Flash CS5 to iPhone? Not So Fast

– taterboy | April 25th, 2010

Filed under: Flash, iPhone

Updated Below

Just days before the official announcement of Adobe’s suite of CS5 applications, Apple Inc, updated their iPhone Developer Agreement with a few lines like, “Applications must be originally written in Objective-C, C, C++…” and “Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited”. The web was abuzz with what all this meant for Adobe and other third party tools that make developing for Apple’s iPhone more accessible. It was speculated that this was a clear shot from Apple Inc, across the bow of S.S. Adobe Systems, Inc. It might as well have been a headline that read, “Safari Dropping Flash Player In a Push for HTML5”.

On April 15, 2010, Adobe forged ahead and introduced Flash CS5 and all of its iPhone app building potential. Were they disoriented from the blast still ringing in their ears, or did they know something the rest of us didn’t?

As we internally discussed the repercussions of the Apple Development Agreement update and what it meant for our future on the iPhone/iPad platform, we contemplated the words “originally written in …”. Perhaps this was not as bad as it sounded. We are, after all, users and fans of Apple products and are very concerned by the thought of this great company becoming that grouchy old man in the neighborhood that just put up a huge warning sign stating “If You Are Not an Objective-C programmer, You Shall Not Pass!”
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How To Build Countdown Timer in ActionScript 2

– taterboy | April 14th, 2010

Filed under: General Info

The Settings:
The first thing in our code is deciding if our timer is going to blink every second or not. Blinking gives the impressing of time passing and is easier to notice then just one or two numbers incrementing. Just set “blinking” to true or false

/** timer settings  ****************************************************************/
var blinking:Boolean = true;	// allow timers to blink every second
var osecs:Number = 0; 			//used to enable flashing

The Dates:
The countdown timer takes a future date and figures out how many days, hours, mins, and seconds from now until that date arrives. The next thing we need to do is enter in our future date for the timer to count to. To make things easy, the date is broken into year, month, day, hour, min, sec, and millisecond.

/** date settings  ****************************************************************/
// set the target date
var timeToYear:Number = 2012; 	// full year 2010
var timeToMonth:Number = 12; 	// month 1 - 12
var timeToDate:Number = 21; 	// date 1 - 31 depending on month
var timeToHour:Number = 0; 		// hour 0 - 23
var timeToMin:Number = 0; 		// min 0 - 59
var timeToSec:Number = 0; 		// sec 0 - 59
var timeToMilSec:Number = 0; 	// milliseconds 0 - 999

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