Re: [Flashcoders] Best way to find a REALLY specialized flash/actionscript developer?
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to use external interface
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- --Joel Stransky stranskydesign.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to use external interface
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to use external interface
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to use external interface
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to detect key KEY_DOWN on MovieClip
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Glen Pike 01326 218440 www.glenpike.co.uk http://www.glenpike.co.uk ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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. 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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to save as pdf from flash?
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to save as pdf from flash?
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to save as pdf from flash?
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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 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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to save as pdf from flash?
- 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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to save as pdf from flash?
- 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?
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? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Cheers, Nate http://blog.natebeck.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Cheers, Nate http://blog.natebeck.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- http://ericd.net Interactive design and development ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Best way to access my main class?
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 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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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); } } } ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Best way to access my main class?
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to access my main class?
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way to architect a kind of keyCode rotation
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- fancy skills to pay the bills www.jankun.org Phone: +43 660 96 969 - 01 web:jankun.org mail: p[at]jankun.org ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- fancy skills to pay the bills www.jankun.org Phone: +43 660 96 969 - 01 web:jankun.org mail: p[at]jankun.org ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best way...
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- fancy skills to pay the bills www.jankun.org Phone: +43 660 96 969 - 01 web:jankun.org mail: p[at]jankun.org ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders No virus found in this outgoing message. Checked by AVG. Version: 7.5.524 / Virus Database: 269.23.16/1430 - Release Date: 13/05/2008 07:31 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] best way to set up xml for site
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! ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] best way to set up xml for site
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! ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to control game character animations
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] ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com h ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com -- Frederico Ferro Schuh MSN [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to control game character animations
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] ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to control game character animations
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] ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com h ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: Re: [Flashcoders] Best way to detect an idle user?
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. ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
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? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
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? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com 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. ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to detect an idle user?
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? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
RE: [Flashcoders] Best way to detect an idle user?
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? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com 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. ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to pause/play video
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); } ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
RE: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ? __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript (James Marsden)
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design withActionScript
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 ? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design withActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
RE: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ? __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ? __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
RE: [Flashcoders] Best way to learn OO Analysis and Design withActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design 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 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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
RE: [Flashcoders] Best way to learn OO Analysis andDesign withActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis andDesign with ActionScript
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 ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com
Re: [Flashcoders] Best way to learn OO Analysis and Design with ActionScript
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 ? ___ Flashcoders@chattyfig.figleaf.com 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 http://training.figleaf.com