David Gómez i Fontanills on Thu, 27 Nov 2003 23:25:42 +0100 (CET) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
Re: [nettime-lat] Windows for Shockwave 4.0 launched |
Muy bien, muy bien,... Pero una pregunta: ¿Para cuando Macromedia va a apoyar de verdad Scalable Vector Graphics? SVG: http://www.w3.org/Graphics/SVG/ ¿Por qué no ponen el mismo empeño en desarrollar para los estándares abiertos? Sí, ya sé porqué, por lo mismo que Microsoft... dvd gmz Regina Célia Pinto wrote: >******************************************** >WINDOWS FOR SHOCKWAVE 4.0 >******************************************** > >Windows for Shockwave (WFS) 4.0 is launched at http://vispo.com/wfs4 > >Windows For Shockwave is a set of Library Palette behaviors for Director 8+ >(not an Xtra) that enables drag and drop creation of onstage windows, modal >dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up >menus, and good cursor image control. More generally, the main idea of WFS >is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you create >multiple sprites that are treated as a unit, and the WFS behavior library >and API supply you with ways of operating on elements of multi-sprites, >multi-sprites, and families of multi-sprites. There are two types of >multi-sprites in WFS: windows and menus. > >WFS can be used in the creation of Shockwave movies or Projectors. The drag >and drop behaviors are suitable for Director developers with no Lingo >knowledge. WFS also supplies an extensive API for programmers to access more >functionality. > >WFS 4.0 adds the exciting ability to easily create and destroy dynamic >sprites, dynamic windows, dynamic menus, and dynamic families thereof. Tired >of having to allocate dummy sprites? Dummies often result in a performance >hit (too many simultaneously instantiated sprites) and low bounds on the >total number of dummys you can allocate for each type of dummy sprite (as in >"oops we're out of Martians" or sound icons or whatever). WFS 4.0 eliminates >the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers write >the Lingo for you. Create windows and menus as you do in 3.0's easy drag and >drop way. Then aim the "Script Writer" handlers at the static model and WFS >creates easily-called handlers that, when called, create dynamic copies of >the static model. > >The level of Lingo knowledge required to use the WFS 4.0 features is less >than intermediate, whereas dynamic sprite creation/destruction/management is >an advanced procedure with gotchas without WFS 4.0; WFS 4.0 is the only >system out there that lets you manage dynamic sprites. And the WFS 3.0 >functionality, fully included in 4.0, which does not require any Lingo >knowledge, is the only system out there for creating windowed applications >for Shockwave. > >Some developers used WFS 3.0 as an alternative to MIAW in making projectors >(Director does not support MIAW in Shockwave) because of WFS's ease of use >and feature set. Others used WFS 3.0 to create windows and menus in >Shockwave. Others used it as an alternative to LDM (Director's buggy version >of the Movie Clip concept) to create things that don't look like windows or >menus but benefit from that cohesive behavior. Others use WFS as their >windowing and menu-making tool whether they are developing projectors or >Shockwave. > >WFS 4.0 retains and enhances these uses but will now also serve as your >engine for creation/destruction/management of dynamic sprites, >multi-sprites, and families thereof. The stress in WFS 4.0 is therefore on >building apps that have a deep Score but must run fast. WFS helps you keep >your Score from getting too deep unnecessarily, but it also opens up a >maximum of 1000 sprite channels for simultaneous use (and reuse). > > >******************************************** >WHAT'S NEW IN WINDOWS FOR SHOCKWAVE 4.0 >******************************************** > >The following text is also available (with links) on the WFS home >page at http://vispo.com/wfs4 > >1. Easy to use Dynamic creation/destruction of elements/multi- > sprites/families of multi-sprites (4.0 Professional only). No > more allocation of dummy resources in Director. This makes for > faster apps and you can have more sprites of any particular > resource-type than you can when you have to load the Score with > dummies. > >2. Still works like 3.0 except for the added dynamic creation- > destruction functionality, so if you know 3.0, you'll find 4.0 > a snap. > >3. New "Drag Element" behavior that constrains elements to their > window or a configurable rectangle relative to the element's > window. > >4. Enhanced API for parent-child support and improved wfsSetParent > and wfsSetChild. > >5. Enhanced "6: Handle" functionality so that multi-sprites can be > constrained to move within some other multi-sprite (or the stage > or their parent or a configurable rectangle) and the "6: Handle" > behavior does less computation. One or a hundred instances of the > behavior do the same amount of constant computation: at most 1 > comparison per frame of constant processing. > >6. Expanded Window Manager Parameter Dialog Box to permit initial > centering of window and control over whether children stay in > front of parents. > >7. Expanded API in several behaviors and scripts. I have also > created a page of documentation that lists the full API and > links to the particular handler documentation so that you can > reference the full API easier, at a glance. > >8. Smarter multi-sprites. Elements can come into existence after the > multi-sprite has been moved by the user but still the elements > assume their correct position within the window (or menu). > >9. Many bug-fixes. > >10. New tutorials with audio and animated instruction (tutorial 1 and > tutorial 2). Each of these has more than a half-hour of instruction > in how to use WFS. These make getting started with WFS much quicker > than normal tutorials. The tutorials are highly navigable, also, so > you can reference them and find things within them easily. There are > 8 tutorials in total. All of them are new to WFS 4.0. > >11. Indexed documentation search engine and updated > documentation. The Web version of the Search Engine has a smaller > index file than the downloadable version so Web searches don't take > too long to download the index file. > >12. All WFS globals are named so that now they begin with "gWFS"; all > WFS properties now begin with "pWFS"; all WFS handlers now begin > with "wfs". So you are guaranteed to have no name-space conflicts > with WFS globals, properties, and handlers as long as you don't > begin your globals with "gWFS" nor your properties with "pWFS" > nor your handlers with "wfs". > >13. Developed in Director 8 on Windows XP. Tested in Director MX on > Windows XP. > >****************************************************** >DIFFERENCE BETWEEN STANDARD AND PROFESSIONAL VERSIONS >****************************************************** > >The only difference between the Standard and Professional versions is >that the Professional version includes the "Script Writer" and the >"Dynamism" scripts. These scripts are the active ingredient in >creating dynamic multi-sprites and families and elements thereof. > >****************************************************** >NOTE ON DYNAMIC SPRITE CREATION/DESTRUCTION >****************************************************** > >Many people on this list will have reflected on the topic of dynamic >sprite creation in Director at length. I think you'll find the >approach to this topic in WFS 4.0 Professional quite an advance on >the usual methods. Why? Well, if we're talking about dynamic sprite >creation, we're talking about creating and destroying sprites via >Lingo commands. This can be extrordinarily tedious. Why? Well, you'd >think that creating a dynamic sprite would involve one or more handler >calls that require setting a lot of parameters: the member parameters; >the sprite parameters, and the attached behavior parameters. > >Part of the beauty of the WFS 4.0 Professional approach is that it >takes the tedium out of this process. The way you create a dynamic >sprite in WFS 4.0 Professional is you create it by first creating >a static model of it, ie, you drag a member onto the stage and >attach the behaviors to it you want attached to it. Then you aim >one of the "Script Writer" handlers at it and it writes the Lingo >code you need to create dynamic versions of the sprite. > >Moreover, the "Script Writer" script contains public handlers that >do the same concerning multi-sprites and even families of multi-sprites. >In other words, you don't have to create dynamic entities sprite-by- >sprite, but can create them multi-sprite by multi-sprite or even >family-of-multi-sprites by family-of-multi-sprites. > >Correspondingly, one would want destructors that can destroy dynamic >entities not only sprite-by-sprite but also multi-sprite by multi-sprite. >WFS 4.0 supplies those destructors, and also destructors to off them >multi-sprite family by multi-sprite family. > >WFS 4.0 Professional also does automatic garbage collection of dynamic >sprites at the end of the movie. > >ja >http://vispo.com/wfs4 > >_______________________________________________ >Nettime-lat mailing list >Nettime-lat@nettime.org >http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-lat > > > > _______________________________________________ Nettime-lat mailing list Nettime-lat@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-lat