David Gómez i Fontanills on Thu, 27 Nov 2003 23:25:42 +0100 (CET)

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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 

Sí, ya sé porqué, por lo mismo que Microsoft...

dvd gmz

Regina Célia Pinto wrote:

>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
>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
>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).
>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.
>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.
>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.
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