Regina Célia Pinto on Fri, 28 Nov 2003 01:19:26 +0100 (CET) |
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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, Regina ----- Original Message ----- From: "David Gómez i Fontanills" <dvd@enlloc.org> To: <Nettime-lat@nettime.org> Cc: "Regina Célia Pinto" <regvampi@iis.com.br> 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: 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