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  • HTML 5 <video> tag vs Flash video. What are the pros and cons?

    - by Vilx-
    Seems like the new <video> tag is all the hype these days, especially since Firefox now supports it. News of this are popping up in blogs all over the place, and everyone seems to be excited. But what about? As much as I searched I could not find anything that would make it better than the good old Flash video. In fact, I see only problems with it: It will still be some time before all the browsers start supporting it, and much more time before most people upgrade; Flash is available already and everyone has it; You can couple Flash with whatever fancy UI you want for controlling the playback. I gather that the tag will be controllable as well (via JavaScript probably), but will it be able to go fullscreen? The only two pros for a <video> tag that I can see are: It is more "semantic" - which probably holds no importance to a whole lot of people, including me; It is not dependent on a single commercial 3rd party entity (Adobe) - which I also don't see as a compelling reason to switch, because free players and video converters are already available, and Adobe is not hindering the whole process in any way (it's not in their interests even). So... what's the big deal? Added: OK, so there is one more Pro... maybe. Support for mobile devices. Hard to say though. A number of thoughts race through my head about the subject: How many mobile devices are actually able to decode video at a decent speed anyway, Flash or otherwise? How long until mainstream mobile devices get the <video> support? Even if it is available through updates, how many people actually do that? How many people watch videos on web pages on their mobile phones at all? As for the semantics part - I understand that search engines might be able to detect videos better now, but... what will they do with them anyway? OK, so they know that there is a video in the page. And? They can't index a video! I'd like some more arguments here. Added: Just thought of another Cons. This opens up a whole new area of cross-browser incompatibility. HTML and CSS is quite messy already in this aspect. Flash at least is the same everywhere. But it's enough for at least one major browser vendor to decide against the <video> tag (can anyone say "Internet Explorer"?) and we have a nice new area of hell to explore. Added: A Pro just came in. More competition = more innovation. That's true. Giving Adobe more competition will probably force them to improve Flash in areas it has been lacking so far. Linux seems to be a weak spot for it, cited by many.

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  • Adobe dévoile une tablette sous Android supportant Flash, un pied de nez technologique à Steve Jobs

    Adobe dévoile une tablette sous Android supportant Flash, un pied de nez technologique à Steve Jobs Il semblerait qu'au final, Adobe se fiche pas mal que l'iPad refuse Flash. La compagnie vient en effet de présenter une tablette tournant sous Android (l'OS de Google), et prenant Flash et Air en charge de manière on ne peut plus fluide. L'objet permet de lire des vidéos YouTube en natif dans le navigateur intégré. Sur les vidéos de l'objet (voir plus bas), on le voit aussi afficher une version bêta de l'application du magazine Wired, qui a été conçue avec Air d'Adobe. D'après une source anonyme, il devrait y avoir plusieurs tablettes Android sur le marché d'ici à la fin de l'année. En to...

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • Can't boot without Flash Drive plugged in

    - by vlad
    (Sorry for my bad English) I had Ubuntu 12.04 Beta installed on my computer. When 12.04 was finally released, I made a bootable USB Flash Drive using Startup Disk Creator. Then I decided to check if this drive works properly and to reinstall the system on my desktop. I must add, my desktop behaves a bit strange when it comes to bootable USB's, it recognizes them as HDD. In BIOS I changed priority of boot so USB Flash Drive (recognized as HDD) was first. Successfully booted, I installed Ubuntu. Everything worked fine, but... Now I cannot boot from my real HDD. Every time I want to boot, I put the USB Flash Drive into my computer, boot, safely remove it and everything works. What have I to do, to repair boot? Thank you for your time!

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  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

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  • Flash Player et Acrobat Reader : vulnérabilité critique zero-day confirmée par Adobe, elle serait déjà exploitée

    Flash Player et Acrobat Reader : vulnérabilité critique zero-day confirmée Des pirates l'auraient déjà exploitée Adobe tire la sonnette d'alarme. Une faille critique non corrigée dans son lecteur Flash Player serait déjà exploitée par des pirates. Selon un avis de sécurité qui vient d'être publié par l'éditeur, la vulnérabilité pourrait être exploitée par des pirates distants pour provoquer un crash de l'application ou, plus préoccupant, pour prendre le contrôle du système affecté en intégrant des fichiers Flash infectés dans un document Microsoft Excel envoyé en pièce jointe. La vulnérabilité aurait déjà été utilisée pour des attaques ciblées. La vulnérabilité touche égale...

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  • How To Use Flash on Any Website in Modern Internet Explorer 10

    - by Chris Hoffman
    The modern (or “Metro”) version of Internet Explorer in Windows 8 supports Flash, but only for some Microsoft-approved websites. You can add your own favorite websites to Microsoft’s whitelist to view Flash on any website. The desktop version of IE supports Flash on every website, but you don’t have to leave the new Windows 8 user interface if you don’t want to. This trick works on both Windows 8 and Windows RT. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Instruct Ubuntu to boot TORAM from flash drive using unetbootin

    - by Goyuix
    I have used UNetbootin to create an installable / live bootable flash drive from Ubuntu 12.04. However that didn't preserve the normal Ubuntu boot menu which allows to me to enter advanced options. It has a custom menu that I can pick from predefined choices like "Install Ubuntu" and "Try Ubuntu without installing". What I would like is to be able to boot from the USB flash drive, but then be able to remove it from the computer once the desktop has loaded. The laptop I would like to use this on does not have a CD/DVD drive. What do I need to modify on the flash drive to add an option to "Try Ubuntu (RAM)" that passes the TORAM=yes parameter to the initrd options? Are their other things I need to touch/change as well? Bonus: I would guess the answer would also allow for other options like acpi=off as well, but if it is different I would appreciate having that answer too.

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  • Flash 10.1 est là : accélération matérielle et 32 failles colmatées au programme

    Mise à jour du 11/06/10 Flash 10.1 : accélération matérielle et 32 failles colmatées Flash 10.1 est là. Cette nouvelle version de Flash s'accompagne de l'arrivée de l'accélération matérielle et de la correction de 32 failles de sécurité. La première innovation devrait faire taire, du moins en partie, les critiques sur les performances de la technologie d'Adobe. L'accélération matérielle permet de lire les vidéos (H.264) en utilisant les ressources de la carte graphique (GPU) et non plus du CPU. Résultat, une lecture plus rapide et fluide, et un processeur moins impacté par l'utilisation du player. Tout ceci se passe sur le papier. E...

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  • flash cs4 file reference. Event.COMPLETE not called on a MAC,

    - by jobbie jones
    Hi, I am working with a fileReference, however I'm having issues running on Safari on a MAC... EDIT The below example also doesnt work on Safari on a MAC... http://www.permadi.com/blog/2010/06/flash-as3-using-filereference-to-load-files-example-for-flash-cs4-and-above/ # The workflow on a PC runs as such: 1) Create file reference 2) attach addEventListener's for Event.SELECT and Event.COMPLETE 3) call the browse() method On a PC, Event.SELECT is fired when a file has been selected. Event.COMPLETE is fired when the file data is available to flash. If I select an 500meg file, it takes a few seconds before Event.COMPLETE is fired. If I attempt to access the file data properties (such as reading the data stream) before Event.COMPLETE is fired, I receive null reference errors... So far so good. However, on a MAC (speficially Safari, not tested other browsers), the Event.COMPLETE is not fired. I have checked the Adobe docs, which say Event.COMPLETE is fired when the upload is completed. So why does it get fired on windows when the fileReference has parsed the file, but the upload method has not yet been called... Can anyone help? Here's snippets of the code I am working on: public function browseFile(target:Object):void { var imagesFilter:FileFilter = new FileFilter("Allowed files", "*.jpg;*.bmp;*.flv;"); fileReference.browse([imagesFilter]); fileReference.addEventListener(Event.SELECT, fileSelect); fileReference.addEventListener(Event.COMPLETE, fileSelectComplete); } private function fileSelect(event:Event):void { // update label - IMPORTANT for large files as there's a delay while flash parses file, before control is handed back to this script... setStatusLabel("...loading file"); var fileReference:FileReference = event.target as FileReference; fileReference.addEventListener(Event.COMPLETE, fileSelectComplete); // load the file into the fileReference object fileReference.load(); } // Called when upload file has been processed by flash (a few secs for large files, or fileRef.data is null...) private function fileSelectComplete(event:Event):void { var fileReference:FileReference=event.target as FileReference; trace("ready to do things - but not fired on Safari on a MAC "); }

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  • How to detect for screenreaders/MSAA without focusing the flash movie?

    - by utt73
    I am trying to detect for the presence of assistive technology using flash. When a Flash movie holding the actionscript below on frame 1 is loaded (and screenreader chatting to IE or Firefox over MSAA is active -- JAWS or NVDA), Accessibility.isActive() does not return "true" until the movie is focused. Well, actually not until some "event" happens. The movie will just sit there until I right-click it & show flash player's context menu... it seems only then Accessibility.isActive() returns true. Right-clicking is the only way I could get the movie to "wake up". How do I get the movie to react on it's own and detect MSAA? I've tried sending focus to it with Javascript... can a fake a right-click in javascript or actionscript? Or do you know the events a right click is firing in a flash movie -- possibly I can programatically make that event happen? My Actionscript: var x = 0; //check if Microsoft Active Accessibility (MSAA) is active. //Setting takes 1-2 seconds to detect -- hence the setTimeout loop. function check508(){ if ( Accessibility.isActive() ) { //remove this later... just visual for testing logo.glogo.logotext.nextFrame(); //tell the page's javascript this is a 508 user getURL("javascript:setAccessible();") } else if (x<100) { trace ("There is currently no active accessibility aid. Attempt " + x); x++; setTimeout(check508,200); } } /* //FYI: only checks if browser can talk to MSAA, not that it is actually running. Sigh. if (System.capabilities.hasAccessibility) { logo.glogo.logotext.nextFrame(); getURL("javascript:setAccessible();") }; */ check508(); stop(); My HTML: <embed id="detector" width="220" height="100" quality="high" wmode="window" type="application/x-shockwave-flash" src="/images/detect.swf" pluginspage="http://www.adobe.com/go/getflashplayer" flashvars="">

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  • Webcam doesn't work in browser...?

    - by ReticentGrace
    I'm running the latest version of Ubuntu, and I have a Dell Sp2009wfd monitor with built in microphone and webcam. I've gotten the microphone working on mumble and on sound recorder, and I've gotten the webcam to work on Cheese...but it WON'T work through the flash player//website webcam things. I -have- the flash plugin, and I have drivers installed for my video card. Could anyone help me figure this out? It's really frustrating. Thank you...!

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  • Should I install the ubuntu-restricted-extras package?

    - by jasoncruz98
    I installed Mozilla Firefox beta 9 and the Mozilla flash plugin as a .tar.gz file. I unpacked it, installed it and now I can watch Youtube videos smoothly. But I want to play mp3 codecs and other restricted stuff on my laptop. Should I uninstall the flash plugin for Mozilla Firefox or just install the ubuntu-restricted-extras package (which contains everything I need)? If I install the package without uninstalling the Mozilla plugin, will anything bad happen?

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  • ???????????I/O?SSD????!

    - by Yusuke.Yamamoto
    ????? ??:2010/11/25 ??:???? ?????????????????????I/O???????????????? Oracle Database 11g Release 2 ?????Database Smart Flash Cache?????????????????????????????????????????????????????? ???????????????????SSD????????????"?????(??)"???????????????????? Database Smart Flash Cache ???OLTP??+?????????????????OLTP??+OLTP???10????????? ????????? ????????????????? http://oracletech.jp/products/pickup/000076.html

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Embedding a flash object old SWF markup? Will this work??

    - by user342391
    I am embedding a flash object into my site and when I do I get a message from dreamweaver saying "This page contains some swf objects that may not work correctly in the most recent versions of Internet Explorer. Dreamweaver cannot convert them to the new SWF markups please delete each of them and insert them again" I am not aware of any new SWF markups but here is my code to check maybe I am doing something wrong: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> </head> <body> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,28,0" width="350" height="140" title="Flash Audio Recorder"> <param name="movie" value="AudioRecorder.swf" /> <param name="allowScriptAccess" value="sameDomain" /> <param name="quality" value="high" /> <param name="FlashVars" value="userid=2&settings=myXML/settings.xml" /> <embed src="AudioRecorder.swf" FlashVars="userid=2&settings=myXML/settings.xml" allowScriptAccess="sameDomain" quality="high" pluginspage="http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash" type="application/x-shockwave-flash" width="350" height="140"></embed> </object> </body> </html>

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  • How to make flash movie to scale proportunatly to div width?

    - by user73119
    I have put together an example page detailing my problem My website is going to have a main wrapper that is set to a max-width property for compatible browsers. It will stretch to 940px across at max. When scaled down I would like the swf to scale proportionately with it. Like an image with width percent applied. The flash movie has the dimensions of 940 × 360 pixels. I can't seem to figure out the correct attributes to add to the embed tag to get it to do this. I am currently using jquery flash embed, but am open to other options, though this is my ideal. In the example I have set the flash background to black. When resize the browser window the flash movie doesn't scale proportionately to the div, only the photo does, leaving a blank canvas (black), while the div height stays the same. I can't add a height value in the CSS. How do I make this scale correctly? Adding a noscale param only crops the image. The swf's height doesn't scale also. All of my code can be viewed in the linked examples source.

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  • Flash compiler error 1061: Call to a possibly undefined method run... but run exists!

    - by Zane Geiger
    So I've been working on making a game in Processing but I think Flash would be a better way to get more people playing it, so I've decided to learn Flash. The problem is that I keep getting really stupid errors on incredibly simple things. For instance, I want to make a 'Block' object to use in a platform game. So I make a new .as file, name it Block.as, and define the Block class within it like so: package { public class Block { public function Block() { // constructor code } public function run() { } } } I don't want to add the code yet, I just want to ensure that this works. So in my main timeline code, I try to create an instance of the Block object and execute its run method: var block1:Block = new Block(); block1.run(); Every time it gives me this inane error: Scene 1, Layer 'Layer 1', Frame 1, Line 2 1061: Call to a possibly undefined method run through a reference with static type Block. What undefined method!? It's defined RIGHT THERE in Block.as. The class file is even in the same folder and everything. I'm getting REALLY annoyed at how poorly Flash handles such a ridiculously simple project. Does anyone know why Flash hates me?

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  • Why do I get Error#2036 in flash AS3 and how to solve this?

    - by sydas
    I'm currently building an application in flash in relation to RSS/XML feeds for a project. I'm stuck at the moment because I keep getting this error: Error opening URL 'http://distilleryimage6.instagram.com/.jpg' Error #2044: Unhandled IOErrorEvent:. text=Error #2036: Load Never Completed. I know my string picURL is not functioning properly, but am I missing something that makes it not functional? This is my code: package { import flash.display.*; import flash.events.*; import flash.net.*; public class instagramFeed extends MovieClip { //link to #rit xml loader public var ritFileRequest = new URLRequest("http://instagram.com/tags/rit/feed/recent.rss"); public var ritXmlLoader = new URLLoader(); //link to #rochester xml loader // same as above public variables public function instagramFeed() { // constructor code trace("About to load..."); //Loads #rit hashtag xml data. ritXmlLoader.load(ritFileRequest); ritXmlLoader.addEventListener(Event.COMPLETE, displayRITInfo); } //focuses on data with #rit hashtag public function displayRITInfo(e:Event):void{ var ritInstagramData:XML = new XML(ritXmlLoader.data); var ritInfoList:XMLList = ritInstagramData.elements().item; trace(ritInfoList); //load the image var ritPic:String = ritInfoList.*::condition.@code; var picURL:String = "http://distilleryimage6.instagram.com/" + ritPic + ".jpg"; trace(picURL); //show the image on the stage! var ritImageRequest:URLRequest = new URLRequest(picURL); var ritImageLoader:Loader = new Loader(); ritImageLoader.load(ritImageRequest); addChild(ritImageLoader); ritImageLoader.x=200; ritImageLoader.y=100; ritImageLoader.scaleX = 3; ritImageLoader.scaleY = 3; } } }

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  • Flash Player, security: If a URL starts with "http://" will the SWF always be loaded into REMOTE san

    - by Pavel
    Seems to be a question for a Flash security guru. Suppose we are loading an external SWF movie with MovieClipLoader.loadMovie(url:String) Is it safe to assume that if url starts with "http://", the movie will be loaded in REMOTE sandbox? We need to tell local SWFs from remote ones to close a security hole. If you need the context read on. We have developed a Projector, written in C++ embedding Flash Player ActiveX. Our Flash application runs inside the Projector. Soon we want to give our users a way to create plugins for the application. The plugins are obviously will be SWF movies. The case I'm afraid of is the following. A bad person creates a malicious evil.swf pretending it to be nice plugin for our app. In case evil.swf is loaded from the local file system it is granted an access to the whole MovieClip tree and Projector API, opening C++ file access operations. On the other hand if evil.swf is loaded from the internet, remotely, it will be locked in REMOTE sandbox by Flash security model. Because of this, we need a reliable way to tell local SWF from remote one before loading it. And we must not make a mistake. So again, is it safe to assume that if url begins with "http://", the clip will be loaded inside REMOTE sandbox?

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  • Problem using Flash Components in multiple SWC files

    - by Ken Dunnington
    [Edit: Short version - how do you properly handle namespace collisions in SWC files if one SWC has fewer classes from that namespace than another?] I have a rather large Flash application which I'm building in Flash Builder (because coding/debugging in the Flash IDE is... not good) and I've got a ton of external SWC files which I'm linking in to my application. This has worked well so far - the file size is on the large side, but it's a lot simpler than loading in SWFs, especially since I am extending most of the classes in each SWC and adding custom code that way (it's a very design-heavy app.) The problem I'm having is when I have Flash Components, like ComboBox or TextInput, in more than one SWC. Whichever SWC was compiled last will work fine, but the others will fail with errors like the following: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@1f21adc1 to fl.controls.TextInput. at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at com.company.design.login::LoginForm() at com.company.view::Login()[/Users/ken/Workspace/src/com/company/view/Login.as:22] at com.company.view::Main/showLogin()[/Users/ken/Workspace/src/com/company/view/Main.as:209] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.company.view::Navigation/handleUIClick()[/Users/ken/Workspace/src/com/company/view/Navigation.as:88] I've been researching components, ComponentShim, etc. but I'm running up against a brick wall. I thought it might be the fact that some of the components had their skins modified in the source FLA, so I tried replacing them with the default skins, but that didn't seem to help. How can I ensure that I have the components imported and available to all my classes, yet still be able to skin them and include them in my various FLAs? (I am never creating new instances of them, they are all laid out by my designer.)

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  • Why Both 8GB USB Flash Drives Have Different Integrities?

    - by Boris_yo
    USB 3.0 SuperTalent Express DUO 8GB recently had its partition corrupted and declared itself "write-protected" and I was told in chat by @sidran32 that this usually means that flash drive gone bad due to writing cycles limit being reached. Having this thumbdrive for over a year being used infrequently, I was in doubt and referred to SuperTalent's support. I was given recovery tool which I executed but it failed first time prompting me to reinsert it. After that, I formatted it with Windows 7 integrated format utility since recovery tool offered to do this as well which was successful. The problem as I have noticed is with integrity of SuperTalent: Compare above to SanDisk's Micro Cruzer 8GB: Am I missing something? Both thumbdrives are of 8GB and have same FAT32 file system.

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  • Formatted USB flash drive with Disk Utility on Mac and now it is not recognized on any Mac or Windows machine

    - by Željko Filipin
    I have formatted Canyon CN-MP4A USB flash drive with Disk Utility on Mac and now it is not recognized on any Mac or Windows machine. I have formatted with Disk Utility > drive > Erease > Format > MS-DOS (FAT). Now when I plug it in any Mac or Windows machine, nothing happens. Like nothing is plugged in. It has a screen, and I was able to format it directly from the device before, but now when I turn it on, welcome screen appears, but nothing else. I can not get to the menu. Is there a way I can format it? I am looking for the answer on the internet, but no luck so far.

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  • What is the best file system and allocation size for a USB flash drive?

    - by e-t172
    I'm considering using my 4 GB Kingston DataTraveler USB stick to store my Firefox and Thunderbird profiles for my laptop and desktop PCs. I want to maximize performance when using Firefox. The question is: what is the best file system and allocation size for the fastest Firefox profile operation on a USB flash drive? I'm using Windows 7 on both machines and I don't care about compatibility or the drive's lifetime. I just want to maximize performance. I could even use ext2 with the Ext2 IFS driver if that means it'll be faster. I'm assuming (perhaps I'm wrong) that putting a Firefox profile on a USB stick would be a "lots of small files" usage. In that case, it seems that NTFS would perform best, but I'm not sure. Besides I found nothing regarding the best allocation size to use. Considering that the default allocation size is designed for hard drives (which have different characteristics), I'm assuming that the default allocation size is not the best.

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  • How do you partition a USB Thumb / Flash Drive?

    - by Omar Shahine
    Out of the box, Windows will not allow you to partition a USB Thumb / Flash Drive. How can you do this? In case anyone is wondering Why you would do this? It's interesting in the case of a BitLocker ToGo drive where you can take a large thumbdrive (like 4 or 8 GB) and format a small amount of the drive to be used normally as a Fat32 drive and leave the remaining partition encrypted using BitLocker. This allows you to keep some non secret data on the unencrypted partition(like portable apps).

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