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xmlnitro.as with KM?
Hi guys,
does anybody know how to modify xmlnitro.as (see http://chattyfig.figleaf.com/~bhall/code/xmlnitro.as) to work with KM?
Thanks in advance for any pointers,
Stephan
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undead creature
Re: xmlnitro.as with KM?
Hi Stephan,
This script is useless now.
It was developed in 2001 for Flash 5.
Starting with Flash 6(MX), the XML object has become a native object,and for that,the speed of XML parsing is higher than the speed of this (ancient) script.
cheers
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Re: Re: xmlnitro.as with KM?
Hi necro,
thanks for your reply.
This script is useless now.
It was developed in 2001 for Flash 5.
Starting with Flash 6(MX), the XML object has become a native object,and for that,the speed of XML parsing is higher than the speed of this (ancient) script.
cheers
Actually, parsing speed is not a problem for me, what I'm primarily interested in is the safe whitespace removal in all versions of the Flash 5 Player...
Do you by any chance know of a better KM-compatible method to achieve this?
All the best,
Stephan
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undead creature
Re: Re: Re: xmlnitro.as with KM?
Originally posted by Stephan P.
Do you by any chance know of a better KM-compatible method to achieve this?
All the best,
Stephan
Very hard to give you the "universal" solution, Stephan.
There're several reasons:
- KM has not yet a symbol-library (and a lot of related commands)
BOB is working for over an year to add this HUGE capability.
The main problem is that the current FUN file structure is not suitable for a symbol-library.
- there're too many missing commands (from v6 and v7).
BOB is working to add Flash v7 actionscript for KM.
- there're few reserved words (I'll try to do a list with them for BOB).
All you have to do is to "tune-up step by step" each "imported" script.
cheers
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BOB is working for over an year to add this HUGE capability.
The main problem is that the current FUN file structure is not suitable for a symbol-library.
-> I haven't been working on it at all. It will not be fun adding it but it is not terribly difficult. There has always been something more important to add.
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undead creature
I haven't been working on it at all. It will not be fun adding it but it is not terribly difficult. There has always been something more important to add.
Very sad to hear !
What can be "more important" than that ?
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Can't Re- Member
I haven't been working on it at all.
Awww Bob, and here we all were thinking that you'd been working on it for at least a decade,, AHHH Welll,, Suppose we'll just have to keep borrowing (stealing with poetic licence) from macromedia and asking Necro to sort out the bugs eh,,, Cheers
humanus somes est divinitus in ipsum
Wiliiam Wallace
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I asked Wilbert to look at the code and determine what is missing from KoolMoves. This is his assessment --
There are two things I noticed that might cause problems.
Object.version = getVersion().split(",");
KoolMoves can't handle it in this way. Only when you do it in two steps..
Object.version = getVersion();
Object.version = Object.version.split(",");
And the code uses a deprecated function 'ord' ( somewhat similar to
String.charCodeAt )
Another thing I'm not sure about is...
this.status = ASnative(300, 0)(str, tags);
ASnative(300,0) refers to a function and I don't know if KM can handle this
in one line or that it should be seperated into
myFunction = ASnative(300,0);
this.status = myFunction(str,tags);
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Senior Member
Symbol Library
.......the current FUN file structure is not suitable for a symbol-library.
Does this mean, that if you decide to add such capability in the future, that the FUN file structure for KM will change? If so, would such "new structure" be backward compatible to the old or would we not be able to use our old FUN files to build a symbol-library?
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The fun file structure will not change.
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