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  • Why use flash to as content headings? Why not?

    - by Itai
    A large number of sites lately which use Flash to replace what would be simple HTML headings (h1, h2, h3). Some of them do it consistently for every header. Why would you do this? What are the pros and cons of this? This seems strange to me and really inefficient, particularly since a page can have dozens of headers. I notice this because I use Flash Block (which temporarily disables Flash), so not everyone may have seen it. Just today I landed here with 4 flash headers. I've seen dozens of such use of Flash this week alone, and I am wondering if this has some benefits.

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  • How do I get Flash 10.2 RC + Crystal HD for HW accelerated video to work?

    - by Gee
    I have a netbook with a N450 Atom and a BCM70012 aka Crystal HD card. On Windows 7 I can play HD flash video with very little CPU usage because of the RC of Flash 10.2. I did some reading and saw posts claiming that the Crystal HD card is finally supported by the newer Flash 10.2 RC in Ubuntu but I can't get it to work. I can confirm that flash 10.2 is loaded and used, and there's even a HW acceleration option that is enabled in the settings but performance is horrible. From what I read, the Crystal HD card is supposed to be enabled on 10.10 by default - I don't know if it is. I tried installing drivers for it in various ways but HD flash video is still a slideshow So does anyone have it working? If so, how'd you set it up?

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • What's a good 2D animation program for Linux (an alternative for e.g. Flash CS)?

    - by Martin Zeltin
    I don't mean the flash player here, I'm talking about the flash program that i can make animations with. Like Adoble Flash CS (formerly known as Macromedia flash). Is there a program on linux that i can make animations? I want to make a movie like animator vs animation. I used easy gif animator on windows lol it was a bit harder than flash but i'm on linux and I'd like to know what it has to offer. Worse case scenario, what gif animators are there on linux. :) Thanks!

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Why I'm getting the same result when deleting target?

    - by XNA
    In the following code we use target in the function: moon.mouseEnabled = false; sky0.addChild(moon); addEventListener(MouseEvent.MOUSE_DOWN, onDrag, false, 0, true); addEventListener(MouseEvent.MOUSE_UP, onDrop, false, 0, true); function onDrag(evt:MouseEvent):void { evt.target.addChild(moon); evt.target.startDrag(); } function onDrop(evt:MouseEvent):void { stopDrag(); } But if I rewrite this code without evt.target it still work. So what is the difference, am I going to get errors later in the run time because I didn't put target? If not then why some use target a lot while it works without it. function onDrag(evt:MouseEvent):void { addChild(moon); startDrag(); }

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  • Flash player, HD videos and games are choppy

    - by Aimad Majdou
    I have a problem with flash player. HD videos from Youtube or Vimeo and flash games do not play smoothly. I'm using Flash player 11, Windows 7 Sp1, and my graphic card is Intel GMA 4500. Device Manager shows me that all drivers are installed on my computer, so i don't have any problems with drivers. When I run Google chrome, Resource Monitor shows me 15% ~ 40 % of CPU Usage and 40% used Physical Memory, but when I watch a video on Youtube or play a Flash game, the Resource Monitor shows 70% - 90% CPU Usage. Also, when I run some HD Video (Frame width : 1920, Frame height : 1080) on my computer, Device Manager shows me 80% ~ 100% of CPU Usage. before I Reinstall Windows 7, HD Videos and flash games were play smoothly I hadn't any problem with them !! I hope all these informations are enough to answer my question.

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  • Google Chrome can't play some flash videos

    - by Stoney
    Some flash videos won't play in Chrome, while they play perfectly in other browsers. The player will load, but instead of showing a preview of the video and a play button on the middle of the video, the screen is black: Here's an example of a video that does not work and here is a video on the same site that does work. The video that works is a Youtube video embedded on the site with JW Player, while the nonworking one is probably hosted by the website itself. In both cases it is using Flash. The site is popular and others don't seem to be experiencing this problem. I am running Win7 64bit and I have no ad blockers installed. I have found two common solutions to this problem, neither of which work: Solution #1: Remove all flash application data. Solution #2: Enable and disable Chrome's built in flash and System's flash. Any suggestions?

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  • how to track Google Analytics of Adobe Air app?

    - by dreagan
    I have written an Adobe Air desktop application that tracks a bunch of websites and displays images from the websites in the app. And instead of keeping my mouth shut about it and making it look like an attack on the website, I'd like to make it so that the webmasters can see that these pageviews are made by my application. Is there any way the webmaster could distinguish adobe air access of the website from normal visitor browsing? Perhaps by adding something to the URLrequests I make in the application..?

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  • Flash not working in Safari on OS X 10.5

    - by bhuga
    About 2 weeks ago my browsers started bothering me to upgrade flash. Eventually, I did, and now I have no flash at all in Safari. I downloaded and installed the newest flash installer from Adobe. Firefox works fine. Safari does not, I just get the blue lego and a 'No handler for this content type' message. Other plugins, such as 1Password, seem fine. I have tried: Reinstalling flash umpteen times Deleting /Library/Internet Plug-Ins/Flash Player.plugin and flashplayer.xpt Deleting ~/Library/Application Data/Safari I'm not sure what else to do.

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  • ArgumentError: Error #2015: Invalid BitmapData.

    - by numerical25
    I am having problems loading a bitmapData. I am getting the following error Engine Init //trace loadimage//trace ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() Below is my code. it appears it happens after the trace loadimage package com.objects { import flash.display.Sprite; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Point; import flash.geom.Rectangle; import flash.display.Loader; import flash.net.URLRequest; import flash.net.*; import flash.events.*; import flash.display.LoaderInfo; public class gameObject extends Sprite { protected var w:Number; protected var h:Number; protected var image:BitmapData; protected var canvas:Bitmap; protected var px:Number; protected var py:Number; public function gameObject():void { init(); } private function init():void { } public function loadImage(imageDir:String, w:Number, h:Number, px:Number, py:Number):void { this.w = w; this.y = y; this.px = px; this.py = py; trace("loadimage"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageComplete); loader.load(new URLRequest(imageDir)); } private function imageComplete(e:Event):void { var loader:LoaderInfo = LoaderInfo(e.target); image = Bitmap(loader.content).bitmapData; drawImage(); } private function drawImage():void { var tilePoint:Point = new Point(0,0); var tileRect = new Rectangle(py,px,w,h); trace(loader.content); var canvasData:BitmapData = new BitmapData(w,h); trace("got canvas data"); canvasData.copyPixels(image,tileRect,tilePoint); trace("copied pixels"); canvas = new Bitmap(canvasData); } } } And my call the the method is like so balls = new Array(); balls[0] = new gameObject(); balls[0].loadImage("com/images/ball.gif", 15,15,0,0); When I trace the Loader.content, below is what shows Engine Init loadimage [object Bitmap] ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()

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  • How to talk a client out of a Flash website?

    - by bunglestink
    I have recently been doing a bunch of web side projects through word of mouth recommendations only. Although I am much more a of a programmer than a designer by any means, my design skills are not terrible, and do not hate dealing with UI like many programmers. As a result, I find myself lured into a bunch of side projects where aside from a minimal back end for content administration, most of the programming is on front end interfaces (read javascript/css). By far the biggest frustration I have had is convincing clients that they do not want Flash. Aside the fact that I really do not enjoy Flash "development", there are many practical reasons why Flash is not desirable (lack of compatibility across devices, decreased client accessibility, plug-in requirements, increased development time, etc.). Instead of just flat out telling the clients "I will not build you a flash website", I would much rather use tactics to convince/explain to them that this is not what they actually want, ie: meet their requirements any better than standard html/css/js and distract users from their content. What kind of first hand experience do others have with this? How do you explain to someone that javascript/css/AJAX is usually a better option for most websites? Why do people want to use Flash so bad to begin with? This question pertains to clients who do not have any technical reasons for wanting flash, but just want it because they think it makes pretty websites.

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  • What is Adobe Flex? Is it just Flash II?

    - by Adam Davis
    Question Alright, I'm confused by all the buzzwords and press release bingo going on. What is the relationship between flash and flex: Replace flash (not really compatible) Enhance flash The next version of flash but still basically compatible Separate technology altogether ??? If I'm starting out in Flash now, should I just skip to Flex? Follow up Ok, so what I'm hearing is that there's three different parts to the puzzle: Flash The graphical editor used to make "Flash Movies", ie it's an IDE that focuses on the visual aspect of "Flash" (Officially Flash CS3?) The official name for the display plugins (ie, "Download Flash Now!") A general reference to the entire technology stack In terms of the editor, it's a linear timeline based editor, best used for animations with complex interactivity. Actionscript The "Flash" programming language Flex An Adobe Flash IDE that focuses on the coding/programming aspect of "Flash" (Flex Builder?) A Flash library that enhances Flash and makes it easier to program for (Flex SDK?) Is not bound to a timeline (as the Flash IDE is) and so "standard" applications are more easily accomplished. Is this correct?

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  • Flash alternative for iBook Mac?

    - by Hunter Dolan
    I have a old Apple iBook G4 that I decided to hook up to my main TV. I like the setup because I can surf the internet on my TV now. The only thing that I can't seem to do is watch Flash videos. Apparently Flash Player 10 doesn't play nice with the iBook's graphics card's GPU, leaving all the graphics processing to the CPU which is a disaster. Others suggested downgrading to Flash Player 9, I did that, and youtube worked fine, but Hulu (The main reason I wanted to hook it up to the TV in the first place) did not. Anyone know of a Flash alternative or a Flash 10 fix for the iBook? Or even a Hulu client that doesn't require Flash. Here are my iBook's Specs Model Name: iBook G4 <br> Model Identifier: PowerBook6,5 <br> Processor Name: PowerPC G4 (1.2) <br> Processor Speed: 1.2 GHz <br> Number Of CPUs: 1 <br> L2 Cache (per CPU): 512 KB <br> Memory: 512 MB <br> Bus Speed: 133 MHz <br> Boot ROM Version: 4.8.7f1 <br> Mac OS X Version: 10.5.8 <br> PS: Don't tell me that I need to buy a new computer. I know that I would have better results with a new computer but I don't want to buy a new computer just for Hulu.

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  • Sprites are sometimes blurry in Flash

    - by Tim Cooper
    I am playing around with drawing an SVG sprite (imported in through [Embed]). Depending on the coordinates of the image, sometimes it appears more crisp than others. The following image shows how at different locations is it rendered differently: (Image link - You may have to download and zoom in with an image editor to see it) You'll notice that the middle sprite is more blurry than the ones on the sides. Does anyone know why this is? Any help would be appreciated.

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  • Traffic estimation for a multiplayer flash game

    - by Steve Addington
    hey, i want to know if my rough traffic estimations are right, it would be for a pretty simple realtime flashgame in the style of haxball (but not as a soccer game) heres a video of it http://www.youtube.com/watch?v=z_xBdFg1RcI So here comes my estimation, i dont know if they are realistic! i hope someone can help me. consider the packet attached as a typical one sent every 200ms, its 148bytes + 64 bytes of header will make around a 200bytes packet. The server will receive 200bytes x 6 players x 5 times a sec=6000bytes/s=5.85Kbytes/s=46.9kbit/s plus he has to send all back to the players, so at this point are 94Kbit/s.The server received all the information, perform the definitive calculation and send the new position to all players, in a bigger packet of around 900bytes that have to be delivered to the others 6, which makes 900bytes x 6 players x 5 times a sec=27000bytes/s=26Kbytes/s=210kbit/s. overall that would be 26kbyte per second. thats like 130mb traffic per hour for a 6player room. but somehow i think the numbers are too high? that would be really much traffic for such a simple game. did i calculate something wrong?

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  • Box2D Bicycle Wheels Motor Problem - Flash 2.1a

    - by Craig
    I have made a bicycle with Box2D using several polygons for the frame at different angles connected using weld joints, and I have revolute joints on the wheels with a motor. I have made some basic terrain (straight ground and a small ramp) and added keyboard input to control the bicycle with torque to balance it. All of this is done in with Box2D's Debug Draw. When the bicycle is on its back wheel but diagonally forward (kinda like this position - /) the motors just cause it go spinning backwards over when in reality it should either stay on its back wheel or go down onto both wheels. Here's my code the revolute joints: //Front Wheel Joint var frontWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); frontWheelJointDef.Initialize(frontWheelBody, secondFrameBody, frontWheelBody.GetWorldCenter()); frontWheelJointDef.enableMotor=true; frontWheelJointDef.maxMotorTorque=10000; frontWheelJoint = _world.CreateJoint(frontWheelJointDef) as b2RevoluteJoint; //Rear Wheel Joint var rearWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); rearWheelJointDef.Initialize(rearWheelBody, firstFrameBody, rearWheelBody.GetWorldCenter()); rearWheelJointDef.enableMotor=true; rearWheelJointDef.maxMotorTorque=10000; rearWheelJoint = _world.CreateJoint(rearWheelJointDef) as b2RevoluteJoint; And here's the relevant part of my update function: // up and down control wheels motor if (up) { motorSpeed-=0.5; } if (down) { motorSpeed += 0.5; } // left and right control cart torque if (left) { middleCentreFrameBody.ApplyTorque( -3); gearBody.ApplyTorque( -3); firstFrameBody.ApplyTorque( -3); secondFrameBody.ApplyTorque( -3); rearWheelToChainBody.ApplyTorque( -3); chainToFrontFrameBody.ApplyTorque( -3); topMiddleFrameBody.ApplyTorque( -3); } if (right) { middleCentreFrameBody.ApplyTorque( 3); gearBody.ApplyTorque( 3); firstFrameBody.ApplyTorque( 3); secondFrameBody.ApplyTorque( 3); rearWheelToChainBody.ApplyTorque( 3); chainToFrontFrameBody.ApplyTorque( 3); topMiddleFrameBody.ApplyTorque( 3); } // motor friction motorSpeed*=0.99; // motor max speed if (motorSpeed>100) { motorSpeed=100; } rearWheelJoint.SetMotorSpeed(motorSpeed); frontWheelJoint.SetMotorSpeed(motorSpeed); Any ideas what might be causing this? Thanks

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  • A certain flash application causes a system crash

    - by noobermin
    It's no surprise I guess. Go here to try it! http://www.belgeler.com/blg/2hni/griffiths-introduction-to-electrodynamics-3-ed-solutions-manual It's wonderful, after a few seconds, top shows that our good friend plugin-container takes 83% of the physical memory (8 GB) before everything freezes and the PC doesn't respond. I'm using Ubuntu 12.04 and I have an nvidia (GTS 250) card with the "post-release updates" version of the driver. OFFTOPIC: Yes, it's the solutions manual. I'm self-studying so I don't have a professor to check my work. Please don't judge me :)

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  • Flash Webcam non responsive Ubuntu 11.10

    - by powerbuoy
    I've got the same problem as this gentleman: https://answers.launchpad.net/ubuntu/+source/flashplugin-nonfree/+question/176541 Where the webcam settings / access does not work at all / is completely unresponsive in Ubuntu 11.10. I've tried webcam access in Facebook, Google+, my own code + a number of tutorials/demos and none work. What happens is the settings dialogue is completely unresponsive. Clicking tabs or buttons does nothing. In the question linked to a suggested answer is to run Unity 2D. Unfortunately this does not work for me (the exact same thing happens). I've also tried Gnome 3 which also does not work. Note that it is only the webcam settings that don't work. YouTube videos and annoying banners work just fine. Does anyone know of a workaround for this (except going back to 11.04) or if they've fixed this in 12.04? - also, are any of you experiencing the same thing?

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  • How can I get shockwave flash to work on Ubuntu 12.04

    - by John Hill
    I've tried most of the things suggested on this site and others so far. It's kind of frustrating because this is a home computer and I mainly use it for browsing the internet and watching YouTube videos. When I try to install something that might fix it, it just downloads a bunch of files and says to extract them or whatever. I'm not sure what to do with the files after I extract them. That's probably the main issue: I don't have a lot of experience working with computers at this level. I'm used to Windows, which seems to make most software installs idiot-proof. Any suggestions are appreciated!!

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Flash Webcam non responsive

    - by powerbuoy
    I've got the same problem as this gentleman: https://answers.launchpad.net/ubuntu/+source/flashplugin-nonfree/+question/176541 Where the webcam settings / access does not work at all / is completely unresponsive in Ubuntu 11.10. I've tried webcam access in Facebook, Google+, my own code + a number of tutorials/demos and none work. What happens is the settings dialogue is completely unresponsive. Clicking tabs or buttons does nothing. In the question linked to a suggested answer is to run Unity 2D. Unfortunately this does not work for me (the exact same thing happens). I've also tried Gnome 3 which also does not work. Note that it is only the webcam settings that don't work. YouTube videos and annoying banners work just fine. Does anyone know of a workaround for this (except going back to 11.04) or if they've fixed this in 12.04? - also, are any of you experiencing the same thing?

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  • Macbook 4,1 crashes when flash video (youtube) is played fullscreen (Ubuntu 12.04)

    - by Ydun
    I have searched for similar posts but those were mostly about erratic behaviour. My macbook shuts down instantly without warning when I play a youtube video fullscreen; sometimes after five minutes sometimes longer, never immediately. I can play the video normally for as long as I like, it does not crash, only when played fullscreen. I have tried Firefox and chromium, it crashes with both browsers. Anyone encountered the same thing or has a solution? thanks

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  • Zend Framework + Uplodify Flash Uploader Troubles

    - by Richard Knop
    I've been trying to get the Uploadify flash uploader (www.uploadify.com) to work with Zend Framework, with no success so far. I have placed all Uploadify files under /public/flash-uploader directory. In the controller I include all required files and libraries like this: $this->view->headScript()->appendFile('/js/jquery-1.3.2.min.js'); $this->view->headLink()->appendStylesheet('/flash-uploader/css/default.css'); $this->view->headLink()->appendStylesheet('/flash-uploader/css/uploadify.css'); $this->view->headScript()->appendFile('/flash-uploader/scripts/swfobject.js'); $this->view->headScript()->appendFile('/flash-uploader/scripts/jquery.uploadify.v2.1.0.min.js'); And then I activate the plugin like this (#photo is id of the input file field): $(document).ready(function() { $("#photo").uploadify({ 'uploader' : '/flash-uploader/scripts/uploadify.swf', 'script' : 'my-account/flash-upload', 'cancelImg' : '/flash-uploader/cancel.png', 'folder' : 'uploads/tmp', 'queueID' : 'fileQueue', 'auto' : true, 'multi' : true, 'sizeLimit' : 2097152 }); }); As you can see I am targeting the my-account/flash-upload script as a backend processing (my-account is a controller, flash-upload is an action). My form markup looks like this: <form enctype="multipart/form-data" method="post" action="/my-account/upload-public-photo"><ol> <li><label for="photo" class="optional">File Queue<div id="fileQueue"></div></label> <input type="hidden" name="MAX_FILE_SIZE" value="31457280" id="MAX_FILE_SIZE" /> <input type="file" name="photo" id="photo" class="input-file" /></li> <li><div class="button"> <input type="submit" name="upload_public_photo" id="upload_public_photo" value="Save" class="input-submit" /></div></li></ol></form> And yet it's not working. The browse button doesn't even show up as in the demo page, I get only a regular input file field. Any ideas where could the problem be? I've already been staring into the code for hours and I cannot see any mistake anywhere and I'm starting to be exhausted after going through the same 30 lines of code 30 times in a row.

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