David Gómez i Fontanills on Fri, 28 Nov 2003 10:29:43 +0100 (CET) |
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Re: [nettime-lat] Windows for Shockwave 4.0 launched |
Regina; Perdona por el "error". He trabajado con Director y creo que algo como WFS es bienvenido para los "autores" que lo usan. De todas formas me mantengo con la crítica a Macromedia, que también tiene algo que ver con esto. Es una lástima que la immensa y creativa "comunidad-Lingo" y la "comunidad-Director" sean dependientes en última instancia de una tecnología propietaria que no cumple ni siguiera los estándares para internet. Respecto a esto, la sospecha es que Macromedia está perfectamente capacitada para hacer que, por lo menos Flash, pueda publicar en el estándar SVG y que no lo implementan porque prefieren seguir aprovechandose de una posición dominante respecto a la publicación vectorial-dinámica-interactiva en internet con Shockwave Flash y Shockwave (tecnologías que necesitan de un plug-in que tiene que actualizarse a cada versión y mantienen el código fuente cerrado). Creo que sería muy bueno para todos que Macromedia se planteara seguir los pasos de Sun, IBM o Netscape y entrara a formar parte de una cultura más abierta que, estoy seguro, ya comparten muchos de sus usuarios y desarrolladores independientes. un abrazo David. Regina Célia Pinto wrote: >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" <[email protected]> >To: <[email protected]> >Cc: "Regina Célia Pinto" <[email protected]> >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 >>>[email protected] >>>http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-lat >>> >>> >>> >>> >>> >>> >> >> >> > >_______________________________________________ >Nettime-lat mailing list >[email protected] >http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-lat > > > > _______________________________________________ Nettime-lat mailing list [email protected] http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-lat