. The last thing you want to be
 doing is putting the same thing in multiple controllers.

 Where context matters, things need to be in the controller, but I usually
 then have them call controller methods.

 There are different ways of thinking about this, but this is how rails
 mandates it and the pattern we follow.

 No matter what MVC paradigm you follow, I think everyone would agree the
 model is responsible for ensuring data integrity. Any validations etc.
 should be in the model as part of the setter methods to ensure only
 compliant data ever makes into your value objects / database.

 When it comes to permissions we handle them at a controller level, but they
 are centralised in a utility configuration. The system we use allows for
 model based permissions as well but we find these are too limited as
 context matters for permissions and it's hard to deal with this
 meaningfully in the model.

 On 16 February 2012 05:32, David Hunter m...@davidhunterdesign.com
 wrote:

  Hello list,
 
  If I am making an application with MVC pattern and calculations are
 needed
  to be performed on the data when the user interacts with the application,
  would you:
 
  do the calculations in the Model?
 
  create a separate class that handles the calculations and puts the
 results
  in the model?
 
  do the calculations in the Controller?
 
  looking forward to hearing people's thoughts on this,
 
  david
 
  --
  David Hunter
 
  www.davidhunterdesign.com
  +44 (0) 7869 104 906
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Re: [Flashcoders] Fwd: MVC

2012-02-16 Thread tom rhodes
traditional vanilla MVC tends to use composition like the example given,
check out robotlegs if you don't like it :) then you inject dependencies
instead of passing them around and everything gets a bit more loosely
coupled...

On 16 February 2012 11:46, Paul Andrews p...@ipauland.com wrote:

 Excellent job.

 I have one small point, on a practical level.

 For the views, in particular, I don't usually pass arguments to the
 constructor. It's not such a big deal for code-only examples, but in my
 flash world I mix my components between stuff created dynamically and
 things created in the IDE - sometimes I build components as assemblies on
 the stage using the IDE. The point is that passing arguments to the
 constructor then becomes an issue for a view.

 Might I suggest an init() function to pass in Model and Controller?

 Paul




 On 16/02/2012 07:59, Ross Sclafani wrote:

 From: Ross Sclafaniross.sclafani@gmail.**com ross.sclaf...@gmail.com
 Date: February 16, 2012 2:39:34 AM EST
 To: Corc...@chello.nl
 Cc: Flash Coders 
 Listflashcoders@chattyfig.**figleaf.comflashcoders@chattyfig.figleaf.com,
 flashcoder...@googlegroups.com
 Subject: Re: MVC

 feel free to hit me up any time ill try to have time to respong

 none the less, this should get you started:

 /*
  * Model.as
  *
  * mvc.Model;
  */
 package mvc {
import flash.events.EventDispatcher;
import flash.events.Event;
class Model extends EventDispatcher{
private var _count:int = 0;
public function get count():int{
return _count;
}
public function set count(value:int):void{
this._count= value;
update();
}
public function Model(){
super()
}
private function update():void{
this.dispatchEvent(new Event(Event.CHANGE));
}
}
 }


 /*
  * Controller.as
  *
  * mvc.Controller;
  */
 package mvc {
public  class Controller {
private var model:Model;
public function Controller(model:Model){
super()
this.model = model;
}
public function countUp():void{
this.model.count++;
}
}
 }

 /*
  * View.as
  *
  * mvc.View;
  */
 package mvc {
import flash.text.TextField;
import flash.events.Event;
import flash.display.Sprite;
public  class View extends Sprite(){
private var model:Model;
private var controller Controller;
private var textField:TextField = new TextField();
public function View(model:Model, controller:Controller){
model.addEventListener(Event.**CHANGE,
 this.model_changeHandler);
super()
this.model = model;
this.controller = controller;
this.addChild(this.textField);
this.stage.addEventListener(**MouseEvent.CLICK,
 this.stage_clickHandler)

}
private function stage_clickHandler(event:**
 MouseEvent):void{
this.controller.countUp();
}
private function model_changeHandler(event:**Event):void{
this.textField.text = this.model.count
}
}
 }
 /*
  * App.as
  *
  * MVC screen click counter.
  */
 package{
import mvc.Model;
import mvc. View;
import mvc.Controller;
public class App{
private var model:Model = new Model();
private var controller:Controller = new
 Controller(this.model);
private var view:View = new View(model, controller);
public function App(){
this.addChild(this.view);
}
}
 }

 Now imagine a Model with more properties.
 And tons of different Views of them that data.
 Some of which provide a UI linked to Controller methods that manipulate
 it.

 _ross


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Re: [Flashcoders] Fwd: MVC

2012-02-16 Thread tom rhodes
um, Ross gave it i think dude.

i didn't give any code examples :)

maybe you missed the smiley after i said if you don't like it, perhaps
shoudl have been a ;). what problems do you have using assets mad ein the
IDE with mvc?

On 16 February 2012 12:21, Paul Andrews p...@ipauland.com wrote:

 On 16/02/2012 11:11, Paul Andrews wrote:

 On 16/02/2012 10:54, tom rhodes wrote:

 traditional vanilla MVC tends to use composition like the example given,
 check out robotlegs if you don't like it :) then you inject dependencies
 instead of passing them around and everything gets a bit more loosely
 coupled...


 It's not a question of not liking it - your example is perfect for a
 coded-only solution, slightly less practical when working in a mixed-mode
 with the Flash IDE being involved in view instantiation.


 I should say Tom's example..




 On 16 February 2012 11:46, Paul Andrewsp...@ipauland.com  wrote:

  Excellent job.

 I have one small point, on a practical level.

 For the views, in particular, I don't usually pass arguments to the
 constructor. It's not such a big deal for code-only examples, but in my
 flash world I mix my components between stuff created dynamically and
 things created in the IDE - sometimes I build components as assemblies
 on
 the stage using the IDE. The point is that passing arguments to the
 constructor then becomes an issue for a view.

 Might I suggest an init() function to pass in Model and Controller?

 Paul




 On 16/02/2012 07:59, Ross Sclafani wrote:

  From: Ross Sclafaniross.sclafani@gmail.com
 ross.sclaf...@gmail.com
 Date: February 16, 2012 2:39:34 AM EST
 To: Corc...@chello.nl
 Cc: Flash Coders 
 Listflashcoders@chattyfig.**f**igleaf.comhttp://figleaf.com
 flashcoders@**chattyfig.figleaf.comflashcoders@chattyfig.figleaf.com
 ,
 flashcoder...@googlegroups.com
 Subject: Re: MVC

 feel free to hit me up any time ill try to have time to respong

 none the less, this should get you started:

 /*
  * Model.as
  *
  * mvc.Model;
  */
 package mvc {
import flash.events.EventDispatcher;
import flash.events.Event;
class Model extends EventDispatcher{
private var _count:int = 0;
public function get count():int{
return _count;
}
public function set count(value:int):void{
this._count= value;
update();
}
public function Model(){
super()
}
private function update():void{
this.dispatchEvent(new Event(Event.CHANGE));
}
}
 }


 /*
  * Controller.as
  *
  * mvc.Controller;
  */
 package mvc {
public  class Controller {
private var model:Model;
public function Controller(model:Model){
super()
this.model = model;
}
public function countUp():void{
this.model.count++;
}
}
 }

 /*
  * View.as
  *
  * mvc.View;
  */
 package mvc {
import flash.text.TextField;
import flash.events.Event;
import flash.display.Sprite;
public  class View extends Sprite(){
private var model:Model;
private var controller Controller;
private var textField:TextField = new TextField();
public function View(model:Model,
 controller:Controller){
model.addEventListener(Event.CHANGE,
 this.model_changeHandler);
super()
this.model = model;
this.controller = controller;
this.addChild(this.textField);
this.stage.addEventListener(
 MouseEvent.CLICK,
 this.stage_clickHandler)

}
private function stage_clickHandler(event:**
 MouseEvent):void{
this.controller.countUp();
}
private function model_changeHandler(event:
 Event):void{
this.textField.text = this.model.count
}
}
 }
 /*
  * App.as
  *
  * MVC screen click counter.
  */
 package{
import mvc.Model;
import mvc. View;
import mvc.Controller;
public class App{
private var model:Model = new Model();
private var controller:Controller = new
 Controller(this.model);
private var view:View = new View(model, controller);
public function App(){
this.addChild(this.view);
}
}
 }

 Now imagine a Model with more properties.
 And tons of different Views of them that data.
 Some of which provide a UI linked to Controller methods that manipulate
 it.

 _ross

Re: [Flashcoders] Switching to HaXe?

2011-12-02 Thread tom rhodes
wow just imagine only having MovieClips ;) i even remember not having
functions in actionscript...

as i mentioned before you can automate the process of making the
extern/interface for whatever widget you like using macros.

the Jquery type thing is an interesting point though really, it's a massive
step up from the crazy heap of typeless spaghetti that is normal JS coding,
but you are right it feels a little weird.

you still have all the vanilla haxeJS DOM stuff though, so you have
typedefs for Select, Option, Button, Checkbox, etc. etc. etc. etc. which
pop up in the autocompletion and are very handy if you don't have
encyclopedic knowledge of the DOM.

On 2 December 2011 14:10, Andrew Sinning and...@learningware.com wrote:

 By widgets I was mean the tab, according, progress bar, etc., and in
 the jQueryMobile all the really great form elements.

 What I don't like about the haXe-jQuery API is that every object has
 type JQuery.  It seems to be it would be much programmer-friendly if
 there were sub-classes for the individual elements.  Imagine if in AS3
 you could never specify any display object to be anything more
 specific than a Sprite or an Object.

 On Fri, Dec 2, 2011 at 2:32 AM, tom rhodes tom.rho...@gmail.com wrote:
  @Andrew: as Kevin said, jQuery is in there as standard (i posted an
 example
  of some simple jQuery haxe earlier in this thread). by widgets i guess
 you
  mean plug ins though right?
 
  check this conversation
 
 http://haxe.1354130.n2.nabble.com/How-to-provide-signatures-for-JQuery-plugins-td6906149.html
 ,
  it's possible to do it almost automatically. otherwise probably not too
  painfull to port by hand as long as they aren't huge.
 
  also in reply to the questions earlier about using native iOS stuff
  http://code.google.com/p/hxgk/ does it.
 
  cheers,
 
  tom.
 
  On 1 December 2011 20:03, Kevin Newman capta...@unfocus.com wrote:
 
  It depends on how you want to work. haXe has jQuery support though:
 
  http://haxe.org/api/js/jquery
 
  Kevin N.
 
 
 
  On 12/1/11 1:12 PM, Andrew Sinning wrote:
 
  I'd be very interested in haXe if it included a set of interface
  classes for jquery widgets.  I.e. a way to build HTML5 applications in
  AS3 (if that is the proper name for the language of haXe) without
  having to reference javascript classes and the DOM via an object-blind
  IDE.  When you create an object, it's public members (vars, functions
  and getters/setters) should be exposed via the IDE, with documentation
  when provided.  My sense from scanning the haXe site is that you have
  to know a lot about the output language.  Am I mistaken?
 
 
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Re: [Flashcoders] Tween

2011-11-07 Thread tom rhodes
check out TweenMax and the bezierThrough property.

if you are moving horizontally and tweening just the x though, on
enterframe you can go cycle through 360° set your y based on the sine of
that and an amplitude. that will do what you want too.

On 7 November 2011 18:25, Paul Andrews p...@ipauland.com wrote:

 I'm just thinking about the best way to do this (OK, the laziest way to do
 this).

 I have a MC at point A and want to tween it to point B. OK, no problem.
 But really, I don't want my MC to move in a straight line, I want it to
 oscillate - I guess as a damped (attenuated at both ends) sine curve along
 the path between A and B.

 Before I start hurting my brain, any ready made solutions out there?

 Paul
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Re: [Flashcoders] webcam wackiness...

2011-09-20 Thread tom rhodes
ok, here is the most basic webcam script in the world as provided by cedric
:)

http://46.4.226.29/camtest/flash9/

this does not work in chrome v 14 on a pc or on a host of macs.

anyone?

On 19 September 2011 16:05, tom rhodes tom.rho...@gmail.com wrote:

 anyone got any ideas why this script is failing on so many machines?


 2011/9/19 Cédric Muller flashco...@benga.li

 yes, it works

  ok cheers for the testing, does the simple script work for you in a
 browser?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  I don't have GoogleTalk plugin, actually I am not Google wavy, so I
 have
  nothing 'Google' on my mac. I don't even have Chrome installed. Just
 tested
  in Safari and it didn't work.
  I do get the same 'camera.muted' status with Safari (no dialog, just a
  blank white screen)
 
  always living across the border, under the mountains :) but had a baby,
 a
  baby from the mountains ;)
 
  yeah started with basic code like that, you on a mac with googletalk
  plugin
  installed? i think it may have something to do with that. if you look
 at
  my
  code the actual attahcing of the camera is the same. on chrome 14 i
 get
  one
  Camera.muted from teh status event and then nothing. no dialog or
  anything.
  same behaviour being reported on macs (not got one here).
 
  just outside rome these days man, you across the border in the
 mountains
  still?
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  hey ya tom!
 
  still does not work :(
 
  did you try the following overbasic code ? (works here)
 
  var video:Video = new Video(640, 480);
  var camera:Camera = Camera.getCamera();
  camera.setMode(640, 480, 30);
  video.attachCamera(camera);
  addChild(video);
 
  hth,
  Cedric
 
  ps: still in Roma ?
 
  http://46.4.226.29/camtest/
 
  updated to include a dropdown of all camera's on the system, and a
  button
  to
  kick them off with.
 
  right now, if it only finds one camera it will attempt to attach it,
 if
  it
  finds more than one it will wait for you to select which one you
 want
  to
  use
  and then click start webcam button.
 
  this fails for me in chrome v 14, and i'm told on a mac in any
 browser.
  source below...
 
  package
  {
  import fl.controls.Button;
  import fl.controls.ComboBox;
  import fl.data.DataProvider;
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.MouseEvent;
  import flash.events.StatusEvent;
  import flash.external.ExternalInterface;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  private var combo:ComboBox;
  private var dp:DataProvider;
  private var butt:Button;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.INIT, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  combo = new ComboBox();
  combo.prompt = Select a webcam...;
  dp = new DataProvider();
  var camList:Array = Camera.names;
  for (var i:int = 0; i  camList.length; i++)
  {
  var camName:String = camList[i];
  dp.addItemAt( { label:camName, data:String(i) }, i );
  /*if (camName.indexOf(Google)  -1)
  {
  var googleCam:Camera = Camera.getCamera(i.toString())
  googleCam.setMode(400, 300, 30, false);
  var vid:Video = new Video(cam.width, cam.height);
  vid.attachCamera(googleCam);
  }*/
  }
  addChild(combo);
  combo.x = 10;
  combo.y = 10;
  combo.width = 150;
  combo.dataProvider = dp;
  combo.addEventListener(Event.CHANGE, comboSelected);
  if (dp.length == 1) attachCamera(0);
  butt = new Button();
  butt.y = combo.y;
  butt.x = combo.x + combo.width + 15;
  butt.label = Start Webcam;
  butt.width = 100;
  addChild(butt);
  }
  private function comboSelected(e:Event):void
  {
  butt.addEventListener(MouseEvent.CLICK, buttClicked);
  }
  private function buttClicked(e:MouseEvent):void
  {
  cam.removeEventListener(StatusEvent.STATUS, startcam);
  cam = null;
  removeChild(video);
  video = null;
  attachCamera(combo.selectedItem.data);
  }
  private function attachCamera(camIndex:String):void
  {
  cam = Camera.getCamera(camIndex);
   if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  video.y = 50;
  video.x = 10;
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  if (ExternalInterface.available) ExternalInterface.call(alert,
  event.toString());
  }
  }
  }
 
  On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com
 wrote:
 
  hey cedric if you've got code that you think 100% works on
 everything
  send
  it on and i'll put it up on the link. i thought that too :)
 
  after googling i've found stuff about looping through character
 names
  and
  attaching google cameras to video objects offstage, or pulling out
 the
  name

Re: [Flashcoders] webcam wackiness...

2011-09-20 Thread tom rhodes
yeah this is terrible, this worked for years, anyone got a fix?

2011/9/20 Cédric Muller flashco...@benga.li

 ok, I found something :)

 Does not work:
 http://46.4.226.29/camtest/flash9/

 Works:
 http://46.4.226.29/camtest/flash9/camflash9.swf

 Difference: HTML / JS / Detection havok

 hth,
 Cedric

 HTML 99% bad :P

  ok, here is the most basic webcam script in the world as provided by
 cedric
  :)
 
  http://46.4.226.29/camtest/flash9/
 
  this does not work in chrome v 14 on a pc or on a host of macs.
 
  anyone?
 
  On 19 September 2011 16:05, tom rhodes tom.rho...@gmail.com wrote:
 
  anyone got any ideas why this script is failing on so many machines?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  yes, it works
 
  ok cheers for the testing, does the simple script work for you in a
  browser?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  I don't have GoogleTalk plugin, actually I am not Google wavy, so I
  have
  nothing 'Google' on my mac. I don't even have Chrome installed. Just
  tested
  in Safari and it didn't work.
  I do get the same 'camera.muted' status with Safari (no dialog, just
 a
  blank white screen)
 
  always living across the border, under the mountains :) but had a
 baby,
  a
  baby from the mountains ;)
 
  yeah started with basic code like that, you on a mac with googletalk
  plugin
  installed? i think it may have something to do with that. if you
 look
  at
  my
  code the actual attahcing of the camera is the same. on chrome 14 i
  get
  one
  Camera.muted from teh status event and then nothing. no dialog or
  anything.
  same behaviour being reported on macs (not got one here).
 
  just outside rome these days man, you across the border in the
  mountains
  still?
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  hey ya tom!
 
  still does not work :(
 
  did you try the following overbasic code ? (works here)
 
  var video:Video = new Video(640, 480);
  var camera:Camera = Camera.getCamera();
  camera.setMode(640, 480, 30);
  video.attachCamera(camera);
  addChild(video);
 
  hth,
  Cedric
 
  ps: still in Roma ?
 
  http://46.4.226.29/camtest/
 
  updated to include a dropdown of all camera's on the system, and a
  button
  to
  kick them off with.
 
  right now, if it only finds one camera it will attempt to attach
 it,
  if
  it
  finds more than one it will wait for you to select which one you
  want
  to
  use
  and then click start webcam button.
 
  this fails for me in chrome v 14, and i'm told on a mac in any
  browser.
  source below...
 
  package
  {
  import fl.controls.Button;
  import fl.controls.ComboBox;
  import fl.data.DataProvider;
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.MouseEvent;
  import flash.events.StatusEvent;
  import flash.external.ExternalInterface;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  private var combo:ComboBox;
  private var dp:DataProvider;
  private var butt:Button;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.INIT, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  combo = new ComboBox();
  combo.prompt = Select a webcam...;
  dp = new DataProvider();
  var camList:Array = Camera.names;
  for (var i:int = 0; i  camList.length; i++)
  {
  var camName:String = camList[i];
  dp.addItemAt( { label:camName, data:String(i) }, i );
  /*if (camName.indexOf(Google)  -1)
  {
  var googleCam:Camera = Camera.getCamera(i.toString())
  googleCam.setMode(400, 300, 30, false);
  var vid:Video = new Video(cam.width, cam.height);
  vid.attachCamera(googleCam);
  }*/
  }
  addChild(combo);
  combo.x = 10;
  combo.y = 10;
  combo.width = 150;
  combo.dataProvider = dp;
  combo.addEventListener(Event.CHANGE, comboSelected);
  if (dp.length == 1) attachCamera(0);
  butt = new Button();
  butt.y = combo.y;
  butt.x = combo.x + combo.width + 15;
  butt.label = Start Webcam;
  butt.width = 100;
  addChild(butt);
  }
  private function comboSelected(e:Event):void
  {
  butt.addEventListener(MouseEvent.CLICK, buttClicked);
  }
  private function buttClicked(e:MouseEvent):void
  {
  cam.removeEventListener(StatusEvent.STATUS, startcam);
  cam = null;
  removeChild(video);
  video = null;
  attachCamera(combo.selectedItem.data);
  }
  private function attachCamera(camIndex:String):void
  {
  cam = Camera.getCamera(camIndex);
  if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  video.y = 50;
  video.x = 10;
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  if (ExternalInterface.available) ExternalInterface.call(alert,
  event.toString());
  }
  }
  }
 
  On 19 September

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread tom rhodes
hey cedric if you've got code that you think 100% works on everything send
it on and i'll put it up on the link. i thought that too :)

after googling i've found stuff about looping through character names and
attaching google cameras to video objects offstage, or pulling out the name
for the usb cam on a mac if on mac OS, or even just using index 2 for the
mac. all seem a bit hacky to me. this is somethign that has worked in flash
fine for a LONG time, that now appears to be broken. what's up?

2011/9/19 Cédric Muller flashco...@benga.li

 Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14

 Could you drop the 'if (stage) init' line ?

 (I am asking because I have plenty of webcam examples, and they do work)

 hth,
 Cedric

  hey all,
 
  i want to confirm that this...
 
  http://46.4.226.29/camtest/
 
  does not work on a mac, and in chrome 14 beta on the pc? massively simple
  webcam example, source below...
 
  code
  package
  {
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.StatusEvent;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.ADDED_TO_STAGE, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  cam = Camera.getCamera();
 if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  // stuff
  }
  }
  }
  /code
 
  i've NEVER experienced probs with webcam before, what is going on here?
 
  tom.
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread tom rhodes
http://46.4.226.29/camtest/

updated to include a dropdown of all camera's on the system, and a button to
kick them off with.

right now, if it only finds one camera it will attempt to attach it, if it
finds more than one it will wait for you to select which one you want to use
and then click start webcam button.

this fails for me in chrome v 14, and i'm told on a mac in any browser.
source below...

package
{
import fl.controls.Button;
 import fl.controls.ComboBox;
import fl.data.DataProvider;
import flash.display.Sprite;
 import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.StatusEvent;
 import flash.external.ExternalInterface;
import flash.media.Camera;
import flash.media.Video;

public class Main extends Sprite
{
private var cam:Camera;
 private var video:Video;
private var combo:ComboBox;
private var dp:DataProvider;
 private var butt:Button;
 public function Main():void
 {
if (stage) init();
else addEventListener(Event.INIT, init);
 }
 private function init(e:Event = null):void
 {
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
 combo = new ComboBox();
combo.prompt = Select a webcam...;
 dp = new DataProvider();
var camList:Array = Camera.names;
for (var i:int = 0; i  camList.length; i++)
 {
var camName:String = camList[i];
dp.addItemAt( { label:camName, data:String(i) }, i );
 /*if (camName.indexOf(Google)  -1)
{
var googleCam:Camera = Camera.getCamera(i.toString())
 googleCam.setMode(400, 300, 30, false);
var vid:Video = new Video(cam.width, cam.height);
 vid.attachCamera(googleCam);
}*/
}
 addChild(combo);
combo.x = 10;
combo.y = 10;
 combo.width = 150;
combo.dataProvider = dp;
combo.addEventListener(Event.CHANGE, comboSelected);
 if (dp.length == 1) attachCamera(0);
butt = new Button();
 butt.y = combo.y;
butt.x = combo.x + combo.width + 15;
butt.label = Start Webcam;
 butt.width = 100;
addChild(butt);
}
 private function comboSelected(e:Event):void
{
 butt.addEventListener(MouseEvent.CLICK, buttClicked);
}
 private function buttClicked(e:MouseEvent):void
{
cam.removeEventListener(StatusEvent.STATUS, startcam);
 cam = null;
removeChild(video);
video = null;
 attachCamera(combo.selectedItem.data);
}
 private function attachCamera(camIndex:String):void
{
cam = Camera.getCamera(camIndex);
if (cam != null) {
//cam.setMode(320, 240, 30, false);
cam.setMode(400, 300, 30, false);
 video = new Video(cam.width, cam.height);
video.attachCamera(cam);
video.y = 50;
 video.x = 10;
cam.addEventListener(StatusEvent.STATUS, startcam);
addChild(video);
 }
}
 private function startcam(event:StatusEvent):void {
if (ExternalInterface.available) ExternalInterface.call(alert,
event.toString());
 }
 }
 }

On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:

 hey cedric if you've got code that you think 100% works on everything send
 it on and i'll put it up on the link. i thought that too :)

 after googling i've found stuff about looping through character names and
 attaching google cameras to video objects offstage, or pulling out the name
 for the usb cam on a mac if on mac OS, or even just using index 2 for the
 mac. all seem a bit hacky to me. this is somethign that has worked in flash
 fine for a LONG time, that now appears to be broken. what's up?


 2011/9/19 Cédric Muller flashco...@benga.li

 Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14

 Could you drop the 'if (stage) init' line ?

 (I am asking because I have plenty of webcam examples, and they do work)

 hth,
 Cedric

  hey all,
 
  i want to confirm that this...
 
  http://46.4.226.29/camtest/
 
  does not work on a mac, and in chrome 14 beta on the pc? massively
 simple
  webcam example, source below...
 
  code
  package
  {
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.StatusEvent;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.ADDED_TO_STAGE, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  cam = Camera.getCamera();
 if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  // stuff
  }
  }
  }
  /code
 
  i've NEVER experienced probs with webcam before, what is going on here?
 
  tom.
  ___
  Flashcoders mailing list
  Flashcoders@chattyfig.figleaf.com
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread tom rhodes
yeah started with basic code like that, you on a mac with googletalk plugin
installed? i think it may have something to do with that. if you look at my
code the actual attahcing of the camera is the same. on chrome 14 i get one
Camera.muted from teh status event and then nothing. no dialog or anything.
same behaviour being reported on macs (not got one here).

just outside rome these days man, you across the border in the mountains
still?

2011/9/19 Cédric Muller flashco...@benga.li

 hey ya tom!

 still does not work :(

 did you try the following overbasic code ? (works here)

 var video:Video = new Video(640, 480);
 var camera:Camera = Camera.getCamera();
 camera.setMode(640, 480, 30);
 video.attachCamera(camera);
 addChild(video);

 hth,
 Cedric

 ps: still in Roma ?

  http://46.4.226.29/camtest/
 
  updated to include a dropdown of all camera's on the system, and a button
 to
  kick them off with.
 
  right now, if it only finds one camera it will attempt to attach it, if
 it
  finds more than one it will wait for you to select which one you want to
 use
  and then click start webcam button.
 
  this fails for me in chrome v 14, and i'm told on a mac in any browser.
  source below...
 
  package
  {
  import fl.controls.Button;
  import fl.controls.ComboBox;
  import fl.data.DataProvider;
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.MouseEvent;
  import flash.events.StatusEvent;
  import flash.external.ExternalInterface;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  private var combo:ComboBox;
  private var dp:DataProvider;
  private var butt:Button;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.INIT, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  combo = new ComboBox();
  combo.prompt = Select a webcam...;
  dp = new DataProvider();
  var camList:Array = Camera.names;
  for (var i:int = 0; i  camList.length; i++)
  {
  var camName:String = camList[i];
  dp.addItemAt( { label:camName, data:String(i) }, i );
  /*if (camName.indexOf(Google)  -1)
  {
  var googleCam:Camera = Camera.getCamera(i.toString())
  googleCam.setMode(400, 300, 30, false);
  var vid:Video = new Video(cam.width, cam.height);
  vid.attachCamera(googleCam);
  }*/
  }
  addChild(combo);
  combo.x = 10;
  combo.y = 10;
  combo.width = 150;
  combo.dataProvider = dp;
  combo.addEventListener(Event.CHANGE, comboSelected);
  if (dp.length == 1) attachCamera(0);
  butt = new Button();
  butt.y = combo.y;
  butt.x = combo.x + combo.width + 15;
  butt.label = Start Webcam;
  butt.width = 100;
  addChild(butt);
  }
  private function comboSelected(e:Event):void
  {
  butt.addEventListener(MouseEvent.CLICK, buttClicked);
  }
  private function buttClicked(e:MouseEvent):void
  {
  cam.removeEventListener(StatusEvent.STATUS, startcam);
  cam = null;
  removeChild(video);
  video = null;
  attachCamera(combo.selectedItem.data);
  }
  private function attachCamera(camIndex:String):void
  {
  cam = Camera.getCamera(camIndex);
 if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  video.y = 50;
  video.x = 10;
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  if (ExternalInterface.available) ExternalInterface.call(alert,
  event.toString());
  }
  }
  }
 
  On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
  hey cedric if you've got code that you think 100% works on everything
 send
  it on and i'll put it up on the link. i thought that too :)
 
  after googling i've found stuff about looping through character names
 and
  attaching google cameras to video objects offstage, or pulling out the
 name
  for the usb cam on a mac if on mac OS, or even just using index 2 for
 the
  mac. all seem a bit hacky to me. this is somethign that has worked in
 flash
  fine for a LONG time, that now appears to be broken. what's up?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14
 
  Could you drop the 'if (stage) init' line ?
 
  (I am asking because I have plenty of webcam examples, and they do
 work)
 
  hth,
  Cedric
 
  hey all,
 
  i want to confirm that this...
 
  http://46.4.226.29/camtest/
 
  does not work on a mac, and in chrome 14 beta on the pc? massively
  simple
  webcam example, source below...
 
  code
  package
  {
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.StatusEvent;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  public function Main():void

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread tom rhodes
ok cheers for the testing, does the simple script work for you in a browser?


2011/9/19 Cédric Muller flashco...@benga.li

 I don't have GoogleTalk plugin, actually I am not Google wavy, so I have
 nothing 'Google' on my mac. I don't even have Chrome installed. Just tested
 in Safari and it didn't work.
 I do get the same 'camera.muted' status with Safari (no dialog, just a
 blank white screen)

 always living across the border, under the mountains :) but had a baby, a
 baby from the mountains ;)

  yeah started with basic code like that, you on a mac with googletalk
 plugin
  installed? i think it may have something to do with that. if you look at
 my
  code the actual attahcing of the camera is the same. on chrome 14 i get
 one
  Camera.muted from teh status event and then nothing. no dialog or
 anything.
  same behaviour being reported on macs (not got one here).
 
  just outside rome these days man, you across the border in the mountains
  still?
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  hey ya tom!
 
  still does not work :(
 
  did you try the following overbasic code ? (works here)
 
  var video:Video = new Video(640, 480);
  var camera:Camera = Camera.getCamera();
  camera.setMode(640, 480, 30);
  video.attachCamera(camera);
  addChild(video);
 
  hth,
  Cedric
 
  ps: still in Roma ?
 
  http://46.4.226.29/camtest/
 
  updated to include a dropdown of all camera's on the system, and a
 button
  to
  kick them off with.
 
  right now, if it only finds one camera it will attempt to attach it, if
  it
  finds more than one it will wait for you to select which one you want
 to
  use
  and then click start webcam button.
 
  this fails for me in chrome v 14, and i'm told on a mac in any browser.
  source below...
 
  package
  {
  import fl.controls.Button;
  import fl.controls.ComboBox;
  import fl.data.DataProvider;
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.MouseEvent;
  import flash.events.StatusEvent;
  import flash.external.ExternalInterface;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  private var combo:ComboBox;
  private var dp:DataProvider;
  private var butt:Button;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.INIT, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  combo = new ComboBox();
  combo.prompt = Select a webcam...;
  dp = new DataProvider();
  var camList:Array = Camera.names;
  for (var i:int = 0; i  camList.length; i++)
  {
  var camName:String = camList[i];
  dp.addItemAt( { label:camName, data:String(i) }, i );
  /*if (camName.indexOf(Google)  -1)
  {
  var googleCam:Camera = Camera.getCamera(i.toString())
  googleCam.setMode(400, 300, 30, false);
  var vid:Video = new Video(cam.width, cam.height);
  vid.attachCamera(googleCam);
  }*/
  }
  addChild(combo);
  combo.x = 10;
  combo.y = 10;
  combo.width = 150;
  combo.dataProvider = dp;
  combo.addEventListener(Event.CHANGE, comboSelected);
  if (dp.length == 1) attachCamera(0);
  butt = new Button();
  butt.y = combo.y;
  butt.x = combo.x + combo.width + 15;
  butt.label = Start Webcam;
  butt.width = 100;
  addChild(butt);
  }
  private function comboSelected(e:Event):void
  {
  butt.addEventListener(MouseEvent.CLICK, buttClicked);
  }
  private function buttClicked(e:MouseEvent):void
  {
  cam.removeEventListener(StatusEvent.STATUS, startcam);
  cam = null;
  removeChild(video);
  video = null;
  attachCamera(combo.selectedItem.data);
  }
  private function attachCamera(camIndex:String):void
  {
  cam = Camera.getCamera(camIndex);
if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  video.y = 50;
  video.x = 10;
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  if (ExternalInterface.available) ExternalInterface.call(alert,
  event.toString());
  }
  }
  }
 
  On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
  hey cedric if you've got code that you think 100% works on everything
  send
  it on and i'll put it up on the link. i thought that too :)
 
  after googling i've found stuff about looping through character names
  and
  attaching google cameras to video objects offstage, or pulling out the
  name
  for the usb cam on a mac if on mac OS, or even just using index 2 for
  the
  mac. all seem a bit hacky to me. this is somethign that has worked in
  flash
  fine for a LONG time, that now appears to be broken. what's up?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  Doesn't work for me, Mac, Safari 5.1 and Flash Player 10.3.181.14
 
  Could you drop the 'if (stage) init' line ?
 
  (I am asking because I have plenty

Re: [Flashcoders] webcam wackiness...

2011-09-19 Thread tom rhodes
anyone got any ideas why this script is failing on so many machines?

2011/9/19 Cédric Muller flashco...@benga.li

 yes, it works

  ok cheers for the testing, does the simple script work for you in a
 browser?
 
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  I don't have GoogleTalk plugin, actually I am not Google wavy, so I have
  nothing 'Google' on my mac. I don't even have Chrome installed. Just
 tested
  in Safari and it didn't work.
  I do get the same 'camera.muted' status with Safari (no dialog, just a
  blank white screen)
 
  always living across the border, under the mountains :) but had a baby,
 a
  baby from the mountains ;)
 
  yeah started with basic code like that, you on a mac with googletalk
  plugin
  installed? i think it may have something to do with that. if you look
 at
  my
  code the actual attahcing of the camera is the same. on chrome 14 i get
  one
  Camera.muted from teh status event and then nothing. no dialog or
  anything.
  same behaviour being reported on macs (not got one here).
 
  just outside rome these days man, you across the border in the
 mountains
  still?
 
  2011/9/19 Cédric Muller flashco...@benga.li
 
  hey ya tom!
 
  still does not work :(
 
  did you try the following overbasic code ? (works here)
 
  var video:Video = new Video(640, 480);
  var camera:Camera = Camera.getCamera();
  camera.setMode(640, 480, 30);
  video.attachCamera(camera);
  addChild(video);
 
  hth,
  Cedric
 
  ps: still in Roma ?
 
  http://46.4.226.29/camtest/
 
  updated to include a dropdown of all camera's on the system, and a
  button
  to
  kick them off with.
 
  right now, if it only finds one camera it will attempt to attach it,
 if
  it
  finds more than one it will wait for you to select which one you want
  to
  use
  and then click start webcam button.
 
  this fails for me in chrome v 14, and i'm told on a mac in any
 browser.
  source below...
 
  package
  {
  import fl.controls.Button;
  import fl.controls.ComboBox;
  import fl.data.DataProvider;
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.events.MouseEvent;
  import flash.events.StatusEvent;
  import flash.external.ExternalInterface;
  import flash.media.Camera;
  import flash.media.Video;
 
  public class Main extends Sprite
  {
  private var cam:Camera;
  private var video:Video;
  private var combo:ComboBox;
  private var dp:DataProvider;
  private var butt:Button;
  public function Main():void
  {
  if (stage) init();
  else addEventListener(Event.INIT, init);
  }
  private function init(e:Event = null):void
  {
  removeEventListener(Event.ADDED_TO_STAGE, init);
  // entry point
  combo = new ComboBox();
  combo.prompt = Select a webcam...;
  dp = new DataProvider();
  var camList:Array = Camera.names;
  for (var i:int = 0; i  camList.length; i++)
  {
  var camName:String = camList[i];
  dp.addItemAt( { label:camName, data:String(i) }, i );
  /*if (camName.indexOf(Google)  -1)
  {
  var googleCam:Camera = Camera.getCamera(i.toString())
  googleCam.setMode(400, 300, 30, false);
  var vid:Video = new Video(cam.width, cam.height);
  vid.attachCamera(googleCam);
  }*/
  }
  addChild(combo);
  combo.x = 10;
  combo.y = 10;
  combo.width = 150;
  combo.dataProvider = dp;
  combo.addEventListener(Event.CHANGE, comboSelected);
  if (dp.length == 1) attachCamera(0);
  butt = new Button();
  butt.y = combo.y;
  butt.x = combo.x + combo.width + 15;
  butt.label = Start Webcam;
  butt.width = 100;
  addChild(butt);
  }
  private function comboSelected(e:Event):void
  {
  butt.addEventListener(MouseEvent.CLICK, buttClicked);
  }
  private function buttClicked(e:MouseEvent):void
  {
  cam.removeEventListener(StatusEvent.STATUS, startcam);
  cam = null;
  removeChild(video);
  video = null;
  attachCamera(combo.selectedItem.data);
  }
  private function attachCamera(camIndex:String):void
  {
  cam = Camera.getCamera(camIndex);
   if (cam != null) {
  //cam.setMode(320, 240, 30, false);
  cam.setMode(400, 300, 30, false);
  video = new Video(cam.width, cam.height);
  video.attachCamera(cam);
  video.y = 50;
  video.x = 10;
  cam.addEventListener(StatusEvent.STATUS, startcam);
  addChild(video);
  }
  }
  private function startcam(event:StatusEvent):void {
  if (ExternalInterface.available) ExternalInterface.call(alert,
  event.toString());
  }
  }
  }
 
  On 19 September 2011 10:24, tom rhodes tom.rho...@gmail.com wrote:
 
  hey cedric if you've got code that you think 100% works on
 everything
  send
  it on and i'll put it up on the link. i thought that too :)
 
  after googling i've found stuff about looping through character
 names
  and
  attaching google cameras to video objects offstage, or pulling out
 the
  name
  for the usb cam on a mac if on mac OS, or even just using index 2
 for
  the
  mac. all seem a bit hacky to me. this is somethign that has worked
 in
  flash
  fine for a LONG time, that now appears to be broken. what's up?
 
 
  2011/9/19 Cédric Muller flashco

[Flashcoders] webcam wackiness...

2011-09-18 Thread tom rhodes
hey all,

i want to confirm that this...

http://46.4.226.29/camtest/

does not work on a mac, and in chrome 14 beta on the pc? massively simple
webcam example, source below...

code
package
{
import flash.display.Sprite;
import flash.events.Event;
 import flash.events.StatusEvent;
import flash.media.Camera;
import flash.media.Video;

public class Main extends Sprite
{
private var cam:Camera;
 private var video:Video;
 public function Main():void
 {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
 }
 private function init(e:Event = null):void
 {
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
 cam = Camera.getCamera();
if (cam != null) {
//cam.setMode(320, 240, 30, false);
 cam.setMode(400, 300, 30, false);
video = new Video(cam.width, cam.height);
 video.attachCamera(cam);
cam.addEventListener(StatusEvent.STATUS, startcam);
 addChild(video);
}
}
 private function startcam(event:StatusEvent):void {
// stuff
 }
 }
 }
/code

i've NEVER experienced probs with webcam before, what is going on here?

tom.
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Re: [Flashcoders] PlayBook

2011-06-21 Thread tom rhodes
flash develop + the new flex sdk will let you target android with AIR.

or have a look at www.haxe.org for another way to do it without spening
money ;)


On 21 June 2011 16:03, David Hunter m...@davidhunterdesign.com wrote:

 Thanks Jason,

 Guessed that would be the case.

 I was badly briefed and the app is an AIR for Android app to run on a
 Samsung Galaxy TAB. Do I need to get CS5.5 to compile for Android? I have
 CS5 but there is no mention of an Android packager only the iPhone
 packager.
 I'm sure I was shown that you could compile Android apps from Flash CS5.

 I saw online there was an Android extension by adobe but they have taken it
 down since the release of CS5.5.

 Thanks all,


 On 21 June 2011 14:43, Merrill, Jason jason.merr...@bankofamerica.com
 wrote:

   If you have a CS5 suite do you get a free upgrade to CS5.5?
 
  Can't help you with your other questions, but I do know the answer to
 that
  one is unfortunately no.
 
   Jason Merrill
   Instructional Technology Architect
   Bank of America  Global Learning
 
 
 
 
 
  ___
 
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
  flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of David Hunter
  Sent: Tuesday, June 21, 2011 4:48 AM
  To: flashcoders@chattyfig.figleaf.com
  Subject: [Flashcoders] PlayBook
 
  Hi All,
 
  Hope you are all well. I have just returned to work after a 4 month break
  seeing a little of the other side of the world. I have been asked to make
 a
  Blackberry Playbook app with AIR (it just got released in the UK) and
 hoping
  for any pointers anyone has- particularly if I NEED to get FlashBuilder
 4.5
  or if I can use FlashBuilder 4 / Flash CS5 (which I already have)? If you
  have a CS5 suite do you get a free upgrade to CS5.5?
 
  Cheers,
 
  --
  David Hunter
 
  www.davidhunterdesign.com
  +44 (0) 7869 104 906
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Re: [Flashcoders] PlayBook

2011-06-21 Thread tom rhodes
what kevin described is basically what flash develop automates for you, so
yeah, no need for 5.5.


On 21 June 2011 17:02, David Hunter m...@davidhunterdesign.com wrote:

 Thanks for the links Beatrix, I will check them out. But right now I need
 help with compiling for Android!

 (I'm talking with someone from Adobe now, and they don't sound keen to give
 me a free upgrade to 5.5)

 And yes Kevin, 4 months away from the computer was bliss!

 David



 On 21 June 2011 15:49, Kevin Newman capta...@unfocus.com wrote:

  A 4 month break. Man that sounds nice. :-)
 
  Kevin N.
 
 
 
  On 6/21/11 4:48 AM, David Hunter wrote:
 
  Hi All,
 
  Hope you are all well. I have just returned to work after a 4 month
 break
  seeing a little of the other side of the world. I have been asked to
 make
  a
  Blackberry Playbook app with AIR (it just got released in the UK) and
  hoping
  for any pointers anyone has- particularly if I NEED to get FlashBuilder
  4.5
  or if I can use FlashBuilder 4 / Flash CS5 (which I already have)? If
 you
  have a CS5 suite do you get a free upgrade to CS5.5?
 
  Cheers,
 
 
  __**_
  Flashcoders mailing list
  Flashcoders@chattyfig.figleaf.**com Flashcoders@chattyfig.figleaf.com
  http://chattyfig.figleaf.com/**mailman/listinfo/flashcoders
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Re: [Flashcoders] AS3 exploding and reassemble bitmap

2011-06-17 Thread tom rhodes
debug player is always slower, it does a lot more stuff in the background...


On 16 June 2011 22:25, Kevin Newman capta...@unfocus.com wrote:

 It runs at a full 25fps (it can go much faster) on the release player. On
 the same machine with the content debugger though, I only get 10fps.

 It's not a problem for content that will be viewed by non-developers, but I
 do wonder why it's so slow on the content debugger.

 Kevin N.




 On 6/16/11 1:28 PM, Eric E. Dolecki wrote:

 set it to 2 pixels instead of 1 and see how it fares.


   Google Voice: (508) 656-0622
   Twitter: eric_dolecki  XBoxLive: edolecki  PSN: eric_dolecki
   http://blog.ericd.net



 On Thu, Jun 16, 2011 at 12:49 PM, Glen Pikeg...@engineeredarts.co.uk
 wrote:

  Probably all that CGI hair ;)


 On 16/06/2011 17:40, Kevin Newman wrote:

  I updated the post with a link to the source:
 http://www.unfocus.com/2010/06/29/the-bunny-video-eplodes-explodes/
 http://www.unfocus.com/PixelExploder/PixelExploder02.zip

 If anyone knows why that runs so sluggishly in the content debugger
 (including the incubator build), I'd love to know why. :-)

 Kevin N.


 On 6/14/11 5:22 PM, Eric E. Dolecki wrote:

  that would be very nice of you - for me and those lurking too.


   Google Voice: (508) 656-0622
   Twitter: eric_dolecki  XBoxLive: edolecki  PSN: eric_dolecki
   http://blog.ericd.net



 On Tue, Jun 14, 2011 at 4:43 PM, Kevin Newmancapta...@unfocus.com
  wrote:

  Hmm. I don't seem to have the source up for that (thought I did), you

 can
 use a slightly older set of files from here:

 (This one has source)
 http://www.unfocus.com/2010/06/23/the-pixels-explode-explode/

 If you are interested in the newer faster one (fast enough to work
 with
 video - and a blur filter), I'd be happy to zip up the source and post
 it
 somewhere.

 Quick note on the video example - it's sloow in content debugger
 builds. I don't know why.

 Kevin N.




 On 6/14/11 4:25 PM, Eric E. Dolecki wrote:

  Thanks a lot for showing that to me - I managed to get something

 working
 which is both quick and relatively cool. I don't ever do a pixel by
 pixel
 explosion to save speed, smallest I go is 2px segments, but it's very
 quick
 that way and looks nearly as cool. I am working on the explosion
 physics
 at
 the moment (instead of just coming out from the displayObject,
 working
 in
 spirals, etc. for each piece).



   Google Voice: (508) 656-0622
   Twitter: eric_dolecki  XBoxLive: edolecki  PSN:
 eric_dolecki
   http://blog.ericd.net


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Re: [Flashcoders] ALT+GR in FireFox 4.0

2011-04-30 Thread tom rhodes
not just spanish keyboards, italian too definitely @ = ALT-GR+ò. not sure
about french. would appear to be a big prob...


On 29 April 2011 21:52, Helmut Granda cont...@helmutgranda.com wrote:

 Hi Elia,

 Are you on a non-english keyboard? I never heard of that combination but
 that may have to do with you using a Spanish or Portuguese keyboard? I am
 only asking this because it will help understand your issue better. I read
 somewhere in line that ALT+GR is the @ symbol? In English Keyboards it is
 just SHIFT+2 which is not an issue at all.

 -h



 On Fri, Apr 29, 2011 at 1:41 AM, Elia Morlin elia.li...@gmail.com wrote:

  Surely someone has a fix ?
 
  On Thu, Apr 28, 2011 at 4:14 PM, Elia Morlin elia.li...@gmail.com
 wrote:
 
   I know, but I can't remove opaque. It must be opaque.
  
  
   On Thu, Apr 28, 2011 at 3:47 PM, kris range krisra...@gmail.com
 wrote:
  
   If I remember correctly, this has popped up a few times and I think
   it's related to the wmode property being set to transparent or opaque.
   If you can remove that, it should go away.
  
   On Thu, Apr 28, 2011 at 8:47 AM, Elia Morlin elia.li...@gmail.com
   wrote:
Does anyone have an AS3 solution for the ALT+GR problem in FireFox
  4.0?
   It
will not accept ALT+GR in combination with any character. So it's
   impossible
to enter a @, [ or ].
   
Thanks
Elia Morling
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Re: [Flashcoders] How to Make SWF work on IPad

2011-04-28 Thread tom rhodes
or look into haxe, www.haxe.org, especially the cpp target.


On 28 April 2011 22:56, Matt S. mattsp...@gmail.com wrote:

 If its an actual SWF, aint gonna happen. You need to use packager for
 iOS in CS5.

 .m

 On Thu, Apr 28, 2011 at 4:22 PM, Steve Abaffy st...@msmarketing.biz
 wrote:
  Something I forgot to mention SWF will be delivered over the web.
 
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Re: [Flashcoders] How to Make SWF work on IPad

2011-04-28 Thread tom rhodes
sorry, look at jeash HTML5/canvas target if you want it to appear in a
webpage, cpp is for apps...


On 28 April 2011 23:14, tom rhodes tom.rho...@gmail.com wrote:

 or look into haxe, www.haxe.org, especially the cpp target.



 On 28 April 2011 22:56, Matt S. mattsp...@gmail.com wrote:

 If its an actual SWF, aint gonna happen. You need to use packager for
 iOS in CS5.

 .m

 On Thu, Apr 28, 2011 at 4:22 PM, Steve Abaffy st...@msmarketing.biz
 wrote:
  Something I forgot to mention SWF will be delivered over the web.
 
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Re: [Flashcoders] LoaderMax retrieve content multiple times

2011-04-01 Thread tom rhodes
get the images rawContent (should be a bitmap if there were no security
sandbox issues) then use it's data property to get a BitmapData object which
you can then use in as many bitmaps as you want.


On 1 April 2011 13:53, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 hi folks

 quick question regarding loadermax - does anyone know if it's possible to
 retrieve multiple copies of the same loaded image as you can with
 bulkloader?

 thanks
 a
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Re: [Flashcoders] Duplicate varibale definition

2011-03-16 Thread tom rhodes
stick var request:URLRequest; before your switch, then assign it with
request = whatever later


On 16 March 2011 19:16, Marco Terrinoni ma...@mularam.com wrote:

 Hi everybody



 I'm sure some of you have experience with this issue



 I'm trying to write an array for all my navigation buttons and one of the
 functions is a MouseEvent  clickHandler which is used for all buttons to
 navigate to external pages. Below is my code:





 var webArray: Array = [apoc_mc, ballards_mc, buyapowa_mc, cds_mc,
 chrysalis_mc, dr_mc, girliepants_mc, hillbilly_mc, hpXmas_mc, kagemusha_mc,
 mularam_mc, ouol_mc, trainerace_mc, uds_mc, ves_mc, villas_mc, webrel_mc];



for (var i:int = 0; i 
 webArray.length; i++) {

webArray[i].buttonMode =
 true;


 webArray[i].addEventListener(MouseEvent.CLICK, clickHandler);

}





function
 clickHandler(event:MouseEvent):void {

switch (event.currentTarget)
 {





case apoc_mc:

var request:URLRequest = new
 URLRequest(http://www.mularam.com/projects/apoc.php;);

navigateToURL(request,
 _self);

break;





case ballards_mc:

var request:URLRequest = new
 URLRequest(http://www.mularam.com/projects/ballards.php;);

navigateToURL(request,
 _self);

break;



 And so on for each different nav element. I receive warning 3596 and
 although the file publishes and works I am trying to improve my AS3 skills
 and would like to know what the proper way of doing this is (without
 writing
 separate functions for all nav elements if possible). I'm also using an
 array because I'm calling other functions for Mouse ROLL_OVER and ROLL_OUT
 states



 Many thanks in advance for any advice





 Marco Terrinoni - Director
 MULARAM  PRODUCTIONS
 web design // animation // illustration
 uk: +44 7876 652 643
 e:  mailto:ma...@mularam.com ma...@mularam.com
 w:  http://www.mularam.com/ www.mularam.com



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Re: [Flashcoders] quiet in here at the moment

2011-03-07 Thread tom rhodes
yep there's definitely a move away from flash going on.


On 7 March 2011 20:06, Kevin Newman capta...@unfocus.com wrote:

 I still wonder about the affect of the prerelease program.

 That and all the HTML5 work clients keep demanding (I've seen a massive
 shift in demand lately - none of it well reasoned, but that's what I'm
 seeing).

 Kevin N.



 On 3/7/11 1:11 PM, Merrill, Jason wrote:

 Yep, this list has been getting rather quiet of the past month or two.
  Odd.  So has Flash_Tiger.

  Jason Merrill
  Instructional Technology Architect
  Bank of America  Global Learning





 ___


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt
 bik-elliott (thefieldcomic.com)
 Sent: Monday, March 07, 2011 12:55 PM
 To: Flash Coders List
 Subject: [Flashcoders] quiet in here at the moment

 everyone still alive?
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Re: [Flashcoders] Automatic quality toggle

2011-03-03 Thread tom rhodes
i've done this trick and it works great, and it was a scripted animation...


On 3 March 2011 18:51, Kevin Newman capta...@unfocus.com wrote:

 Have you ever tried switching to 1FPS for exporting to QT? I wonder if that
 would skip fewer frames. You'd need to multiply your time based animations
 by whatever factor though...

 Kevin N.




 On 3/3/11 12:31 PM, Karim Beyrouti wrote:

 I developed an AIR app to export SWF to PNG sequences:
 http://swfrenderer.kurst.co.uk

 We developed it because flash was skipping frames and animation was not
 overly smooth on CPU intensive movies (be it code or timeline). We also had
 a few issues with the CS5 PNG/Movie exporter. It works with timeline
 animation and dynamic / coded animations (AS2/3) -  and works well as long
 as tweens use frames  instead of timecode.  (for tweenmax, it's the useFrame
 property for tweens).

 Hope it helps someone...


 - karim



 On 26 Feb 2011, at 14:02, Latcho wrote:

  I hate super heavy cpu supersucker vector animations online, I prefer
 streaming video :) And vector animations compress way nicer to video as
 photographic content does.
 I think it is simple to write a tool that onenterframe captures any
 (swf-loaded) animation frame to a bitmap, which you can save with AIR as a
 jpg or png.
 Easy to combine this jpg's to an mjpeg video stream in any reasonable
 videopackage or with ffmpeg ( http://www.ffmpeg.org/faq.html#SEC14 ).

 On 2/26/2011 11:10 AM, Henrik Andersson wrote:

 Christoffer Enedahl skriver:

 It sounds like it's time to encode the flash animation to video.

  For some of the cases, yeah. You are right in that encoding to video
 would solve the issue for local playback. Give me a shout when you find a
 tool that actually can do it properly.

 But it is not acceptable for online distribution. I myself hate people
 uploading video encodings of their vector animations. It's needlessly big
 files and the quality just isn't as good as the source material.
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Re: [Flashcoders] OTish MP3 files for a piano scale

2011-02-08 Thread tom rhodes
multisampled pianos are available without having to record it all yourself!

you'd still have to be loading a hell of a lot of wavs for it to sound half
decent though, and probably code up something to handle the release of the
keys properly...


On 8 February 2011 16:27, Kerry Thompson al...@cyberiantiger.biz wrote:

 Jason Merrill wrote:


  I was going to say something similar to what Kerry said - taking samples
 from the real world as separate MP3 files.  It would seem to be pretty easy
 (albeit somewhat time consuming) to do that if you had a moderately OK mic
 (even one from Best Buy) and access to a piano or even a synthesizer. Then
 you'd have a library to work from.  You could preload all possible notes  -
 being they would be quite small files individually, wouldn't be too bad.
  Heck, you could sell the library online for some small bucks and make
 money.
 --

 You could go further than recording all 88 notes. A soft note has a
 different timbre, attack, and decay from a loud note. For such a
 library to be really valuable, you would need to have different
 attacks at different volume levels.

 At least you don't have to worry about legato, since a piano can't
 play true legato like a violin or French Horn. A non-accented attack
 would do well for legato.

 Cordially,

 Kerry Thompson

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Re: [Flashcoders] OTish MP3 files for a piano scale

2011-02-08 Thread tom rhodes
not realistic enough no, but the OP did say it could be simple and not have
to be too accurate. in which case multisampling each note would be overkill.
i'd look for piano samples online (there will be oodles) and start messing
with them and if it sounds ok to you then go with it...


On 8 February 2011 16:31, Merrill, Jason jason.merr...@bankofamerica.comwrote:

 I wonder how much of that you could realistically control using volume
 settings in Actionscript on the sound?  Not realistic enough?

  Jason Merrill
  Instructional Technology Architect
  Bank of America  Global Learning





 ___


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kerry Thompson
 Sent: Tuesday, February 08, 2011 10:27 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] OTish MP3 files for a piano scale

 Jason Merrill wrote:


  I was going to say something similar to what Kerry said - taking samples
 from the real world as separate MP3 files.  It would seem to be pretty easy
 (albeit somewhat time consuming) to do that if you had a moderately OK mic
 (even one from Best Buy) and access to a piano or even a synthesizer. Then
 you'd have a library to work from.  You could preload all possible notes  -
 being they would be quite small files individually, wouldn't be too bad.
  Heck, you could sell the library online for some small bucks and make
 money.
 --

 You could go further than recording all 88 notes. A soft note has a
 different timbre, attack, and decay from a loud note. For such a library to
 be really valuable, you would need to have different attacks at different
 volume levels.

 At least you don't have to worry about legato, since a piano can't play
 true legato like a violin or French Horn. A non-accented attack would do
 well for legato.

 Cordially,

 Kerry Thompson

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Re: [Flashcoders] OTish MP3 files for a piano scale

2011-02-08 Thread tom rhodes
interesting i thought those examples were generating a waveform? did that
ever get packaged as a library? i remember it from a few years back but
haven't looked since...


On 8 February 2011 17:03, Glen Pike g...@engineeredarts.co.uk wrote:

 At this point, you might want to take advantage of one of the synth
 libraries of AS3 and use the mp3 files as your wave-table then add your
 filters  envelope generators just like a normal sample-based synth.

 Probably overkill for an online distraction, but if you are going for
 quality / realism, then worth considering.  Have a look at some of Andre
 Michelle's examples or see if you can find the Flashcodersbrighton
 experiments with as3 synths if you are interested.




 On 08/02/2011 15:35, tom rhodes wrote:

 multisampled pianos are available without having to record it all
 yourself!

 you'd still have to be loading a hell of a lot of wavs for it to sound
 half
 decent though, and probably code up something to handle the release of the
 keys properly...


 On 8 February 2011 16:27, Kerry Thompsonal...@cyberiantiger.biz  wrote:

  Jason Merrill wrote:


  I was going to say something similar to what Kerry said - taking samples

 from the real world as separate MP3 files.  It would seem to be pretty
 easy
 (albeit somewhat time consuming) to do that if you had a moderately OK
 mic
 (even one from Best Buy) and access to a piano or even a synthesizer.
 Then
 you'd have a library to work from.  You could preload all possible notes
  -
 being they would be quite small files individually, wouldn't be too bad.
  Heck, you could sell the library online for some small bucks and make
 money.
 --

 You could go further than recording all 88 notes. A soft note has a
 different timbre, attack, and decay from a loud note. For such a
 library to be really valuable, you would need to have different
 attacks at different volume levels.

 At least you don't have to worry about legato, since a piano can't
 play true legato like a violin or French Horn. A non-accented attack
 would do well for legato.

 Cordially,

 Kerry Thompson

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Re: [Flashcoders] Re: Distribute some audio classes as SWC?

2011-02-01 Thread tom rhodes
if you use flashdevelop, you add the swc to your library and then you can
use all it's assets in your code.

On 1 February 2011 14:42, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Hi Eric...

 I've been wanting to do that forever with some fonts and a movie clip that
 I use in everything, maybe even a package I wrote too.  What's the workflow?
  I saw export to swc also.  But I'm wondering, what to do after that?  Just
 load it and it's available?  I've never made a swc before.

 - Michael M.


 My bad - I didn't see the Export SWC in Publish Settings :)

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Re: [Flashcoders] Re: Distribute some audio classes as SWC?

2011-02-01 Thread tom rhodes
http://www.infogroupindia.com/blog/?p=513


On 1 February 2011 15:12, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Wait -- not so fast.  How do you import it?
 Is it advanced AS3 settings|Library Path, then bring it in there?  Clicking
 OK to that doesn't have the swc appear in the library.  Should it be merged
 into code?

 - MM


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Re: [Flashcoders] Facebook API implementations

2011-01-17 Thread tom rhodes
the bigspaceship classes (
http://www.bigspaceship.com/blog/labs/bss-classes-flash-and-the-fb-graph/)
using
Oauth are great and once you're logged in you can play with graph api calls
to your hearts content.


On 17 January 2011 18:18, Zeh Fernando z...@zehfernando.com wrote:

 The first gotcha of either that you should have a server for testing
 locally
 (apache or something else). It makes everything easier.

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

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

 Zeh

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

  almost
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Re: [Flashcoders] test

2011-01-12 Thread tom rhodes
ahahah.

ok i promised a client 3d dancing and talking monkeys integrated with
facebook and twitter, i've got a facebook account but i'm a bit stuck with
the rest


On 12 January 2011 10:08, Glen Pike g...@engineeredarts.co.uk wrote:

 No, Beno is still on holiday.


 On 11/01/2011 18:06, Merrill, Jason wrote:

 Could be a sign of list maturity.  As the list audience grows in skill
 set, people have to ask fewer questions until we reach a point where the
 list has served its ultimate purpose and fulfilled its destiny and can move
 on to a higher plane, kind of like Yoda. Perhaps we're all gurus now. :)

 Or, could just be that the global economy still sucks and fewer of us have
 jobs.

  Jason Merrill
  Instructional Technology Architect
  Bank of America  Global Learning





 ___

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Mendelsohn,
 Michael
 Sent: Tuesday, January 11, 2011 12:37 PM
 To: Flash Coders List
 Subject: RE: [Flashcoders] test

 Good one Kerry!

  That's because we don't have Flash is dead threads.


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[Flashcoders] massive problems with cs5 not compiling/ corrupt fla/xfl files...

2010-12-20 Thread tom rhodes
Hi,

i'm getting really close to a deadline and a very big project fla went
corrupt on saturday, i googled the issues with cs5 and rolled back a version
or two in svn and then saved only as xfl but today i made a few changes to
the xfl to export a new swc with assets to use with the flashdevelop project
and it won't export at all, it won't save to a diff version and crashes on
opening...

more googling hasn't got me anywhere, has anyone resolved these issues? i've
updated flash to 11.0.2 on saturday when i first started havign probs.
really desperately need some help here as it's getting far to close to
launch time to be remaking assets only to arrive at the same situation...

thanks in advance,

tom.
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Re: [Flashcoders] massive problems with cs5 not compiling/ corrupt fla/xfl files...

2010-12-20 Thread tom rhodes
yeah i think the probs started from power going off and on on friday
afternoon.

nothing i can do?


On 20 December 2010 14:21, ZaoNews zaon...@bol.com.br wrote:

 Here we had to remake after power outage...

 2010/12/20 tom rhodes tom.rho...@gmail.com:
  Hi,
 
  i'm getting really close to a deadline and a very big project fla went
  corrupt on saturday, i googled the issues with cs5 and rolled back a
 version
  or two in svn and then saved only as xfl but today i made a few changes
 to
  the xfl to export a new swc with assets to use with the flashdevelop
 project
  and it won't export at all, it won't save to a diff version and crashes
 on
  opening...
 
  more googling hasn't got me anywhere, has anyone resolved these issues?
 i've
  updated flash to 11.0.2 on saturday when i first started havign probs.
  really desperately need some help here as it's getting far to close to
  launch time to be remaking assets only to arrive at the same situation...
 
  thanks in advance,
 
  tom.
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 www.flickr.com/zaonamidia

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Re: [Flashcoders] massive problems with cs5 not compiling/ corrupt fla/xfl files...

2010-12-20 Thread tom rhodes
no code in the fla at all, nearly 1000 library items, i recreated a fla on
sat to create a xfl file which worked for a whole day

now when trying to copy library items from old versions from my svn or newer
elements from the file which won't compile flash just crashes. this project
is very big and starting from scratch just isn't an option...


On 20 December 2010 15:08, ZaoNews zaon...@bol.com.br wrote:

 Sorry, I don´t know

 2010/12/20 tom rhodes tom.rho...@gmail.com:
  yeah i think the probs started from power going off and on on friday
  afternoon.
 
  nothing i can do?
 
 
  On 20 December 2010 14:21, ZaoNews zaon...@bol.com.br wrote:
 
  Here we had to remake after power outage...
 
  2010/12/20 tom rhodes tom.rho...@gmail.com:
   Hi,
  
   i'm getting really close to a deadline and a very big project fla went
   corrupt on saturday, i googled the issues with cs5 and rolled back a
  version
   or two in svn and then saved only as xfl but today i made a few
 changes
  to
   the xfl to export a new swc with assets to use with the flashdevelop
  project
   and it won't export at all, it won't save to a diff version and
 crashes
  on
   opening...
  
   more googling hasn't got me anywhere, has anyone resolved these
 issues?
  i've
   updated flash to 11.0.2 on saturday when i first started havign probs.
   really desperately need some help here as it's getting far to close to
   launch time to be remaking assets only to arrive at the same
 situation...
  
   thanks in advance,
  
   tom.
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  www.zaonamidia.com
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Re: [Flashcoders] massive problems with cs5 not compiling/ corrupt fla/xfl files...

2010-12-20 Thread tom rhodes
i'll give it a go! sounds similar to what i did on sat to make it work for a
day...

On 20 December 2010 17:06, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 One thing I tried which seemed to work, temporarily anyway, was to save the
 xfl file from the seemingly corrupt fla file, then open the xfl file and
 save it as the same name as the fla file.  Just make sure to save a copy of
 that original fla file.  Then it seems like you're saving a new fla spawned
 out of pure xml code.  I had been thinking that the corruption came from
 something in the artwork.  But if it's resaved by means of describing the
 vectors in the art, that could solve it.

 Worth a try,
 - MM


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Re: [Flashcoders] problem with adding two digits

2010-12-14 Thread tom rhodes
same here compiling for flash player 10 and flash player 9, 8 and below give
0.3 as expected


On 14 December 2010 15:42, Adrian Zając zajac.adr...@gmail.com wrote:

 trace (0.27 + 0.03);
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Re: [Flashcoders] problem with adding two digits

2010-12-14 Thread tom rhodes
yup interesting that the old AVM gives you what you'd think...


On 14 December 2010 16:36, Zeh Fernando z...@zehfernando.com wrote:

 I like to quote this, from PHP.net's Floating Point documentation:

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

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

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

 Additional, interesting read:
 http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems
 http://en.wikipedia.org/wiki/Floating_point#Accuracy_problems
 On Tue, Dec 14, 2010 at 10:15 AM, tom rhodes tom.rho...@gmail.com wrote:

  same here compiling for flash player 10 and flash player 9, 8 and below
  give
  0.3 as expected
 
 
  On 14 December 2010 15:42, Adrian Zając zajac.adr...@gmail.com wrote:
 
   trace (0.27 + 0.03);
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Re: [Flashcoders] Intellij IDEA?

2010-11-23 Thread tom rhodes
flash develop has svn now


On 23 November 2010 17:35, Tom Gooding t...@quickthinkmedia.co.uk wrote:

 Someone on our team introduced this on large projects to replace FDT  -
 apparently the refactoring is a lot better, less of a memory hog and a lot
 of the supplementary tooling (ANT / SVN integration etc) remains (whereas
 it's missing in flash develop).

 On 18 Nov 2010, at 19:42, Merrill, Jason wrote:

 I've been trying out my copy of Intellij IDEA (Ultimate edition) I got at
 Max this year, and I'm really digging it for Actionscript projects.  I am
 normally a FlashDevelop user, but it has some really nice features
 FlashDevelop doesn't.  There are a few things FlashDevelop does better, but
 overall, it can go head to head on most features and many many other
 features I'd love to see in FlashDevelop. I was wondering if there were any
 other Intellij users out there using it for Flash/Actionscript and what you
 thought of it compared to other AS3 coding tools.

 Jason Merrill
 Instructional Technology Architect
 Bank of America  Global Learning








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Re: [Flashcoders] Converting fla to mov

2010-10-25 Thread tom rhodes
good idea to export it at 1 fps, that way you don't get skipped frames (even
with heavy actionscript use), then speed up the resulting mov to the
original framerate and you've got a perfect mov.


On 25 October 2010 07:25, Karl DeSaulniers k...@designdrumm.com wrote:

 @Henrik
 One possible solution for the script problem is to take the frame that the
 MC which has that script in it
 and extend that MCs frame to the same length as how long it would take to
 execute.
 Even if there is only one frame inside that MC.
 The export reads the main timeline and if you have a MC that sits on one
 frame,
 extend that frame to the execute time length in frames and it will give the
 main timeline export the room to record your script working/executing.
 Then just move frames that would come after that effect/script to the
 appropriate spot on the timeline considering this adjustment.
 Your main timeline will be super long, but It should export your particle
 effect.
 I think also, you have to export as animation to execute any scripts you
 have in your fla.
 This is just a theory and I have not tested, but if you try, let me know if
 it works or not.

 Best,
 Karl



 On Oct 24, 2010, at 6:03 PM, Karl DeSaulniers wrote:

  Hi Natalia,
 Sure, its simple. Go to file menu, select export, select QuickTime in the
 drop-down menu,
 navigate to the folder you want to save everything to,
 hit save, a dialog box will pop up, on it there should be a QuickTime
 Settings button - select it,
 Once you have gotten this far, now you must start thinking of how you want
 things exported.
 If your flash movie is just regular animations as in timeline animations,
 you can select stop export when last frame is reached or if your flash
 movie has script and other animations inside
 movieclips not on the main timeline, you can stop exporting after a
 certain time has elapsed.
 this option is a little tricky and you may have to export multiple times
 to get the desired results.
 trial and error on that.
 I think this option is what will help in a situation like what Henrik was
 suggesting could happen.
 Flash has trouble exporting scripts because they can extend past the main
 timeline, but if you
 stop export after a certain time elapsed it exports the movie more like
 a recording than an export.

 My advice is to take the script effects and remake them (to the best of
 your ability) as an actual animation.
 If you can not do that, then you would probably need a screen recorder to
 capture the action and then place it in your fla.

 But back tot he export.

 Once you have chosen the way you want to export, and you've clicked the
 QuickTime Settings button,
 in that dialog box you will see a Video Sound and Prepare for
 internet streaming.
 the first one is where you will find the Animation Codec.
 Make sure the Video check box is selected and then choose the Settings
 button.
 Under the drop-down menu, select Animation (This is the Animation Codec)
 then you will have some settings that will show, like a Motion and Data
 Rate and Compressor.
 Here is where you set things to the highest. Set the frame rate to
 current (the rate you made your flash file) or 30 fps (usually best for
 real motion)
 Data Rate Should be grayed out so don't worry about that, if it isn't,
 set it to automatic the first round, and then Compressor should be set to
 Millions of Colors+
 or what ever is the highest in your drop-down, or just drag the slider all
 the way to the right if your slider is not grayed out.
 Press ok.

 Go to the Sound check box, enable it if you have sound, don't if you
 don't. :)
 Here set your audio to the least compressed.
 Compressor : none
 Rate: 48.000
 Size: 16 bit
 Use: Stereo

 then choose your stream type. I usually use Fast start with compressed
 head
 (I believe this improves the loading of the video when served from the
 internet and deals with the buffer, but don't quote me on it)

 Now when exporting this movie, know that it will take a long time if you
 have a large movie.
 Especially if your using scripts and embedded movies with animation and
 your timing the export.
 So view and time your movie as a swf first to get a general idea of how
 long it will take.
 Literally, get a stopwatch and time it. record how long it takes for it to
 play with all the scripts and animations doing their thing.
 Take this time and put it in the box for export stop with elapsed time.
 the format is kind of weird.
 Ever looked up in the corder of your video recorder and saw those strings
 of numbers  usually looked like 00:01:35:24.
 Well that string I just typed says the track is 1 min 35 sec 24 mill-sec.
 You will need to set the time you got in this format for that export option
 to work properly.

 Once you have the file exported, then go open it with QuickTime and export
 that file to the size and settings you need for displaying on the internet
 File menu - Select Export or maybe in your case Export for web.

 NOTE:
 Do not over write 

Re: [Flashcoders] NOOBed - wtf basic procedural tween skipping

2010-09-29 Thread tom rhodes
yup, pretty much always been there, depends on your actual framerate. to
make it smooth you'll have to do something timebased to calculate the
position...


On 29 September 2010 18:45, jared stanley jared.stan...@gmail.com wrote:

 hey gang i have no idea what's going on here -

 http://lab.freestyleinteractive.com/jared/wtf/

 this is a basic tween, clip.x+=20 or whatever.

 It's totally skipping/chugging? what is up with that? doing a motion tween
 looks fine, it's just when it's procedural that it's funky.
 We started noticing it on a project, now it's killing me - has it always
 been there? jeez.
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Re: [Flashcoders] NOOBed - wtf basic procedural tween skipping

2010-09-29 Thread tom rhodes
he did say in the original post that a motion tween was smooth!


On 29 September 2010 19:25, Taka Kojima t...@gigafied.com wrote:

 This is going to sound abrupt but have you ever heard of a tweening engine?

 http://www.greensock.com/tweenlite/

 On Wed, Sep 29, 2010 at 10:02 AM, Bob Wohl bob.w...@gmail.com wrote:

  Up the frame rate and lower the x position update or use a tweening
  class. For the most part I don't really see any skipping/chugging.
 
 
  On Wed, Sep 29, 2010 at 9:45 AM, jared stanley jared.stan...@gmail.com
  wrote:
 
   hey gang i have no idea what's going on here -
  
   http://lab.freestyleinteractive.com/jared/wtf/
  
   this is a basic tween, clip.x+=20 or whatever.
  
   It's totally skipping/chugging? what is up with that? doing a motion
  tween
   looks fine, it's just when it's procedural that it's funky.
   We started noticing it on a project, now it's killing me - has it
 always
   been there? jeez.
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Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps

2010-09-18 Thread tom rhodes
grant skinner didn't make the greensock stuff. credit for that goes to Jack
Doyle :)


On 18 September 2010 13:29, Cor c...@chello.nl wrote:

 TimeLineMax
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Re: [Flashcoders] TweenMax.allTo()

2010-09-09 Thread tom rhodes
look at TimelineMax for sequencing, or do a loop through all your objects
and assign them different tweens.


On 9 September 2010 21:38, Merrill, Jason
jason.merr...@bankofamerica.comwrote:

 Because the number needs to not be random, but correspond with the item
 being tweened - I guess I could keep a counter and create an array of Y
 locations and return those, but I went ahead and just used a Timer with
 TweenMax.to() and a counter I incremented... works fine, I was just
 hoping it could be done easily with allTo() and not having to write a
 bunch of extra code - ;

 So yeah, good suggestions though, thanks!  I didn't realize the property
 could be a function as well - great idea.  I might try and use that if I
 get sick of the Timer class way.


 Jason Merrill

 Instructional Technology Architect
 Bank of America   Global Learning

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
 (Note: these resources are only available for Bank of America
 associates)






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan
 Mynarcik
 Sent: Thursday, September 09, 2010 3:21 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] TweenMax.allTo()

 What if you did it like this:

 function getRandY():Number{

 var randY:Number = Math.random()*stage.stageHeight; return randY;

 }

 TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2);

 Nathan Mynarcik
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com


 On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason 
 jason.merr...@bankofamerica.com wrote:

  So in Greensock's TweenMax, you can tween and stagger (delay) the
  tweens of multiple sprites at once, via giving a method like, allTo
  an array of objects (in this example, _blockViews):
 
  TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2);
 
  However, this assumes you want all the tweens to tween to the same
  property value.  What if I wanted all the objects to end up at various

  Y locations instead of 150?  As it is in the code above, they all
  tween to y=150.  Is there a way to provide an array of y locations
  that each object moves to and have then staggered (as you can with the

  allTo() method)?
 
  I can of course accomplish this by writing some Timer event code to
  tween each object individually and accomplish what I want - ending up
  at varying Y locations, but I'd rather not have to write all that code

  - shouldn't there be a way to do this with TweenMax's sequencing
  capabilities? Would this be a case where you would use TimelineMax and

  append several tweens?  If so, how would you also stagger them?
 
 
 
  Jason Merrill
 
  Instructional Technology Architect
  Bank of America   Global Learning
 
  Join the Bank of America Flash Platform Community
  http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx
 and
  visit our Instructional Technology Design Blog
  http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx
  
  (Note: these resources are only available for Bank of America
  associates)
 
 
 
 
 
 
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Re: [Flashcoders] Impossible?

2010-09-08 Thread tom rhodes
what henrik said, or stick them in sprites first and mask the sprites...


On 7 September 2010 21:16, Henrik Andersson he...@henke37.cjb.net wrote:

 Mask the Bitmap, not the BitmapData.

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Re: [Flashcoders] Impossible?

2010-09-03 Thread tom rhodes
why not make 2 bitmaps, one transparent and one not, mask the non
transparent one to reveal the transparent one, will look the same as what
you are trying to acheive i think...


On 3 September 2010 15:01, Glen Pike g...@engineeredarts.co.uk wrote:

  On 03/09/2010 13:32, George Jones wrote:

 Hi;
 I think I've done my homework on this, but I can find no answers. Is it
 possible, using BitmapData, to make part--and only part--of a bitmap
 transparent? I'm presuming the answer is no. If that is the case, would
 you be so kind as to inform me so that I quit beating my head against the
 wall? I've asked the following question on about 5 forums and nobody has
 answered it, which I presume means it's over most people's heads...but
 certainly not this list. The net effect which I'm trying to create is
 programmically created fire that burns over a background image I select.
 What I now have is such fire over a black background (or any other color I
 choose), not over a jpg, for example.

 Hi,

Not sure if it's any help, but I did something similar overlaying perlin
 clouds on a background - have a look at this post and see if it gives any
 clues.

 http://www.mail-archive.com/flashcoders@chattyfig.figleaf.com/msg44114.html

I will try and look at my code when I get home later.

Glen

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Re: [Flashcoders] setting variable

2010-06-05 Thread tom rhodes
var myContent:MovieClip = loadEvent.currentTarget.content as MovieClip;

...

then later...

myContent.myVar = something;


On 4 June 2010 18:46, Lehr, Theodore ted_l...@federal.dell.com wrote:

 What would it's instance name be?

 my last line is:

 addChild(loadEvent.currentTarget.content);

 
 From: flashcoders-boun...@chattyfig.figleaf.com [
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Henrik Andersson [
 he...@henke37.cjb.net]
 Sent: Friday, June 04, 2010 12:39 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] setting variable

 Lehr, Theodore wrote:
  So I am loading a swf - How can I set a value of a variable in that swf
 from the parent?

 Same as if it was a mc that you hadn't loaded separately.
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Re: [Flashcoders] GPU, Direct or Normal?

2010-05-29 Thread tom rhodes
Please do not blindly enable either new mode (gpu or direct) in your
content. Creating a GPU based context in the browser is very expensive and
will drain memory and CPU resources to the point where the browser will
become unresponsive. It is usually best practice to limit yourself to one
SWF per HTML page using these modes. The target should be content taking
over most of the page and doing full frame changes like video. Never ever,
ever enable this for banners. Plain Flex applications should not use these
modes either if they are not doing full screen refreshes.


On 29 May 2010 03:23, Kevin Newman capta...@unfocus.com wrote:

 Is that information still current? I was under the impression that much of
 that was dropped from release players (can the Flash Player make a
 Direct3D/OpenGL surface from within a browser plugin?).

 The post also says that content should be specifically designed for GPU if
 you set wmode to GPU, but doesn't really say very much more, which is the
 important part. Exactly what considerations should we take when designing
 for GPU compositing?

 Kevin N.



 On 5/28/10 5:23 AM, tom rhodes wrote:

 http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.html

 http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.html
 google
 has a lot more too.


 On 28 May 2010 07:35, Fahim Akhterakhter.fa...@gmail.com  wrote:



 That makes two of us brother.

 Fahim Akhter
 Game Developer | White Rabbit Studios |
 http://apps.facebook.com/feline-frenzy/


 On Thu, May 27, 2010 at 9:33 PM, Kevin Newmancapta...@unfocus.com
 wrote:



 I'd like a lot more info on this subject as well - general info - when
 is
 which mode better, what happens if the GPU isn't supported on the


 particular


 hardware, how can I take better advantage of GPU, etc.

 Kevin N.




 On 5/24/10 8:28 AM, Fahim Akhter wrote:



 Hi,

 In a event driven game with lots of graphics (static essentially )
 which
 mode would you suggest ? Direct/GPU or normal?

 Fahim Akhter
 Game Developer | White Rabbit Studios |
 http://apps.facebook.com/feline-frenzy/
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Re: [Flashcoders] GPU, Direct or Normal?

2010-05-28 Thread tom rhodes
http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.html

http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.htmlgoogle
has a lot more too.


On 28 May 2010 07:35, Fahim Akhter akhter.fa...@gmail.com wrote:

 That makes two of us brother.

 Fahim Akhter
 Game Developer | White Rabbit Studios |
 http://apps.facebook.com/feline-frenzy/


 On Thu, May 27, 2010 at 9:33 PM, Kevin Newman capta...@unfocus.com
 wrote:

  I'd like a lot more info on this subject as well - general info - when is
  which mode better, what happens if the GPU isn't supported on the
 particular
  hardware, how can I take better advantage of GPU, etc.
 
  Kevin N.
 
 
 
 
  On 5/24/10 8:28 AM, Fahim Akhter wrote:
 
  Hi,
 
  In a event driven game with lots of graphics (static essentially ) which
  mode would you suggest ? Direct/GPU or normal?
 
  Fahim Akhter
  Game Developer | White Rabbit Studios |
  http://apps.facebook.com/feline-frenzy/
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Re: [Flashcoders] Apple developing flash-like alternative

2010-05-08 Thread tom rhodes
read the comments, seemingly nothing at all to do with anything flash-like
in reality!


On 8 May 2010 14:54, William Bierwerth b.bierwe...@earthlink.net wrote:

 Mac gaming-never took off either,

 they don't have the mindset for development
 ~b

 Ktu wrote:

 oh apple. Why do you have so many secrets?

 On Sat, May 8, 2010 at 2:48 AM, Jared jared.stan...@gmail.com wrote:




 http://thenextweb.com/apple/2010/05/08/apple-is-developing-a-flash-alternative-and-has-been-for-almost-a-year/

 Don't know how valid this is but it would explain a lot

 Sent from my iPhone
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 Checked by AVG - www.avg.com Version: 9.0.819 / Virus Database:
 271.1.1/2859 - Release Date: 05/07/10 02:26:00




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Re: [Flashcoders] XML Question

2010-05-06 Thread tom rhodes
http://www.w3schools.com/xml/xml_cdata.asp


On 6 May 2010 14:56, John Singleton johnsingleton...@yahoo.com wrote:

 Whoops. Now I have this in my XML:

DETAILSh3Senior Citizen Discount/h3
 bDelta Electric and Construction Co., Inc./b finds its pricing to be
 fair and reasonable. Their prices are competitive and based on the local
 market rates. Delta Electric offers a 10% discount to Senior Citizens living
 in the Virgin Islands. The discount is equal to what we are offering to the
 Federal government. Senior Citizens are offered this discount because they
 are no longer working and have a lower income. The discount is only given on
 residential work performed in the homes of Senior Citizens and they only
 send a laborer out in that case. Delta Electric takes pride in offering
 services at affordable prices and feels it is important to give back to the
 community and respect their elders.
 /DETAILS

 This statement:

pageDetails = xmlData.PAGE.(@pg_name == index).DETAILS.text();

 prints out everything except that which is marked up (h3, b). What do?
 TIA,
 John



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[Flashcoders] ExternalInterface broken? chrome and safari on linux...

2010-05-05 Thread tom rhodes
anyone got ExternalInterface calls working in chrome/safari on linux?

or know why mine might be failing? they work on everything else seemingly...

tia,

tom.
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Re: [Flashcoders] ExternalInterface broken? chrome and safari on linux...

2010-05-05 Thread tom rhodes
ok, currently got probs with firefox as well on linux. the swf thinks
ExternalInterface is available but nothing gets called in the JS


On 5 May 2010 18:00, Mattheis, Erik (MIN - WSW) 
ematth...@webershandwick.com wrote:


 http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/external/ExternalInterface.html

 Flash Player for Linux version 9.0.31.0 and later supports the
 ExternalInterface class in the following browsers:

 Browser
 Mozilla 1.7.x and later
 Firefox 1.5.0.7 and later
 SeaMonkey 1.0.5 and later

 _ _ _
 Erik Mattheis
 Senior Web Developer
 Minneapolis
 T  952 346 6610
 C 612 377 2272

 Weber Shandwick
 Advocacy starts here.

 PRWeek Global Agency Report Card 2009 - Gold Medal Winner
 The Holmes Report Global Agency of the Year
 PR News Agency of the Year

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of tom rhodes
 Sent: Wednesday, May 05, 2010 10:26 AM
 To: flashcoders
 Subject: [Flashcoders] ExternalInterface broken? chrome and safari on
 linux...

 anyone got ExternalInterface calls working in chrome/safari on linux?

 or know why mine might be failing? they work on everything else
 seemingly...

 tia,

 tom.
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Re: [Flashcoders] ExternalInterface broken? chrome and safari on linux...

2010-05-05 Thread tom rhodes
now i'm testign with a super simple test swf in AS2 like this...

import flash.external.ExternalInterface;

if(ExternalInterface.available)
{
statusTXT.text = External Interface is available;
 ExternalInterface.call(alert, Called from flash);
getURL(javascript:alert('alternative JS call'););
}

and while both alert's fire on windows, in FF and chrome on ubuntu not even
the second one goes.

as far as timings go, in the actual project i call JS to set a var to say
that the flash is all ready and raring to go before anything gets called in
it. plus it works fine on windows in every browser i've tried...



On 5 May 2010 18:59, Paul Andrews p...@ipauland.com wrote:

 On 05/05/2010 17:43, tom rhodes wrote:

 ok, currently got probs with firefox as well on linux. the swf thinks
 ExternalInterface is available but nothing gets called in the JS


 Maybe it's really a problem with the code. The most common error is trying
 to call Flash functions before the swf is ready. Might that be it? Or are
 you just calling javascript from flash?



 On 5 May 2010 18:00, Mattheis, Erik (MIN - WSW)
 ematth...@webershandwick.com  wrote:




 http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/external/ExternalInterface.html

 Flash Player for Linux version 9.0.31.0 and later supports the
 ExternalInterface class in the following browsers:

 Browser
 Mozilla 1.7.x and later
 Firefox 1.5.0.7 and later
 SeaMonkey 1.0.5 and later

 _ _ _
 Erik Mattheis
 Senior Web Developer
 Minneapolis
 T  952 346 6610
 C 612 377 2272

 Weber Shandwick
 Advocacy starts here.

 PRWeek Global Agency Report Card 2009 - Gold Medal Winner
 The Holmes Report Global Agency of the Year
 PR News Agency of the Year

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of tom rhodes
 Sent: Wednesday, May 05, 2010 10:26 AM
 To: flashcoders
 Subject: [Flashcoders] ExternalInterface broken? chrome and safari on
 linux...

 anyone got ExternalInterface calls working in chrome/safari on linux?

 or know why mine might be failing? they work on everything else
 seemingly...

 tia,

 tom.
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Re: [Flashcoders] letter from Steve Jobs on Flash

2010-04-30 Thread tom rhodes
http://www.ubergizmo.com/15/archives/2010/04/quake_ii_runs_on_html5.html

http://www.ubergizmo.com/15/archives/2010/04/quake_ii_runs_on_html5.htmlseems
that html5 isn't as crappy as some people are making out.


On 30 April 2010 09:50, Karl DeSaulniers k...@designdrumm.com wrote:

 Ouch my side hurts.



 On Apr 30, 2010, at 2:46 AM, Jim Andrews wrote:

  perhaps html 7 will be really good. when will that be?


 Karl DeSaulniers
 Design Drumm
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[Flashcoders] 10.0.45 and image artifacts?

2010-04-22 Thread tom rhodes
Hi List,

just revisiting a 6 month old project, changed the layout slightly and
republishing i'm getting horrible horizontal streaks across the screen when
images are scrolled horizontally. this project has been used live for 6
months without issue and now i see that the new player (i only got it
yesterday) is completely breaking it.

anyone seen anything like this? the only difference is the clip scrolling
with the new data is many times wider than it used to be. it's not being
cached as a bitmap and contains panels with small images inside...

tom.
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Re: [Flashcoders] Flash Google

2010-04-21 Thread tom rhodes
the links that get served up to the bots have no #. and with mod_rewrite a
deep link like yoursite.com/section/subsection/ can tell your flash exactly
what it should be doing. when a user navigates from there then you'll see a
#, google never will though.


On 21 April 2010 13:50, allandt bik-elliott (thefieldcomic.com) 
alla...@gmail.com wrote:

 does google still ignore the fragment identifiers used in swfaddress urls?
 if so do you do any .htaccess redirecting to get around this as otherwise,
 even with a set of links in your no flash div, you'll still only end up
 with
 a set of links into the index

 a

 On 21 April 2010 01:21, tom rhodes tom.rho...@gmail.com wrote:

  google bots follow links. like i said before look at the swfaddress SEO
  stuff to get started. as long as what google finds at
  yoursite.com/section/is the same content you deliver in your flash
  when you go directly to
  yoursite.com/section/ then there is no foul play going on.
 
  it's not doubling up either really, if your flash content is coming from
  outside flash, when a bot comes to the site you just cut out the flash
  stuff
  and give it the content to index. bots could care less about tweens.
 
 
  On 21 April 2010 00:09, Paul Andrews p...@ipauland.com wrote:
 
   On 20/04/2010 22:51, Dave Watts wrote:
  
   In the case that Flash is driven by dynamic content dependent on user
   interaction, I don't see how such a criteria of similar content can
   reasonably be applied.
  
  
   Most web applications that I work on, that have HTML interfaces, also
   have dynamic content. Presumably, you'd have the same dynamic content
   whether you're delivering it via Flash or AJAX.
  
  
   Not everyone doubles up their websites with two versions, but my main
   point was that getting at that content would require user interaction
 and
   I'm not sure how a google bot can do that.
  
   Paul
  
Dave Watts, CTO, Fig Leaf Software
   http://www.figleaf.com/
   http://training.figleaf.com/
  
   Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
   GSA Schedule, and provides the highest caliber vendor-authorized
   instruction at our training centers, online, or onsite.
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Re: [Flashcoders] Flash Google

2010-04-20 Thread tom rhodes
use some server side script to serve up your site, check to see in the
headers sent to the server if the request coems from a bot or from a
browser, if from a bot, serve up your xml, if from a browser server up your
site.

have a google for  swfaddress SEO


On 20 April 2010 11:52, Paul Andrews p...@ipauland.com wrote:

 I have a client whose website I developed (something like a year ago) in
 Flash and the site is totally driven by xml configuration  files. It works
 well.

 My client has told me that google has indexed the site, but the google
 indexing contains an warning message -  basically the flash site app saying
 it was unable to read an xml file.

 I have never encountered the message myself and the site works as expected,
 so I guess it's something to do with the google spider or there was some
 sort of problem when the spider ran.

 Unfortunately the google search result currently makes the site look
 broken:

  Oops! I think something went wrong! Unable to load website XML from
 'website_config.xml' - loading timed out.

 I'm no google expert, so what's the best remedy to get google to index this
 site properly?

 I might be encouraged to write less flippant messages in the future.

 Paul


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Re: [Flashcoders] Flash Google

2010-04-20 Thread tom rhodes
as long as what you serve to the bots and as no flash content isn't
different to what gets read by your flash i think it's cool...


On 20 April 2010 14:29, Juan Pablo Califano califa010.flashcod...@gmail.com
 wrote:

 Isn't that kind of thing considered unfair play and penalized by search
 engines if discovered?
 Cheers
 Juan Pablo Califano
 2010/4/20 tom rhodes tom.rho...@gmail.com

  use some server side script to serve up your site, check to see in the
  headers sent to the server if the request coems from a bot or from a
  browser, if from a bot, serve up your xml, if from a browser server up
 your
  site.
 
  have a google for  swfaddress SEO
 
 
  On 20 April 2010 11:52, Paul Andrews p...@ipauland.com wrote:
 
   I have a client whose website I developed (something like a year ago)
 in
   Flash and the site is totally driven by xml configuration  files. It
  works
   well.
  
   My client has told me that google has indexed the site, but the google
   indexing contains an warning message -  basically the flash site app
  saying
   it was unable to read an xml file.
  
   I have never encountered the message myself and the site works as
  expected,
   so I guess it's something to do with the google spider or there was
 some
   sort of problem when the spider ran.
  
   Unfortunately the google search result currently makes the site look
   broken:
  
Oops! I think something went wrong! Unable to load website XML from
   'website_config.xml' - loading timed out.
  
   I'm no google expert, so what's the best remedy to get google to index
  this
   site properly?
  
   I might be encouraged to write less flippant messages in the future.
  
   Paul
  
  
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Re: [Flashcoders] Flash and iThingammybob

2010-04-20 Thread tom rhodes
pretty sure you can't do that


On 20 April 2010 14:46, Nathan Mynarcik nat...@mynarcik.com wrote:

 Come to think of it, I wonder if you could just make a website for support
 and download of your app. Sell it on the site via Paypal or a shopping cart.
 Can Apple prevent developers from doing this?
 Nathan Mynarcik
 Interactive Web Developer
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com

 -Original Message-
 From: Nathan Mynarcik nat...@mynarcik.com
 Date: Tue, 20 Apr 2010 12:38:41
 To: Flash Coders Listflashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Flash and iThingammybob

 I believe you just can't sell the app on the appstore. You can export and
 add it to any iPhone, its just against their SDK to sell it on iTunes.


 --Original Message--
 From: Paul Andrews
 Sender: flashcoders-boun...@chattyfig.figleaf.com
 To: Flash Coders List
 ReplyTo: Flash Coders List
 Subject: [Flashcoders] Flash and iThingammybob
 Sent: Apr 20, 2010 7:26 AM

 Before anyone gets excited, I don't wish to re-ignite the Jobs/Apple
 hatemail (please pick another thread to manifest your anger) - just a
 question about the Apple development stranglehold.

 Even if the output from Adobes Flash-Apple conversion doesn't result in
 an officially sanctioned app that can be sold via the appstore, is there
 still an internal route to deployment perhaps as a company internal
 app that isn't sold to Joe public. How exactly is the stranglehold
 enforced besides the appstore and official developer agreements?

 I'm just curious about the potential use of the conversion for
 prototypes or niche uses.

 Paul
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Re: [Flashcoders] Flash Google

2010-04-20 Thread tom rhodes
google bots follow links. like i said before look at the swfaddress SEO
stuff to get started. as long as what google finds at
yoursite.com/section/is the same content you deliver in your flash
when you go directly to
yoursite.com/section/ then there is no foul play going on.

it's not doubling up either really, if your flash content is coming from
outside flash, when a bot comes to the site you just cut out the flash stuff
and give it the content to index. bots could care less about tweens.


On 21 April 2010 00:09, Paul Andrews p...@ipauland.com wrote:

 On 20/04/2010 22:51, Dave Watts wrote:

 In the case that Flash is driven by dynamic content dependent on user
 interaction, I don't see how such a criteria of similar content can
 reasonably be applied.


 Most web applications that I work on, that have HTML interfaces, also
 have dynamic content. Presumably, you'd have the same dynamic content
 whether you're delivering it via Flash or AJAX.


 Not everyone doubles up their websites with two versions, but my main
 point was that getting at that content would require user interaction and
 I'm not sure how a google bot can do that.

 Paul

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

 Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on
 GSA Schedule, and provides the highest caliber vendor-authorized
 instruction at our training centers, online, or onsite.
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Re: [Flashcoders] Interaction between clips and main timeline in AS3.

2010-04-16 Thread tom rhodes
File  Publish Settings  Flash  Actionscript 3.0 Settings  Strict Mode
(uncheck it)

that's your easiest solution if you are having trouble. once you get more
into the AS3 side of things you won't need it any more...


On 16 April 2010 17:33, natalia Vikhtinskaya natavi.m...@gmail.com wrote:

 Yes I expected that Flash and AS3 could be used for simple task
 without creating classes. But as I see now it is not true.
 If you I have clip with some animation and I want communicate with
 main timeline at the end of animation I cannot do that. And I cannot
 find any solution for that.

 I have the same error if clip with animation is on stage or it is
 added with code on main timeline.
 trace(parent.countN) from the clip and result is

 1119: Access of possibly undefined property countN through a reference
 with static type flash.display:DisplayObjectContainer.

 What can be more simple than this task? And that does not work.


 2010/4/16 jonathan howe jonathangh...@gmail.com:
  So, my untested proposal is this:
 
  Root timeline, don't instantiate your subclip with code. Just put it on
 the
  stage with an instance name, and refer to it then.
  In the subclip, you can then refer to parent.counter or whatever your
  variable is, because you're guaranteed that you have a parent if you
 never
  instantiate the subclip with code.
 
  I think the problem was, you instantiated clip_mc before adding it to the
  stage (of course), but then it's constructor you are asking for something
 in
  its parent - but it doesn't have a parent yet.
 
  Eventually learn classes and work it out that way, but we
  shouldn't stonewall you from using timeline code for a simple animator's
  task (this is one reason why Flash is so pervasive guys, because it was
 easy
  for you to jump into with basic interactivity, right?).
 
  -jonathan
 
 
  ,
 
  On Fri, Apr 16, 2010 at 2:24 AM, Henrik Andersson he...@henke37.cjb.net
 wrote:
 
  Karl DeSaulniers wrote:
 
  I think its not simple because you are scripting timeline wise. Got to
  pick. AS2 or AS3.
  I believe what they were trying to say was if you have all the code in
  classes,
  you can communicate between the root and the added movie clip because
  the classes
  reference each other, not the timeline. Plus you will be referencing
  objects,
  so communicating between the objects through the classes is how it's
  done in AS3.
 
  Am I on the right track guys?
 
 
  You are not. You have gotten tangled up in the elitism spread by people
 who
  doesn't actually work with Flash.
 
  There is no reason not to use the properties that you have to get the
  references. You just need to remember to cast them to the proper type.
 
  The trick is to know when to apply the fancy rules and when not to.
 
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Re: [Flashcoders] Calculator

2010-03-17 Thread tom rhodes
percent = percento = per cento = for/in every 100

so when you say 15% you are saying 15 in every 100. s

if i have 100 apples and 25 of them are red...

(25 / 100) * 100 = 25% of the apples are red.

if i have 200 apples and 25 of them are red...

(25 / 200) * 100 = 12.5% of the apples are red.

(amount / total) * 100 = %.

hth.

On 17 March 2010 12:02, Karl DeSaulniers k...@designdrumm.com wrote:

 Hmmm, thats interesting then.
 I did a search on google for 15 percent of 3000 and it came back with
 450.
 I am thinking google doesn't have it wrong, but whoo knows.
 When I run the script with those parameters, it equates correctly

 15 * 3000 / 100 = 450 (15% of 3000)
 however 15 / 3000 * 100 =  0.5

 What am I missing here then if it is not percent*total/100?

 Karl



 On Mar 17, 2010, at 4:11 AM, Henrik Andersson wrote:

 Karl DeSaulniers wrote:

 Hey Jonathan,
 Isn't it sum*total / 100 = percentage?

 Karl


 No, it is not and has never been. *mumbeling about kids these days*

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Re: [Flashcoders] Calculator

2010-03-17 Thread tom rhodes
that's not finding out the percentage, you know the percentage, 15%. 15%
means, 15 in every hundred right?

so 15% of $3000 you find like this...

(3000/100) * 15 = 450

(total/100) * percent = amount

in plain english, first you need to divide the total by 100, to get 1% of
3000, 1 in every 100 of 3000. then once you have 1%, you multiply by 15 to
get your 15%.

as david said they're 2 different equations, one to find what percentage of
a total a given amount is (which i explained before) and one to work out the
amount of a total given a percentage.


On 17 March 2010 12:29, Karl DeSaulniers k...@designdrumm.com wrote:

 No, that makes TOTAL sense.
 but why does 15/3000*100 = 0.5?

 15% of $3,000 dollars is not 5¢ its $450

 http://wiki.answers.com/Q/What_is_15_percent_of_3000

 Maybe my mac calculator is broken?

 Frustrating..


 Karl



 On Mar 17, 2010, at 6:14 AM, tom rhodes wrote:

 percent = percento = per cento = for/in every 100

 so when you say 15% you are saying 15 in every 100. s

 if i have 100 apples and 25 of them are red...

 (25 / 100) * 100 = 25% of the apples are red.

 if i have 200 apples and 25 of them are red...

 (25 / 200) * 100 = 12.5% of the apples are red.

 (amount / total) * 100 = %.

 hth.

 On 17 March 2010 12:02, Karl DeSaulniers k...@designdrumm.com wrote:

  Hmmm, thats interesting then.
 I did a search on google for 15 percent of 3000 and it came back with
 450.
 I am thinking google doesn't have it wrong, but whoo knows.
 When I run the script with those parameters, it equates correctly

 15 * 3000 / 100 = 450 (15% of 3000)
 however 15 / 3000 * 100 =  0.5

 What am I missing here then if it is not percent*total/100?

 Karl



 On Mar 17, 2010, at 4:11 AM, Henrik Andersson wrote:

 Karl DeSaulniers wrote:

  Hey Jonathan,
 Isn't it sum*total / 100 = percentage?

 Karl


  No, it is not and has never been. *mumbeling about kids these days*

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Re: [Flashcoders] Calculator

2010-03-17 Thread tom rhodes
lol i was trying to make things as simple as possible...

although google *could* be wrong ;)


On 17 March 2010 17:27, jonathan howe jonathangh...@gmail.com wrote:

 Funny thing is, I'm in a talk right now with Grant Skinner presenting and
 he
 just threw up this slide:

 Math

 At a bare minimum, you will require basic knowledge of elementary math,
 spatial math, bitwise operations, and trigonometry. Advanced trig and some
 calculus or physics can pay off as well.

 -jonathan


 On Wed, Mar 17, 2010 at 9:18 AM, jonathan howe jonathangh...@gmail.com
 wrote:

  I apologize for misusing the word 'sum' earlier, thereby confusing this
  already terrifying conversation!
  I edited the last response to try to undo my mistake.
 
  -jonathan
   On Wed, Mar 17, 2010 at 8:28 AM, Steve Abaffy st...@msmarketing.biz
 wrote:
 
  The question what is 15% of 3000 is different then 450 is what
 percentage
  of
  3000.
  The equation part/whole * 100 = percent is valid.
 
 
  In the first question we have
 
  part/3000 * 100 = 15 solves to part = 450
 
 
  In the second question
  450/3000 * 100 = percent solves to 15
 
 
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of
 Mattheis,
  Erik (MIN - WSW)
  Sent: Wednesday, March 17, 2010 9:58 AM
  To: Flash Coders List
   Subject: RE: [Flashcoders] Calculator
 
  What's the difference between a sum and a total?
 
  Knock knock.
  Who's there?
  Nose!
  Nose who?
  Who knows?
 
  _ _ _
  Erik Mattheis
  Senior Web Developer
  Minneapolis
  T  952 346 6610
  C 612 377 2272
 
  Weber Shandwick
  Advocacy starts here.
 
  PRWeek Global Agency Report Card 2009 - Gold Medal Winner
  The Holmes Report Global Agency of the Year
  PR News Agency of the Year
 
  -Original Message-
  From: flashcoders-boun...@chattyfig.figleaf.com
  [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Henrik
  Andersson
  Sent: Wednesday, March 17, 2010 4:11 AM
  To: Flash Coders List
  Subject: Re: [Flashcoders] Calculator
 
  Karl DeSaulniers wrote:
   Hey Jonathan,
   Isn't it sum*total / 100 = percentage?
  
   Karl
  
 
  No, it is not and has never been. *mumbeling about kids these days*
 
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Re: [Flashcoders] AS3 - Objective-C

2010-03-11 Thread tom rhodes
check out haxe (www.haxe.org), you can write in something almost identical
to AS3 and target c++, cpp, php, javascript and neko when you compile.

i haven't used it for c++ but i've followed conversations on the mailing
list about targetting the iphone. probably a good way to dip your toe in
while you are waiting for cs5...


On 11 March 2010 16:15, Matt S. mattsp...@gmail.com wrote:

 Have any of you taken on the challenge of learning Objective-C (or any
 C-based language), coming from an AS/Scripting background? I came to
 AS3 from a designer origin, taking the route from design to
 HTML/CSS/Javascript to AS's 1,2 and 3, so while I'm pretty comfortable
 in an oop/coding environment, I havent ventured into true programming
 languages as of yet. The few times I've looked at the code it seems
 like its less natural and more complex than an ECMA-based scripting
 language but maybe thats just an initial reaction and not reality
 based.

 Anyway I'd love to hear y'alls 2¢... (oh and in case you hadnt guessed
 this is iphone related ;) Since Adobe doesnt seem to be planning to
 release CS5 any time soon — and no, October 2010 doesn't count as soon
 —  I figured it was time to dive in ).

 .m

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Re: [Flashcoders] AS3 - Objective-C

2010-03-11 Thread tom rhodes
more than one way to skin a cat :)

just thought it might be handy to look at given that Matt was weighing up
how much of a headache diving into objective-C woudl be...

On 11 March 2010 18:05, Merrill, Jason jason.merr...@bankofamerica.comwrote:

  check out haxe (www.haxe.org), you can write in something almost
 identical
  to AS3 and target c++, cpp, php, javascript and neko when you
 compile.

 Right, but I thought the question was, how challenging was it to switch
 to Objective-C from Actionscript 3? - not can I program for other
 languages like c++ and PHP using a language similar to Actionscript?
 Seems like a completely different question to me.


 Jason Merrill

 Bank of  America  Global Learning
 Learning  Performance Solutions

 Join the Bank of America Flash Platform Community  and visit our
 Instructional Technology Design Blog
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Re: [Flashcoders] Draw Outline Slowly

2010-03-03 Thread tom rhodes
are you beno in disguise ;) ?

i would strongly suggest if this is fixed (i.e. you know what you're shape
is and it's not going to change) to do it on a timeline with masks.

if not then you need to get to grips with the drawing api and for curves
maybe some maths too. for a straight line it's easy with teh drawing api,
just remember to clear the graphics between frames and tween the endpoint
of where to draw the line

curves are a lot more complicated...


On 3 March 2010 16:11, Victor Subervi victorsube...@gmail.com wrote:

 On Wed, Mar 3, 2010 at 11:10 AM, Victor Subervi victorsube...@gmail.com
 wrote:

  On Wed, Mar 3, 2010 at 10:55 AM, Nathan Mynarcik nat...@mynarcik.com
 wrote:
 
  Draw it as the starting position and then use its scale properties to
  animate that it is drawing.
 
  For example, if you draw a thin rectangle that is 1px in height, then
  animate its scaleY prop to a larger number, it looks like its drawing
 the
  rectangle as slow as your tween is.
 
 
 Wait a minute! How's that work on curves? Can I scale that, too?
 TIA,
 V
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Re: [Flashcoders] Preloader, Pt. 2

2010-02-26 Thread tom rhodes
that's not going to preload anything though. we know how everyone loved the
skip intro days...

victor, you need to do this in flash (if i've understood you correctly) you
get your preloader to load in your main content, it's a container...

http://schoolofflash.com/blog/2008/04/flash-cs3-tutorial-actionscript-3-preloader/


On 26 February 2010 16:47, kennethkawam...@gmail.com 
kennethkawam...@gmail.com wrote:

 There are many ways to achieve what (I think) you want to achieve but
 may be the most simple way is to place your intro SWF in one HTML and
 when it finishes playing go to another HTML page contains your main
 stuff.

 --
 Kenneth Kawamoto
 http://www.materiaprima.co.uk/


 On 26 February 2010 14:17, Victor Subervi victorsube...@gmail.com wrote:
  Hi;
  Now that I've got the preloader working, not sure how to attach it. That
 is,
  I have an intro/splash page that covers an HTML page and then is
 removed
  with css:
 
  div class=splash id=splash
  OBJECT classid=clsid:D27CDB6E-AE6D-11cf-96B8-44455354
  codebase=
 http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0
 
  WIDTH=1008.0 HEIGHT=785.0 id=myMovieName
 
  PARAM NAME=movie VALUE=globalSolutionsSplash.swf
  PARAM NAME=quality VALUE=high
  PARAM NAME=bgcolor VALUE=#FF
  EMBED href=/support/flash/ts/documents/globalSolutionsSplash.swf
  quality=high bgcolor=#FF WIDTH=1008.0 HEIGHT=785.0
  NAME=myMovieName ALIGN= TYPE=application/x-shockwave-flash
  PLUGINSPAGE=http://www.macromedia.com/go/getflashplayer;/EMBED
  /OBJECT
  /div
  div class='page'
  OBJECT classid=clsid:D27CDB6E-AE6D-11cf-96B8-44455354
  codebase=
 http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0
 
  WIDTH=1008 HEIGHT=200 id=globaloilcounter_external1
  PARAM NAME=movie VALUE=GlobalSolutions.swf
  PARAM NAME=quality VALUE=high
  PARAM NAME=bgcolor VALUE=#FF
  EMBED href=GlobalSolutions.swf quality=high bgcolor=#FF
  WIDTH=1008 HEIGHT=200 NAME=GlobalSolutions ALIGN=
  TYPE=application/x-shockwave-flash
  PLUGINSPAGE=http://www.macromedia.com/go/getflashplayer;/EMBED
  /OBJECT
  /div
 
  and then lots of html here.
 
  How do I make the preloader work? Do I simply create another div and call
 it
  before the splash?
  TIA,
  Victor
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Re: [Flashcoders] finding x of sprite

2010-02-25 Thread tom rhodes
Lehr, try this code, hopefully it should explain...

function drawDot(targetSprite:Sprite, size:int):void
{
targetSprite.graphics.beginFill(0);
 targetSprite.graphics.drawCircle(0,0,size/2);
targetSprite.graphics.beginFill(0);
}

var originOfStage:Sprite = new Sprite();
addChild(originOfStage);
drawDot(originOfStage,5);
var spriteAt100x100y:Sprite = new Sprite();
spriteAt100x100y.x = 100;
spriteAt100x100y.y = 100;
addChild(spriteAt100x100y);
drawDot(spriteAt100x100y,5);
var childSpriteAt100x100y:Sprite = new Sprite();
childSpriteAt100x100y.x = 100;
childSpriteAt100x100y.y = 100;
spriteAt100x100y.addChild(childSpriteAt100x100y);
drawDot(childSpriteAt100x100y,5);

you will see a dot at 0,0, another one at 100,100 and a third at 200,200.

a child's position is automatically relative to it's parents position, the
child of the spriteAt100x100y has it's x and y set to 100, but seeing as
it's parent is at 100,100 relative to the origin it appears at 200,200.

hth.

On 25 February 2010 14:35, Cor c...@chello.nl wrote:

 the sprite width and also the height is the max width/height of all its
 content

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr,
 Theodore
 Sent: donderdag 25 februari 2010 14:27
 To: Flash Coders List
 Subject: RE: [Flashcoders] finding x of sprite

 yeah - but the goofy thing is that when I trace the height and width I get
 the height and width of the rectangle IN the sprite... my assumption would
 be that I would basically get back the dimensions of the stage if that is
 how big the sprite is

 
 From: flashcoders-boun...@chattyfig.figleaf.com
 [flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Ross
 (N-SGIS)
 [ross.l...@lmco.com]
 Sent: Thursday, February 25, 2010 8:12 AM
 To: Flash Coders List
 Subject: RE: [Flashcoders] finding x of sprite

 In the code example below it looks like you set the x,y of the rectangle
 that is IN the sprite to 15,337.  The sprite default position of the sprite
 is 0,0

 Sprite.x = 0;

 Sprite.rectangle.x = 15;

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr,
 Theodore
 Sent: Thursday, February 25, 2010 7:58 AM
 To: Flash Coders List
 Subject: RE: [Flashcoders] finding x of sprite

 wow - this is something I am ging to have to wrapped my head around I
 set the x,y of the sprite at creation to: 15, 337 (with a w,h of 646,207)
 BUT the x/y traces as 0,0 if I do:

 spret.x = 15; it moves it 15 as related to the original 15... so it is
 REALLY at 30 on the stage AND then when I move it 15 (which should really
 be
 30) it traces to 15

 It just occired to me that maybe I should create it at 0,0 and then move it
 to where I want it to be

 
 From: flashcoders-boun...@chattyfig.figleaf.com
 [flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Cor
 [c...@chello.nl]
 Sent: Thursday, February 25, 2010 7:38 AM
 To: 'Flash Coders List'
 Subject: RE: [Flashcoders] finding x of sprite

 Your sprite position is 0 and IN there, there is the rectangle at 15 px.

 trace(mSprite.width); //

 //set mSprite's x
 mSprite.x = 15;

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr,
 Theodore
 Sent: donderdag 25 februari 2010 13:29
 To: Flash Coders List
 Subject: [Flashcoders] finding x of sprite

 given the following:

 var msprite:Sprite = new Sprite();

 mSprite.graphics.beginFill(0x00,.1);
 mSprite.graphics.drawRect(15,337,646,207);
 mSprite.graphics.endFill();

 addChild(mSprite);

 trace(mSprite.x = +mSprite.x);

 I would think that I should be tracing mSprite.x = 15 instead I get
 mSprite = 0

 Anyone know why?
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Re: [Flashcoders] drawing lines

2010-02-25 Thread tom rhodes
look at lineGradientStyle, or use your dotted line to mask a shape with the
diff colours in the right places, or draw different lines, one with one
colour and one in another colour...


On 25 February 2010 16:28, Lehr, Theodore ted_l...@federal.dell.com wrote:

 I would like to draw a line that fluctuates color. For instance - the line
 would be 6px think and it would go along 30px with a 0x262e3b color and then
 3px of 0xff and the repeat for a gven width... is it possible to make
 such a customized dashed line?
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Re: [Flashcoders] corporate history timeline examples

2010-02-25 Thread tom rhodes
one that i remember from um years and years ago is the motown one. probably
not all that amazing now but was probably one of the first and did it well.
google should dig it up for you...


On 25 February 2010 19:16, Mendelsohn, Michael 
michael.mendels...@fmglobal.com wrote:

 Thanks for the timeline examples everyone!  Much appreciated.

 - MM


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Re: [Flashcoders] Finding and Removing a Sprite

2010-02-23 Thread tom rhodes
you could also make createBar return a reference to the sprite...


function createBar(dfile:String):Sprite {
   ...
   mySprite = new Sprite();
   // do stuff
   addChild(mySprite);
   return mySprite;
}

var mySprite:Sprite = createBar(string);

then you can remove it using your stored reference to the sprite...

function blah():void
{
 removeChild(mySprite);
}

On 23 February 2010 16:35, Geografiek geograf...@geografiek.nl wrote:

 Hi Theodore,
 var mySprite:Sprite;
 Do this:

 function createBar(dfile:String):void {
...
mySprite = new Sprite();


function createGraph():void {
   mySprite.graphics.
   addChild(mySprite);
}
 }

 You declared mySprite inside the function, so it's not accessible outside
 that function.
 Declaring mySprite outside the function makes it accessible to other
 functions.
 HTH
 Willem



 On 23-feb-2010, at 16:21, Lehr, Theodore wrote:

  I can not paste it but this should give you a general idea:

 function createBar(dfile:String):void {
...

var mySprite:Sprite = new Sprite();


function createGraph():void {
   mySprite.graphics.

   addChild(mySprite);
}
 }

 function clearBar():void {
  removeChild(mySprite);
 }


 
 From: Nathan Mynarcik [nat...@mynarcik.com]
 Sent: Tuesday, February 23, 2010 10:17 AM
 To: Lehr, Theodore; Flash Coders List
 Subject: Re: [Flashcoders] Finding and Removing a Sprite

 Ok, I'm sure you are setting your variable inside the function that
 creates the sprite. This will in turn not allow you to target the sprite
 correctly. Can you paste the code you are using to create your sprite?


 Nathan Mynarcik
 Interactive Web Developer
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com

 -Original Message-
 From: Lehr, Theodore ted_l...@federal.dell.com
 Date: Tue, 23 Feb 2010 10:12:41
 To: nat...@mynarcik.comnat...@mynarcik.com; Flash Coders List
 flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] Finding and Removing a Sprite

 I am new to as3 so all of this is in the main .fla in functions... the
 Sprite is created in one function and I am trying to remove it in another...
 I tried the getChildByName and the movie loaded properly - then when the
 event that calls the removeChild gets fired, I am given: 2007: parameter
 child must be non-null


 Ted

 
 From: flashcoders-boun...@chattyfig.figleaf.com [flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik [
 nat...@mynarcik.com]
 Sent: Tuesday, February 23, 2010 9:49 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Finding and Removing a Sprite

 You could try root.removeChild(mysprite);

 Or you can try removeChild(getChildByName(mySprite));

 Where is your code that is calling this method located? External Doc
 Class? On the main timeline? Inside or on a movieclip?


 Nathan Mynarcik
 Interactive Web Developer
 nat...@mynarcik.com
 254.749.2525
 www.mynarcik.com

 -Original Message-
 From: Lehr, Theodore ted_l...@federal.dell.com
 Date: Tue, 23 Feb 2010 09:31:19
 To: Flash Coders Listflashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] Finding and Removing a Sprite

 I tried:

 removeChild(root.mySprite);

 and I get another error:

 1119: Access of possibly undefined property mySprite through a reference
 with static type flash.display:DisplayObject

 
 From: flashcoders-boun...@chattyfig.figleaf.com [flashcoders-
 boun...@chattyfig.figleaf.com] On Behalf Of Geografiek [
 geograf...@geografiek.nl]
 Sent: Tuesday, February 23, 2010 8:45 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Finding and Removing a Sprite

 Hi Theodore,
 When you say 'addChild(mySprite)' mySprite *is* the child of
 something: the instance you call addChild on (addChild(mySprite) is
 equal to this.addChild(mySprite))
 To remove mySprite you have to call removeChild(mySprite) on the same
 instance.
  From the error it seems that myChild is not a child of the instance
 you call removeChild on.

 Did you trace mySprite.parent to see if mySprite is actually a child
 of an instance? (traces null if mySprite is not a child of anything,
 traces the parent if mySprite is added as a child)
 parentName.removeChild(mySprite) does the trick then.
 HTH
 Willem van den Goorbergh

 On 23-feb-2010, at 14:23, Lehr, Theodore wrote:

  I am trying to remove a Sprite via:

 removeSchild(mySprite);

 but I get the error: 1120: Access of undefined property mySprite);

 The Sprite is created ina function and is not neccessarily the
 child of anything - although it is created via addChild(mySprite)
 so I guess it is the child of something...

 How can I find it an remove it?

 Thanks!
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Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread tom rhodes
ok, bar isn't the name of the sprite, it's a variable with name bar which
contains a reference to your sprite... if you want to use names then do
something like bar.name = String(bar_ + i); but personally i'd use an
array like so...

var bars:Array = [];

function createBars():void
{
for (var i:int=0; itotalbars; i++)
{
  var bar:Sprite = new Sprite();

 ...

  addChild(bar);
  bars.push(bar);
{
}


then you can get at the bars later to do stuff with them or remove them...

On 23 February 2010 17:55, Lehr, Theodore ted_l...@federal.dell.com wrote:

 So here is my next issue... One of the functions creates a dynamic amount
 sprites based on an xml feed, like so


 function createBars():void
 {
 for (var i:int=0; itotalbars; i++)
 {
   var bar:Sprite = new Sprite();

  ...

   addChild(bar);

 {
 }

 And see this this is where my ears start to bleed... this is seemingly
 creating, say, 9 Sprites ALL with the same name bar I need to keep the
 new Sprite() line in the loop for them to be created... but then I need some
 way to access them to delete them

 Any ideas?
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Re: [Flashcoders] Finding and Removing a Sprite: PART II

2010-02-23 Thread tom rhodes
yeah, horses for courses...

if you want to better encapsulate stuff, i find it easier to work with
arrays (in fp10 vectors) and pass them around if needs be. tying your code
to specific timelines gives you more work to do if you want to reuse that
code imho.

for something quick and dirty in timeline code though that you know you
don't want to reuse then whatever's clever. Mr. Jason Merrill is right
though about having cleanup functions for whatever you create being a great
way to not getting into trouble later i reckon...


On 23 February 2010 20:47, Merrill, Jason
jason.merr...@bankofamerica.comwrote:

  Doesn't storing them in an array create a set of references that will
 need
 to be cleaned up?

 Absolutely (if the app performance even needs cleaning up and/or the
 items are even removed).  But that's easily taken care of with a cleanup
 function.  So for small uses, as I mentioned, may not be worthwhile, but
 I am thinking long term scalability.  I just hate to see people default
 to dynamic naming all the time when architecturally, using arrays as
 storage is better in the long run.  For this, the dynamic naming would
 be fine.  I'd just be careful to make it a habit for everything.


 Jason Merrill

 Bank of  America  Global Learning
 Learning  Performance Solutions

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



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Re: [Flashcoders] 2.0 = 3.0

2010-02-22 Thread tom rhodes
Lehr,

try this...

var pArray:Array = new Array();
var mc:MovieClip = pArray[0] as MovieClip;
mc.gotoAndStop(2);

or...

var pArray:Array = new Array();
MovieClip(pArray[0]).gotoAndStop(2);

which is closer to your original AS2.


On 22 February 2010 17:48, Henrik Andersson he...@henke37.cjb.net wrote:

 Merrill, Jason wrote:

 No - I mean just broadcasting events instead of coupling code across
 timelines.  Even if you're not using design patterns or even coding
 outside the IDE, you don't need to use root.


 For events you still need an object to dispatch them on. And it really is
 just used as window dressing to make people feel good about that same old
 code being better. This is not the only use, but it is one thing that
 people keep doing. Events are worse than just calling the right method to
 begin with. Events are too loosely coupled if you ask me. If I get the event
 source wrong, there is no error raised and so on. Event listeners also can
 not return any value.

 Does this mean that I recommend people to stay away from events? No. I only
 want people to think before using them. Good things can be abused too.

 Or we could just cut out all this theorist cruff and focus on the issue at
 hand. How would you replace the root property?

 I say that there is a limit to how overly complicated you want to make your
 program. Most people are not hired to design virtual machines that other
 people program for, they are hired to actually do the boring work. My point
 here is that in reality, you can't be perfect or an elitist. Think about
 your goal before you overdo stuff. It is ok to not do stuff the absolutely
 cleanest possible way, it's total disasters that you should avoid.

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Re: [Flashcoders] Scroll Bars not coming on increase of movie clipheight

2010-02-19 Thread tom rhodes
yeah didn't work in safari when i was playing around with something similar
a few years ago, everything else was ok though. i was calling a function in
JS to resize the size of the flash. i'd be interested if anyone had anything
working along these lines that worked in all browsers...

On 19 February 2010 18:57, Rohit Sharma rohit.sharma1...@gmail.com wrote:

  Hi Glen,

Surely, I would like to go through the code. Please let me have it if it
 can be shared ( I mean not proprietary).
  Thanks a lot.

  Rohit

 On Fri, Feb 19, 2010 at 7:41 PM, Glen Pike g...@engineeredarts.co.uk
 wrote:

  I have some code for doing this at home, I will post it later if you
 like,
  but we had big problems with some browsers not resizing - it might be
 dodgy
  JavaScript, but think it was just sh**y Safari.
 
  Glen
 
 
  Nathan Mynarcik wrote:
 
  Hey Rohit,
 
  I believe you are correct. ExternalInterface will allow you to
 communicate
  to the HTML javascript function that in turn can change the size of the
  flash area.
 
  --Original Message--
  From: Rohit Sharma
  Sender: flashcoders-boun...@chattyfig.figleaf.com
  To: Flash Coders List
  ReplyTo: Flash Coders List
  Subject: [Flashcoders] Scroll Bars not coming on increase of movie
  clipheight
  Sent: Feb 19, 2010 7:08 AM
 
  Hello Everyone,
 
 In my application I have two screens, first screen measures 800 * 600
  and second screen measures 800 * 950.
  I have set width and height in html to be 100%.
 On running the swf the first screen comes centred but when I move to
  next screen it is cropped. I cannot see the bottom half of the image.
  Ideally, I was expecting a scroll bar to scroll the whole movieclip. I
  tried
  couple of things like setting the html height to 950 but
  in that case I am seeing a scroll bar for both the screens. It seems the
  html is taking same height for both the screens.
 
  I was searching internet for this and the one solution i got was to use
  external interface to change html height when the screen change occurs.
  Is this the only way? Please provide your opinions on this.
 
  Thanks,
  Rohit
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