Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action

2008-11-22 Thread Joel Stransky
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

2008-11-22 Thread Juan Pablo Califano
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

2008-11-22 Thread Olivier Besson

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

2008-11-22 Thread Joel Stransky
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

2008-11-22 Thread Olivier Besson

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

2008-11-22 Thread Joel Stransky
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

2008-11-21 Thread Joel Stransky
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
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Re: [Flashcoders] Re: [Flash CS3] Extremely weird playhead action

2008-11-21 Thread jonathan howe
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
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 Flashcoders@chattyfig.figleaf.com
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-- 
-jonathan howe
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