Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe [EMAIL PROTECTED]wrote: Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED] wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED] wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void { trace(e.bytesLoaded); //on progress updates } private function onComplete(e:Event):void { //clean up } } } This all works fine except for the playhead activity. In my sample you'll notice there are no stop(); commands so when do Control - Test Movie, it just loops over the timeline flickering between frames 1 and 2 as you would expect. Oddly enough however, when I hit ctrl+enter again (Simulate Download), it stops, outputs the traces and then proceeds to flicker. Wha!? It gets weirder. Just add a stop(); as the first line in the document class constructor right? Now Test Movie just sits on frame one and never broadcasts any ProgressEvent's. Seems fine but now when I Simulate Download, it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My onComplete does NOT tell the playhead to play() or gotoAndPlay() or anything. Who the heck it telling the playhead to play? -- --Joel Stransky stranskydesign.com -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- -jonathan howe ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0. I've had lots of really anoying problems when mixing them -- even those hacks seem to work randomly; the same action sometimes ends up in a NullPointerException (or whatever it's called) but sometimes, it doesn't... And I've also come across other quirks, like masks that are lost when you move backwards in the timeline (but not when you move forward), changes in stacking of author time assets, even though each object is in its own layer, and some other random crap. I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it in any non-Flash (I mean Flash IDE) project. I've also always disliked the whole everything you want to programatically control has to be a MovieClip thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks like it'd be a bit too much not to support FP 9 for this), mixing the timeline with classes seems to be asking for trouble. Too bad, because as a programmer, I'm not really interested in doing the layout of visual objects; any designer would do it better and faster, and it just bores me. But it seems that you have to choose between coding everything in the timeline (sigh) or adding and removing (and positioning) stuff by code. It really sucks... Cheers Juan Pablo Califano 2008/11/22, Joel Stransky [EMAIL PROTECTED]: Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe [EMAIL PROTECTED] wrote: Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED] wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED] wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void { trace(e.bytesLoaded); //on progress updates } private function onComplete(e:Event):void { //clean up } } } This all works fine except for the playhead activity. In my sample you'll notice there are no stop(); commands so when do Control - Test Movie, it just loops over the timeline flickering between frames 1 and 2 as you would expect. Oddly enough however, when I hit ctrl+enter again (Simulate Download), it stops, outputs the traces and then proceeds to flicker. Wha!? It gets weirder. Just add a stop(); as the first line in the document class constructor right? Now Test Movie just sits on frame one and never broadcasts any ProgressEvent's. Seems fine but now when I Simulate Download, it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My onComplete does NOT tell the playhead to play() or gotoAndPlay() or anything. Who the heck it telling the playhead to play? -- --Joel Stransky stranskydesign.com
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
yep, I've thoroughly practiced as3 only for few weeks, and I can also mention: - script in frame 1 not executing if the clip is created in a Mouse.CLICK event - play() or gotoAndPlay() displays the 1st frame twice (easily visible in 1 fps) - visible not always working with instances set up in IDE I heard that some of these bugs have been fixed in CS4/ Flash player 10 (a player that break existing content, for example some PNG are not displayed: funny), but I also heard that CS4 IDE is more buggy than CS3. CS5 is the last chance for getting a decent graphic+programmer environment, I think... Some hopes ...but more probably Flash may become as crappy as some other big, monopolistic, overly complex, and hard to maintain, softwares (commonly used in graphic design). It really really sucks ;) Juan Pablo Califano a écrit : It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0. I've had lots of really anoying problems when mixing them -- even those hacks seem to work randomly; the same action sometimes ends up in a NullPointerException (or whatever it's called) but sometimes, it doesn't... And I've also come across other quirks, like masks that are lost when you move backwards in the timeline (but not when you move forward), changes in stacking of author time assets, even though each object is in its own layer, and some other random crap. I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it in any non-Flash (I mean Flash IDE) project. I've also always disliked the whole everything you want to programatically control has to be a MovieClip thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks like it'd be a bit too much not to support FP 9 for this), mixing the timeline with classes seems to be asking for trouble. Too bad, because as a programmer, I'm not really interested in doing the layout of visual objects; any designer would do it better and faster, and it just bores me. But it seems that you have to choose between coding everything in the timeline (sigh) or adding and removing (and positioning) stuff by code. It really sucks... Cheers Juan Pablo Califano 2008/11/22, Joel Stransky [EMAIL PROTECTED]: Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe [EMAIL PROTECTED] wrote: Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED] wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED] wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void { trace(e.bytesLoaded); //on progress updates } private function onComplete(e:Event):void { //clean up } } } This all works fine except for the playhead
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
This is the first advancement since Flash's inception that I'd kill to go backwards. The absolute simplest of flash movies with dynamic content borderline nonsense. I don't think Loader.unload() even works at all. AS3 is a really bad joke it seems. On Sat, Nov 22, 2008 at 6:41 PM, Olivier Besson [EMAIL PROTECTED] wrote: yep, I've thoroughly practiced as3 only for few weeks, and I can also mention: - script in frame 1 not executing if the clip is created in a Mouse.CLICK event - play() or gotoAndPlay() displays the 1st frame twice (easily visible in 1 fps) - visible not always working with instances set up in IDE I heard that some of these bugs have been fixed in CS4/ Flash player 10 (a player that break existing content, for example some PNG are not displayed: funny), but I also heard that CS4 IDE is more buggy than CS3. CS5 is the last chance for getting a decent graphic+programmer environment, I think... Some hopes ...but more probably Flash may become as crappy as some other big, monopolistic, overly complex, and hard to maintain, softwares (commonly used in graphic design). It really really sucks ;) Juan Pablo Califano a écrit : It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0. I've had lots of really anoying problems when mixing them -- even those hacks seem to work randomly; the same action sometimes ends up in a NullPointerException (or whatever it's called) but sometimes, it doesn't... And I've also come across other quirks, like masks that are lost when you move backwards in the timeline (but not when you move forward), changes in stacking of author time assets, even though each object is in its own layer, and some other random crap. I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it in any non-Flash (I mean Flash IDE) project. I've also always disliked the whole everything you want to programatically control has to be a MovieClip thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks like it'd be a bit too much not to support FP 9 for this), mixing the timeline with classes seems to be asking for trouble. Too bad, because as a programmer, I'm not really interested in doing the layout of visual objects; any designer would do it better and faster, and it just bores me. But it seems that you have to choose between coding everything in the timeline (sigh) or adding and removing (and positioning) stuff by code. It really sucks... Cheers Juan Pablo Califano 2008/11/22, Joel Stransky [EMAIL PROTECTED]: Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe [EMAIL PROTECTED] wrote: Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED] wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED] wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
it seems that Loader.unload is not designed to unload in the AS2 way. It only removes a reference to the loaded content. unloadAndStop() (flash player 10) may do the job.. but not sure if we can rely on it, yet. Moreover, removing a movieClip on the timeline (by puting a blank keyframe, or by removeChild() or unload(), etc..) cannot be considered as a safe remove anymore. You have to design you own removeMovieClip stuff, but it require a bit work if you want something clean and robust. (see 2006 Grant Skinner articles about memory management, or Moock chapter about unloading assets) AS3 is a really bad joke it seems. I wouldn't say that as3 in itself is bad or anything else: what works is ok, but the BUGS are bad ;) Very very bad, sometimes. Specially those related to the timeline since they mostly show very poor testing from Adobe (I'm still wondering if they have proper in-house alpha testers !?). Adobe can't exclusively rely on free beta-testers focused on pure actionscript and (seemingly) rarely using the timeline, or rarely using both the timeline and as3 (but I by no means I would criticize those beta-testers since they do it for free and during free time). Joel Stransky a écrit : This is the first advancement since Flash's inception that I'd kill to go backwards. The absolute simplest of flash movies with dynamic content borderline nonsense. I don't think Loader.unload() even works at all. AS3 is a really bad joke it seems. On Sat, Nov 22, 2008 at 6:41 PM, Olivier Besson [EMAIL PROTECTED] wrote: yep, I've thoroughly practiced as3 only for few weeks, and I can also mention: - script in frame 1 not executing if the clip is created in a Mouse.CLICK event - play() or gotoAndPlay() displays the 1st frame twice (easily visible in 1 fps) - visible not always working with instances set up in IDE I heard that some of these bugs have been fixed in CS4/ Flash player 10 (a player that break existing content, for example some PNG are not displayed: funny), but I also heard that CS4 IDE is more buggy than CS3. CS5 is the last chance for getting a decent graphic+programmer environment, I think... Some hopes ...but more probably Flash may become as crappy as some other big, monopolistic, overly complex, and hard to maintain, softwares (commonly used in graphic design). It really really sucks ;) Juan Pablo Califano a écrit : It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0. I've had lots of really anoying problems when mixing them -- even those hacks seem to work randomly; the same action sometimes ends up in a NullPointerException (or whatever it's called) but sometimes, it doesn't... And I've also come across other quirks, like masks that are lost when you move backwards in the timeline (but not when you move forward), changes in stacking of author time assets, even though each object is in its own layer, and some other random crap. I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it in any non-Flash (I mean Flash IDE) project. I've also always disliked the whole everything you want to programatically control has to be a MovieClip thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks like it'd be a bit too much not to support FP 9 for this), mixing the timeline with classes seems to be asking for trouble. Too bad, because as a programmer, I'm not really interested in doing the layout of visual objects; any designer would do it better and faster, and it just bores me. But it seems that you have to choose between coding everything in the timeline (sigh) or adding and removing (and positioning) stuff by code. It really sucks... Cheers Juan Pablo Califano 2008/11/22, Joel Stransky [EMAIL PROTECTED]: Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov 21, 2008 at 11:23 PM, jonathan howe [EMAIL PROTECTED] wrote: Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED] wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
Loader.unload()'s purpose is remove a reference to the loaded content as part of the cleanup. Only, it's implementation doesn't seem to be thought out at all. Logically, it'd probably be part of some clearing operation triggered by a click handler or something putting Loader.unload() a ways down the call stack. Yet in that case it throws an error saying the content is not a child of the caller. WTF? In order to make it available for garbage collection AND deal with the error you have to: try { Loader.unload(); } catch (e:*) { } which is just f*cking stupid. Further, it's nice to be able to call Loader.close() if in fact the user is click happy but there's no damn way to see if content is actually still loading aside from checking on bytes. So you end up having to use the same hollow try,catch crap. I don't support FP10 yet so unloadAndStop() is a day late and a dollar short. On Sat, Nov 22, 2008 at 9:52 PM, Olivier Besson [EMAIL PROTECTED] wrote: it seems that Loader.unload is not designed to unload in the AS2 way. It only removes a reference to the loaded content. unloadAndStop() (flash player 10) may do the job.. but not sure if we can rely on it, yet. Moreover, removing a movieClip on the timeline (by puting a blank keyframe, or by removeChild() or unload(), etc..) cannot be considered as a safe remove anymore. You have to design you own removeMovieClip stuff, but it require a bit work if you want something clean and robust. (see 2006 Grant Skinner articles about memory management, or Moock chapter about unloading assets) AS3 is a really bad joke it seems. I wouldn't say that as3 in itself is bad or anything else: what works is ok, but the BUGS are bad ;) Very very bad, sometimes. Specially those related to the timeline since they mostly show very poor testing from Adobe (I'm still wondering if they have proper in-house alpha testers !?). Adobe can't exclusively rely on free beta-testers focused on pure actionscript and (seemingly) rarely using the timeline, or rarely using both the timeline and as3 (but I by no means I would criticize those beta-testers since they do it for free and during free time). Joel Stransky a écrit : This is the first advancement since Flash's inception that I'd kill to go backwards. The absolute simplest of flash movies with dynamic content borderline nonsense. I don't think Loader.unload() even works at all. AS3 is a really bad joke it seems. On Sat, Nov 22, 2008 at 6:41 PM, Olivier Besson [EMAIL PROTECTED] wrote: yep, I've thoroughly practiced as3 only for few weeks, and I can also mention: - script in frame 1 not executing if the clip is created in a Mouse.CLICK event - play() or gotoAndPlay() displays the 1st frame twice (easily visible in 1 fps) - visible not always working with instances set up in IDE I heard that some of these bugs have been fixed in CS4/ Flash player 10 (a player that break existing content, for example some PNG are not displayed: funny), but I also heard that CS4 IDE is more buggy than CS3. CS5 is the last chance for getting a decent graphic+programmer environment, I think... Some hopes ...but more probably Flash may become as crappy as some other big, monopolistic, overly complex, and hard to maintain, softwares (commonly used in graphic design). It really really sucks ;) Juan Pablo Califano a écrit : It seems like the timeline and classes don't mix well in Flash IDE + AS 3.0. I've had lots of really anoying problems when mixing them -- even those hacks seem to work randomly; the same action sometimes ends up in a NullPointerException (or whatever it's called) but sometimes, it doesn't... And I've also come across other quirks, like masks that are lost when you move backwards in the timeline (but not when you move forward), changes in stacking of author time assets, even though each object is in its own layer, and some other random crap. I can really see how AS 3.0 is far superior to AS 2.0, and I've enjoyed it in any non-Flash (I mean Flash IDE) project. I've also always disliked the whole everything you want to programatically control has to be a MovieClip thing. But, at least in FP 9 (I read this has been fixed in FP 10, but looks like it'd be a bit too much not to support FP 9 for this), mixing the timeline with classes seems to be asking for trouble. Too bad, because as a programmer, I'm not really interested in doing the layout of visual objects; any designer would do it better and faster, and it just bores me. But it seems that you have to choose between coding everything in the timeline (sigh) or adding and removing (and positioning) stuff by code. It really sucks... Cheers Juan Pablo Califano 2008/11/22, Joel Stransky [EMAIL PROTECTED]: Yeah I've read a bunch of hacks that just go against my sense of cleanliness. I was just venting. The real question here is what causes a playhead to play automatically. On Fri, Nov
[Flashcoders] Re: [Flash CS3] Extremely weird playhead action
Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED]wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void { trace(e.bytesLoaded); //on progress updates } private function onComplete(e:Event):void { //clean up } } } This all works fine except for the playhead activity. In my sample you'll notice there are no stop(); commands so when do Control - Test Movie, it just loops over the timeline flickering between frames 1 and 2 as you would expect. Oddly enough however, when I hit ctrl+enter again (Simulate Download), it stops, outputs the traces and then proceeds to flicker. Wha!? It gets weirder. Just add a stop(); as the first line in the document class constructor right? Now Test Movie just sits on frame one and never broadcasts any ProgressEvent's. Seems fine but now when I Simulate Download, it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My onComplete does NOT tell the playhead to play() or gotoAndPlay() or anything. Who the heck it telling the playhead to play? -- --Joel Stransky stranskydesign.com -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action
Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...? I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky [EMAIL PROTECTED]wrote: Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage instance on frame 2 or higher without some psychotic hack I've yet to find on google. How the f*ck did macromedia expect any common flash designers to keep up? I don't want to write a custom class for each stage instance just to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking for that object? I just want to write a basic flash site with dynamic content and avoid showing two preloaders just to load the home page by default. Jesus fk'ing christ! Very frustrated atm. On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky [EMAIL PROTECTED] wrote: So I'm writing the most basic of timeline preloaders and flash seems to have a mind of its own. My test.fla has two frames. Frame 1 has a text field and a progress bar movieclip. Frame 2 has a very large image. There is no code what so over. The document class is set to Test.as and is essentially: package { import flash.display.MovieClip; import flash.text.TextField; import flash.events.*; public class Test extends MovieClip { //stage instances public var info_txt:TextField; public var loadBar:MovieClip; public function Test() { this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); } private function onProgress(e:ProgressEvent):void { trace(e.bytesLoaded); //on progress updates } private function onComplete(e:Event):void { //clean up } } } This all works fine except for the playhead activity. In my sample you'll notice there are no stop(); commands so when do Control - Test Movie, it just loops over the timeline flickering between frames 1 and 2 as you would expect. Oddly enough however, when I hit ctrl+enter again (Simulate Download), it stops, outputs the traces and then proceeds to flicker. Wha!? It gets weirder. Just add a stop(); as the first line in the document class constructor right? Now Test Movie just sits on frame one and never broadcasts any ProgressEvent's. Seems fine but now when I Simulate Download, it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My onComplete does NOT tell the playhead to play() or gotoAndPlay() or anything. Who the heck it telling the playhead to play? -- --Joel Stransky stranskydesign.com -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- -jonathan howe ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders