Blog

  • Software of Today Loves the Hardware of Tomorrow

    16 hour day, and I still got mad energy. I’ll probably collapse in a quivering heap Friday… at least I’ll be at the pub then hopefully collecting on answering Flash questions bartered for beer. I’m a cheap date, so maybe I can teach the bartender how to go to the frame, or explain to the waitress the pros and cons of authortime placed components vs. dyanmically attached ones.

    I’m messing with Central stuff, right, and I notice that testing stuff here at home just sux. It’s so dang slow here… but at work, she screams; both my Flash stuff I’m making for my Central stuff. It’s becoming eerily similiar to computer games (non-console). A lot of games come out for the 30% percentile of computer users; yes, that figggr includes geeks. Basically, if you are in the top people of high-end systems at the time the game is released and you can buy it, it’ll run very well; you may even be able to peek all of the game settings and still have it run very well.

    For the rest of us who drive our comps into the ground, and then make fish tanks or stop animations out of the remains when they finally do choke, our games have 2 lives; most are half way playable, and then later play so well, it’s a totally different game.

    I feel Central’s doing the same thing. I figure by the time 3.0 is out, comps will be fast enough that you’ll probably never hear someone bitch about Central runs slow or is a resource hog on their PC… only their cell phone or something like that.

    The concept works great for game makers because it allows them to up the realism and depth (in my opinion) of the game. Yeah, a game isn’t anything without a good story, hence Final Fantasy 3 (America’s 3) being the best game every made (Super Nintendo), but you gotta admit Tron 2.0 blows away the original, both in graphics and in story depth. Interestingly, the original is still fun, but I have no qualms dishing out the dough for the new version because it is just that cool.

    I think same goes for Central. Like, the only thing really holding me back from making 10 million Flash applications nowadays is time, not technology nor the IDE. I notice more and more that even the animations put out would NOT have run years ago; case in point, BillyBussey.com. Try running that processor-ravager on a 400 p2. Yeah, sure…
    …and yet now you can; you instead focus on the site’s experience vs. the performance getting in the way.

    I see Central going the same route; I ignore any performance shortcoming when I go to work and use it. It’s amazing how quick I forget too… cause everytime I come home and open the same project, I’m like “DAMMIT!”

    It also lends credence to the whole Flash ecology thing, and basing a lot of business on it; it’s only getting faster and more widespread. Pretty neat longterm planning and execution.

    Longhorn’s based on that very concept. Make the shiot need the uber hardware.

  • Search Down Tomorrow

    Date: Thursday, June 24, 2004
    Time: 9 PM – 1 AM USA West Coast / Pacific Time

    If you try to search between those hours, it will not work; Atomz.com is updating their stuff.

  • Contract Rollercoaster

    Dude, for real, contract work is just crazy. I’m starting to feel business is only stable when your not in sales or strategy. I don’t know how my dad does his own thing. In my case, I spend about 95% of time perfecting my craft, and re-learning it based on new technologies and R&D. The rest is marketing and followup… which still accounts for a lot of time, but spread really thin.

    Anyway, jacked. Will I ever learn it enough to know wtf I’m doing?

    Now, BellSouth’s contract, but that’s friggin’ easy. I go through a recruiter, and I’m technically working there, so that doesn’t really count.

    Company X who f-d me out of $4k out the blue calls me back, negotiates release of source code, and pays me, and the check clears. Rock!

    I then get another check today (2 of 3) for another job I did months ago. Rock!!

    Then, another job I started back in… I think December of last year, I just got a call from the client. He wants some additions to the prototypes to get it near a working version, which so far is miniscule work so the project is no longer on ice. Considering this weekend is no school, timing couldn’t be better. Schweet!

    I dig freedom of chioce, but damn… this stuff is more volatile than mutagen.

  • removeMovieClip vs. destroyObject

    What is the difference?

    In practice, they do the same, but are used differently. removeMovieClip can be used as a global method or local method (removeMovieClip ( someMC ) or someMC.removeMovieClip() ). destroyObject can only be used inside of a class that inherits from UIObject somewhere on the inheritance chain and takes the string name of the movie clip, not a movie clip path (destroyObject ( “someMC” ) ).

    Fundamentally, however, they are very different. removeMovieClip can only remove movie clips that are in positive depths, 0 included. Therefore, if you dragged a List component on the stage, removeMovieClip will not work on it unless you use the swapDepths command to bring the component to a positive depth (hopefully unoccupied) and then remove it. If the playhead leaves, however, the frame where the List component is, and then returns, the List too will re-appear.

    destroyObject does this for you automatically. Additionally, since movie clips/components in classes use member variables, it takes the liberty in deleting the component’s name; not the variable itself mind you, but the name nonetheless.

    Neither deal with pointers to the object you may have created elsewhere.