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Comments:

<0> i think its ok
<1> damn
<2> hey
<2> how can i make a trace() be shown in my .swf?
<2> echo() or something?
<2> im just doing CPU speed test but i need to know the number here, and if i do ctrl+enter in flash the speeds are inaccurate since it starts a new browser window for every JS action
<3> why dont you put a textfield on stage
<3> and dump to there instead of trace?
<2> i agree
<2> thanks
<3> sometimes depending what yer doing, its worth writing a little dashboard you can show with a key event :P
<3> or just always showing - but if something is offstage (where you should hide it when not in use) flash doesnt 'render' it per se
<3> so performance should be 'as would be' ....
<4> in flash basicly you can load symbols into the thing itself to not take up space ?
<3> just be sure to move dash off stage area when not 'being used' or performance will be effected by it being on stage
<3> onstage/within defined stage area



<2> thats true hehe
<5> hey all, i'm having trouble importing vieo into flash (surprise surprise) Ive done this before and its worked though...
<5> when I import an avi, i want it to create a keyframe for every frame in the clip, but it just does one at the start.
<5> nomatter what i put on the keyframe interval option on import
<3> what happens if you import avi to timeline
<3> goto frame 1... press F5 as many times as needed to show video length
<5> I only have option to import to stage or library
<3> that would be 'stage'
<5> yeah thats what happend then, 1 frame at start onl;y
<3> and press convert to keyframes after such? i'm not sure at all if it will help
<3> i kinda doubt it will but..
<3> ah
<3> you will only have 1 frame
<5> nope, if I create a keyframe, it merely makes the vieo start from that frame again
<3> untill you press F5 to show all frames
<3> ah
<5> so if i convert to keyframes I end up with 183 1st frames
<3> hehehe
<5> hehe indeed
<3> kinda thought that'd be the case but never tried
<3> :/
<3> anyways, isnt setting 'keyframes' to keep sync?
<3> it doesnt actually 'make keyframes' in flash
<3> it ensures that if your flash is at a fps ... that the video is synced to such no?
<3> i could be wrong
<5> yeah i think so
<5> i want to delete some of the frames which is why i need each frame seperate
<5> i tried encoding the avi's as swf's and then importing that, but then all the frames are blank when I get it into flash!
<3> heh
<3> well
<3> import to stage
<3> press F5 to show all frames of video
<3> export as sequential bitmap sequence
<3> open new fla
<3> import bitmap sequence
<3> ... viola - you have your video and its editable
<3> :/
<3> no sound though
<5> ouch
<5> thats okay i dont wat sound
<5> *want
<3> then thats a 100% valid option for you
<3> :)
<3> you can insert multiple frames via f5
<3> by highlighting an area to reflect how many frames to insert when f5 is pressed
<3> (in timeline)
<3> if you highlight 10 frames
<3> when you press F5 - it will insert 10 more frames
<3> vs just 1
<3> so let that help you ... and get it done
<3> :)
<3> when you import sequence you'll easily be able to edit/remove frames
<3> all will be keyframes... sequential on timeline
<5> thanks shiznit
<5> i'll give it a go
<3> yup - it'll work for ya
<2> hey shiznit
<2> http://pastebin.coconut.se/?id=4656
<2> the "delay" time is waaay too long on slow machines although the movement speed is adjusted perfectly
<2> should i be doing the delay in a different manner?



<2> besides if(newcounter > (15 * (140/actualt)))
<2> btw it only does the "adjustment" on the contraction of the moving box
<3> i have no idea what you're doing so i dunno
<2> http://s93549175.onlinehome.us/resizer.htm
<2> there
<2> thats the time value between the start of a 1ms interval and the end of it
<2> ideally it would be 1
<2> but on my AMD 3000+ 1GB RAM its ~14
<2> on my other pc its ~30
<2> so im tryint to adjust the speed of the javascript resize of the .swf heightwise, so it will do the slight elastic effect on all systems
<2> it adjusts the number of pixels per interval that it is contracted by
<2> but the pause time is never adjusted properly
<2> its always way too long, is there a different way to pause an interval
<2> pause time is the time the css resizer waits before starting to resize after the movement in the swf has begun
<2> right now its just specified by the number of iterations of the interval
<2> * the average comp time/actual comp time
<2> average being on my system
<3> well, if you're having latency issues based on the system its on
<3> do you set your latency from a initializer or such to be used with your animation?
<2> .swf usually runs at the same speed its the JS thats affected
<2> no it benchmarks the speed
<3> make a call, see how long it takes to return
<2> at iteration 0
<2> this is more accurate actually
<2> and it keeps getting the average
<2> so the movement is more or less smooth
<3> the most accurate number you'll have is a true number
<3> not a hard-coded number
<2> well thats the average number on my system, i plan to make it more accurately
<2> accurate
<3> when?
<2> by running many many trials
<3> when you've debugged after using wrong numbers?
<3> heh
<2> lol noo what i know is its around 13.6
<3> dont you think you might want to impliment asap?
<2> ok lol
<3> 13.6 on your computer
<3> what about my computer?
<3> what about everyone elses?
<3> :/
<3> is this just for you?
<3> :)
<2> thats what it does
<2> it calculates it
<2> 13.6 is needed to be hardcoded
<2> so the values on my comptuer can be compared with on yours
<2> so if my time is 1.5x faster than yours, the thing will go up 1.5x more pixels per iteration
<2> which works out perfect
<2> but the pause time is screwed up
<3> duno man - i'm just guessing, i have no clue what all is involved with what you're doing
<3> i just noticed that 'div' or whatever changes size
<3> since you didnt specifically point that out to me and i couldnt care to investigate
<3> hehe
<2> oh
<2> sorry i always think everything is self explanatory
<2> oh well i guess ill try some random number operations that usually works out
<3> well as said, i dont know why you dont 1st.... before doing ANYTHING else - make a call from flash to js - see what the latency is
<3> is that number - not your 15.6 or whatever
<3> ....
<3> that should solve all for whoever
<3> i dunno
<3> is*use
<3> or i'm just confused as to what problem is
<3> which is more likely than anything
<3> =)
<2> pause is too long
<3> i dont even know wtf the pause is
<3> :)
<3> aside from 'a pause' somewhere because of something
<3> hahaha
<3> i'm pretty sure the latency will be dependant on the amount of content currently being shifted


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