Regina Célia Pinto on Fri, 28 Nov 2003 01:19:26 +0100 (CET)

[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]

Re: [nettime-lat] Windows for Shockwave 4.0 launched

Hola David,

Creio que há algum engano de sua parte. Windows for Shockwave não é criação
e nem está ligado à Macromedia, embora seja preparado para o Director. Esse
programa é  criação do programador canadense Jim Andrews, que trabalha com
Director também. Por que você não se comunica diretamente com ele e
pergunta. Eu estou apenas divulgando porque penso que pode interessar a
alguém que utiliza o Director, e porque confio no trabalho do Jim. Espero
ter ajudado.

Um abraço,


----- Original Message -----
From: "David Gómez i Fontanills" <>
To: <>
Cc: "Regina Célia Pinto" <>
Sent: Thursday, November 27, 2003 7:55 PM
Subject: 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:
> ¿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 (WFS) 4.0 is launched at
> >
> >Windows For Shockwave is a set of Library Palette behaviors for Director
> >(not an Xtra) that enables drag and drop creation of onstage windows,
> >dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up
> >menus, and good cursor image control. More generally, the main idea of
> >is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you
> >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
> >and drop behaviors are suitable for Director developers with no Lingo
> >knowledge. WFS also supplies an extensive API for programmers to access
> >functionality.
> >
> >WFS 4.0 adds the exciting ability to easily create and destroy dynamic
> >sprites, dynamic windows, dynamic menus, and dynamic families thereof.
> >of having to allocate dummy sprites? Dummies often result in a
> >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
> >"oops we're out of Martians" or sound icons or whatever). WFS 4.0
> >the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers
> >the Lingo for you. Create windows and menus as you do in 3.0's easy drag
> >drop way. Then aim the "Script Writer" handlers at the static model and
> >creates easily-called handlers that, when called, create dynamic copies
> >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
> >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
> >for Shockwave.
> >
> >Some developers used WFS 3.0 as an alternative to MIAW in making
> >(Director does not support MIAW in Shockwave) because of WFS's ease of
> >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
> >of the Movie Clip concept) to create things that don't look like windows
> >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
> >building apps that have a deep Score but must run fast. WFS helps you
> >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
> >
> >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.
> >
> >ja
> >
> >
> >_______________________________________________
> >Nettime-lat mailing list
> >
> >
> >
> >
> >
> >

Nettime-lat mailing list