<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0">
   <channel>
      <title>Flashgamer</title>
      <link>http://www.flashgamer.com/</link>
      <description>Flash, Games and Flash Games</description>
      <language>en</language>
      <copyright>Copyright 2010</copyright>
      <lastBuildDate>Thu, 28 Jan 2010 14:17:39 +0100</lastBuildDate>
      <generator>http://www.sixapart.com/movabletype/?v=3.2</generator>
      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>Handling user upload of big images</title>
         <description><![CDATA[<p>Working a lot these days so few posts, but I made a class for a project that some may find handy. When you let users upload pictures using the Flash Player 10 local FileReference feature, you can get all kinds of image sizes (and content!). Most modern cameras have quite a few megapixels and Flash Player 10 can easily choke on large pictures.</p>

<p>FP10 has problems with images that have width or height larger than 8191 pixels. This is still much better than the 2880x2880 pixels we had to work with in FP9 so that alone is a great reason to insist on FP10 for this kind of applications. There is also another limitation mentioned in the official documentation that says "the total number of pixels cannot exceed 16,777,215 pixels". I've found that this isn't a problem for this implementation, so users can easily upload 8000x8000 pixel images without causing problems. The class will take the uploaded image and scale it to whatever max size you want. If the uploaded image is smaller than the max, it'll leave the image unchanged.</p>

<p>Using the class is straightforward. Just make an instance and pass in what you want returned as the maximum width/height:</p>

<p><code class="brush: actionscript;">var bigImageHandler:BigImagehandler;<br />
bigImageHandler = new BigImagehandler( 1500 );<br />
</code></p>

<p>and then add listeners to respond to what the user does:</p>

<p><code class="brush: actionscript;">bigImageHandler.addEventListener(Event.CANCEL, userFail);<br />
bigImageHandler.addEventListener(Event.COMPLETE, userSuccess);<br />
bigImageHandler.addEventListener(Event.CLOSE, userCancel);<br />
</code></p>

<p><a href="/a/bigimage/bin-release/BigImageExample.html">Click here for example</a> <a href="/a/bigimage/bin-release/srcview/">(Source code)</a></p>

<p>The project I did this for is also quite cool and I'll give a small presentation of it on the next <a href="http://www.fugn.com/">FUGN meetup</a>. It's a small app that'll allow you to make yourself old. Just upload an image (or use a WebCam), position facial features and you can turn on/off wrinkles, hair and more. Feel free to give it a spin! Click the image my old self to get started making your own. (Note: the app is in Norwegian, but I'm sure you'll figure it out by just clicking around)</p>

<p><a href="http://kampanje.helseogsosialfag.no/bligammel/"><img alt="bligammel.jpg" src="http://www.flashgamer.com/img/bligammel.jpg" width="400" height="400" /></a><br />
</p>]]></description>
         <link>http://www.flashgamer.com/2010/01/handling_user_upload_of_big_im.html</link>
         <guid>http://www.flashgamer.com/2010/01/handling_user_upload_of_big_im.html</guid>
         <category>Flash</category>
         <pubDate>Thu, 28 Jan 2010 14:17:39 +0100</pubDate>
      </item>
            <item>
         <title>Extra return in Textfields</title>
         <description><![CDATA[<p>Spent some time debugging a strange issue today where input-textfields always contained an undesired extra line. Since I found little info via Google, I'm posting it here for future reference. </p>

<p>If you make a multiline textfield with a border and autoSize set, you'll see the problem easily. Every time the .htmlText property is set, an extra line is appended. It is not a newline character (\n), but rather a return (\r). This is done by the Flash Player itself and I can't find a good reason? You can <a href="http://www.flashgamer.com/a/TFBug.swf">see the bug here</a> (<a href="http://www.flashgamer.com/a/TFBug.as">source</a>). I've reported the bug in the <a href="https://bugs.adobe.com/jira/browse/FP-3351">Flash Player bugbase</a> and initially I had no solution to the bug.</p>

<p>Then, my friend <a href="http://blog.closier.nl/">Fabrice</a> found a solution. Adding this line after seting htmlText solves the issue:<br />
<pre><code>tf.htmlText = tf.htmlText.substring(0,tf.htmlText.length-1);</code></pre><br />
</p>]]></description>
         <link>http://www.flashgamer.com/2009/12/extra_return_in_textfields.html</link>
         <guid>http://www.flashgamer.com/2009/12/extra_return_in_textfields.html</guid>
         <category>Flash</category>
         <pubDate>Tue, 01 Dec 2009 16:51:39 +0100</pubDate>
      </item>
            <item>
         <title>FDT quick tips for Flash Player 10</title>
         <description><![CDATA[<p>Just a quick post to save this somewhere. Two important things when using <a href="http://fdt.powerflasher.com/">FDT</a> for Flash Player 10 projects:<br />
<ol><br />
<li>Remember to set the target-player parameter in your Compiler Arguments for both the Debug and Run configuration (-target-player=10.0.0.0)</li><br />
<li>When using the Embed-tag in FDT, you can't use the "Pure" config. You have to use the ordinary one</li><br />
</ol>I haven't seen this noted anywhere and I couldn't find it on Google. Guess it's worth posting. Another thing that have bitten me when working with FDT - asset paths require a starting slash like this:</p>

<pre>		[Embed(source="/image.jpg")]
		private var img1:Class;</pre>
Another thing that will come in handy is <a href="http://www.flexdeveloper.eu/forums/flex-builder-flash-builder-eclipse/list-of-flex-compiler-arguments/">this list of Flex Compiler arguments</a>. FDT does not set/update any of these automatically, so it's really handy. I keep having mixed feelings about FDT. There's so many nice things, but all the rough edges seem to ruining my experience of it. I guess I'm just a little spoiled?

<p>BTW: I've been really busy lately. Lot's to catch up on after summer holidays, <a href="http://www.flashmagazine.com/community/detail/flash_on_the_beach_2009_day_1/">FOTB</a>, all the <a href="http://www.flashmagazine.com/news/detail/new_beta_releases_on_adobe_labs/">MAX announcements</a> (as the <a href="http://www.flashmagazine.com/news/detail/flash_for_the_iphone/">iPhone</a> one) and client work. I'll also go to Sydney to visit my brother next week so it's been a while since last post. Will probably be so a while ahead as well. So much to do and so much fun ahead!</p>]]></description>
         <link>http://www.flashgamer.com/2009/10/fdt_quick_tips_for_flash_playe.html</link>
         <guid>http://www.flashgamer.com/2009/10/fdt_quick_tips_for_flash_playe.html</guid>
         <category>Flash</category>
         <pubDate>Wed, 14 Oct 2009 22:42:56 +0100</pubDate>
      </item>
            <item>
         <title>Please smooth your video site!</title>
         <description><![CDATA[<p>Lately there's been several great websites that are based on video. <a href="http://www.wechoosethemoon.org/">We Choose The Moon</a> and <a href="http://www.campanhainstantanea.com/">Instant Campaign</a> are two of them. Both these sites must have cost thousands of dollars to make, but the video looks quite pixelated. It's actually so pixelated that it annoys me, especially since it's so easy to fix. Have a look at the picture below.</p>

<p><img alt="smoothing.jpg" src="http://www.flashgamer.com/img/smoothing.jpg" width="500" height="376" /></p>

<p>Common for both of these sites is that they scale the content to the width of the browser. If you view any of these sites on a big screen such as the Apple 30", this looks extremely bad and all you need to fix it is one simple line of code:</p>

<pre>video.smoothing = true;</pre>

<p>That's it and your video will look much better on big screens. Doing this adds a little to the CPU usage, but this won't matter much on the average machine.</p>

<p>I've also uploaded an <a href="http://www.flashgamer.com/a/smooth.fla">example FLA</a> that you can have a look at to test this. Just run the file to load play video. Scale the SWF and click the video to toggle smoothing on/off.</p>

<p>PS: sorry about the lack of updates recently. I've been on holidays and been quite busy with client work lately. Finally having a little free time now to experiment and play! :)</p>

<p><br />
</p>]]></description>
         <link>http://www.flashgamer.com/2009/08/please_smooth_your_video_site.html</link>
         <guid>http://www.flashgamer.com/2009/08/please_smooth_your_video_site.html</guid>
         <category>Flash</category>
         <pubDate>Sun, 30 Aug 2009 21:53:24 +0100</pubDate>
      </item>
            <item>
         <title>What did I do the last year</title>
         <description><![CDATA[<p>I just delivered yet another <a href="http://away3d.com">Away3D</a> project for a longtime client of mine - dna shoes. It's a <a href="http://www.dna-shoes.com/converse/">nice competition for Converse shoes</a> that use MMS and email to build a nice 3D gallery (based on one of my workshop files). I've done lot's of Flash 3D this year and it's actually become my main income the last 12 months.</p>

<p>For many years, I've used Blinksale for my billing purposes. It's a very basic service, but it does have one neat feature and that's tagging. By selecting invoices by tags, I can easily see what I spent my time on and Flash 3D is a BIG part of it. This chart shows what kind of projects I've billed the last 12 months:<br />
<img alt="whatdidIdo.png" src="http://www.flashgamer.com/img/whatdidIdo.png" width="510" height="469" /><br />
This is just my commercial work and in addition I've also done many personal projects. Most of these include Away3D in some way so if anyone ever wondered if it's possible to make money from Open Source Flash - here's another little bit of proof. Thanks to the entire <a href="http://away3d.com/team">Away3D team</a> for filling my days (and nights) with fun!</p>

<p>PS: The 6% training is also Away3D! :-D</p>]]></description>
         <link>http://www.flashgamer.com/2009/05/what_did_i_do_the_last_year.html</link>
         <guid>http://www.flashgamer.com/2009/05/what_did_i_do_the_last_year.html</guid>
         <category>About</category>
         <pubDate>Tue, 26 May 2009 11:06:23 +0100</pubDate>
      </item>
            <item>
         <title>Realtime 3D on the web - a toy or a useful tool?</title>
         <description><![CDATA[<p>A little late, but here's the slides from my presentation at the FlashForum Konference in Cologne. In the session, I discussed 3D on the web and what it's good for. I started with a historical overview for we've had 3D on the web for a long time already. It's never been a success though and I highlighted some possible reasons as well as why Flash changes this. I also tried to draw up some rules for what constitutes "good use of 3D on the web". Is showed no code at all in the presentation and the slides don't give away all I said, but you'll get the idea.</p>

<p><em><a href="http://www.flashgamer.com/workshop/Realtime3D.pdf">PDF of presentation</a></em></p>

<p>I've done lots of presentations before, but this was the first time I presented at an international conference in English. I was super-nervous but the session went really well and I got some good feedback. It kind of surprised me how little feedback you get initially. Just a few mentions on Twitter that said my session was "nice" - not all that encouraging. Later I got the feedback from the Feedback forms as well as blog articles such as <a href="http://www.phihochzwei.com/wordpress/?p=143">this one</a> that said "Fantastischer Vortrag und super Redner". Really strange to not just give feedback like I usually do on Flashmagazine, but also receive it! :D</p>

<p><a href="http://www.flickr.com/photos/marcthiele/sets/72157617138722781/"><img alt="jensaAtFfk09.jpg" src="http://www.flashgamer.com/img/jensaAtFfk09.jpg" width="500" height="333" /></a><br />
<em>Photo by Marc Thiele/FFK</em></p>

<p>The day before the conference, I also did a full-day Away3D workshop. Renowned community expert Peter Elst was there and <a href="http://www.peterelst.com/blog/2009/04/27/discovered-the-third-dimension-at-ffk09/">I'm glad he enjoyed it</a>! I also did <a href="http://www.flashmagazine.com/community/detail/ffk09_day_1/">two</a> <a href="http://www.flashmagazine.com/community/detail/ffk09_day_2/">reports</a> from the event for Flashmagazine.</p>

<p>I have to congratulate Marc and Sascha - they really know how to pull off such an event! The mood was excellent. 500 attendees, 28 sessions, 10 workshops and not a glitch. Pretty neat and all served at a fraction of the cost of other conferences? Pretty impressive if you ask me! I had a great time!</p>]]></description>
         <link>http://www.flashgamer.com/2009/05/realtime_3d_on_the_web_a_toy_o.html</link>
         <guid>http://www.flashgamer.com/2009/05/realtime_3d_on_the_web_a_toy_o.html</guid>
         <category>Flash</category>
         <pubDate>Fri, 22 May 2009 00:35:26 +0100</pubDate>
      </item>
            <item>
         <title>AIR window resize inconsistencies</title>
         <description><![CDATA[<p>The last two weeks I've been working on 3 different AIR apps and I have to say I really like Adobe AIR. It's easy to develop for and quite consistent across the various Operating Systems. One thing that had me (and others) puzzled is how the windowing system works, so I thought I'd add a post for future reference.</p>

<p>There's two main ways you control the appearance of the main application window. One is by setting properties on the mx:WindowedApplication tag and the other is to set properties in the application.xml file that defines each AIR app.</p>

<h2>Resizing</h2>
The application.xml has a xml property that controls the resizing of your app:
<code><pre class="brush: actionscript;">
&lt;!-- Whether the user can resize the window. Optional. Default true. --&gt;
&lt;resizable&gt;false&lt;/resizable&gt;
</pre></code>
So to prevent resizing, you just set this parameter to false, right? Not right. You will notice that the "gripper" is still present in the lower, right corner of your app and this allows rescaling. To turn off the gripper, just add showGripper="false" to your WindowedApplication tag and that's it. Or is it? Of course not. To make this work with the system chrome, you'll actually have to turn off the Maximize button as well, making the complete settings like this:
<code><pre class="brush: actionscript;">
&lt;!-- The type of system chrome to use (either "standard" or "none"). Optional. Default standard. --&gt;
&lt;systemChrome&gt;standard&lt;/systemChrome&gt;
&lt;!-- Whether the window is transparent. Only applicable when systemChrome is none. Optional. Default false. --&gt;
&lt;transparent&gt;false&lt;/transparent&gt;
&lt;!-- Whether the window is initially visible. Optional. Default false. --&gt;
&lt;!-- &lt;visible&gt;&lt;/visible&gt; --&gt;
&lt;!-- Whether the user can minimize the window. Optional. Default true. --&gt;
&lt;!-- &lt;minimizable&gt;false&lt;/minimizable&gt; --&gt;
&lt;!-- Whether the user can maximize the window. Optional. Default true. --&gt;
&lt;maximizable&gt;false&lt;/maximizable&gt;
&lt;!-- Whether the user can resize the window. Optional. Default true. --&gt;
&lt;resizable&gt;false&lt;/resizable&gt;
</pre></code>

<p>The other option is to not use the operating system's windowing style, but rather the standard one that AIR provides. <br />
<code><pre class="brush: actionscript;"><br />
&lt;!-- The type of system chrome to use (either "standard" or "none"). Optional. Default standard. --&gt;<br />
&lt;systemChrome&gt;none&lt;/systemChrome&gt;<br />
&lt;!-- Whether the window is transparent. Only applicable when systemChrome is none. Optional. Default false. --&gt;<br />
&lt;transparent&gt;true&lt;transparent&gt;<br />
</pre></code><br />
These settings will automatically hone the <resizable> setting specified in the XML, so the window can't be resized. You'll still see the "gripper", but it won't have any effect and you can easily turn it off.</p>

<h2>The Fullscreen bug</h2>
Another, slightly related thing you should be aware of is that there's a bug relating to using standard window chrome and setting the <minimizable> / <maximizable> properties in the application.xml. If you turn off these properties, they will be grayed out (disabled). Once you set the app to FullScreen mode and return from it, the maximize/minimize buttons are now incorrectly set as enabled allowing the user to set them. Only workaround I know of is to loose the OS native window chrome.

<p>It would be great if this was cleaned up and made more consistent for the next iteration of the AIR runtime. If I turn off the gripper, I want it to disappear (no matter what) and if I set resizable to false, I actually don't want it to be possible to resize the app, no matter what.</p>

<p>I'd also love to be able set properties such as "Application.application.maximizable" at runtime so I don't need the XML file at all. It's really just annoying and messing up my development process.</p>

<p><em>Note: This post applies to AIR 1.5. I'm not sure, but I think this applies to NativeWindows as well.</em><br />
<img alt="airLogo.jpg" src="http://www.flashgamer.com/img/airLogo.jpg" width="500" height="264" /></p>]]></description>
         <link>http://www.flashgamer.com/2009/05/air_window_inconsistencies.html</link>
         <guid>http://www.flashgamer.com/2009/05/air_window_inconsistencies.html</guid>
         <category>Flash</category>
         <pubDate>Thu, 14 May 2009 14:38:16 +0100</pubDate>
      </item>
            <item>
         <title>How to shoot yourself in the foot</title>
         <description><![CDATA[<p>Twitter has become an important part of my day, but today it lost a lot of it's value to me. By changing this <a href="http://www.readwriteweb.com/archives/twitter_puts_a_muzzle_on_your_friends_goodbye_peop.php">'tiny' setting</a>, I no longer see the conversations that my friends have. I only see people twittering for themselves or directly mentioning me. I now get only 1/6th of the messages I used to get.</p>

<p>This is not how I use Twitter. I use Twitter to follow what my colleagues in the community and friends do and chat about. By <a href="http://blog.twitter.com/2009/05/small-settings-update.html">removing this feature</a>, the value of Twitter is now VERY reduced and I feel like quoting Eivind Ingebrigtsen that <a href="http://twitter.com/muff/status/1752885639">tweeted last week</a>: "<em>Assumption is the mother of all fuck ups. If you assume, you'll make an ASS of U & ME</em>". By ASSuMing things like this - Twitter could easily kill itself... You'll find some good commentary on this topic <a href="http://www.ajax-blog.com/twitter-decides-we%E2%80%99re-not-smart-enough-for-replies-changes-them-again.html">at the Ajax Blog</a> as well.</p>

<p><img alt="assume.jpg" src="http://www.flashgamer.com/img/assume.jpg" width="500" height="287" /></p>]]></description>
         <link>http://www.flashgamer.com/2009/05/how_to_shoot_yourself_in_the_f_1.html</link>
         <guid>http://www.flashgamer.com/2009/05/how_to_shoot_yourself_in_the_f_1.html</guid>
         <category>Various</category>
         <pubDate>Wed, 13 May 2009 09:50:49 +0100</pubDate>
      </item>
            <item>
         <title>Nordic Rich Internet Experience Tour</title>
         <description><![CDATA[<p>In about a week, Adobe starts a small Nordic RIA Tour in Oslo. They'll be presenting the Adobe RIA tools as well as a series of client case stories. The day is divided in two with the first half for Designers and the second half for Developers. I'm really looking forward to seeing my friends <a href="http://blog.petermolgaard.com/">Peter</a> (<a href="http://www.hellogroup.com">Hello Group</a>) and Johan (<a href="http://www.swiff.se/blog/">Swiff</a>) as well Adobe's evangelist team here in Oslo. Hopefully they'll have time for a trip to the Dub the evening before the event? <a href="http://www.fugn.com/">FUGN</a> is also planning to have a small stand there as well, offering some free consulting advice to those that have questions about the Flash Platform.</p>

<p>The event is open to all, but registration is required. Seating is limited, so if you want to learn more about AIR 1.5, Flash Catalyst, Pixel Bender, Flex 4 (Gumbo) and LiveCycle, register at the proper link below.</p>

<p>- <a href="http://events.adobe.co.uk/cgi-bin/event.cgi?country=no&eventid=7936">31 Mars at Oslo Konserthus, Lille Sal, Oslo</a><br />
- <a href="http://events.adobe.co.uk/cgi-bin/event.cgi?country=se&eventid=7932">1 April at Skandia in Stockholm</a><br />
- <a href="http://events.adobe.co.uk/cgi-bin/event.cgi?country=fi&eventid=7934">21 April at Finnkino, Tennispalatsi 2, Helsinki</a> <br />
- <a href="http://events.adobe.co.uk/cgi-bin/event.cgi?country=dk&eventid=7933">22 April at CinemaxX in Copenhagen </a></p>]]></description>
         <link>http://www.flashgamer.com/2009/03/nordic_rich_internet_experienc.html</link>
         <guid>http://www.flashgamer.com/2009/03/nordic_rich_internet_experienc.html</guid>
         <category>Flex</category>
         <pubDate>Mon, 23 Mar 2009 09:48:23 +0100</pubDate>
      </item>
            <item>
         <title>Friday fun - Bloody Rage 2</title>
         <description><![CDATA[<p>It's friday, so it's time to kick back (!) and relax a little with a brand new action game made with <a href="http://www.Away3D.com">Away3D</a>! <a href="http://flashgameawards.com/flash-games.php?game=461">Bloody Rage 2</a> is a full 3D Fighter game with a bunch of opponents to take on ( Super-Obama, Snake, Bruise Lee, Piccolo and many more). The game is almost Console quality and offers advanced features such as a character editor that allows you to freely paint and decorate your characters.</p>

<p>Click here to play <a href="http://flashgameawards.com/flash-games.php?game=461">Bloody Rage 2!</a></p>

<p><a href="http://flashgameawards.com/flash-games.php?game=461"><img alt="bloody_rage_2.jpg" src="http://www.flashgamer.com/img/bloody_rage_2.jpg" width="500" height="376" /><br />
</a><br />
</p>]]></description>
         <link>http://www.flashgamer.com/2009/03/friday_fun_bloody_rage_2.html</link>
         <guid>http://www.flashgamer.com/2009/03/friday_fun_bloody_rage_2.html</guid>
         <category>Flash Games</category>
         <pubDate>Fri, 20 Mar 2009 15:19:52 +0100</pubDate>
      </item>
            <item>
         <title>Flash MP3 player for JavaScript</title>
         <description><![CDATA[<p>I recently got a request from a friend that's a JavaScript developer and he needed to play some sound effects in an an app he's working on and he asked me for advice. I quickly made a headless SWF that can play, pause and stop any online MP3 file from JavaScript and I figured that others might also be interested in this so I'm posting it here for others to grab.</p>

<p><a href="http://www.flashmagazine.com/articlefiles/mp3/mp3player.html">Bare bones example</a> - <a href="http://www.flashmagazine.com/articlefiles/mp3/mp3player.as">Actionscript class</a> - <a href="http://www.flashmagazine.com/articlefiles/mp3/mp3player.fla">FLA file</a></p>

<p>PS: if you use this, send me an URL so I can link to it?</p>]]></description>
         <link>http://www.flashgamer.com/2009/02/flash_mp3_player_for_javascrip.html</link>
         <guid>http://www.flashgamer.com/2009/02/flash_mp3_player_for_javascrip.html</guid>
         <category>Flash</category>
         <pubDate>Thu, 26 Feb 2009 14:32:12 +0100</pubDate>
      </item>
            <item>
         <title>Actionscript syntax highlighter</title>
         <description><![CDATA[<p>Due to a limitation in EE I had to change all the Flashmag tutorial code from using &lt;pre&gt; to &lt;code&gt; tags and figured I'd add some nice syntax highlighting while at it. After checking a few, I found <a href="http://alexgorbatchev.com/wiki/SyntaxHighlighter">SyntaxHighlighter 2.0</a> that looked clever. Only one problem - they <a href="http://alexgorbatchev.com/wiki/SyntaxHighlighter:Brushes">didn't have a syntax file</a> for Actionscript, so now I've made one and you can <a href="http://www.flashmagazine.com/Tutorials/detail/away3d_basics_a_simple_away3d_class_explained/">see it in action here</a> (scroll down to the code listing). You can pop up a nonformatted version, copy straight to clipboard (via a small shim SWF file and print. Nifty, isn't it?</p>

<p>I initially figured that I wanted all AS3 classes/datatypes to highlight as well, but that was a little too ambitious :)  The AS3 core language with all AIR and Flex extensions amounts to more than 950 classes! Just the class names make up 14Kb so I rather settled for a lightweight version that only highlights the classes you'll use the most such as arrays, booleans, sprites and more.</p>

<p>If you want to add this to your own site, download the .js file (<a href="http://www.flashmagazine.com/js/shBrushAScript.js">lightweight version</a>/<a href="http://www.flashmagazine.com/js/shBrushAScriptAPI.js">full API version</a>) and <a href="http://www.flashmagazine.com/js/styles/shThemeActionscript.css">here for the .css file</a>. You'll also need to <a href="http://alexgorbatchev.com/wiki/SyntaxHighlighter:Download">download the SyntaxHighlighter</a> files.</p>

<p>Installing is just a matter of copying the files to the server and adding a few lines to your templates. Here's what I've added to the header on this site:</p>
<pre class="brush: actionscript;">
	&lt;script type="text/javascript" src="/js/shCore.js"&gt;&lt;/script&gt;
	&lt;script type="text/javascript" src="/js/shBrushAScript.js"&gt;&lt;/script&gt;
	&lt;link type="text/css" rel="stylesheet" href="/js/styles/shCore.css"/&gt;
	&lt;link type="text/css" rel="stylesheet" href="/js/styles/shThemeActionscript.css"/&gt;
	&lt;script type="text/javascript"&gt;
		SyntaxHighlighter.config.clipboardSwf = '/js/clipboard.swf';
		SyntaxHighlighter.all();
	&lt;/script&gt;
</pre>

<p>On Flashmag, I've also changed from using the default &lt;pre&gt; tag to &lt;code&gt; by adding this line:</p>
<pre class="brush: actionscript; toolbar: false; first-line:8;">SyntaxHighlighter.config.tagName = "code";</pre>

]]></description>
         <link>http://www.flashgamer.com/2009/02/actionscript_syntax_highlighte.html</link>
         <guid>http://www.flashgamer.com/2009/02/actionscript_syntax_highlighte.html</guid>
         <category>Flash</category>
         <pubDate>Thu, 26 Feb 2009 13:34:49 +0100</pubDate>
      </item>
            <item>
         <title>Flash and IE6 bug when loading XML</title>
         <description><![CDATA[<p>Last week I stumbled upon a really odd Flash Player bug. I'd done a project for a client that loaded XML. It worked great on the clients test-server, but when moved to the deployment server we got a weird error - in Internet Explorer 6, the XML refused to load, returning an IOError?</p>

<p>When I debugged I found that the Flash Player was indeed loading the XML but it apparently failed to parse it? After some Googling I found <a href="http://blog.mediacatalyst.com/pivot/entry.php?id=281">this article at MediaCatalyst</a> that claimed that this had to do with the headers sent from the servers? Didn't really sound probable, but it was worth a shot. It worked...? Wow. Somebody should fix this bug, shouldn't they?</p>

<p>So - if you're having problems loading XML with only IE6, make sure you check that the server does not send the HTTP response header: Cache-Control: no-cache You can easily check this using a tool like <a href="http://www.charlesproxy.com/">Charles</a>.</p>

<p>Luckily, <a href="http://www.thecounter.com/stats/2009/January/browser.php">IE6 is less and less popular</a> and with some luck, web designers can stop worring about it in a year or two.</p>]]></description>
         <link>http://www.flashgamer.com/2009/02/flash_and_ie6_bug_when_loading.html</link>
         <guid>http://www.flashgamer.com/2009/02/flash_and_ie6_bug_when_loading.html</guid>
         <category>Flash</category>
         <pubDate>Sat, 07 Feb 2009 11:55:01 +0100</pubDate>
      </item>
            <item>
         <title>Is Flash 3D a toy or a tool?</title>
         <description><![CDATA[<p>Yesterday I delivered a talk at the first Norwegian <a href="http://www.flexcampnorway.com/">FlexCamp</a> here in Oslo. My session topic was "Realtime 3D on the web - toy or a useful tool?" and it went down really well. I discussed why 3D on the web never got popular and what "Good use of 3D" could be. It's a little hard to find good use cases if you don't include the obvious things such as games, product presentations and experimental interfaces, but if you have good examples - please post it in the comments?</p>

<p>I showed 5 projects I've made that I think makes good use of 3D and I got lots of nice feedback. As promised, <a href="/a/Sanntids3D.swf">here's the link to my presentation</a>. The presentation is in Norwegian, but I'll also do something similar for my session at the <a href="http://flashforum.de/ffk09/topics.php#brynildsen">FlashForum Conference in Cologne</a> in April and that session will be in English. At FFK09 I'll also do a <a href="http://flashforum.de/ffk09/workshops.php#brynildsen">full day workshop on Away3D</a> so if you want to get started with 3D in Flash, this could be a good start.</p>

<p><img alt="presofco.jpg" src="http://www.flashgamer.com/img/presofco.jpg" width="500" height="331" /></p>

<p>Today also marks the beta launch of my first public facing 3D application, a <a href="http://kart.sesam.no/gatebilder">3D StreetView covering the Oslo area</a>. Click the blue dots in the map to view a location. There's more than 120.000 panoramas in total, so you can see pretty much every part of Oslo. <a href="http://kart.sesam.no/gatebilder">Go check it out!</p>

<p><img alt="gatebilde.jpg" src="http://www.flashgamer.com/img/gatebilde.jpg" width="500" height="323" /></a></p>]]></description>
         <link>http://www.flashgamer.com/2009/02/is_flash_3d_a_toy_or_a_tool.html</link>
         <guid>http://www.flashgamer.com/2009/02/is_flash_3d_a_toy_or_a_tool.html</guid>
         <category>Flash</category>
         <pubDate>Tue, 03 Feb 2009 18:18:20 +0100</pubDate>
      </item>
            <item>
         <title>A Graphic is a MovieClip is a Sprite</title>
         <description><![CDATA[<p>Spent some hours figuring out a bug that others may want to know of if they get Flex assets as SWFs generated with the Flash IDE. If you create a "Graphic symbol" in Flash and later change it to a MovieClip in the library of the IDE, it will look like a MovieClip but it is still considered a Sprite by the Flex 3 compiler. It doesn't matter if the symbol has one or more frames, Flex will insist it's a Sprite since it came from a Graphic symbol.</p>

<p>The error I got was this:<br />
<pre><em>TypeError: Error #2007: Parameter child must be non-null.<br />
	at flash.display::DisplayObjectContainer/addChild()</em></pre></p>

<p>I this case, it was me that had changed the Graphic symbol to a MovieClip, so I was able to figure out what caused the problem. If the change was done by the designer I got the FLA from, I'd have no clue at all. So, if you run into that error message for no reasonable reason, try copying the contents of the problematic symbol into an empty MovieClip, export the SWF, clean your Flex project and then re-export.</p>

<p><em>Update: I did a little more testing yesterday and it appears that it's Flash CS3 that is the culprit. As soon as you add more than one keyframe, the symbol will change from graphic to MovieClip in the SWF. Extending the timeline will not trigger the update since it can still be considered a Sprite.</em></p>]]></description>
         <link>http://www.flashgamer.com/2009/01/a_graphic_is_a_movieclip_is_a.html</link>
         <guid>http://www.flashgamer.com/2009/01/a_graphic_is_a_movieclip_is_a.html</guid>
         <category>Flex</category>
         <pubDate>Tue, 06 Jan 2009 23:57:43 +0100</pubDate>
      </item>
      
   </channel>
</rss>
