Re: [Flashcoders] Best way to find a REALLY specialized flash/actionscript developer?

2009-10-12 Thread jared stanley
charles i have a guy that can do it, he's not cheap but he's fast.
shoot me an email if you're interested.

jared at jared stanley dotcom

On Mon, Oct 12, 2009 at 1:51 PM, Charles Skip Norton
cnor...@centralnervous.com wrote:
 Hey everyone - this is my first post to this list (I've been part of the list 
 for several years knowing 1 day I'd need to learn something from everyone 
 here) and I apologize if this is the wrong place to be asking a question like 
 this. - If anyone knows of a place where I can better ask a question/find 
 someone like this I'd be forever grateful?

  - As a developer of 15+ years myself (focused primarily on Cold Fusion and 
 MSSQL) I often try to do things myself but I think at this point I MAY be in 
 a tad over my head and am seeking some super-nerds (like myself) that are 
 REALLY good with ActionScript2/3 and are familiar with Video Players 
 (specifically JWPlayer by LongTail Video).

 I have a need to integrate code from: 
 http://help.acudeo.com/AcudeoComponent_AS2/Acudeo_Component_Integration_Guide_for_ActionScript_2.htm
  into the Longtail Video Player (JW Player) and then drive that content 
 through my Wordpress blog - so someone that knows how to work with Wordpress 
 (programmatically) would be a huge plus as well as there are some things 
 we're doing on that end that allow easy posting of videos to our blog and 
 then throws our player experience around it.

 Any idea of where I might find someone that could fill a role like this?

 * this is very high profile work in association with some of the biggest 
 celebrities in the music business so it's imperative that communication is 
 done right so I prefer not to completely outsource this to folks I can't 
 easily (verbally) communicate as needed.

 Thanks,
 Skip
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Re: [Flashcoders] best way to use external interface

2009-09-30 Thread Joel Stransky
Keep in mind as a second parameter to  ExternalInerface.call() you can pass
arguments. There's actually some hidden power to EI where the js doesn't
even need to exist physically in the html. You can actually write js right
from EI and then call it and or delete it later.
http://www.actionscript.org/resources/articles/745/1/JavaScript-and-VBScript-Injection-in-ActionScript-3/Page1.html

On Mon, Sep 28, 2009 at 2:24 PM, Gregory Boland
breakfastcof...@gmail.comwrote:

 yup just like that

 On Mon, Sep 28, 2009 at 2:17 PM, Gustavo Duenas 
 gdue...@leftandrightsolutions.com wrote:

  Ok, thanks, so it should work this way right?
 
  Gustavi
 
  On Sep 28, 2009, at 12:53 PM, Gregory Boland wrote:
 
   thats essentially it.
 
  Syntax is slightly different
 
  if (ExternalInterface.available){
  ExternalInterface.call(openMyWindow);}
  }
 
  make sure to import flash.external.ExternalInterface;
 
  and when u tell it what the name of the method in the javascript is
 leave
  off the ()
 
 
 
  On Mon, Sep 28, 2009 at 12:18 PM, Gustavo Duenas 
  gdue...@leftandrightsolutions.com wrote:
 
   Hi I have a function in javascript on the html
 
  like:
 
  script type=javascript
 
  function openMyWindow(){
  document.getElementByID(myWindow).setStyle(etc)
  }
 
  and I would like to use it from falsh something like this:
 
  mybutton.addEventlistener(MouseEvent.CLICK, contactJavascript);
 
  function contactJavascript(e:MouseEvent):void{
 
  if (externalInterface.available){
  externalInterface.call(openMyWindow());
  }
 
  let me know if this could work at all.
  I'm trying to find a google about it, but all seems so obscure
  any help appreciated
 
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Re: [Flashcoders] best way to use external interface

2009-09-28 Thread Gregory Boland
thats essentially it.

Syntax is slightly different

if (ExternalInterface.available){
ExternalInterface.call(openMyWindow);}
}

make sure to import flash.external.ExternalInterface;

and when u tell it what the name of the method in the javascript is leave
off the ()



On Mon, Sep 28, 2009 at 12:18 PM, Gustavo Duenas 
gdue...@leftandrightsolutions.com wrote:

 Hi I have a function in javascript on the html

 like:

 script type=javascript

 function openMyWindow(){
 document.getElementByID(myWindow).setStyle(etc)
 }

 and I would like to use it from falsh something like this:

 mybutton.addEventlistener(MouseEvent.CLICK, contactJavascript);

 function contactJavascript(e:MouseEvent):void{

 if (externalInterface.available){
 externalInterface.call(openMyWindow());
 }

 let me know if this could work at all.
 I'm trying to find a google about it, but all seems so obscure
 any help appreciated

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Re: [Flashcoders] best way to use external interface

2009-09-28 Thread Gustavo Duenas

Ok, thanks, so it should work this way right?

Gustavi
On Sep 28, 2009, at 12:53 PM, Gregory Boland wrote:


thats essentially it.

Syntax is slightly different

if (ExternalInterface.available){
ExternalInterface.call(openMyWindow);}
}

make sure to import flash.external.ExternalInterface;

and when u tell it what the name of the method in the javascript is  
leave

off the ()



On Mon, Sep 28, 2009 at 12:18 PM, Gustavo Duenas 
gdue...@leftandrightsolutions.com wrote:


Hi I have a function in javascript on the html

like:

script type=javascript

function openMyWindow(){
document.getElementByID(myWindow).setStyle(etc)
}

and I would like to use it from falsh something like this:

mybutton.addEventlistener(MouseEvent.CLICK, contactJavascript);

function contactJavascript(e:MouseEvent):void{

if (externalInterface.available){
externalInterface.call(openMyWindow());
}

let me know if this could work at all.
I'm trying to find a google about it, but all seems so obscure
any help appreciated

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Re: [Flashcoders] best way to use external interface

2009-09-28 Thread Gregory Boland
yup just like that

On Mon, Sep 28, 2009 at 2:17 PM, Gustavo Duenas 
gdue...@leftandrightsolutions.com wrote:

 Ok, thanks, so it should work this way right?

 Gustavi

 On Sep 28, 2009, at 12:53 PM, Gregory Boland wrote:

  thats essentially it.

 Syntax is slightly different

 if (ExternalInterface.available){
 ExternalInterface.call(openMyWindow);}
 }

 make sure to import flash.external.ExternalInterface;

 and when u tell it what the name of the method in the javascript is leave
 off the ()



 On Mon, Sep 28, 2009 at 12:18 PM, Gustavo Duenas 
 gdue...@leftandrightsolutions.com wrote:

  Hi I have a function in javascript on the html

 like:

 script type=javascript

 function openMyWindow(){
 document.getElementByID(myWindow).setStyle(etc)
 }

 and I would like to use it from falsh something like this:

 mybutton.addEventlistener(MouseEvent.CLICK, contactJavascript);

 function contactJavascript(e:MouseEvent):void{

 if (externalInterface.available){
 externalInterface.call(openMyWindow());
 }

 let me know if this could work at all.
 I'm trying to find a google about it, but all seems so obscure
 any help appreciated

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Re: [Flashcoders] Best way to detect key KEY_DOWN on MovieClip

2009-09-27 Thread Glen Pike

Hi,

You should be able to do this with something like below. You can add 
your code on the timeline, or inside a class, it's up to you. You will 
need to make sure that the thing the code is inside has been added to 
the stage - you listen for keyboard events on the stage, not the 
movieclip, so you may have to implement some code to check what is in 
focus, or otherwise...


HTH

Glen

//Import your keyboard libraries.
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;

//when your movieclip or it's parent are added to stage, then use this 
to add a keyboard listener to the overall stage (not the individual 
movieclip!)

stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);

//Handle the down event (you can ignore this if you just want the 
pressrelease of a key)

function onKeyDown(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.DELETE)
{
trace(Delete key is down);
}

}
//handle the key up event...
function onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.DELETE)
{
trace(Delete key is up);
}
}

ktt wrote:

Hello,

I would like to add listener to movieclip, listenining for DELETE. What is the 
best way to do that? In Actionscript 3 it gets complicated.

Thank you in advance,
Ktt


  
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-14 Thread Anthony Pace

Hi Paul,

No one else uses Xara, and it lacks a lot of photo editing and brush 
customization features; however, it does look neat for vectors.


The situation is, the flash IDE doesn't work the way I would like, so I 
have decided to make my own little application that outputs to pdf.  I 
might also make an extension, as that would be useful to more people 
than just me; yet, I would need to put aside a little time to mess around.


Thanks,
Anthony

Paul Andrews wrote:

- Original Message - From: Taka Kojima t...@gigafied.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 7:37 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I believe he is trying to export as a PDF from FlashPlayer, not from
Flash itself


You could be right, but Antony has been going on about the IDE and 
illustrator, so for such a simple subject, I'm a bit confused what 
exactly he's up to..


On Wed, May 13, 2009 at 11:22 AM, Paul Andrews p...@ipauland.com 
wrote:
If you're using Flash as some high end illustration program, do 
yourself a
favour and use Xara Xtreme (http://www.xara.com/uk/products/xtreme/) 
- it

has native PDF export and is far more
capable than flash for illustration..

Paul
- Original Message - From: Anthony Pace 
anthony.p...@utoronto.ca

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 6:07 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I was referring to the ide; yet, even the flashplayer has the the same
printing bugs

-screenshots are out of the question; as I usually am printing very 
large

files
-I have already tried printing directly to a PDF print server, from 
the

flash IDE; however, the effects I place on MCs don't seem to stay.
-I would use illustrator; yet, it just doesn't have a lot of flash's
capabilities, and vise versa when doing extrusions for illustration or
using livepaint. I know I can export the paths to illustrator; yet, 
the

effects don't transfer well, if at all, and I am not a fan of the poor
quality of some of the illustrator effects.
-I know that I could convert the movie clip to a bitmap in as3 and 
then
either convert it to a pdf or png/jpg using a decent library, or 
printing

it as a converted bitmap to a pdf server(as long as the pixel count is
less than 16,775,168, a problem when converting to posters that need a
bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 pixels), 
and it
will be the direction I am going in; however, I really shouldn't 
have to

program this myself, as it should already be a capability of the ide,
along with better integration with photoshop and illustrator and 
much much

better file conversion.

Printing from the flash IDE or a much better form of integration with
illustrator and photoshop would be best.


Glen Pike wrote:


Hi,

I am assuming you are talking about the IDE?

Are you doing screenshots for the client?
It might not be helpful, but I just do Test Movie then Alt+Print
Screen or Ctrl+Print Screen and paste into my graphics program...

Alternatively look at CutePDF or one of the free PDF printers that
might help.

Printing from SWF's with the FP Printer - you can draw into a bitmap
first, then print the MC with that in - this means all your filters 
fonts should have been rasterised.

HTH - might have misunderstood your request...

Glen

Anthony Pace wrote:


I would print directly to pdf; yet, I lose the effects I have 
placed on
MCs; as well, saving it to illustrator directly is a problem, 
because

flash will screw up the file header when a custom font that I use is
required.

Thus, because flash doesn't have a decent printer driver, and its 
file

conversion methods suck, my current process is:

I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to 
indicate high

resolution, and I select 24 bit, with no alpha channel, in order to
avoid the ARGB conversion that is screwed for flash.
I open that png and I open something like photoshop/illustrator that
allows you to convert to a pdf.

Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Glen Pike

Hi,

   I am assuming you are talking about the IDE?

   Are you doing screenshots for the client?
  
   It might not be helpful, but I just do  Test Movie then Alt+Print 
Screen or Ctrl+Print Screen and paste into my graphics program...


   Alternatively look at CutePDF or one of the free PDF printers that 
might help.


   Printing from SWF's with the FP Printer - you can draw into a bitmap 
first, then print the MC with that in - this means all your filters  
fonts should have been rasterised.


   HTH - might have misunderstood your request...

   Glen

Anthony Pace wrote:
I would print directly to pdf; yet, I lose the effects I have placed 
on MCs; as well, saving it to illustrator directly is a problem, 
because flash will screw up the file header when a custom font that I 
use is required.


Thus, because flash doesn't have a decent printer driver, and its file 
conversion methods suck, my current process is:


I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to indicate 
high resolution, and I select 24 bit, with no alpha channel, in order 
to avoid the ARGB conversion that is screwed for flash.
I open that png and I open something like photoshop/illustrator that 
allows you to convert to a pdf.


Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Karl DeSaulniers

You can print what you have inside a MovieClip if you want.
just put a label on the first frame of the MC that holds all the  
things you want printed and put a #p
then place a #b on a frame in the MC that holds the other MC that  
has the #p and the print button.

Then on the button use this script to trigger:

on (press) {
printAsBitmap((MC that everything is loaded in), bmax);
}

There are other options to this that you can google, this worked for  
me, but I use bmax to get the max area of what I'm printing.
I just haven't figured out how to get it to ignore a mask if there is  
one over the image. Oh and I'm programing in AS2. Don't know if that  
would matter with this code.
It does not print a PDF but once your in the dialog box you should  
have a save as PDF button
(I think you have this PDF button on PCs but not sure, I'm on a MAC  
and we have one)
Then you can make a PDF from the bitmapData. or if you have a create- 
a-PDF class,

you could format the bitmapData into that.
Just a thought. :)
HTH

Karl DeSaulniers
Design Drumm
http://designdrumm.com

On May 13, 2009, at 3:24 AM, Glen Pike wrote:


Hi,

   I am assuming you are talking about the IDE?

   Are you doing screenshots for the client?
 It might not be helpful, but I just do  Test Movie then Alt 
+Print Screen or Ctrl+Print Screen and paste into my graphics  
program...


   Alternatively look at CutePDF or one of the free PDF printers  
that might help.


   Printing from SWF's with the FP Printer - you can draw into a  
bitmap first, then print the MC with that in - this means all your  
filters  fonts should have been rasterised.


   HTH - might have misunderstood your request...

   Glen

Anthony Pace wrote:
I would print directly to pdf; yet, I lose the effects I have  
placed on MCs; as well, saving it to illustrator directly is a  
problem, because flash will screw up the file header when a custom  
font that I use is required.


Thus, because flash doesn't have a decent printer driver, and its  
file conversion methods suck, my current process is:


I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to  
indicate high resolution, and I select 24 bit, with no alpha  
channel, in order to avoid the ARGB conversion that is screwed for  
flash.
I open that png and I open something like photoshop/illustrator  
that allows you to convert to a pdf.


Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Anthony Pace
I was referring to the ide; yet, even the flashplayer has the the same 
printing bugs


-screenshots are out of the question; as I usually am printing very 
large files
-I have already tried printing directly to a PDF print server, from the 
flash IDE; however, the effects I place on MCs don't seem to stay.
-I would use illustrator; yet, it just doesn't have a lot of flash's 
capabilities, and vise versa when doing extrusions for illustration or 
using livepaint.  I know I can export the paths to illustrator; yet, the 
effects don't transfer well, if at all, and I am not a fan of the poor 
quality of some of the illustrator effects.
-I know that I could convert the movie clip to a bitmap in as3 and then 
either convert it to a pdf or png/jpg using a decent library, or 
printing it as a converted bitmap to a pdf server(as long as the pixel 
count is less than 16,775,168, a problem when converting to posters that 
need a bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 
pixels), and it will be the direction I am going in; however, I really 
shouldn't have to program this myself, as it should already be a 
capability of the ide, along with better integration with photoshop and 
illustrator and much much better file conversion.


Printing from the flash IDE or a much better form of integration with 
illustrator and photoshop would be best.



Glen Pike wrote:

Hi,

   I am assuming you are talking about the IDE?

   Are you doing screenshots for the client?
 It might not be helpful, but I just do  Test Movie then Alt+Print 
Screen or Ctrl+Print Screen and paste into my graphics program...


   Alternatively look at CutePDF or one of the free PDF printers 
that might help.


   Printing from SWF's with the FP Printer - you can draw into a 
bitmap first, then print the MC with that in - this means all your 
filters  fonts should have been rasterised.


   HTH - might have misunderstood your request...

   Glen

Anthony Pace wrote:
I would print directly to pdf; yet, I lose the effects I have placed 
on MCs; as well, saving it to illustrator directly is a problem, 
because flash will screw up the file header when a custom font that I 
use is required.


Thus, because flash doesn't have a decent printer driver, and its 
file conversion methods suck, my current process is:


I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to indicate 
high resolution, and I select 24 bit, with no alpha channel, in order 
to avoid the ARGB conversion that is screwed for flash.
I open that png and I open something like photoshop/illustrator that 
allows you to convert to a pdf.


Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Paul Andrews

If you're using Flash as some high end illustration program, do yourself a
favour and use Xara Xtreme (http://www.xara.com/uk/products/xtreme/) - it 
has native PDF export and is far more

capable than flash for illustration..

Paul
- Original Message - 
From: Anthony Pace anthony.p...@utoronto.ca

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 6:07 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I was referring to the ide; yet, even the flashplayer has the the same
printing bugs

-screenshots are out of the question; as I usually am printing very large
files
-I have already tried printing directly to a PDF print server, from the
flash IDE; however, the effects I place on MCs don't seem to stay.
-I would use illustrator; yet, it just doesn't have a lot of flash's
capabilities, and vise versa when doing extrusions for illustration or
using livepaint.  I know I can export the paths to illustrator; yet, the
effects don't transfer well, if at all, and I am not a fan of the poor
quality of some of the illustrator effects.
-I know that I could convert the movie clip to a bitmap in as3 and then
either convert it to a pdf or png/jpg using a decent library, or printing
it as a converted bitmap to a pdf server(as long as the pixel count is
less than 16,775,168, a problem when converting to posters that need a
bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 pixels), and it
will be the direction I am going in; however, I really shouldn't have to
program this myself, as it should already be a capability of the ide,
along with better integration with photoshop and illustrator and much much
better file conversion.

Printing from the flash IDE or a much better form of integration with
illustrator and photoshop would be best.


Glen Pike wrote:

Hi,

   I am assuming you are talking about the IDE?

   Are you doing screenshots for the client?
 It might not be helpful, but I just do  Test Movie then Alt+Print
Screen or Ctrl+Print Screen and paste into my graphics program...

   Alternatively look at CutePDF or one of the free PDF printers that
might help.

   Printing from SWF's with the FP Printer - you can draw into a bitmap
first, then print the MC with that in - this means all your filters 
fonts should have been rasterised.

   HTH - might have misunderstood your request...

   Glen

Anthony Pace wrote:

I would print directly to pdf; yet, I lose the effects I have placed on
MCs; as well, saving it to illustrator directly is a problem, because
flash will screw up the file header when a custom font that I use is
required.

Thus, because flash doesn't have a decent printer driver, and its file
conversion methods suck, my current process is:

I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to indicate high
resolution, and I select 24 bit, with no alpha channel, in order to
avoid the ARGB conversion that is screwed for flash.
I open that png and I open something like photoshop/illustrator that
allows you to convert to a pdf.

Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Taka Kojima
I believe he is trying to export as a PDF from FlashPlayer, not from
Flash itself

On Wed, May 13, 2009 at 11:22 AM, Paul Andrews p...@ipauland.com wrote:
 If you're using Flash as some high end illustration program, do yourself a
 favour and use Xara Xtreme (http://www.xara.com/uk/products/xtreme/) - it
 has native PDF export and is far more
 capable than flash for illustration..

 Paul
 - Original Message - From: Anthony Pace anthony.p...@utoronto.ca
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, May 13, 2009 6:07 PM
 Subject: Re: [Flashcoders] best way to save as pdf from flash?


 I was referring to the ide; yet, even the flashplayer has the the same
 printing bugs

 -screenshots are out of the question; as I usually am printing very large
 files
 -I have already tried printing directly to a PDF print server, from the
 flash IDE; however, the effects I place on MCs don't seem to stay.
 -I would use illustrator; yet, it just doesn't have a lot of flash's
 capabilities, and vise versa when doing extrusions for illustration or
 using livepaint.  I know I can export the paths to illustrator; yet, the
 effects don't transfer well, if at all, and I am not a fan of the poor
 quality of some of the illustrator effects.
 -I know that I could convert the movie clip to a bitmap in as3 and then
 either convert it to a pdf or png/jpg using a decent library, or printing
 it as a converted bitmap to a pdf server(as long as the pixel count is
 less than 16,775,168, a problem when converting to posters that need a
 bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 pixels), and it
 will be the direction I am going in; however, I really shouldn't have to
 program this myself, as it should already be a capability of the ide,
 along with better integration with photoshop and illustrator and much much
 better file conversion.

 Printing from the flash IDE or a much better form of integration with
 illustrator and photoshop would be best.


 Glen Pike wrote:

 Hi,

   I am assuming you are talking about the IDE?

   Are you doing screenshots for the client?
     It might not be helpful, but I just do  Test Movie then Alt+Print
 Screen or Ctrl+Print Screen and paste into my graphics program...

   Alternatively look at CutePDF or one of the free PDF printers that
 might help.

   Printing from SWF's with the FP Printer - you can draw into a bitmap
 first, then print the MC with that in - this means all your filters 
 fonts should have been rasterised.

   HTH - might have misunderstood your request...

   Glen

 Anthony Pace wrote:

 I would print directly to pdf; yet, I lose the effects I have placed on
 MCs; as well, saving it to illustrator directly is a problem, because
 flash will screw up the file header when a custom font that I use is
 required.

 Thus, because flash doesn't have a decent printer driver, and its file
 conversion methods suck, my current process is:

 I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
 I convert to png and choose a DPI of something like 300 to indicate high
 resolution, and I select 24 bit, with no alpha channel, in order to
 avoid the ARGB conversion that is screwed for flash.
 I open that png and I open something like photoshop/illustrator that
 allows you to convert to a pdf.

 Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Paul Andrews
- Original Message - 
From: Taka Kojima t...@gigafied.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 7:37 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I believe he is trying to export as a PDF from FlashPlayer, not from
Flash itself


You could be right, but Antony has been going on about the IDE and 
illustrator, so for such a simple subject, I'm a bit confused what exactly 
he's up to..



On Wed, May 13, 2009 at 11:22 AM, Paul Andrews p...@ipauland.com wrote:
If you're using Flash as some high end illustration program, do yourself 
a

favour and use Xara Xtreme (http://www.xara.com/uk/products/xtreme/) - it
has native PDF export and is far more
capable than flash for illustration..

Paul
- Original Message - From: Anthony Pace 
anthony.p...@utoronto.ca

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 6:07 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I was referring to the ide; yet, even the flashplayer has the the same
printing bugs

-screenshots are out of the question; as I usually am printing very 
large

files
-I have already tried printing directly to a PDF print server, from the
flash IDE; however, the effects I place on MCs don't seem to stay.
-I would use illustrator; yet, it just doesn't have a lot of flash's
capabilities, and vise versa when doing extrusions for illustration or
using livepaint. I know I can export the paths to illustrator; yet, the
effects don't transfer well, if at all, and I am not a fan of the poor
quality of some of the illustrator effects.
-I know that I could convert the movie clip to a bitmap in as3 and then
either convert it to a pdf or png/jpg using a decent library, or 
printing

it as a converted bitmap to a pdf server(as long as the pixel count is
less than 16,775,168, a problem when converting to posters that need a
bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 pixels), and 
it

will be the direction I am going in; however, I really shouldn't have to
program this myself, as it should already be a capability of the ide,
along with better integration with photoshop and illustrator and much 
much

better file conversion.

Printing from the flash IDE or a much better form of integration with
illustrator and photoshop would be best.


Glen Pike wrote:


Hi,

I am assuming you are talking about the IDE?

Are you doing screenshots for the client?
It might not be helpful, but I just do Test Movie then Alt+Print
Screen or Ctrl+Print Screen and paste into my graphics program...

Alternatively look at CutePDF or one of the free PDF printers that
might help.

Printing from SWF's with the FP Printer - you can draw into a bitmap
first, then print the MC with that in - this means all your filters 
fonts should have been rasterised.

HTH - might have misunderstood your request...

Glen

Anthony Pace wrote:


I would print directly to pdf; yet, I lose the effects I have placed 
on

MCs; as well, saving it to illustrator directly is a problem, because
flash will screw up the file header when a custom font that I use is
required.

Thus, because flash doesn't have a decent printer driver, and its file
conversion methods suck, my current process is:

I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to indicate 
high

resolution, and I select 24 bit, with no alpha channel, in order to
avoid the ARGB conversion that is screwed for flash.
I open that png and I open something like photoshop/illustrator that
allows you to convert to a pdf.

Is there a better way?
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Re: [Flashcoders] best way to save as pdf from flash?

2009-05-13 Thread Paul Andrews
- Original Message - 
From: Anthony Pace anthony.p...@utoronto.ca

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 10:03 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



Hi Paul,

No one else uses Xara, and it lacks a lot of photo editing and brush 
customization features; however, it does look neat for vectors.


Xara is Vector programme with a bit of photoediting. Your comment is a bit 
like criticising Flash for not being as good as photoshop for playing with 
pixels. Xara is way ahead of flash in terms of vector illustration. As for 
nobody else using Xara, well the Xara community know it's a well kept 
secret. They keep churning out great artwork and use it in preference to 
illustrator. Anyway..


The situation is, the flash IDE doesn't work the way I would like, so I 
have decided to make my own little application that outputs to pdf.


I think you're trying to say that the IDE should export to PDF. Is that 
right? At first I thought you were talking about flash at runtime, not the 
IDE. I use flash for motion work and really a PDF export would be pointless 
since most of my motion work doesn't use the timeline.


Anyway, I've finally twigged what you're up to. Have fun.

Paul

 I might also make an extension, as that would be useful to more people 
than just me; yet, I would need to put aside a little time to mess around.


Thanks,
Anthony

Paul Andrews wrote:

- Original Message - From: Taka Kojima t...@gigafied.com
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 7:37 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I believe he is trying to export as a PDF from FlashPlayer, not from
Flash itself


You could be right, but Antony has been going on about the IDE and 
illustrator, so for such a simple subject, I'm a bit confused what 
exactly he's up to..


On Wed, May 13, 2009 at 11:22 AM, Paul Andrews p...@ipauland.com 
wrote:
If you're using Flash as some high end illustration program, do 
yourself a
favour and use Xara Xtreme (http://www.xara.com/uk/products/xtreme/) - 
it

has native PDF export and is far more
capable than flash for illustration..

Paul
- Original Message - From: Anthony Pace 
anthony.p...@utoronto.ca

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Wednesday, May 13, 2009 6:07 PM
Subject: Re: [Flashcoders] best way to save as pdf from flash?



I was referring to the ide; yet, even the flashplayer has the the same
printing bugs

-screenshots are out of the question; as I usually am printing very 
large

files
-I have already tried printing directly to a PDF print server, from 
the

flash IDE; however, the effects I place on MCs don't seem to stay.
-I would use illustrator; yet, it just doesn't have a lot of flash's
capabilities, and vise versa when doing extrusions for illustration or
using livepaint. I know I can export the paths to illustrator; yet, 
the

effects don't transfer well, if at all, and I am not a fan of the poor
quality of some of the illustrator effects.
-I know that I could convert the movie clip to a bitmap in as3 and 
then
either convert it to a pdf or png/jpg using a decent library, or 
printing

it as a converted bitmap to a pdf server(as long as the pixel count is
less than 16,775,168, a problem when converting to posters that need a
bare minimum quality of 300 dpi at 27 x 41 or 99,630,000 pixels), 
and it
will be the direction I am going in; however, I really shouldn't have 
to

program this myself, as it should already be a capability of the ide,
along with better integration with photoshop and illustrator and much 
much

better file conversion.

Printing from the flash IDE or a much better form of integration with
illustrator and photoshop would be best.


Glen Pike wrote:


Hi,

I am assuming you are talking about the IDE?

Are you doing screenshots for the client?
It might not be helpful, but I just do Test Movie then Alt+Print
Screen or Ctrl+Print Screen and paste into my graphics program...

Alternatively look at CutePDF or one of the free PDF printers that
might help.

Printing from SWF's with the FP Printer - you can draw into a bitmap
first, then print the MC with that in - this means all your filters 
fonts should have been rasterised.

HTH - might have misunderstood your request...

Glen

Anthony Pace wrote:


I would print directly to pdf; yet, I lose the effects I have placed 
on
MCs; as well, saving it to illustrator directly is a problem, 
because

flash will screw up the file header when a custom font that I use is
required.

Thus, because flash doesn't have a decent printer driver, and its 
file

conversion methods suck, my current process is:

I create an swf of the dimensions I want in inches (e.g. 8.5 x 11)
I convert to png and choose a DPI of something like 300 to indicate 
high

resolution, and I select 24 bit, with no alpha channel, in order to
avoid the ARGB conversion

Re: [Flashcoders] best way to perform collision detection on rigid objects?

2009-03-01 Thread Juan Pablo Califano
Hi, I haven't dig into 3D, but recently I've found this blog post about 3D
collisions.

http://papergem.wordpress.com/2009/02/13/3d-collisions-basics/


Cheers
Juan Pablo Califano

2009/2/28, Anthony Pace anthony.p...@utoronto.ca:

 For 2d I would assume a xor for the solid object created by a shape created
 by the displacement of object1 in the next frame and the object1 in the
 current frame to detect if a collision occurs between it and object2?
 For 3d spherical subdivision mixed with 6 sided bitmap xor in the same
 respect?  Or would this be too expensive cycle wise?

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RE: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Merrill, Jason
*Option 3:* I create a custom event, dispatch that event, and create a
listener in MyGame rather than call a function directly.
I'm guessing this is the best way to go theoretically, and will allow me to
reuse my BouncingBall object in other applications, but it's a lot of extra
code, and I constantly worry about not property cleaning up event listeners.


Hands down, your option 3 is what you should do.  So what if it's some extra 
code? It's the right way to accomplish this.  Your object should not target and 
call methods in other classes outside of it, that's extremely tight coupling, 
which is bad.

So have your bouncing ball sprite dispatch a custom event, have the other class 
listen for that same custom event and do whatever logic you want, like call 
another method.  It's not messy if you keep your code clean.  It just takes 
practice of doing this a lot before you realize an architecture emerges in your 
coding you are familiar with.  I think its even messier to do option 1 or 2, if 
that makes you feel any better.


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

Interested in Flash Platform technologies?  Join the Bank of America Flash 
Platform Community 
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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Nate Beck
Option 3!

Always opt to use event based architecture.  It promotes loose coupling of
your components.  Although it might be a bit more code, you will be able to
use BouncingBall within many games, or other applications.

On Thu, Feb 5, 2009 at 10:02 AM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 *Option 3:* I create a custom event, dispatch that event, and create a
 listener in MyGame rather than call a function directly.
 I'm guessing this is the best way to go theoretically, and will allow me
 to
 reuse my BouncingBall object in other applications, but it's a lot of
 extra
 code, and I constantly worry about not property cleaning up event
 listeners.


 Hands down, your option 3 is what you should do.  So what if it's some
 extra code? It's the right way to accomplish this.  Your object should not
 target and call methods in other classes outside of it, that's extremely
 tight coupling, which is bad.

 So have your bouncing ball sprite dispatch a custom event, have the other
 class listen for that same custom event and do whatever logic you want, like
 call another method.  It's not messy if you keep your code clean.  It just
 takes practice of doing this a lot before you realize an architecture
 emerges in your coding you are familiar with.  I think its even messier to
 do option 1 or 2, if that makes you feel any better.


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

 Interested in Flash Platform technologies?  Join the Bank of America Flash
 Platform Community
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 Learning Blog and subscribe.




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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread David Hershberger
My preference is usually option 3, using an event.  It means you can use
your ball in other situations, where that call back to the root may or may
not be necessary.  Regarding cleaning up references in event listeners, you
can use a weak reference when you call addEventListener().  Also, I often
find that existing flash or flex events match the nature of what I want to
express, so I re-use theirs sometimes which saves writing a new event class.

Option 4 would be to make MyGame implement some interface (Game? IGame?)
which specifies that function.  Then the BouncingBall constructor is passed
a reference to the interface instead of the whole MyGame class.  Same as
option 2, really, but this way it's plausible that you would implement the
interface with some other game-like class and use BouncingBall in that.

Option 5 would be to pass a Function reference into the constructor of
BouncingBall.  This is very generic, like the event solution, but has a few
downsides: 1) function specifications are not maintained by the compiler
when you pass Function references, so if you write a bug into the call of
the function, you'll get a run-time error instead of a compile-time error.
2) Exactly one object can listen for this function call, unlike an event,
which can be listened for by any number of clients.

I often use Option 5 for success and failure callbacks when something won't
complete right away.

Dave

On Thu, Feb 5, 2009 at 9:44 AM, Todd Kerpelman t...@kerp.net wrote:

 Hey, FlashCoders.

 I'm wondering if you can help me out with a general style question that I
 keep running into. Let's say I've got a setup like this...

 class MyGame extends MovieClip
   - It creates a camera sprite that I can add children into
   - It then creates a Bouncing Ball object with the camera sprite as
 the parent to use.

 class BouncingBall
 {
public function BouncingBall(parentToUse:DisplayObjectContainer)
   {
 // Create member variable _mySprite:Sprite and add it to my parentToUse
 //...
   }
 }

 For reasons I won't get into unless you're really interested, BouncingBall
 does NOT extend Sprite, it simply contains a sprite.

 So MyGame has a camera as a child. That camera has my
 bouncingBall._mySprite
 as a child.

 The question is this: I want the BouncingBall sprite to occasionally call a
 function in MyGame. What's the best way to do this?

 *Option 1:* Within BouncingBall, just call...

 MyGame(_mySprite.root).foo(_myVar);

 This works, but it strikes me as a little unnatural, since I have to dig
 into my member variable and get its root. Also, I'm not sure this works if
 my game were to be imported by some larger, wrapper class.

 *Option 2: *My constructor for BouncingBall should contain two variables

 public function BouncingBall (var parentToUse:DisplayObjectContainer, var
 gameApplication:MyGame)

 I store gameApplication as a member variable, and use it later...

_myGame.foo(_myVar);

 This is my current solution, but the idea of passing a parent and the game
 application to the constructor strikes me as slightly redundant, and, like
 Option 1, it tightly couples my BouncingBall object to my main application.

 *Option 3:* I create a custom event, dispatch that event, and create a
 listener in MyGame rather than call a function directly.

 I'm guessing this is the best way to go theoretically, and will allow me to
 reuse my BouncingBall object in other applications, but it's a lot of extra
 code, and I constantly worry about not property cleaning up event
 listeners.


 I'm sure all of you have encountered this situation before. So what do you
 generally do? Is there a fourth, totally obvious option that I'm
 overlooking?

 Thanks!

 --Todd
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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Eric E. Dolecki
Agreed on Option 3. Custom event inclusive of whatever kind of data you want
to send to the associated listening method. I think I whip up custom events
more than almost anything else.

- Eric

On Thu, Feb 5, 2009 at 1:30 PM, Nate Beck n...@tldstudio.com wrote:

 Option 3!

 Always opt to use event based architecture.  It promotes loose coupling of
 your components.  Although it might be a bit more code, you will be able to
 use BouncingBall within many games, or other applications.

 On Thu, Feb 5, 2009 at 10:02 AM, Merrill, Jason 
 jason.merr...@bankofamerica.com wrote:

  *Option 3:* I create a custom event, dispatch that event, and create a
  listener in MyGame rather than call a function directly.
  I'm guessing this is the best way to go theoretically, and will allow
 me
  to
  reuse my BouncingBall object in other applications, but it's a lot of
  extra
  code, and I constantly worry about not property cleaning up event
  listeners.
 
 
  Hands down, your option 3 is what you should do.  So what if it's some
  extra code? It's the right way to accomplish this.  Your object should
 not
  target and call methods in other classes outside of it, that's extremely
  tight coupling, which is bad.
 
  So have your bouncing ball sprite dispatch a custom event, have the other
  class listen for that same custom event and do whatever logic you want,
 like
  call another method.  It's not messy if you keep your code clean.  It
 just
  takes practice of doing this a lot before you realize an architecture
  emerges in your coding you are familiar with.  I think its even messier
 to
  do option 1 or 2, if that makes you feel any better.
 
 
  Jason Merrill
  Bank of America Instructional Technology  Media   ·   Learning
  Performance Solutions LLD
 
  Interested in Flash Platform technologies?  Join the Bank of America
 Flash
  Platform Community
  Interested in innovative ideas in Learning?  Check out the Innovative
  Learning Blog and subscribe.
 
 
 
 
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 Nate
 
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RE: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Merrill, Jason
I think I whip up custom events more than almost anything else.

Yup  - me too - in fact, in FlashDevelop, I have a nice event template in the 
form of a code snippet for a new custom events I use all the time:

package
{
import flash.events.Event;

public class extends Event
{
public static var :String = ;

public function (type:String, bubbles:Boolean=false, 
cancelable:Boolean=false)
{
super(type, bubbles, cancelable);
}
}

}


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

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Platform Community 
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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Ian Thomas
Additionally, you should take a look at what the code is doing.

Why does Bouncing Ball have to call something in the parent?

Is it some sort of notification? (I've finished animating/I've hit a
wall!). In which case an event is definitely the right solution.

Is it to gain information of some sort? In which case, an event won't
do it. Consider passing that information in at creation of the ball.
If that doesn't make sense - you need to query something in the parent
at regular intervals - consider whether the code inside BouncingBall
really belongs in BouncingBall. Are you sure whatever it's doing
shouldn't be in the parent class instead? Think about black box models
- for example, if it's calling the parent to query about collision
detection or some such, it's not the ball's _job_ to know whether it's
collided with anything; it's the parent's.

If you really need to talk to the parent/regularly fetch changing
information from the parent and it _is_ the ball's business to do it,
I'd be looking at using interfaces if I wanted everything to be
properly decoupled.

Hope that helps,
   Ian

On Thu, Feb 5, 2009 at 7:07 PM, Merrill, Jason
jason.merr...@bankofamerica.com wrote:
I think I whip up custom events more than almost anything else.

 Yup  - me too - in fact, in FlashDevelop, I have a nice event template in the 
 form of a code snippet for a new custom events I use all the time:

 package
 {
import flash.events.Event;

public class extends Event
{
public static var :String = ;

public function (type:String, bubbles:Boolean=false, 
 cancelable:Boolean=false)
{
super(type, bubbles, cancelable);
}
}

 }

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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Ian Thomas
Look up event bubbling.

Essentially if you dispatch your event with bubble=true (the second
parameter to an Event constructor), then the event will 'bubble' all
the way up the display hierarchy. So your document class will only
have to listen to itself for a given event - if any of its children
dispatch that event, it'll be notified.

HTH,
   Ian

On Thu, Feb 5, 2009 at 7:14 PM, Lehr, Ross (N-SGIS) ross.l...@lmco.com wrote:
 This brings up a question I had about events.  Is there a way to send an 
 event all the way to the document class, no matter where it's been dispatched 
 from?  For instance, I have a document class that creates a menu class, 
 which creates several icon button classes.  I want the document class to be 
 able to receive the event dispatched from the icon button.  Currently, the 
 only way I know how to do it is have the icon button send it to the menu 
 and then the menu send it to the document.  So, my question is, can the 
 document class receive an event directly sent from the icon button?

 Thanks,
 Ross

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com 
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
 Sent: Thursday, February 05, 2009 1:03 PM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Best way to access my main class?

*Option 3:* I create a custom event, dispatch that event, and create a
listener in MyGame rather than call a function directly.
I'm guessing this is the best way to go theoretically, and will allow me to
reuse my BouncingBall object in other applications, but it's a lot of extra
code, and I constantly worry about not property cleaning up event listeners.


 Hands down, your option 3 is what you should do.  So what if it's some extra 
 code? It's the right way to accomplish this.  Your object should not target 
 and call methods in other classes outside of it, that's extremely tight 
 coupling, which is bad.

 So have your bouncing ball sprite dispatch a custom event, have the other 
 class listen for that same custom event and do whatever logic you want, like 
 call another method.  It's not messy if you keep your code clean.  It just 
 takes practice of doing this a lot before you realize an architecture emerges 
 in your coding you are familiar with.  I think its even messier to do option 
 1 or 2, if that makes you feel any better.


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

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




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RE: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Lehr, Ross (N-SGIS)
This brings up a question I had about events.  Is there a way to send an event 
all the way to the document class, no matter where it's been dispatched from?  
For instance, I have a document class that creates a menu class, which 
creates several icon button classes.  I want the document class to be able to 
receive the event dispatched from the icon button.  Currently, the only way I 
know how to do it is have the icon button send it to the menu and then the 
menu send it to the document.  So, my question is, can the document class 
receive an event directly sent from the icon button?

Thanks,
Ross

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
Sent: Thursday, February 05, 2009 1:03 PM
To: Flash Coders List
Subject: RE: [Flashcoders] Best way to access my main class?

*Option 3:* I create a custom event, dispatch that event, and create a
listener in MyGame rather than call a function directly.
I'm guessing this is the best way to go theoretically, and will allow me to
reuse my BouncingBall object in other applications, but it's a lot of extra
code, and I constantly worry about not property cleaning up event listeners.


Hands down, your option 3 is what you should do.  So what if it's some extra 
code? It's the right way to accomplish this.  Your object should not target and 
call methods in other classes outside of it, that's extremely tight coupling, 
which is bad.

So have your bouncing ball sprite dispatch a custom event, have the other class 
listen for that same custom event and do whatever logic you want, like call 
another method.  It's not messy if you keep your code clean.  It just takes 
practice of doing this a lot before you realize an architecture emerges in your 
coding you are familiar with.  I think its even messier to do option 1 or 2, if 
that makes you feel any better.


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

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




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RE: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Merrill, Jason
Yes - just turn event bubbling on - then any DisplayObject like sprite or movie 
clip will pass the event up the display list.  


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

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






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Ross 
(N-SGIS)
Sent: Thursday, February 05, 2009 2:15 PM
To: Flash Coders List
Subject: RE: [Flashcoders] Best way to access my main class?

This brings up a question I had about events.  Is there a way to send an event 
all the way to the document class, no matter where it's been dispatched from?  
For instance, I have a document class that creates a menu class, which 
creates several icon button classes.  I want the document class to be able to 
receive the event dispatched from the icon button.  Currently, the only way I 
know how to do it is have the icon button send it to the menu and then the 
menu send it to the document.  So, my question is, can the document class 
receive an event directly sent from the icon button?

Thanks,
Ross

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
Sent: Thursday, February 05, 2009 1:03 PM
To: Flash Coders List
Subject: RE: [Flashcoders] Best way to access my main class?

*Option 3:* I create a custom event, dispatch that event, and create a
listener in MyGame rather than call a function directly.
I'm guessing this is the best way to go theoretically, and will allow me to
reuse my BouncingBall object in other applications, but it's a lot of extra
code, and I constantly worry about not property cleaning up event listeners.


Hands down, your option 3 is what you should do.  So what if it's some extra 
code? It's the right way to accomplish this.  Your object should not target and 
call methods in other classes outside of it, that's extremely tight coupling, 
which is bad.

So have your bouncing ball sprite dispatch a custom event, have the other class 
listen for that same custom event and do whatever logic you want, like call 
another method.  It's not messy if you keep your code clean.  It just takes 
practice of doing this a lot before you realize an architecture emerges in your 
coding you are familiar with.  I think its even messier to do option 1 or 2, if 
that makes you feel any better.


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

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




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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Todd Kerpelman
Thanks, everybody!

Sounds like creating custom events is the way to go (and yes, it's for Send
an alert of some kind to MyGame kind of functionality). I don't have a lot
of experience with 'em, so I was probably going through more trouble to
avoid them than would actually be required to just suck it up and do things
the right way. :)

--T



On Thu, Feb 5, 2009 at 11:31 AM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 Yes - just turn event bubbling on - then any DisplayObject like sprite or
 movie clip will pass the event up the display list.


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

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






 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Ross
 (N-SGIS)
 Sent: Thursday, February 05, 2009 2:15 PM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Best way to access my main class?

 This brings up a question I had about events.  Is there a way to send an
 event all the way to the document class, no matter where it's been
 dispatched from?  For instance, I have a document class that creates a
 menu class, which creates several icon button classes.  I want the
 document class to be able to receive the event dispatched from the icon
 button.  Currently, the only way I know how to do it is have the icon
 button send it to the menu and then the menu send it to the document.
  So, my question is, can the document class receive an event directly sent
 from the icon button?

 Thanks,
 Ross

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
 flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason
 Sent: Thursday, February 05, 2009 1:03 PM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Best way to access my main class?

 *Option 3:* I create a custom event, dispatch that event, and create a
 listener in MyGame rather than call a function directly.
 I'm guessing this is the best way to go theoretically, and will allow me
 to
 reuse my BouncingBall object in other applications, but it's a lot of
 extra
 code, and I constantly worry about not property cleaning up event
 listeners.


 Hands down, your option 3 is what you should do.  So what if it's some
 extra code? It's the right way to accomplish this.  Your object should not
 target and call methods in other classes outside of it, that's extremely
 tight coupling, which is bad.

 So have your bouncing ball sprite dispatch a custom event, have the other
 class listen for that same custom event and do whatever logic you want, like
 call another method.  It's not messy if you keep your code clean.  It just
 takes practice of doing this a lot before you realize an architecture
 emerges in your coding you are familiar with.  I think its even messier to
 do option 1 or 2, if that makes you feel any better.


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

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




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Re: [Flashcoders] Best way to access my main class?

2009-02-05 Thread Muzak

Look into Event bubbling

http://www.google.com/search?hl=enq=AS3+event+bubblingmeta=

- Original Message - 
From: Lehr, Ross (N-SGIS) ross.l...@lmco.com

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, February 05, 2009 8:14 PM
Subject: RE: [Flashcoders] Best way to access my main class?


This brings up a question I had about events.  Is there a way to send an event all the way to the document class, no matter where 
it's been dispatched from?  For instance, I have a document class that creates a menu class, which creates several icon button 
classes.  I want the document class to be able to receive the event dispatched from the icon button.  Currently, the only way I 
know how to do it is have the icon button send it to the menu and then the menu send it to the document.  So, my question 
is, can the document class receive an event directly sent from the icon button?


Thanks,
Ross


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Re: [Flashcoders] Best way to architect a kind of keyCode rotation

2008-06-12 Thread Kenneth Kawamoto

Will parseInt be quicker?

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

eric e. dolecki wrote:

I am going to be getting key events that sum up a degree of rotation.

ie. 3, 0, 1, ^  = 301 degrees (well, I get keCodes that I need to translate
back into their corresponding numbers)

So I was thinking I have an array that I push the values (keyCode) into...
when I get a delimiter, I then combine the digits before the delimiter

numbOne *= 100;
numbTwo *= 10;
numbThree = thirdDigitIfExists;

totalNumber = numbOne + numbTwo + numbThree;

And then set the rotation, clear the array out, and then wait for more
keyCodes to pour in.

I'm a little worried about the speed of execution, as I could get tons of
sets of keyCodes and this needs to be as accurate as possible. I could use a
wrapper and use serial data sent in, but i want to avoid a 3rd party
wrapper. I imagine that the approach I've outlined above shouldn't be too
terribly slow, but wondering if there might be a way that would be quicker
execution-wise knowing I'll be getting sets of keyCodes to implement into a
rotational number (0-359).

Eric

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RE: [Flashcoders] Best way...

2008-05-15 Thread Merrill, Jason
To be clear, when you all are saying the Flex debugger, you actually
mean the Flexbuilder 3 debugger right?  Since Flex is more of an
environment... and another component of the debugger is the Flash 9
player debug version for runtime errors.

Jason Merrill 
Bank of America 
Global Technology  Operations LLD 
eTools  Multimedia 

Join the Bank of America Flash Platform Developer Community 

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

 

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of Ricky Bacon
Sent: Tuesday, May 13, 2008 2:51 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Best way...

Patrick J. Jankun wrote:
 pure as3 as for now :) is there a special air debugger available in 
 the air package?

One more vote for the Flex debugger, even if you are just 
doing pure AS3 projects.

-Ricky
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Re: [Flashcoders] Best way...

2008-05-13 Thread Steven Sacks

The Flex 3 Debugger is solid.


Patrick J. Jankun wrote:

.. to debug AS3 [NOT AS2!]

Is there any other Debugger then one build in Flash IDE? How do you 
guys Debug your Proejcts?

What are the best practices in debugging? What tools should i consider?

Greetings,
Patrick
--
fancy skills to pay the bills
www.jankun.org

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

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Re: [Flashcoders] Best way...

2008-05-13 Thread Sidney de Koning
I just started using LuminicBox (do a search on google for the AS3  
version). And i have to say i'm quite impressed.
It's a logger nd you can set the importance of messages  (log, warn,  
error etc);


You can also use the alpha version of XRAY (but icant get the  
connector to work in AS3)


And today i came across SOS for FDT/ Eclipse, maybe you can also use  
it with Flash, since it makes use of a socket connection/ 
localconnection.


Are you also using this for AIR or only for AS3?

Sid

On May 13, 2008, at 7:49 PM, Patrick J. Jankun wrote:


.. to debug AS3 [NOT AS2!]

Is there any other Debugger then one build in Flash IDE? How do you  
guys Debug your Proejcts?
What are the best practices in debugging? What tools should i  
consider?


Greetings,
Patrick
--
fancy skills to pay the bills
www.jankun.org

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

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RE: [Flashcoders] Best way...

2008-05-13 Thread Kerry Thompson
Patrick J. Jankun wrote:

 Is there any other Debugger then one build in Flash IDE? How do you
 guys Debug your Proejcts?

The FlexBuilder 3 debugger is light years ahead of the Flash debugger.
There's not that steep of a learning curve going from Flash to Flex, as long
as you already know AS3.

Cordially,

Kerry Thompson

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Re: [Flashcoders] Best way...

2008-05-13 Thread Patrick J. Jankun
pure as3 as for now :) is there a special air debugger available in  
the air package?


Patrick
On May 13, 2008, at 8:02 PM, Sidney de Koning wrote:

I just started using LuminicBox (do a search on google for the AS3  
version). And i have to say i'm quite impressed.
It's a logger nd you can set the importance of messages  (log, warn,  
error etc);


You can also use the alpha version of XRAY (but icant get the  
connector to work in AS3)


And today i came across SOS for FDT/ Eclipse, maybe you can also use  
it with Flash, since it makes use of a socket connection/ 
localconnection.


Are you also using this for AIR or only for AS3?

Sid

On May 13, 2008, at 7:49 PM, Patrick J. Jankun wrote:


.. to debug AS3 [NOT AS2!]

Is there any other Debugger then one build in Flash IDE? How do you  
guys Debug your Proejcts?
What are the best practices in debugging? What tools should i  
consider?


Greetings,
Patrick
--
fancy skills to pay the bills
www.jankun.org

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

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Re: [Flashcoders] Best way...

2008-05-13 Thread Sidney de Koning

Not thay i know of.
I have written a AIR logger, class file an simple front end, so i dont  
have to call the debugger from flash everytime. It writes to a file on  
the file system, that you drag and drop in the front end.
Give me a couple of hours and i'll put it online for the world to use.  
(at work now).


Sid.


On May 13, 2008, at 8:20 PM, Patrick J. Jankun wrote:

pure as3 as for now :) is there a special air debugger available in  
the air package?


Patrick
On May 13, 2008, at 8:02 PM, Sidney de Koning wrote:

I just started using LuminicBox (do a search on google for the AS3  
version). And i have to say i'm quite impressed.
It's a logger nd you can set the importance of messages  (log,  
warn, error etc);


You can also use the alpha version of XRAY (but icant get the  
connector to work in AS3)


And today i came across SOS for FDT/ Eclipse, maybe you can also  
use it with Flash, since it makes use of a socket connection/ 
localconnection.


Are you also using this for AIR or only for AS3?

Sid

On May 13, 2008, at 7:49 PM, Patrick J. Jankun wrote:


.. to debug AS3 [NOT AS2!]

Is there any other Debugger then one build in Flash IDE? How do  
you guys Debug your Proejcts?
What are the best practices in debugging? What tools should i  
consider?


Greetings,
Patrick
--
fancy skills to pay the bills
www.jankun.org

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

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Re: [Flashcoders] Best way...

2008-05-13 Thread Ricky Bacon

Patrick J. Jankun wrote:
pure as3 as for now :) is there a special air debugger available in the 
air package?


One more vote for the Flex debugger, even if you are just doing pure AS3 
projects.


-Ricky
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Re: [Flashcoders] Best way...

2008-05-13 Thread Sidney de Koning

Hi Patrick,

I have put my logger online at http://www.funky-monkey.nl/blog/
It is a very simple logger so i dont have to start the debugger in flash 
to trace out messages.


It writes a file to the desktop, which you drag and drop in the AIR 
front end.


Any comments are more than welcome!

Sidney

Patrick J. Jankun wrote:
pure as3 as for now :) is there a special air debugger available in 
the air package?


Patrick
On May 13, 2008, at 8:02 PM, Sidney de Koning wrote:

I just started using LuminicBox (do a search on google for the AS3 
version). And i have to say i'm quite impressed.
It's a logger nd you can set the importance of messages  (log, warn, 
error etc);


You can also use the alpha version of XRAY (but icant get the 
connector to work in AS3)


And today i came across SOS for FDT/ Eclipse, maybe you can also use 
it with Flash, since it makes use of a socket 
connection/localconnection.


Are you also using this for AIR or only for AS3?

Sid

On May 13, 2008, at 7:49 PM, Patrick J. Jankun wrote:


.. to debug AS3 [NOT AS2!]

Is there any other Debugger then one build in Flash IDE? How do you 
guys Debug your Proejcts?

What are the best practices in debugging? What tools should i consider?

Greetings,
Patrick
--
fancy skills to pay the bills
www.jankun.org

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

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web:jankun.org
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Re: [Flashcoders] best way to set up xml for site

2007-08-26 Thread Dayton Schlosser

Well,

How do you code AS? Classes or on the timeline? Do you know the  
basics of creating an XML object, reading in the XML, and loading it  
in and all that? If not let us know. Myself or someone else could  
show you how to set it up. Also, it helps to know how you will be  
structuring your XML file.


There are tons of places to learn it, but here are two goodies. one  
you have to sign up for but is worth it.:


http://www.kirupa.com/web/xml/index.htm

and

http://movielibrary.lynda.com/html/modPage.asp?ID=90


Example:

// Create a new XML object
var myXML:XML = new XML();

// This is a function that sets up the parsing and loading of XML.   
See the function below.

initializeXML();

// Sets up the parsing and loading of the XML (yourXML.xml).
function initializeXML():Void {

// Ignores white space in your xml doc.
myXML.ignoreWhite = true;

// method for telling the object what do once XML is loaded.
myXML.onLoad = function(bSuccess:Boolean):Void  {

/***
		 * Now, in here could go a number of things but usually a for  
loop to iterate through your xml's nodes an stuff.

 * This all depends on how you are structuring things.
 **/

}
};

// Load the XML
myXML.load(yourXML.xml);
}

Hope it helps somewhat.

On Aug 25, 2007, at 1:10 PM, Julie Wilder wrote:

hi i'm wondering if anyone has any best practices for setting up  
xml for a
site structure with flash pages or could point me to some examples.  
i'm
trying to learn how to make a flash site with dynamic pages and  
pages that

have other pages inisde them.  tia!
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Re: [Flashcoders] best way to set up xml for site

2007-08-25 Thread Dayton Schlosser

Well,

How do you code AS? Classes or on the timeline? Do you know the  
basics of creating an XML object, reading in the XML, and loading it  
in and all that? If not let us know. Myself or someone else could  
show you how to set it up. Also, it helps to know how you will be  
structuring your XML file.


There are tons of places to learn it, but here are two goodies. one  
you have to sign up for but is worth it.:


http://www.kirupa.com/web/xml/index.htm

and

http://movielibrary.lynda.com/html/modPage.asp?ID=90


Example:

// Create a new XML object
var myXML:XML = new XML();

// This is a function that sets up the parsing and loading of XML.   
See the function below.

initializeXML();

// Sets up the parsing and loading of the XML (yourXML.xml).
function initializeXML():Void {

// Ignores white space in your xml doc.
myXML.ignoreWhite = true;

// method for telling the object what do once XML is loaded.
myXML.onLoad = function(bSuccess:Boolean):Void  {

/***
		 * Now, in here could go a number of things but usually a for  
loop to iterate through your xml's nodes an stuff.

 * This all depends on how you are structuring things.
 **/

}
};

// Load the XML
myXML.load(yourXML.xml);
}

Hope it helps somewhat.

On Aug 25, 2007, at 1:10 PM, Julie Wilder wrote:

hi i'm wondering if anyone has any best practices for setting up  
xml for a
site structure with flash pages or could point me to some examples.  
i'm
trying to learn how to make a flash site with dynamic pages and  
pages that

have other pages inisde them.  tia!
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Re: [Flashcoders] Best way to control game character animations

2007-05-30 Thread Frederico Ferro Schuh

Well I figured out the problem, it once more was caused by modifications in
the display list during an input event... calling updateAfterEvent() solved
all the blinking issues. I'm still getting used to that...  seems like it's
easy to mess things up if you forget to call it.

But I'm glad I can still get to control the animations adding and removing
MovieClips as needed.

I took a look at the scrollRect stuff, but that's for optimizing... I'm not
that far yet :)
Just have to get the animations to work first.

Thanks for the feedback!

On 5/29/07, Jim Berkey [EMAIL PROTECTED] wrote:


If I'm understanding the question, I just read a blog about this . . .
possibly Sprite sheets + scrollrect is what you are looking for??
http://mikegrundvig.blogspot.com/2007/05/as3-is-fast.html

*** REPLY SEPARATOR  ***

On 5/29/2007 at 11:54 AM Bob Wohl wrote:

can you set their visability? (AS3 noob i am)



B.

On 5/28/07, Frederico Ferro Schuh [EMAIL PROTECTED] wrote:

 Hello list,

 I've been fiddling around with character animations for use in AS3
flash
 games. What's not clear to me is the animation control.

 What's the best way to switch the current animation of the character? I
 tried having each animation in its own MovieClip, and add/remove and
 play/stop them as necessary, but this causes blinking problems in
slower
 machines (you can sometimes see the character disappearing and
appearing
 when the animation switches), which's not a good thing. I believe this
is
 related to the asyncronous nature of the flash player.

 What I'm doing now is have a master MovieClip that contains one
character
 animation in each frame, and switch between them as needed. This looks
a
 little clumsy to me, as objects get created/destroyed unnecessarily,
and
 it's hard to manage them.

 Is this the only way to go, or is there a better solution? Any hints on
 this
 would be really appreciated.
 Thanks.

 --
 Frederico Ferro Schuh
 MSN [EMAIL PROTECTED]
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--
Frederico Ferro Schuh
MSN [EMAIL PROTECTED]
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Re: [Flashcoders] Best way to control game character animations

2007-05-29 Thread Bob Wohl

can you set their visability? (AS3 noob i am)



B.

On 5/28/07, Frederico Ferro Schuh [EMAIL PROTECTED] wrote:


Hello list,

I've been fiddling around with character animations for use in AS3 flash
games. What's not clear to me is the animation control.

What's the best way to switch the current animation of the character? I
tried having each animation in its own MovieClip, and add/remove and
play/stop them as necessary, but this causes blinking problems in slower
machines (you can sometimes see the character disappearing and appearing
when the animation switches), which's not a good thing. I believe this is
related to the asyncronous nature of the flash player.

What I'm doing now is have a master MovieClip that contains one character
animation in each frame, and switch between them as needed. This looks a
little clumsy to me, as objects get created/destroyed unnecessarily, and
it's hard to manage them.

Is this the only way to go, or is there a better solution? Any hints on
this
would be really appreciated.
Thanks.

--
Frederico Ferro Schuh
MSN [EMAIL PROTECTED]
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Re: [Flashcoders] Best way to control game character animations

2007-05-29 Thread Jim Berkey
If I'm understanding the question, I just read a blog about this . . . possibly 
Sprite sheets + scrollrect is what you are looking for??
http://mikegrundvig.blogspot.com/2007/05/as3-is-fast.html

*** REPLY SEPARATOR  ***

On 5/29/2007 at 11:54 AM Bob Wohl wrote:

can you set their visability? (AS3 noob i am)



B.

On 5/28/07, Frederico Ferro Schuh [EMAIL PROTECTED] wrote:

 Hello list,

 I've been fiddling around with character animations for use in AS3 flash
 games. What's not clear to me is the animation control.

 What's the best way to switch the current animation of the character? I
 tried having each animation in its own MovieClip, and add/remove and
 play/stop them as necessary, but this causes blinking problems in slower
 machines (you can sometimes see the character disappearing and appearing
 when the animation switches), which's not a good thing. I believe this is
 related to the asyncronous nature of the flash player.

 What I'm doing now is have a master MovieClip that contains one character
 animation in each frame, and switch between them as needed. This looks a
 little clumsy to me, as objects get created/destroyed unnecessarily, and
 it's hard to manage them.

 Is this the only way to go, or is there a better solution? Any hints on
 this
 would be really appreciated.
 Thanks.

 --
 Frederico Ferro Schuh
 MSN [EMAIL PROTECTED]
 ___
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 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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h

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Re: Re: [Flashcoders] Best way to detect an idle user?

2006-11-28 Thread Richard Helgor

Chester,

Another dumb noob question from me, but I'm not great on Listeners...

How do I stop the class from checking for activity? I'm using it to
log-out back to a main menu swf on a certain duration, and I've tried:

myActivityMonitor.removeListener(myActivityMonitor);
Mouse.removeListener(myActivityMonitor);
delete myActivityMonitor;

and other things, all to no avail! I can't get it to stop, even when
the swf it is called in is replaced by the main menu swf. I'm using
Method 1.

Am I being really dumb?

TIA,
Warren.


On 11/9/06, Chester McLaughlin [EMAIL PROTECTED] wrote:

Here's a working class I whipped up. It uses onMouseMove to monitor
their activity.

// BEGIN CLASS
//  ActivityMonitor
//  Created by Chester McLaughlin on 2006-11-09.

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RE: [Flashcoders] Best way to detect an idle user?

2006-11-09 Thread Ben
Is it possible for you to decide wether a user is idle or not, by judging
his mouse movements? Or is it required to actually measure the usage of
particular elements? If you can suffice with the movement, it might be
enough to create a seperate 'idle checking' class which either listens to
mousemove events of for even less overhead, checks the mouse coordinates at
given intervals. Then say after e.g. 3 check intervals if the coords are
still the same, assume the user is inactive.
 
 

  _  

Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Pete Miller
Verzonden: donderdag 9 november 2006 22:45
Aan: Flashcoders mailing list
Onderwerp: [Flashcoders] Best way to detect an idle user?




My application starts with a user login/authentication.  I want to
implement an idle user process that logs the user out after X amount of
time of no activity.

The most obvious way I can think to do this is to start an interval
timer, and keep reseting it any time a widget is used.  That means
adding a reset-function call to every component event handler, plus
adding event handlers for many components that otherwise don't have
relevant events.

Does anyone have a more clever way of handling this?
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Re: [Flashcoders] Best way to detect an idle user?

2006-11-09 Thread Chester McLaughlin
Here's a working class I whipped up. It uses onMouseMove to monitor  
their activity.


// BEGIN CLASS
//  ActivityMonitor
//  Created by Chester McLaughlin on 2006-11-09.

import mx.utils.Delegate;
import mx.events.EventDispatcher;

class ActivityMonitor {

var nLatestActivity:Number;
var nMaxIdleTime:Number;

var nIntervalID:Number;

var onMaxIdleTimeExceeded:Function;

private var broadcastMessage:Function;
public var addListener:Function;

function ActivityMonitor(nMaxIdleTime:Number)
{
AsBroadcaster.initialize(this);
Mouse.addListener(this);

this.onMouseMove();
this.nMaxIdleTime = nMaxIdleTime;

		this.nIntervalID = setInterval(Delegate.create 
(this,checkForActivity),5000);

}

function checkForActivity(){
var nNow = getTimer();
var nDiff = (nNow - this.nLatestActivity)/1000;

if (nDiff = this.nMaxIdleTime){
this.broadcastMessage(maxIdleTimeExceeded,nDiff);
this.onMaxIdleTimeExceeded(nDiff);
}
}

function onMouseMove()
{
this.nLatestActivity = getTimer();
}

};

// END CLASS

// BEGIN USAGE
/*
import ActivityMonitor;

// This creates an instance of Activity Monitor that requires the user
// to move their mouse at least once every 5 seconds
var myActivityMonitor:ActivityMonitor = new ActivityMonitor(5);

// Method #1
myActivityMonitor.onMaxIdleTimeExceeded = function(nDiff:Number){
//var nDiff:Number = arguments[0];
	trace(Method 1: You've been idle for +nDiff+ seconds. Get  
Moving!!!);	

}

// Method #2
myActivityMonitor.addListener(this);
function maxIdleTimeExceeded(nDiff:Number){
	trace(Method 2: You've been idle for +nDiff+ seconds. Get  
Moving!!!);	

}
*/

// END USAGE


On Nov 9, 2006, at 1:45 PM, Pete Miller wrote:



My application starts with a user login/authentication.  I want to
implement an idle user process that logs the user out after X  
amount of

time of no activity.

The most obvious way I can think to do this is to start an interval
timer, and keep reseting it any time a widget is used.  That means
adding a reset-function call to every component event handler, plus
adding event handlers for many components that otherwise don't have
relevant events.

Does anyone have a more clever way of handling this?
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This email and any files transmitted with it are confidential and intended 
solely for the use of the individual or entity to whom they are addressed.  If 
you are not the named addressee you should not disseminate, distribute or copy 
this e-mail  Please notify the sender immediately by e-mail if you have 
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Re: [Flashcoders] Best way to detect an idle user?

2006-11-09 Thread Millie Niss
you might want a general purpose system where you could specify what is to 
be considered in determining idleness.  For example, do you check:


-- only clicking (on the grounds that someone could be moving the mouse 
around, for example to check tooltips or just aimlessly, but that they are 
idle of they aren't selecting/dragging etc.

-- mouse movements
--keystrokes (which ones?)
--data flow from/to server
--playing videos or sounds
--playing loaded swfs or subclips
etc.

seems to beg for some kind of observer or broadcaster pattern where you 
subscribe your idel detector to various events


Millie Niss
[EMAIL PROTECTED]
http://www.sporkworld.org
- Original Message - 
From: Ben [EMAIL PROTECTED]

To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com
Sent: Thursday, November 09, 2006 5:19 PM
Subject: RE: [Flashcoders] Best way to detect an idle user?



Is it possible for you to decide wether a user is idle or not, by judging
his mouse movements? Or is it required to actually measure the usage of
particular elements? If you can suffice with the movement, it might be
enough to create a seperate 'idle checking' class which either listens to
mousemove events of for even less overhead, checks the mouse coordinates 
at

given intervals. Then say after e.g. 3 check intervals if the coords are
still the same, assume the user is inactive.



 _

Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Pete Miller
Verzonden: donderdag 9 november 2006 22:45
Aan: Flashcoders mailing list
Onderwerp: [Flashcoders] Best way to detect an idle user?




My application starts with a user login/authentication.  I want to
implement an idle user process that logs the user out after X amount of
time of no activity.

The most obvious way I can think to do this is to start an interval
timer, and keep reseting it any time a widget is used.  That means
adding a reset-function call to every component event handler, plus
adding event handlers for many components that otherwise don't have
relevant events.

Does anyone have a more clever way of handling this?
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RE: [Flashcoders] Best way to detect an idle user?

2006-11-09 Thread Pete Miller
Thanx, I'll give that a try!

P.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flashcoders-
 [EMAIL PROTECTED] On Behalf Of Chester McLaughlin
 Sent: Thursday, November 09, 2006 5:39 PM
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Best way to detect an idle user?
 
 Here's a working class I whipped up. It uses onMouseMove to monitor
 their activity.
 
 // BEGIN CLASS
 //  ActivityMonitor
 //  Created by Chester McLaughlin on 2006-11-09.
 
 import mx.utils.Delegate;
 import mx.events.EventDispatcher;
 
 class ActivityMonitor {
 
  var nLatestActivity:Number;
  var nMaxIdleTime:Number;
 
  var nIntervalID:Number;
 
  var onMaxIdleTimeExceeded:Function;
 
  private var broadcastMessage:Function;
  public var addListener:Function;
 
  function ActivityMonitor(nMaxIdleTime:Number)
  {
  AsBroadcaster.initialize(this);
  Mouse.addListener(this);
 
  this.onMouseMove();
  this.nMaxIdleTime = nMaxIdleTime;
 
  this.nIntervalID = setInterval(Delegate.create
 (this,checkForActivity),5000);
  }
 
  function checkForActivity(){
  var nNow = getTimer();
  var nDiff = (nNow - this.nLatestActivity)/1000;
 
  if (nDiff = this.nMaxIdleTime){
  this.broadcastMessage(maxIdleTimeExceeded,nDiff);
  this.onMaxIdleTimeExceeded(nDiff);
  }
  }
 
  function onMouseMove()
  {
  this.nLatestActivity = getTimer();
  }
 
 };
 
 // END CLASS
 
 // BEGIN USAGE
 /*
 import ActivityMonitor;
 
 // This creates an instance of Activity Monitor that requires the user
 // to move their mouse at least once every 5 seconds
 var myActivityMonitor:ActivityMonitor = new ActivityMonitor(5);
 
 // Method #1
 myActivityMonitor.onMaxIdleTimeExceeded = function(nDiff:Number){
  //var nDiff:Number = arguments[0];
  trace(Method 1: You've been idle for +nDiff+ seconds. Get
 Moving!!!);
 }
 
 // Method #2
 myActivityMonitor.addListener(this);
 function maxIdleTimeExceeded(nDiff:Number){
  trace(Method 2: You've been idle for +nDiff+ seconds. Get
 Moving!!!);
 }
 */
 
 // END USAGE
 
 
 On Nov 9, 2006, at 1:45 PM, Pete Miller wrote:
 
 
  My application starts with a user login/authentication.  I want to
  implement an idle user process that logs the user out after X
  amount of
  time of no activity.
 
  The most obvious way I can think to do this is to start an interval
  timer, and keep reseting it any time a widget is used.  That means
  adding a reset-function call to every component event handler, plus
  adding event handlers for many components that otherwise don't have
  relevant events.
 
  Does anyone have a more clever way of handling this?
  ___
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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
  Premier Authorized Adobe Consulting and Training
  http://www.figleaf.com
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 This email and any files transmitted with it are confidential and
 intended solely for the use of the individual or entity to whom they are
 addressed.  If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail  Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system.  Any other use, retention,
 dissemination, forwarding, printing or copying of this e-mail is strictly
 prohibited.  Finally, the recipient should check this e-mail and any
 attachments for the presence of viruses.  Lambesis accepts no liability
 for any damage caused by any virus transmitted by this email.
 
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Re: [Flashcoders] Best way to pause/play video

2006-08-29 Thread Samúel Jónasson

ns.pause();

to pause...and then...

ns.pause();

to play again.  It works like a toggle. At least in AS3.

Sammi

Mendelsohn, Michael wrote:

Hi list...

How exactly do you pause and play a video?  I'm trying to create a
play/pause toggle button that isn't quite working.  When pausing a
video, should you close the netstream?  And if so, how is the best way
to reopen it to resume play?

Thanks,
- Michael M.


case (playPause) :
// play or pause the video
if (this[_label]._currentframe == 2) {
trace(pause);
_root.userInterface.ns.close();

clearInterval(_root.userInterface._data.intervalIDs.player);
this[_label].gotoAndStop(1);
} else {
trace(play);
trace(_root.userInterface.ns.time);
_root.userInterface.ns.seek(33);
this[_label].gotoAndStop(2);
}

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RE: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-21 Thread Merrill, Jason
I also
recommend downloading an Enterprise Architect trial
http://www.sparxsystems.com/ or Poseidon

Hmmm, I think however that software like Enterprise Architect is far too
complex and requires at least minimal UML knowledge for someone just
trying to wrap their head around OOP.  It's a great tool, but very
overwhelming to someone just trying to get the basics of OOP down.  I
would at least get the basics of UML down first before downloading that
tool.

Jason Merrill
Bank of America 
Learning  Organization Effectiveness - Technology Solutions 
 
 
 
 
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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-19 Thread Adrian Park

Hi David,

Like you, I didn't have any previous programming experience when I started
using ActionScript. I *think* I'm now pretty nifty with my OOP but still
feel like I have oodles to learn when it comes to structuring more complex
app's in a good way.

I'd echo the suggestions of learning a few designs patterns and the one I
swear by is MVC (which I learnt from Moock's EAS 2.0) as I find it really
helps me to divvy up code into classes that group tasks together in a
logical way. I've also found that adhering to the principles of the MVC
pattern helps me to write code that is much more flexible and scalable. That
said, I've also found that it is easy to start overusing MVC and suddenly
you've got a bunch of classes where you probably only need one or two! I'm
still learning when MVC is good and when it's a mallet to crack a nut.

I've also tried to get my head around UML on several different occasions.
I'm not sure if I'm reading the wrong books or trying to learn too much too
quickly but UML is the one thing that does my brain in! So far I've found
developing class structures organically has been sufficient for the sizes of
projects I typically work on but I always find myself wanting to refactor
the whole thing when it's complete (I guess that goes with the territory!).

On my most recent project I decided to use Grant Skinner's GModeler (
http://www.gskinner.com/gmodeler/) simply to create a basic, conceptual
model of my class structure before writing any code. I purposefully didn't
go into much detail - just a few core methods and properties per class to
establish their key responsibilites. I found I was able to come up with what
seemed like a decent class structure fairly quickly and somehow I found
myself quickly solving some of the bigger issues I would have encountered
had I written the classes organically. As I started writing the code, the
class structure naturally started evolving to a point where the structure
differed fairly significantly from my class diagram but I am still using the
diagram to remind myself of the principles and duties I worked out at the
start. I shall try using this approach a few more times and may then take
another stab at some more complex UML...gulp!

HTH in some small way.

A.

On 8/18/06, David Bellerive [EMAIL PROTECTED] wrote:


Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.

Any help / tips ?

__
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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript (James Marsden)

2006-08-19 Thread Adrian Park

Joe, that sounds like a really useful approach. I imaging it gets you on the
right track with distinct objects and duties. The way I understand MVC, I'd
guess that you'd use MVC to implement the *nouns* (if it seemed
appropriate). i.e. Pacman might have a model to store his state (e.g.
location, powerups e.t.c.) and a view to manage his visual display. In this
case, the verbs would be divided between the model and view depending on
whether they modified state or visual appearence.

I'm going to try this out on my next project :)

A.

On 8/18/06, Joe Cutting [EMAIL PROTECTED] wrote:


Back when I was at college studying CS we were taught that the way to
decide which objects to use was
to write a simple description of what your program should do. Then go
through the description and find all the nouns
- these are your main objects. You can also go through and find all
the verbs, these are the some of the functions of those objects.
This still seems to work pretty well.

So, if your program description is-
Pacman moves through a maze eating dots. Ghosts chase pacman. Every
time pacman eats a dot the score increases
Then your main objects are

Pacman
Maze
Dot
Ghost
Score

Some of your main functions are
Pacman - move
Pacman - eat
Ghost - chase
Score - increase

Unfortunately I think this was before MVC became popular so I'm a
beginner on that one too. My experience is that it
works really well for editing data type programs like
wordprocessors etc but its either more tricky/not worth the while for
some presentation type applications.

Cheers

Joe


Joe Cutting
Computer exhibits and installations
www.joecutting.com
96 Heslington Road, York, YO10 5BL
01904 627428
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Re: [Flashcoders] Best way to learn OO Analysis and Design withActionScript

2006-08-19 Thread Muzak
Have a look at ARP.
http://osflash.org/arp

It's a lightweight framework that takes MVC to the next level.

mailing list:
http://ariaware.com/mailman/listinfo/arp_ariaware.com

manual
http://www.ariaware.com/products/arp/manual.php

regards,
Muzak

- Original Message - 
From: David Bellerive [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, August 18, 2006 3:41 PM
Subject: [Flashcoders] Best way to learn OO Analysis and Design withActionScript


 Hi everyone!

 I'm having real difficulty understanding how to
 properly architect and structure Flash applications
 using ActionScript 2.0.

 I've read Colin Moock's excellent Essential
 ActionScript 2.0 and several other books and articles
 on the topic and while I can safely say that I do
 understand the syntax, I can't seem to write an entire
 application using OO design mainly because I can't
 figure out what should be in a class, which class
 should do what, which class should extend MovieClip,
 which class should use composition instead, which
 class should start the application, etc.

 I'm sure a lot of excellent Flash developpers in this
 mailing list didn't have previous coding experience
 before they started Flash (like myself) and managed to
 become the ActionScript 2.0 OO pros aroud here.

 Any help / tips ?


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Re: [Flashcoders] Best way to learn OO Analysis and Design withActionScript

2006-08-19 Thread Count Schemula

FWIW, I thought this book did a good job of of getting me past the
jargon. Much more accessible to me than the Moock Essential AS2 has
been. The Moock book is really good, but, I find it tough read. I'm
not really a programmer though, it's just another hat I have to wear
sometimes...

http://www.friendsofed.com/book.html?isbn=1590596196

On 8/18/06, Mike Mountain [EMAIL PROTECTED] wrote:

I find the hardest thing to get my head around is the absurd amount of
Jargon involved in OOP - for what are essentially simple concepts. I
really wish we wouldn't perpetuate the practice of trying to make
ourselves important by using such a verbal smokescreen. Once you get
past the copious amounts of conceptual diarrohea the actual fundamentals
are fairly easy to understand. I know it's easier to define concepts
using singular terms, but it would seem that OOP tends to go overboard
with this a hell of a lot. OOP dictionary anyone? This is componounded
by other concepts being explained within the bounds of this jargon -
One question inevitably leads to many more.

M

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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread James Marsden

Hey,

It's a state of mind being able to separate tasks into object 
relationships that only becomes natural with time and practice. I learnt 
by following an AS 1.0 game tutorial*, transcoding to AS 2.0 as I 
followed it. That way I didn't have to think at all about the actual 
content or direction of the application, just the discreet members involved.


If you learn on your own projects, you're able to take risks and waste 
time getting it wrong. Try picking a fairly large project you want to 
make for yourself (like a personal website or game).


You could try some design pattern books, such as Headfirst Design Patterns:

http://www.amazon.com/gp/product/0596007124/sr=8-1/qid=1155908772/ref=pd_bbs_1/103-3016282-6802220?ie=UTF8

I try to identify all of the different members of a system, and then 
scribble them down in a hierarchy diagram. Once you start developing, 
it's quite easy to evolve the design of the application, so you don't 
have to have everything set in stone before you begin. OOP development 
is so much easier and straightforward (compared to timeline based 
scripting) once you get the hang of it.


Hope that helps!

J

*http://www.tonypa.pri.ee/tbw/start.html






David Bellerive wrote:


I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.

Any help / tips ?

 


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RE: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread Merrill, Jason
I used to feel that way too. And in fact, reading books like that are
great, but they can also give you an overwhelming feeling of all you
don't know.   

What I would do is this - start out slow.  Don't feel like you have to
do it by the book - that's just not possible until you gain some
experience.  Create a small class that replaces what one of your
function did.  Take several of the functions you write, and put them in
a class and then use the class. After a while, by using the class to run
your functions, you'll learn better how to structure classes and use
more than one class.  

Don't feel like it has to be perfect.  I think a lot of people don't
dive in to Actionscript 2.0 classes because they think it's too
complicated for them and they need to understand a whole lot before they
use them,  - neither of those arguments are very true IMHO. 

Some things you can only learn from actual experience.  Swimming,
skiing, paintball too.

Jason Merrill
Bank of America 
Learning  Organization Effectiveness - Technology Solutions 
 
 
 
 
 
-Original Message-
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of David Bellerive
Sent: Friday, August 18, 2006 9:41 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Best way to learn OO Analysis and Design with
ActionScript

Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.

Any help / tips ?

__
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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread Adam Pasztory

One of the things that's fun about OOP design is that there is no single
best solution to a problem.  (Or perhaps another way of putting it is that
there's always a beter way to solve your problem!)  Sure there are best
practices, and a book like Head First Design Patterns can help you
understand those.  But I find the whole process of  creating an
object-oriented design forces you to make a lot of creative decisions.
That's why experience really matters.  When I finish an OOP project, I'll
often look back and evaluate what worked well and what didn't, and apply
things that were successful to the next project.  So don't cling to the idea
that there's a single right way to do things, and just dive in, experiment,
and have fun!

-Adam



-Original Message-

From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of David Bellerive
Sent: Friday, August 18, 2006 9:41 AM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Best way to learn OO Analysis and Design with
ActionScript

Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.

Any help / tips ?

__
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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread Mike Britton

I second James' recommendation of Headfirst Design Patterns.  I also
recommend downloading an Enterprise Architect trial
http://www.sparxsystems.com/ or Poseidon
http://gentleware.com/index.php and learning some UML.  It helps me to
step outside of the code and focus on the logic behind the business
decisions.  Understanding sequence diagrams (user clicks button,
event is passed to manager, etc) first can help you sketch out class
diagrams that eventually turn into really scalable systems.  Then
later, people can wade right in and add to it.

Most important: try not to learn everything at once.  Give your brain
time to wrap around small chunks of new info.

My .02


Mike
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RE: [Flashcoders] Best way to learn OO Analysis and Design withActionScript

2006-08-18 Thread Mike Mountain
I find the hardest thing to get my head around is the absurd amount of
Jargon involved in OOP - for what are essentially simple concepts. I
really wish we wouldn't perpetuate the practice of trying to make
ourselves important by using such a verbal smokescreen. Once you get
past the copious amounts of conceptual diarrohea the actual fundamentals
are fairly easy to understand. I know it's easier to define concepts
using singular terms, but it would seem that OOP tends to go overboard
with this a hell of a lot. OOP dictionary anyone? This is componounded
by other concepts being explained within the bounds of this jargon -
One question inevitably leads to many more.

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Britton
 Sent: 18 August 2006 15:33
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Best way to learn OO Analysis and 
 Design withActionScript
 
 I second James' recommendation of Headfirst Design Patterns.  
 I also recommend downloading an Enterprise Architect trial 
 http://www.sparxsystems.com/ or Poseidon 
 http://gentleware.com/index.php and learning some UML.  It 
 helps me to step outside of the code and focus on the logic 
 behind the business decisions.  Understanding sequence 
 diagrams (user clicks button, event is passed to manager, 
 etc) first can help you sketch out class diagrams that 
 eventually turn into really scalable systems.  Then later, 
 people can wade right in and add to it.
 
 Most important: try not to learn everything at once.  Give 
 your brain time to wrap around small chunks of new info.
 
 My .02
 
 
 Mike
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Re: [Flashcoders] Best way to learn OO Analysis and Design withActionScript

2006-08-18 Thread James Marsden
I used to have a problem with this too, hating the 'verbal smokescreen' 
as you put it, but it's crucial to be in sync with specialist language 
and concepts in order to cut through misunderstanding between peers. I 
don't think it's about making ourselves more important, but making sure 
you're able to communicate complex ideas quickly.


I'm a Fine art graduate, and there's no environment worse than that for 
absurdly long winded conceptual bullshit - at least OOP concepts 
actually lock people's understandings together!


J


Mike Mountain wrote:


I find the hardest thing to get my head around is the absurd amount of
Jargon involved in OOP - for what are essentially simple concepts. I
really wish we wouldn't perpetuate the practice of trying to make
ourselves important by using such a verbal smokescreen. Once you get
past the copious amounts of conceptual diarrohea the actual fundamentals
are fairly easy to understand. I know it's easier to define concepts
using singular terms, but it would seem that OOP tends to go overboard
with this a hell of a lot. OOP dictionary anyone? This is componounded
by other concepts being explained within the bounds of this jargon -
One question inevitably leads to many more.

M

 

 


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RE: [Flashcoders] Best way to learn OO Analysis andDesign withActionScript

2006-08-18 Thread Mike Mountain
it's crucial to be in sync with specialist language and concepts

Completely agree, but Jargon in any industry is always a barrier to
effective communication between the initiated and the uninitiated,
whether it is intentional or not. I just find that the OOP literati can
sometimes be a little too keen when it comes to overcomplicating
things for the sake of good OOP. And this includes the abundance of
interchangeable jargon, for patterns, techniques and basic concepts. And
yes sometimes believe it or not I think (especially on forums and blogs
etc.) that some of this comes down to a basic good old fashioned I know
more oop than you do dick measuring competition. Once initiated into
this clique it then gives us a warm feeling to perpetuate the problem by
showing everyone just how complicated we can make the simplest of things
seem. Its Societies problem, not just OOP developers if that's any
consolation!

M

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of James Marsden
 Sent: 18 August 2006 16:23
 To: Flashcoders mailing list
 Subject: Re: [Flashcoders] Best way to learn OO Analysis 
 andDesign withActionScript
 
 I used to have a problem with this too, hating the 'verbal 
 smokescreen' 
 as you put it, but it's crucial to be in sync with specialist 
 language and concepts in order to cut through 
 misunderstanding between peers. I don't think it's about 
 making ourselves more important, but making sure you're able 
 to communicate complex ideas quickly.
 
 I'm a Fine art graduate, and there's no environment worse 
 than that for absurdly long winded conceptual bullshit - at 
 least OOP concepts actually lock people's understandings together!
 
 J
 
 
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Re: [Flashcoders] Best way to learn OO Analysis andDesign with ActionScript

2006-08-18 Thread James Marsden

tru tru...


Mike Mountain wrote:


I think (especially on forums and blogs
etc.) that some of this comes down to a basic good old fashioned I know
more oop than you do dick measuring competition. Once initiated into
this clique it then gives us a warm feeling to perpetuate the problem by
showing everyone just how complicated we can make the simplest of things
seem. Its Societies problem, not just OOP developers if that's any
consolation!

M


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Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript

2006-08-18 Thread Anggie Bratadinata

I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.


I'm not one of the pros here. I'm just another noob, lurking in his list 
to read some advanced coding practices ;-)


Like you, I just started learning OO AS but I have previous coding 
experience in C++ and Java so I don't have much difficulties.

Lately, I've been reading this book :
Object Oriented Actionscript for Flash 8 Peter Elst, Friends of Ed

and I can tell you, from my noob-ish point of view, that book is easy to 
read and the codes presented there are easy to follow.


Another book that's helped me much in my journey :
Object Oriented Thought Process, Matt Weisfeld, SAMS

(I'm gonna buy Head First OO Analysis and Design in November)

I agree with Jason that some things need real experience to master 
(including raising kids, I have 4.5 year experience in that matter ... 
lol ) and OOP is one of them


--
Anggie Bratadinata
Web|Graphic|Flash
Jl. Raya Langsep 21
Malang - East Java
I N D O N E S I A
http://design.ibshastautama.com


David Bellerive wrote:

Hi everyone!

I'm having real difficulty understanding how to
properly architect and structure Flash applications
using ActionScript 2.0.

I've read Colin Moock's excellent Essential
ActionScript 2.0 and several other books and articles
on the topic and while I can safely say that I do
understand the syntax, I can't seem to write an entire
application using OO design mainly because I can't
figure out what should be in a class, which class
should do what, which class should extend MovieClip,
which class should use composition instead, which
class should start the application, etc.

I'm sure a lot of excellent Flash developpers in this
mailing list didn't have previous coding experience
before they started Flash (like myself) and managed to
become the ActionScript 2.0 OO pros aroud here.

Any help / tips ?



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