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Question About Mx.core.UIObject


hello;

in the UIObject.as file:
quote:
class mx.core.UIObject ...
{
...
static var symbolOwner:Object = UIObject;
...
} ;



it seems to me as if
static var symbolOwner:Object = UIObject ;
would set up some kind of infinite referencing situation;


is
static var symbolOwner:Object = UIObject ;
the same as
static var symbolOwner:Object = this ;

thanks
dsdsdsdsd




Adobe > ActionScript 1 and 2
Posted on: 04/30/2008 12:18:29 PM


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Edge Disconnect From Core Then Core Disconnected From Edge Then None Reconnection.
Hi all,

I've a problem with rtmpt protocol on latest release of FMS.

There's a huge traffic on our server and suddenly we receive:

Edge disconnected from Core (995)
Core disconnected from Edge
Core (8714) is no longer active.

Then Core and Edge entities can't restart.

Could you help us to understand this fact, because our server disconnect all clients then doesn't work anymore.

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UIObject.move Help
I don't understand how the loader component works (MX 2004 Pro).

I have a textarea object called taPageText and a loader object called loImage
based upon a variable I use select case and reconfigure the height, width, x and y of these two objects using UIObject.setSize(width,height) and UIObject.move(x,y)

The code works on the textArea instance but not on the loader.

It doesn't matter if the scaleContent property of the loader is set to true or false.

loImage.setSize(635,218); //doesn't work
loImage.move(13,827); // doesn't work
taPageText.setSize(635,218); // works
taPageText.move(13,109); // works

if i go and request the value for taPageText.x, taPageText.y, taPageText.width and taPageText.height after repositioning I get the expected values.

if I go and request the values for loImage.x, loImage.y, loImage.width, loImage.height each value is returned "undefined"

how do I get an instance of loader component to move and change size ?

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Question About UIObject.as CreateClassObject
hello;

I am reading through UIObject.as, specifically createClassObject();


function createClassObject( ... ):UIObject
{
...
var o:UIObject = UIObject( createObject ( ... ) ) ;
...
}

several things about that line that I do not understand:
1 - is UIObject(...)
1A - a call to the constructor function OR
1B - an attempt to instantiate a new instance of, well, itself?

if 1A is true, how can the call send any params when the constructor does not take any
quote:
//constructor function
function UIObject ( )
{ ...
}


if 1B is true, shouldn't there be a 'new' statement, eg new UIObject(...)

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MM Prototyping UIObject Methods To MovieClip Class, Why?
How did this get by a code walk at MM? Did they outsource their component creation, cuase I've always been told MM was against prototyping built-in objects?

All, of these methods are obviously used on Movieclips inside the components, so I can't figure out why they didn't just extend the movieclips being used, instead of dirtying up every movieclip in a users movie.

class mx.core.ext.UIObjectExtensions

Code:
// add stuff to MovieClip
var mc:Object = MovieClip.prototype;
mc.getTopLevel = ui.getTopLevel;
mc.createLabel = ui.createLabel;
mc.createObject = ui.createObject;
mc.createClassObject = ui.createClassObject;
mc.createEmptyObject = ui.createEmptyObject;
mc.destroyObject = ui.destroyObject;

// add CSS style processing
mc.__getTextFormat = ui.__getTextFormat;
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mc.getStyle = ui.getStyle;

class mx.managers.DepthManager

Code:
// Only one depth manager is needed. When created it adds the methods to the
// base classes
function DepthManager()
{
MovieClip.prototype.createClassChildAtDepth = createClassChildAtDepth;
MovieClip.prototype.createChildAtDepth = createChildAtDepth;
MovieClip.prototype.setDepthTo = setDepthTo;
MovieClip.prototype.setDepthAbove = setDepthAbove;
MovieClip.prototype.setDepthBelow = setDepthBelow;
MovieClip.prototype.findNextAvailableDepth = findNextAvailableDepth;
MovieClip.prototype.shuffleDepths = shuffleDepths;
MovieClip.prototype.getDepthByFlag = getDepthByFlag;
MovieClip.prototype.buildDepthTable = buildDepthTable;

// applyDepthSpaceProtection();
}

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MM Prototyping UIObject Methods To MovieClip Class, Why?
How did this get by a code walk at MM? Did they outsource their component creation, cuase I've always been told MM was against prototyping built-in objects?

All, of these methods are obviously used on Movieclips inside the components, so I can't figure out why they didn't just extend the movieclips being used, instead of dirtying up every movieclip in a users movie.

class mx.core.ext.UIObjectExtensions

Code:
// add stuff to MovieClip
var mc:Object = MovieClip.prototype;
mc.getTopLevel = ui.getTopLevel;
mc.createLabel = ui.createLabel;
mc.createObject = ui.createObject;
mc.createClassObject = ui.createClassObject;
mc.createEmptyObject = ui.createEmptyObject;
mc.destroyObject = ui.destroyObject;

// add CSS style processing
mc.__getTextFormat = ui.__getTextFormat;
mc._getTextFormat = ui._getTextFormat;
mc.getStyleName = ui.getStyleName;
mc.getStyle = ui.getStyle;

class mx.managers.DepthManager

Code:
// Only one depth manager is needed. When created it adds the methods to the
// base classes
function DepthManager()
{
MovieClip.prototype.createClassChildAtDepth = createClassChildAtDepth;
MovieClip.prototype.createChildAtDepth = createChildAtDepth;
MovieClip.prototype.setDepthTo = setDepthTo;
MovieClip.prototype.setDepthAbove = setDepthAbove;
MovieClip.prototype.setDepthBelow = setDepthBelow;
MovieClip.prototype.findNextAvailableDepth = findNextAvailableDepth;
MovieClip.prototype.shuffleDepths = shuffleDepths;
MovieClip.prototype.getDepthByFlag = getDepthByFlag;
MovieClip.prototype.buildDepthTable = buildDepthTable;

// applyDepthSpaceProtection();
}

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Sorry this is my first post, and I am asking a lot, but I thought this forum would be the best place to go for my problem.

Hope that makes sense, and thanks in advance.

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0.7
0.7999999999999999
0.8999999999999999
0.9999999999999999

if you run it in AS2 you get

0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1

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Attach Code

var myNum:Number = 0;

for (var i:Number = 0; i < 10; i++)
{
myNum += 0.1
trace(myNum)
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http://www.flashkit.com/movies/3D/3D...7794/index.php

http://www.flashkit.com/movies/Scrip...7824/index.php

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When your making your games,

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And almost everyone know has a true bit graphics card.


But i made a game the other day, and it ran good on my pc, but it was sooooo slow at uni, unplayable -- when i checked the ctrl+alt+del thing, it said cpu usage was at 100% -- not good.

But it ran fine on mine.

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The Camera sends hello to the flash socket, the flash app, draws the scene, the socket sends a byte array to the camera where it is alpha blended to into the live camera.

On a single core system, there are no issues.

On a dual core system, I do not get the whole byte array. Some how it seems in the middle of getting the bitmap to the array, something stops the writing and the socket is flushed anyway.

I am receiving all 307200 bytes to the camera, but image is not fully drawn to the byte array. It results in a random quartering of the image, depending on how many bytes are actually sent.

another behavior noted is when I drag the window, the socket still responds to the c++ code calling it, still sends 307200 '0''s but nothing is drawn to bytes in the getPixels call.


Code:
b.draw(m_iDrawable);
bytes=b.getPixels(new Rectangle(0,0,320,240));
writeBytes(bytes,0,307200);
flush();

Is there any info regarding multi core processors interupting drawing or socket comunication?

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I have a 'hybrid' application as its refered to in the docs that I use to generate 3D scenes with the sandy flash library, and use those as motion graphics on top of a live video source for recording and broadcasting.

The Camera sends hello to the flash socket, the flash app, draws the scene, the socket sends a byte array to the camera where it is alpha blended to into the live camera.

On a single core system, there are no issues.

On a dual core system, I do not get the whole byte array. Some how it seems in the middle of getting the bitmap to the array, something stops the writing and the socket is flushed anyway.

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another behavior noted is when I drag the window, the socket still responds to the c++ code calling it, still sends 307200 bytes, all '0''s, while nothing is drawn to bytes in the getPixels call.
I can live with this behavior, but not the former.
quote:
//b bit mapdata, bytes is byte array
b.draw(m_iDrawable);
bytes=b.getPixels(new Rectangle(0,0,320,240));
writeBytes(bytes,0,307200);
flush();

Is there any info regarding multi core processors interrupting drawing or socket communication? Even passing static bitmapdata that is never changes or displayed on the stage is interupted.

The socket seems to be broken on the multicore machine.

The c++ application that is creating the broadcast/file does receive the full frame buffer size, other wise it would hang until the full 307200 bytes are recieived. It appears that flash stops writing, and continues in the next call.

There appears to be no handle to gauge how much data is actually passed to the byte array.

I can set up live demos if desired.
Single core machine and dual core machine running exact same software, and then stream the output graphics over rtmp.

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Again, I am trying to create the effect of Xonix/ Qix/ Volfied games form the 80's - 90's
so far I was able, mainly through forums to create this:
http://www.discocontinental.com/archive/drawKey.swf
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But here is a great finished example (not mine), of my technical difficulty :-(
http://psyark.jp/?entry=20051006022428
I don't read Japanese, but I don't believe it's an open-source, or that they share any code or tips...

So I guess I am looking for a solution for these main issues:
#1. Detect when I 'leave' the black frame (connects to #3)
#2. Separate the Line MC to Lines MCs (break it when turning, although it will look the same. Just to prevent 1 large MC of a drawing).
#3.and detect when hitting back with the frame to be able to fill the area that was created by the Lines...
#4. Do it in a way to be able to calculate the area...

If there is anyone out there who might be able to help, i would really appreciate it! I have been playing around with this for some time...

Thanks

Code for my example:
var xv:Number = 0; // speed of x(left/right)
var yv:Number = 0;// speed of y (up/down)
var score:Number = 0; //score

var mover:Number = setInterval(movePlayer,100);

function movePlayer() {
//trace("Moving player...");
_root.circle._y += yv ;
_root.circle._x += xv ;
}

var keyListener_obj:Object = new Object();
keyListener_obj.onKeyDown = function(){
//trace ("key"+Key.getCode());

switch (Key.getCode()) {
case Key.LEFT :
yv = 0
xv = -6;
break;
case Key.UP :
xv = 0
yv = -6;
break;
case Key.RIGHT :
yv = 0
xv = 6;
break;
case Key.DOWN :
xv = 0
yv = 6;
break;
}

};
Key.addListener(keyListener_obj);
stop();

//Code for the object itself:////////////////////////////////////////
onClipEvent (load) {
this.getNextHighestDepth ();
_parent.createEmptyMovieClip("Line", 1);
_parent.Line.lineStyle(1, 0x800000, 100);
_parent.Line.moveTo(100,6);
}

onClipEvent (enterFrame) {
// continually looks for the edges of our ball
//ballBounds = this.getBounds(_root);
this._x = this._x + xv;
this._y = this._y + yv;
_parent.Line.lineTo(this._x, this._y);
if (this._x <= 15) {
this._x = 15;
_root.score = _root.score + 5;
}
else if (this._x >= 335){
this._x = 335;
_root.score = _root.score + 5;
}
else if (this._y >= 300){
this._y = 300;
_root.score = _root.score + 5;
}
else if (this._y <= 14){
this._y = 14;
_root.score = _root.score + 5;
}

}

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I'm currently working on a video project which includes projecting fairly high res video (1366x683) using flash.
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So after a little bit of searching we found out that we had to use another video format and we came across the H264 codec which according to our research supports multi-core usage. (Havent had time to test it out at this time)
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Edited: 11/04/2008 at 01:25:42 AM by TaoHunter

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1) New Flash Document (AS3).
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3) In the action, write "import fl.controls.ComboBox;"
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1172: Definition fl.controls:ComboBox could not be found.

I've checked my ActionScript 3 Classpaths, and both "." and "$(AppConfig)/ActionScript 3.0/Classes" are listed.

What's really driving me nuts is that FLA files that I wrote yesterday that do the same thing will work--I just can't make any new ones that do!

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Howdy folks

My company developed a flash video chat (adult related) application. We have intensively tested the application without problems on the developer edition of FMS and afterwards we decided to buy a license. We have configured the license on the 1000/40/unlimited and fired the site up. But here's the problem. After a certain number of connections (we counted at about 40 simultaneous streaming sessions plus let's say an average of 2 guests per each stream) the core goes off and dies, therefore not loading the video anymore. Each time this happends we need to restart the FMS and it's working fine for another period of time. The system FMS2 is running on is a Dual Intel Xeon 3.2 Ghz with 4 GB of RAM. The processors are running at about 30 - 40% of their capacity right before the core goes down.
Anyone else had any similar experience and if yes what was the solution? Any help is greatly apreciated. Looking forward to hear from the community.

Warm Regards
Andy

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Assert Failed In Servercore../core/../TCFLVCacheMgr.h
Im running fms on windows server 2003 sp1

My fmscore.exe keeps crashing every few hours. all users are disconnected and fms needs to be restarted.

Im getting the following error in the core.log:
Assert failed in servercore../core/../TCFLVCacheMgr.h line 121

anyone knows what this means or how to fix it?

thanks

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Hi,
I can reproduce a crash of the core when using File.list() (with or without a filter function, it does not matter)

The problem appears after calling the function several times, not the first time.
The directory I list just contains some .flv files.
Calling list() in a loop makes the error appear earlier.
ulimit -c unlimited does not help. (I was suspecting lack of file handles or alike)

Has anybody else experienced a problem with File.list() ?

Crashing it several times seems to point to JS_SetElement() in all core dumps I produced.
OS: RHEL4 (32bit) or CentOS5 (64bit), it makes no difference.

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Hi i'm running a core server and 2 edges servers conected to core and I'm using Flash Media Live Encoder to encode a live stream to core. Clients are always connect to edge servers. However from time to time i have the following errors in logs :

2008-08-06 17:21:38 2514 (e)2581279 Assert failed in /server/core/FcLiveStream.cpp line 1627 -

And one more strange error:

2008-08-06 16:02:22 2514 (w)2641213 Connection rejected by server. Reason : [ Server.Reject ] : Edge loop detected. Rejecting connection. -

The edge is configured by adding a route in Vhost.xml something like this:
<RouteEntry>edge1.mydomain.ro:1935;master.mydomain.ro:1935</RouteEntry>

When the error "Edge loop detected" appears clients are unable to connect to edge.

Thanks ,
Mihai

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Hi, does anyone know of any issues using flash 8 and viewing version 8 swf's on high end machines.

I have a new alienware dual core amd 64bit laptop and have noticed lagging and slight stuttering in speed in playing flash files back?

any info would be great, thanks

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Bacis Core Differences Between MC And Graphic Symbols
Can you please be so kind to make a list of features of both MC and Graphic Symbols in Flash MX, by discribing what MC can and cannot and same with Graphic?


Thanks

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when I do that, i seem to lose the ability to attach the addListener method to the MovieClip object. the code being used is below, the last trace line should return "function", but instead returns "undefined"

the motion and tween classes need this and therefore fail. what am I doing wrong???


ActionScript Code:
// set up MovieClip.addListener() if it doesn't exist
// and create an empty clip to broadcast onEnterFrame events
if (typeof MovieClip.addListener != 'function') {
    ASBroadcaster.initialize(MovieClip);
    mc = _level0.createEmptyMovieClip("$enterframe_source", 9876);
    mc.onEnterFrame = function () { MovieClip.broadcastMessage ("onEnterFrame") };
    delete mc;
}
trace(typeof MovieClip.addListener)

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I have a VERY simple class that does not work and I would like to know why. Here it is:


package Test{
import mx.core.Application;
publicclass Environment{
privatevar CurrentURL:String;
publicfunction Environment(){
this.CurrentURL = mx.core.Application.application.url;
trace("Current URL: "+this.CurrentURL);
}
}}

The error message is "TypeError: Error #1009: Cannot access a property or method of a null object reference". This is because mx.core.Application.application is null. My problem is that when I trace mx.core.Application.application.url in my Flex2 application it is defined, and it is the current Request URI. Why can't I access it from within my class? Can this be some kind of namespace issue? Why does ActionScript insist on making me mad (rhetorical).

Thanks in advance!

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