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Best Practices For Architecture Of Flash Site?



hey there,

So I've done a lot of tutorials and have tried to mostly learn about actionscript - and Im ready to make two sites.

One is more traditional, with a constant navigation bar, and one is non traditional with constantly changing buttons, and sometimes quicktime movie interludes between the scenes.

My question is, how would people suggest that I setup the above two? for navigation bar style sites, are slides the way to go?(is that what everone does, or do people use the visible/invisible a lot...) I am trying to avoid the gotoAndPlay for navigation (which I think is standard practice?)

The second one I'm not really sure how I want to do it, cause buttons that will pop up everywhere will not be constant in where they take you.

Any sort of short summary of what people actually do would be severly appreciated, as I dont know where to start to put in my time and energy.



DevShed > Flash Help
Posted on: February 3rd, 2007, 01:50 PM


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I'm new to Flash but have experience with Director. I am having trouble finding information regarding the best way to structure the following Flash demo. I hope someone can help.

I have 4 sections with almost 3 minutes of voice-over audio in each of the 4 sections. By default the entire demo will play linearly (section 1, 2, 3, and finally 4). But the navigation allows the user to jump to any of the 4 sections at any time. Users can also pause and continue the audio (and animation) at anytime.

With this much audio I am concerned about load times and memory management. Since the user can jump ahead to a section that may not be loaded yet I think I need to have preloaders for each section.

Should each section be a seperate swf files using loadmovie?
Do I need to unload the current swf if the user jumps ahead in order to free up memory?
I guess I'll just use sync sound in the timeline. Is a 3 minute audio file going to cause memory problems in browsers?

This will be considered a high bandwidth only demo so that helps but are there any major issues to watch out for since I have a total of 11-12 minutes of audio?

Sorry this got so long.... any advice will help. Thanks!

Uoa-architecture
Hi everyone,

Check out this site:

www.uoa-architecture.com

What kind of technic those guys used? Is javascript that resizes the site to full screen? And what about the scrolls? Is it just incrementing x and y?

Thanks,
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About The Architecture.
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class MyDoc extends Sprite{
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{
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}
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With a few buttons, this could be achieved by having a boolean flag in the button 'over' and 'out' states, and playing various states of a subordinate mc, that correspond to value of the flag.

What do you think is the best way to go about building this for such a large number of buttons?

MVC Class Architecture
I am starting to craete an application using an MVC class structure. My first stumbling block is in making a decision about where some logic processing is done.

To simplify the issue, if...

I have a Model class, which provides xml data to my application View class.

I have a View class, which provides user inputs to my Controller class.

I have a Control class, which tells the Model to do something based on user input.

So.... in my main screen navigation, the user hits the "next" button. The View tells Controller that "next" button has been hit. Controller tells the Model that the View requires data for the next screen. The Model sends the View the data it needs to show the next screen. The View updates itself using the new data. Sweet.

And my problem is, I need to track what the current screen reference is so the model knows what bit of info to send. Should I track this screen reference in the Controller class (i.e. when user input is sent to Controller, the controller changes the screen ref and then sends that ref to the Model) or should I track it in the Model class (i.e. the Model receives a request to go to next screen, changes the screen ref and updates the data)?

My gut feeling is to put it into the model because it is, after all, a bit of data... but I'm not quite sure.

Any Thoughts?

Class Architecture
Greetings,

I am trying to gain a broader understanding of the Flash class architecture by compiling a map of sorts. My question is where is the functionality of the class taking place. When I open a class from the Flash directory I get something like:

//************************************************** **************************
// ActionScript Standard Library
// Mouse object
//************************************************** **************************

intrinsic class Mouse
{
static function addListener(listener:Object):Void;
static function hide():Number;
static function removeListener(listener:Object):Boolean;
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}


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Any Help will be appreciated

Regards
P

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These are not multi-user games.

I am skilled with Flash and AS2/AS3, so creating the games is not the issue. The thing is, the software engineers I work with want to adopt an online casino type architecture, which would require the end user to download and install a desktop application (.exe). This app would then download the game clients. The software guys feel this is a better approach, as the games are downloaded only once and there is more control.
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So, besides the obvious benefits of having the Flash run directly off of a website, is there anything else I can mention to the software folks to help justify my case?

Any thoughts?


Thanks in advance,
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Help On Architecture Matrix
Hi all,

Really need help in this... have been struggling for this project for 3 months.... for a newbie in AS3... I have been tried to do it all in code ... then not success... shift to timeline... then unresolve problem.....

Please take a look....

Thanks in advance.


Florence

STANDARD ARCHITECTURE? Plz Help
Hello, this may seem like a silly question... But I am having real trouble grasping something and I can't seem to get a solid opinion about it.

I am making my website at the moment, and this is my first time really stepping it up with AS3 and no timeline use. In your opinion what is the correct architecture for a site? I am so confused I keep running around in circles building onto my site and then removing it. If you are having trouble understanding what I'm talking about, I am saying what is the correct website style/methods/architecture/etc comprised of? is it swfs loaded in dynamically? is it all called in via AS using the child list... or is there another way.

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Sound Architecture
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A. Attach the sound to the invisible buttons timeline - the rollOver state

Hmmmm... It would be nice to have one invisible button service the whole file (file size) - if I put the sound file on the timeline I will have to create upwards of 15 button symbols.

B. Create a button that plays a sound file that is not attached to the button timeline.

Hmmmmm... the code is attached to the wrapper so I can use one invisible button symbol to service the whole file. Can I place a sound file into a library, swf file, that isn't loaded until it is called? If so, I can reduce download times - the file is only called when it is needed (why download numerous soundfiles when the user only wants to access two sound files); thus, if it isn't needed it isn't called. However, it is important that the file plays just as the users mouse roll's over the button. The target bandwidth for this file is 56K

Any suggestions regarding ...

A. Where to place the soundfile ( a library, swf file, button timeline? )

B. What code to attach to the button to download the file that plays when
the rollover occurs.

Thanks in Advance

Last Radius

Movie Architecture
My problem is this... I have a very large .swf and .fla.

 I usually organize my movies into smaller movies, use the loadmovie action to control them, and place loaders on each movie as needed. However, for this piece, it is a tutorial of sorts and  my client would like it to  all fully load before the user can see any of it. Since the user can explore the piece in a nonlinear format, it is not possible to load the movie partly before having it play as they may click on a button that takes them to the last section of the movie, as their first option.

The .swf is almost 2meg, and the .fla is 18 meg organized by scenes, both are obviously quite large for flash.

I have made everything I can a symbol, and optimized everything else.

My question...
Am I working correctly or is there another way to organize this project?

Stucture / Mc Architecture
I'm new to Flash but have experience with Director. I am having trouble finding information regarding the best way to structure the following Flash demo. I hope someone can help.

I have 4 sections with almost 3 minutes of voice-over audio in each of the 4 sections. By default the entire demo will play linearly (section 1, 2, 3, and finally 4). But the navigation allows the user to jump to any of the 4 sections at any time. Users can also pause and continue the audio (and animation) at anytime.

With this much audio I am concerned about load times and memory management. Since the user can jump ahead to a section that may not be loaded yet I think I need to have preloaders for each section.

Should each section be a seperate swf files using loadmovie?
Do I need to unload the current swf if the user jumps ahead in order to free up memory?
I guess I'll just use sync sound in the timeline. Is a 3 minute audio file going to cause memory problems in browsers?

This will be considered a high bandwidth only demo so that helps but are there any major issues to watch out for since I have a total of 11-12 minutes of audio?

Sorry this got so long.... any advice will help. Thanks!

Modular Architecture
If I have a function in the main timeline called sayHello(), and a symbol on the stage called button_on_stage that has some event handlers in its timeline. How do those event handlers call sayHello()...?? Can they?

And better yet - If I publish the whole thing out as a swf or a swc and in another movie

Code:

var ldr:Loader = new Loader();
ldr.load(new URLRequest("whatever.swf"));
ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loadHandler);

function loadHandler(e:Event):void
{
   addChild(ldr.content.btn_on_stage) ;
}


can the code on btn_on_stage's timeline still sayHello()??


The idea is to create a kind of modular framework, where a core application loads external swiffs as modules, then rather than displaying the swiff as a whole, it grabs library items from it and displays them individually. Scope issues come with giving those library items some functionality. I'd like to give them direct access to functions in their modules main timeline or document class, without the core having to know any specifics about how that module is working.

Is this possible? Or am I just chasing my tail?

Thanks.

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I have a Flash file that is adding successive lines of text to a dynamic text field, each line anchored with a link that uses the asfunction method to call a flash function with one integer parameter.

The function call works fine. All asfunction calls point to the same function.

However, asfunction calls further down the text field (from the top) take longer to trigger their associated function.

I tested this by placing a trace at the very start of the function being called. The trace does not appear until after the delay when the link is clicked.

When the number of links in the text field grow to 6 or more, the delay can be measured in seconds.

Does anyone have ANY clue as to what is happening here?

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on (release) {
getURL ("http://www.geocities.com/southshoregraphics/davidflash.html?964935104130", "_top");
}


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<!-- Begin
function popUp(URL) {
day = new Date();
id = day.getTime();
eval("page" + id + " = window.open(URL, '" + id + "', 'toolbar=0,scrollbars=0,location=0,statusbar=0,men ubar=0,resizable=0,width=350,height=500');");
}
// End -->

Flash won't preview java within itself i heard so do i have this right?

Concept Question...Architecture ?
Just want to get some opinions...

Keeping in mind I'm using V5 - I have a gallery with three sections, each of which will display 20 images max (displayed one at a time - image dimensions of 376 x 176 pixels). I'm leaning towards placing each image within it own swf and the loading into a ContainerMC in my main movie from a folder containing all my image examples.

Does this sound like overkill (ton of files). Currently I have my selections loaded into individual frames of one swf, though, I can see the file size ballooning and I have no idea how big it well get.

Any opinions or thoughts?

Help With Understanding File Architecture
Hello, and thanks for looking at my post. I was given this FLA. I can't seem to get it to work. In the error report its asking for three classes in a specific folder order. As far as I think that I placed them in the right locations. I still cannot get this to work however, and its driving me crazy. Whats weirder is I got it to work on my desktop, and then once I moved the files to my "work" folder it stopped functioning...and after bringing it back to my desktop it doesn't work again.

Attached is the file architecture all zipped up.

can someone please take a look and see what I'm doing wrong? I'm going nuts!


here is the file

http://andy.redtempest.net/file_arc_all.zip

Skinning Architecture In AS2 - Best... Any Practice?
Somehow I totally forgot that a swf can not use assets from another swf that is loaded (e.g., http://www.5etdemi.com/blog/archives...dmovie-issues/). I am working on a project which is basically a component for which I want to provide dynamically loadable skins (only one of the (possibly many) skins will be loaded at runtime based on the configuration). I was thinking that I can have all the control code in the main swf, and then use attachMovie() to load skin assets from the dynamically loaded skin_xxx.swf. No such luck!

Using the sharedpoint workaround (a single sharedpoint mc runtime-exported from each skin file/runtime-imported into the main swf) does allow attachMovie to work with a single skin file, but a) all the skin swfs would be loaded by the main swf on startup which i am trying to avoid and b) the skin swf libraries will contain assets with identical linkageids so that wouldn't work anyway [ok, so the assets could have unique "skin_" prefixes, so b) is moot].

Using Madarco's attachMovieAnywhere solution could work for this, the only downside being that the mc would not be available right after attachMovie() is called, but only some time after, so the already existing control architecture would have to be adjusted for that (essentially switching from synchronous to asynchronous code flow) - including some skinnable third-party components I am using whose code would have to be hacked with a work-around for this, which might prove arbitrarily hard/unreliable.

So - is the answer that dynamic asset library module loading is not feasible with AS2? How would you go about solving the problem of a single control module and various skin asset modules?

I wouldn't be suprised if this is impossible after I found that proper dynamic module loading (more code-related, though) to be very hard with Flex 2/AS3 (whole books are being written about this) - and they seem to have given some thought to it there! Well this is off-topic anyhow.

Architecture Question...where To Put The Code
Newbie here, so please be gentle and explicit (no detail is too much to give or insulting to me).

I'm hoping one of you architecture/design gurus can help me with this. I am trying to use good principals of design and not have code scattered all over the place and also use OO as much as possible. Therefore I would appreciate very much some advice on best practices/good design for the following situation.

On my main timeline I have a frame where I instantiate all my objects. These objects refer to movieClips and textFields etc. that are on a content frame on that timeline. I have all the instantiation code in a function called initialize() which I call from the content frame. All this works just fine. One of the objects on the content frame is a movieClip which I allow the user to go forward and backward in using some navigation controls. Again, the object that manages all that is instantiated on the main timeline in the initialize() function and works fine too. So here's my question. I would like to add some interactive objects on some of the frames of the movieClip I allow the user to navigate forward and backward in (lets call it NavClip) . For example on frame 1 I might have a button, on frame 2 and 3 nothing, on frame 4 maybe a clip I allow the user to drag around etc. So I thought I would add a layer to NavClip where I will have key frames and put the various interactive assets on the appropriate key frames. So now I don't know where to put the code that instantiates these objects (i.e. the objects that know how to deal with the events and such for each of these interactive assets). I tried putting the code on my main timeline, but realized that I can't address the interactive assets until the NavClip is on the frame that holds the particular asset. I'm trying not to sprinkle code all over the place, so what do I do? I thought I might be able to address the assets by just providing a name for the asset and not a reference to the asset itself, and then address the asset that way (i.e. NavClip["interactive_mc"] instead of NavClip.interactive_mc), but then I thought that's not good since I think there is no type checking when you use the NavClip["interactive_mc"] form.

I hope I'm not being too dim a bulb on this and have missed something really obvious. Thanks in advance to anyone who can help me use a best practice.

Architecture Of Basic App With No Components
I'm coming from an extensive background in AS1.0 and 2.0, and some level of 3.0. I consider myself fluent inI'm coming from an extensive background in AS1.0 and 2.0, and some level of 3.0. However, I'm having a surprisingly hard time understanding how a basic flashcom app works. It seems most of the information I've found relies on the use of components, which I want to avoid as much as possible. If someone could point in the right direction, or give me the basic architecture, that would be wonderful.

Some slightly more specific questions:
- Do remote SharedObject writes get broadcasted to all connections?
- What is the role of server-side ActionScript? It seems to me that after accepting/rejecting the connection almost everything could be scripted client-side, with writing/reading to various remote SharedObjects. However it looks like all the components have extensive server-side AS.

To give a practical example, how would I construct a very basic chat? I know everything about how to create a Flash interface to do this, and in fact have worked on messaging apps where I was sending information via LoadVars to a database, and the database gurus were handling the rest. But how would I connect users, and have their messages broadcast and read by all other connected users?

Thanks for any tips, I know this is a painfully broad question, but I'm just having a hard to getting kick started as I sift through the mosterous pile of component code...

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