Wednesday, February 25, 2009

San Flashcisco | San Francisco Flash User Group

San Flashcisco | San Francisco Flash User Group: "ActionScripting RoundTable Discussion & Help

This month we are hosting our second ever roundtable event. This is an event where we forgo guest speakers for ActionScript hacking, problem solving, project assistance and general Flash discussion.

This event is for everyone… bring your laptop .. bring your questions … bring your skills!
Address:

SFSU Downtown Campus,
835 Market Street,
6th Floor, Room: 627
San Francisco,
CA 94103-1901

The entrance to the downtown SFSU building is located between the entrances of Walgreens and the Westfield shopping centre on Market St between 4th & 5th. Once in the building, take the elevator to the 6th floor and follow the signs for room 627."

Delicious (website) - Wikipedia, the free encyclopedia

Delicious (website) - Wikipedia, the free encyclopedia

digg labs / arc

digg labs / arc

digg labs

digg labs

MyISAM - Wikipedia, the free encyclopedia

MyISAM - Wikipedia, the free encyclopedia

Index (database) - Wikipedia, the free encyclopedia

Index (database) - Wikipedia, the free encyclopedia

Index (database) - Wikipedia, the free encyclopedia

Index (database) - Wikipedia, the free encyclopedia

Unique key - Wikipedia, the free encyclopedia

Unique key - Wikipedia, the free encyclopedia

Compiler - Wikipedia, the free encyclopedia

Compiler - Wikipedia, the free encyclopedia

no|wrap.de - Flare

no|wrap.de - Flare

no|wrap.de - Flare

no|wrap.de - Flare

FLARE - Flash Decompiler to Extract ActionScript | Darknet - The Darkside

FLARE - Flash Decompiler to Extract ActionScript | Darknet - The Darkside

Adobe - Flash Catalyst

Adobe - Flash Catalyst

Flare | Data Visualization for the Web

Flare | Data Visualization for the Web

Compiler - Wikipedia, the free encyclopedia

Compiler - Wikipedia, the free encyclopedia

Stack Allocation

Stack Allocation

Buffer overflow - Wikipedia, the free encyclopedia

Buffer overflow - Wikipedia, the free encyclopedia

Dynamic memory allocation - Wikipedia, the free encyclopedia

Dynamic memory allocation - Wikipedia, the free encyclopedia

Heap (data structure) - Wikipedia, the free encyclopedia

Heap (data structure) - Wikipedia, the free encyclopedia

Stack (data structure) - Wikipedia, the free encyclopedia

Stack (data structure) - Wikipedia, the free encyclopedia

Stack buffer overflow - Wikipedia, the free encyclopedia

Stack buffer overflow - Wikipedia, the free encyclopedia

Calling convention - Wikipedia, the free encyclopedia

Calling convention - Wikipedia, the free encyclopedia

Call stack - Wikipedia, the free encyclopedia

Call stack - Wikipedia, the free encyclopedia

Tuesday, February 24, 2009

Flash Player update available to address security vulnerabilities

Summary

A potential vulnerability has been identified in Adobe Flash Player 10.0.12.36 and earlier that could allow an attacker who successfully exploits this potential vulnerability to take control of the affected system. A malicious SWF must be loaded in Flash Player by the user for an attacker to exploit this potential vulnerability. Additional vulnerabilities have been addressed in this update. Adobe recommends users update to the most current version of Flash Player available for their platform.
Affected software versions

Adobe Flash Player 10.0.12.36 and earlier (Adobe Flash Player 10.0.15.3 and earlier for Linux)

To verify the Adobe Flash Player version number, access the About Flash Player page, or right-click on Flash content and select “About Adobe (or Macromedia) Flash Player” from the menu. If you use multiple browsers, perform the check for each browser you have installed on your system.

Adobe Product Security Incident Response Team (PSIRT): Security Bulletins – Flash Player and RoboHelp

Adobe Product Security Incident Response Team (PSIRT): Security Bulletins – Flash Player and RoboHelp

Peter deHaan: Adobe Flash Player 10.0.22.87 available on adobe.com

Peter deHaan: Adobe Flash Player 10.0.22.87 available on adobe.com

Adobe Flash Catalyst Team � About the Flash Catalyst Team Blog

Adobe Flash Catalyst Team � About the Flash Catalyst Team Blog

Thoughts on Flash Catalyst | InsideRIA

Thoughts on Flash Catalyst | InsideRIA

Adobe Labs - Adobe Flash Catalyst

Adobe Labs - Adobe Flash Catalyst

Wednesday, February 11, 2009

So What, If I'm a Google Cult Member! by Trunami — Gaia Community

So What, If I'm a Google Cult Member! by Trunami — Gaia Community

Writing Your First YUI Application | InsideRIA

Writing Your First YUI Application | InsideRIA

The Joel on Software Discussion Group - browser abstraction

The Joel on Software Discussion Group - browser abstraction


this.oAutoComp.formatResult = function(oResultItem, sQuery) {
return "" + oResultItem[0] + "
" + oResultItem[1];
};


method for formatResult....

why is this returning what is in the function to the formatResult method?!?

yui


formatResult
String formatResult ( oResultData , sQuery , sResultMatch )
Overridable method that returns HTML markup for one result to be populated as innerHTML of an
  • element.
    Parameters:
    oResultData Object Result data object.
    sQuery The corresponding query string.
    sResultMatch The current query string.
    Returns: String
    HTML markup of formatted result data.
  • Yahoo! UI Library: YUI Loader Utility

    Yahoo! UI Library: YUI Loader Utility

    Google - cult or corporation? • The Register

    Google - cult or corporation? • The Register

    The cult of Google | The Open Road - CNET News

    The cult of Google | The Open Road - CNET News

    Google Web Toolkit - The Unofficial Google Wiki - A free wiki from Wikia

    Google Web Toolkit - The Unofficial Google Wiki - A free wiki from Wikia

    Google Web Toolkit - Google Code

    Google Web Toolkit - Google Code

    Dojo Toolkit - Wikipedia, the free encyclopedia

    Dojo Toolkit - Wikipedia, the free encyclopedia

    PHP: JSON - Manual

    PHP: JSON - Manual

    RedHanded � YAML is JSON

    RedHanded � YAML is JSON: "YAML::load %{
    {'menu': {
    'id': 'file',
    'value': 'File:',
    'popup': {
    'menuitem': [
    {'value': 'New', 'onclick': 'CreateNewDoc()'},
    {'value': 'Open', 'onclick': 'OpenDoc()'},
    {'value': 'Close', 'onclick': 'CloseDoc()'}]}}}"

    Mastering JSON ( JavaScript Object Notation )

    Mastering JSON ( JavaScript Object Notation )

    JSON in JavaScript

    JSON in JavaScript

    JSON

    JSON

    OPEN VIDEO PLAYER

    OPEN VIDEO PLAYER

    News // Current

    News // Current

    Exclusive Videos - American Idol

    Exclusive Videos - American Idol

    VS 2008 Web Development Hot-Fix Roll-Up Available - ScottGu's Blog

    VS 2008 Web Development Hot-Fix Roll-Up Available - ScottGu's Blog

    Javascript Rollup Menu - Database-driven, Dynamic JavaScript/CSS Menus Cross-browser, DHTML/Javascript Menu Builder!

    Javascript Rollup Menu - Database-driven, Dynamic JavaScript/CSS Menus Cross-browser, DHTML/Javascript Menu Builder!

    Erratic Design | Steven Gauthier | Web design, Web Development, Technical Consulting

    Erratic Design | Steven Gauthier | Web design, Web Development, Technical Consulting

    Rollup with Datetime by Year : rollup, datetime

    Rollup with Datetime by Year : rollup, datetime

    Get The Boot - Macy's

    DTD Tutorial


    document types and their layout mode (old but still useful)

    DTDs...

    A DTD is primarily used for the expression of a schema via a set of declarations that conform to a particular markup syntax and that describe a class, or type, of document, in terms of constraints on the structure of that document. A DTD may also declare constructs that are not always required to establish document structure, but that may affect the interpretation of some documents. XML documents are described using a subset of DTD which imposes a number of restrictions on the document's structure, as required per the XML standard (XML is in itself an application of SGML optimized for automated parsing). DTDs are written in a formal syntax that explains precisely which elements and entities may appear where in the document and what the elements’ contents and attributes are. DTD is native to the SGML and XML specifications, and since its introduction other specification languages such as XML Schema and RELAX NG have been released with additional functionality.

    As an expression of a schema, a DTD specifies, in effect, the syntax of an "application" of SGML or XML, such as the derivative language HTML or XHTML. This syntax is usually a less general form of the syntax of SGML or XML.

    In a DTD, the structure of a class of documents is described via element and attribute-list declarations. Element declarations name the allowable set of elements within the document, and specify whether and how declared elements and runs of character data may be contained within each element. Attribute-list declarations name the allowable set of attributes for each declared element, including the type of each attribute value, if not an explicit set of valid value(s).

    The declaration establishes that the document is an instance of the type defined by the referenced DTD.

    The declarations in a DTD are divided into an internal subset and an external subset. The declarations in the internal subset are embedded in the Document Type Declaration in the document itself. The declarations in the external subset are located in a separate text file. The external subset may be referenced via a public identifier and/or a system identifier. Programs for reading documents may not be required to read the external subset.

    n a DTD markup declarations are used to declare which elements types, attribute lists, entities and notations are allowed in the structure of the corresponding class of XML documents.[1]

    [edit] Element Type Declarations

    An Element Type Declaration defines an element and its possible content. A valid XML document only contains elements that are defined in the DTD.

    An element’s content is specified by some key words and characters:

    * EMPTY for no content
    * ANY for any content
    * , for orders
    * | for alternatives ("either...or")
    * ( ) for groups
    * star for any number (zero or more)
    * + for at least once (one or more)
    * ? mark for optional (zero or one)
    * If there is no *, + or ?, the element must occur exactly one time

    Attribute List Declarations

    An Attribute List specifies the name, data type and default value of each attribute associated with a given element type[2], for example:

    id ID #IMPLIED
    src CDATA #REQUIRED
    >
    There are the following attribute types:

    * CDATA (It stands for a character set of data.)
    * ID
    * IDREF and IDREFS
    * NMTOKEN and NMTOKENS
    * ENTITY and ENTITIES
    * NOTATION and NOTATIONS
    * Listings and NOTATION-listings

    A default value can be used to define whether an attribute must occur (#REQUIRED) or not (#IMPLIED), whether it has a fixed value (#FIXED) and which value should be used as a default value ("…") in case the given attribute is left out in a XML tag.

    Monday, February 9, 2009

    Draggable - scriptaculous - GitHub

    Draggable - scriptaculous - GitHub

    Combination Effects Demo - scriptaculous - GitHub

    Combination Effects Demo - scriptaculous - GitHub
    //Action tag #0

    function bodyTypesLoaded(bodyTypes, restart)
    {
    selector = this.attachMovie("bodyTypePicker", "selector", 1);
    selector.init(bodyTypes, restart);
    selector._alpha = 0;
    selector._x = Stage.width / 2;
    selector._y = 300;
    }
    function beginGetInta(bodyTypes)
    {
    myBodyTypes = bodyTypes;
    spiderman._y = spiderman._y - 40;
    spiderman.slideTo("0", spiderman._y + 40, time * 2, ease2, delay);
    spiderman.lineMask.slideTo("0", spiderman.outline._y, time, ease1, delay);
    delay = delay + time;
    spiderman.whiteMask.slideTo("0", spiderman.whiteFill._y, time, ease1, delay);
    delay = delay + time;
    spiderman.whiteFill.fadeOut(time, ease1, delay);
    delay = delay + time;
    spiderman.outline.fadeOut(time, ease1, delay);
    spiderman.colorFill.fadeIn(time, ease1, delay);
    delay = delay - time * 1.5;
    if (moveIn)
    {
    ironman._x = ironman._x - outerOS;
    ironman.slideTo(ironman._x + outerOS, "0", time * 2, ease2, delay);
    }
    ironman.lineMask.slideTo("0", ironman.outline._y, time, ease1, delay);
    delay = delay + time;
    ironman.whiteMask.slideTo("0", ironman.whiteFill._y, time, ease1, delay);
    delay = delay + time;
    ironman.whiteFill.fadeOut(time, ease1, delay);
    delay = delay + time;
    ironman.outline.fadeOut(time, ease1, delay);
    ironman.colorFill.fadeIn(time, ease1, delay);
    delay = delay - time * 1.5;
    if (moveIn)
    {
    hulk._x = hulk._x + outerOS;
    hulk.slideTo(hulk._x - outerOS, "0", time * 2, ease2, delay);
    }
    hulk.lineMask.slideTo("0", hulk.outline._y, time, ease1, delay);
    delay = delay + time;
    hulk.whiteMask.slideTo("0", hulk.whiteFill._y, time, ease1, delay);
    delay = delay + time;
    hulk.whiteFill.fadeOut(time, ease1, delay);
    delay = delay + time;
    hulk.outline.fadeOut(time, ease1, delay);
    hulk.colorFill.fadeIn(time, ease1, delay);
    delay = delay - time * 1.5;
    if (moveIn)
    {
    wolverine._x = wolverine._x - innerOS;
    wolverine.slideTo(wolverine._x + innerOS, "0", time * 2, ease2, delay);
    }
    wolverine.lineMask.slideTo("0", wolverine.outline._y - 5, time, ease1, delay);
    delay = delay + time;
    wolverine.whiteMask.slideTo("0", wolverine.whiteFill._y - 5, time, ease1, delay);
    delay = delay + time;
    wolverine.whiteFill.fadeOut(time, ease1, delay);
    delay = delay + time;
    wolverine.outline.fadeOut(time, ease1, delay);
    wolverine.colorFill.fadeIn(time, ease1, delay);
    delay = delay - time * 1.5;
    if (moveIn)
    {
    sue._x = sue._x + innerOS;
    sue.slideTo(sue._x - innerOS, "0", time * 2, ease2, delay);
    }
    sue.lineMask.slideTo("0", sue.outline._y, time, ease1, delay);
    delay = delay + time;
    sue.whiteMask.slideTo("0", sue.whiteFill._y, time, ease1, delay);
    delay = delay + time;
    sue.whiteFill.fadeOut(time, ease1, delay);
    delay = delay + time;
    sue.outline.fadeOut(time, ease1, delay);
    sue.colorFill.fadeIn(time, ease1, delay);
    delay = delay + time * 3;
    time = time * 2;
    beginButton._y = beginButton._y - 40;
    beginButton.slideTo("0", beginButton._y + 40, time, ease2, delay);
    beginButton.beginBG.fadeIn(time, ease1, delay);
    delay = delay + time / 2;
    beginButton.beginText.fadeIn(time, ease1, delay, setBeginButton);
    }
    function setBeginButton()
    {
    trace("=============== get outta");
    beginButton.flash1X = beginButton.flash1._x;
    beginButton.flash2X = beginButton.flash2._x;
    beginButton.bMask.onPress = beginPress;
    beginButton.bMask.onRollOver = beginOver;
    beginButton.bMask.onRollOut = beginOut;
    beginButton.bMask.onRelease = beginRelease;
    beginButton.bMask.onReleaseOutside = beginOut;
    }
    function beginOver()
    {
    beginButton.flash1.slideTo(beginButton.flash2X, 0.25, "easeOutQuad");
    beginButton.flash2.slideTo(beginButton.flash1X, 0.25, "easeOutQuad");
    }
    function beginOut()
    {
    beginButton.flash1.slideTo(beginButton.flash1X, 0.25, "easeOutQuad");
    beginButton.flash2.slideTo(beginButton.flash2X, 0.25, "easeOutQuad");
    beginButton.beginText.alphaTo(100, 0.25, "easeOutQuad");
    }
    function beginPress()
    {
    beginButton.beginText.alphaTo(200, 0.1, "easeOutQuad");
    }
    function beginRelease()
    {
    beginButton.beginText._alpha = 100;
    beginGetOutta();
    }
    function beginGetOutta(info, reBuild)
    {
    sueCX = Stage.width / 2 - sue._width / 2;
    wolverineCX = Stage.width / 2 - wolverine._width / 2;
    ironmanCX = Stage.width / 2 - ironman._width / 2;
    hulkCX = Stage.width / 2 - hulk._width / 2;
    trace(sueCX + " = " + Stage.width / 2 + " - " + sue._width / 2);
    time = 0.15;
    delay = 0;
    beginButton.fadeOut(time, ease3, delay);
    beginButton.slideTo("0", beginButton._y - 40, time, ease4, delay);
    delay = delay + time;
    wolverine.colorFill.brightOffsetTo(100, time, ease4, delay);
    wolverine.outline.swapDepths(wolverine.getNextHighestDepth());
    wolverine.outline.fadeIn(time, ease1, delay);
    delay = delay + 0.1;
    sue.colorFill.brightOffsetTo(100, time, ease4, delay);
    sue.outline.swapDepths(sue.getNextHighestDepth());
    sue.outline.fadeIn(time, ease1, delay);
    delay = delay + 0.1;
    ironman.colorFill.brightOffsetTo(100, time, ease4, delay);
    ironman.outline.swapDepths(ironman.getNextHighestDepth());
    ironman.outline.fadeIn(time, ease1, delay);
    delay = delay + 0.1;
    hulk.colorFill.brightOffsetTo(100, time, ease4, delay);
    hulk.outline.swapDepths(hulk.getNextHighestDepth());
    hulk.outline.fadeIn(time, ease1, delay);
    delay = delay + 0.1;
    spiderman.colorFill.brightOffsetTo(100, time, ease4, delay);
    spiderman.outline.swapDepths(spiderman.getNextHighestDepth());
    spiderman.outline.fadeIn(time, ease1, delay);
    delay = delay + time;
    time = 0.25;
    wolverine.slideTo(wolverineCX, "0", time, ease4, delay);
    sue.slideTo(sueCX, "0", time, ease4, delay);
    ironman.slideTo(ironmanCX, "0", time, ease4, delay);
    hulk.slideTo(hulkCX, "0", time, ease4, delay);
    delay = delay + time / 2;
    hulk.fadeOut(time, ease1, delay);
    ironman.fadeOut(time, ease1, delay);
    sue.fadeOut(time, ease1, delay);
    wolverine.fadeOut(time, ease1, delay);
    spiderman.fadeOut(time, ease1, delay);
    delay = delay - time / 2;
    introComplete = true;
    whiteBG._x = Stage.width / 2;
    whiteBG._alpha = 0;
    introComplete = true;
    var __reg1 = new com.mosesSupposes.fuse.Fuse();
    __reg1.push([{target: vRuleL, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: delay}, {target: vRuleR, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: delay}, {target: introMask, width: 1, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: delay, func: changeToSelector, args: [info, reBuild]}]);
    __reg1.start();
    }
    function changeToSelector(info, reBuild)
    {
    whiteBG._alpha = 100;
    if (!introComplete)
    {
    debug.trace("introComplete " + introComplete);
    beginGetOutta(info, reBuild);
    return;
    }
    if (reBuild)
    {
    var __reg2 = new com.mosesSupposes.fuse.Fuse();
    __reg2.push({target: _root.selector, y: 0, alpha: 0, ease: "easeInBack", seconds: 0.5});
    __reg2.push([{target: vRuleL, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: 0}, {target: vRuleR, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: 0}, {target: whiteBG, width: 0, x: Stage.width / 2, seconds: 0.3, ease: ease3, delay: 0, func: bodySelected, args: [info, reBuild]}]);
    __reg2.start();
    return;
    }
    __reg2 = new com.mosesSupposes.fuse.Fuse();
    __reg2.push([{target: vRuleL, x: Stage.width / 2 - whiteW / 2, seconds: 0.3, ease: ease3, delay: 0}, {target: vRuleR, x: Stage.width / 2 + whiteW / 2, seconds: 0.3, ease: ease3, delay: 0}, {target: whiteBG, width: whiteW, x: Stage.width / 2 - whiteW / 2, seconds: 0.3, ease: ease3, delay: 0}]);
    __reg2.push({target: selector, y: 200, alpha: 100, seconds: 0.3, ease: ease1, delay: 0});
    __reg2.start();
    }
    function bodySelected(bodyInfo, reBuild)
    {
    var __reg6 = undefined;
    if (reBuild)
    {
    debug.trace("rebuild with id " + bodyInfo.attributes.body_type_id);
    heroData = new com.i33.marvel.HeroData(bodyInfo.attributes.body_type_id);
    heroData.bodyId = bodyInfo.attributes.body_type_id;
    heroData.heroId = bodyInfo.attributes.hero_id;
    heroData.name = bodyInfo.attributes.name;
    __reg6 = bodyInfo.attributes.body_type_id;
    hero = _root.attachMovie("Hero", "hero", 7, heroData);
    hero.rebuild(bodyInfo, true);
    }
    else
    {
    heroData = new com.i33.marvel.HeroData(bodyInfo);
    __reg6 = bodyInfo;
    hero = this.attachMovie("Hero", "hero", 7, heroData);
    }
    hero._alpha = 0;
    hero._xscale = heroScale;
    hero._yscale = heroScale;
    hero._x = 385;
    hero._y = 50;
    var __reg5 = hero.createEmptyMovieClip("gradBox", hero.getNextHighestDepth());
    var __reg12 = new com.i33.marvel.GradLine(__reg5, hero.outline._width, hero.outline._height);
    __reg5._x = hero.outline._x;
    __reg5._y = hero.outline._y;
    __reg5.swapDepths(hero.color1);
    __reg5.setMask(hero.color1);
    var __reg7 = new com.mosesSupposes.fuse.Fuse();
    __reg7.push({target: hero, Blur_blur: 0, _yscale: 130, ease: "easeInBack", seconds: 0});
    __reg7.start(true);
    com.mosesSupposes.fuse.FuseFMP.setFilterProps(hero.body, "Glow", {Glow_color: 16777215});
    closeSelector(__reg6);
    categories = new com.i33.marvel.AssetCategories(_global.host + "assets/" + __reg6 + ".xmlz");
    }
    function assetCategoriesLoaded(assetCategoriesArray)
    {
    assetMenu = this.attachMovie("menu", "assetMenu", 2);
    assetMask = this.createEmptyMovieClip("assetMask", 3);
    assetMask.beginFill(16711680);
    assetMask.lineTo(110, 0);
    assetMask.lineTo(110, 400);
    assetMask.lineTo(0, 400);
    assetMask._y = (Stage.height - assetMask._height) / 2;
    assetMenu._x = 9;
    assetMenu._y = 250;
    assetMenu._alpha = 100;
    debug.trace("categories loaded starting menu...");
    assetMenu.assetCategoriesArray = assetCategoriesArray;
    assetMenu.setMask(assetMask);
    toolBar = attachMovie("toolButtons_MC", "toolBar", 9, {homeX: 970, homeY: 350, animDelay: 1.5});
    toolBarListener.addListener(toolBar);
    }
    function closeSelector(id)
    {
    marginL = 110;
    marginM = 385;
    marginR = 950;
    heroHomeX = 385;
    hero._x = heroHomeX;
    hero._y = heroHomeY;
    com.mosesSupposes.fuse.ZigoEngine.doTween({target: selector, _y: 0, _alpha: 0, ease: "easeInBack", seconds: 0.5, func: createSmallHero, args: id});
    }
    function createSmallHero(b)
    {
    selector._y = 0 - selector._height;
    smallHolder = _root.createEmptyMovieClip("smallHolder", 10);
    smallHolder._alpha = 100;
    smallHero = smallHolder.attachMovie("Hero", "smallHero", smallHolder.getNextHighestDepth());
    startOver = smallHolder.attachMovie("startOver", "SO", smallHolder.getNextHighestDepth());
    myMCL = new MovieClipLoader();
    myMCL.onLoadInit = function (targ)
    {
    trace("@@@loaded small hero");
    setSmallHero();
    startOver._y = smallHolder._height + 5;
    smallHeroHit = smallHolder.createEmptyMovieClip("smallHit", smallHolder.getNextHighestDepth());
    smallHeroHit._alpha = 0;
    smallHeroHit.moveTo(0, 0);
    smallHeroHit.beginFill(16711680);
    smallHeroHit.lineTo(110, 0);
    smallHeroHit.lineTo(110, smallHolder._height);
    smallHeroHit.lineTo(0, smallHolder._height);
    }
    ;
    myMCL.addListener(this);
    trace("loading " + _global.host + "bodyTypes/" + b + ".swf");
    myMCL.loadClip(_global.host + "bodyTypes/" + b + ".swf", smallHero);
    heroTransitionIn();
    }
    function setSmallHero()
    {
    function smallRollOver()
    {
    smallHolder.smallHero.color2.filters = smallFilters;
    startOver.startText.colorTo(276874, 0);
    }
    trace("setting small hero " + smallHero);
    smallHero._xscale = 20;
    smallHero._yscale = 20;
    smallHero._x = 0;
    smallHero._y = 0;
    smallColor = new Color(smallHero.color1);
    smallColor.setRGB(15921906);
    smallFilters = new Array();
    glow = new flash.filters.GlowFilter(16777215, 0.9, 3, 3, 5, 3, false, false);
    dropShadow = new flash.filters.DropShadowFilter(0, 0, 0, 0.8, 6, 6, 0.8, 3, false, false, false);
    smallFilters.push(glow, dropShadow);
    smallHolder.onRollOver = mx.utils.Delegate.create(this, smallRollOver);
    smallHolder.onRollOut = smallHolder.onDragOut = function ()
    {
    this.smallHero.color2.filters = null;
    startOver.startText.colorTo(10066329, 0);
    }
    ;
    smallHolder.onPress = function ()
    {
    _global.rebuild = false;
    showMessageWindow("You will lose all changes made since last save.", true, restart);
    }
    ;
    }
    function heroTransitionIn()
    {
    duplicateMovieClip(vRuleL, "vRuleM", 16384);
    vRuleM._alpha = 0;
    var __reg1 = new com.mosesSupposes.fuse.Fuse();
    __reg1.push([{target: vRuleL, x: marginL, seconds: 0.2, ease: "easeInBack"}, {target: vRuleR, x: marginR, seconds: 0.2, ease: "easeInBack"}, {target: whiteBG, x: marginL, _alpha: 100, _width: marginR - marginL, seconds: 0.2, ease: "easeInBack"}]);
    __reg1.push({target: smallHolder, alpha: 100, ease: "easeInBack", seconds: 0.2});
    __reg1.push({target: hero, Blur_blur: 0, alpha: 100, _yscale: heroScale, ease: "easeInBack", seconds: 0.5});
    __reg1.push({target: hero.body, Glow_color: 3753306, Glow_alpha: 0.2, Glow_blurX: 20, Glow_blurY: 20, Glow_strength: 2, time: 0.3, ease: "easeInQuad", func: changeToBuilder});
    __reg1.start();
    }
    function changeToBuilder()
    {
    cursor = _root.attachMovie("mouseCursor", "cursor", 100);
    var __reg11 = _root.attachMovie("panelReveal", "panelReveal", 5, {_x: marginL + 3, _y: 180, _alpha: 0});
    var __reg4 = _root.attachMovie("NameYourCharacterBox_MC", "nameBox", 6, {_x: marginL + 3, _y: 250, _alpha: 0});
    var __reg2 = _root.attachMovie("colorWindow", "colorBox", 8, {_x: marginL + 3, _y: 250, _alpha: 0});
    var __reg5 = __reg2.attachMovie("ToolBar", "tools", __reg2.getNextHighestDepth());
    __reg5._x = __reg2._width + 7;
    var __reg3 = new com.mosesSupposes.fuse.Fuse();
    __reg3.push({target: vRuleM, x: 385, alpha: 100, ease: "easeInBack", seconds: 0.3});
    __reg3.push([{target: __reg4, y: 50, _alpha: 100, ease: "easeInOutExpo", seconds: 0.75}, {target: __reg2, y: 539, _alpha: 50, ease: "easeInOutExpo", seconds: 0.75, func: checkRebuild}]);
    __reg3.start();
    assetMenu.buildMenu();
    }
    function checkRebuild()
    {
    if (_global.rebuild)
    {
    _root.colorBox.tools.enableTools();
    }
    }
    function startUp()
    {
    _root.loadBodyTypes = new com.i33.marvel.LoadBodyTypes();
    }
    function openMyCharacters()
    {
    debug.trace("openMyCharacters");
    characterWindow = this.attachMovie("MyCharacterWindow_MC", "characterWindow", 16);
    characterWindow.createGallery();
    debug.trace("MyCharacterWindow_MC pressed");
    popupIn();
    }
    function showMessageWindow(message, cnclBtn, cbk)
    {
    debug.trace("showMessageWindow");
    messageWindow = this.attachMovie("messageWindow", "messageWindow", 16);
    messageWindow.text = message;
    messageWindow.cbk = cbk;
    if (cnclBtn)
    {
    messageWindow.addCncl();
    }
    popupIn();
    }
    function popupIn()
    {
    showWhiteOut = true;
    whiteOut = _root.attachMovie("whiteBox", "whiteOut", 15);
    whiteOut._alpha = 0;
    com.mosesSupposes.fuse.ZigoEngine.doTween({target: whiteOut, _alpha: 80, seconds: 0.25, ease: "easeOutQuad"});
    whiteOut._width = Stage.width;
    whiteOut._height = Stage.height;
    whiteOut.useHandCursor = false;
    whiteOut.onPress = function ()
    {
    }
    ;
    }
    function popupOut(doCallback)
    {
    trace("removing popup");
    var __reg2 = new Object();
    if (doCallback)
    {
    __reg2.func = popupOutOver;
    _global.toolbarCallback.call(_global.toolbarScope, true);
    return;
    }
    com.mosesSupposes.fuse.ZigoEngine.doTween({target: whiteOut, _alpha: 0, seconds: 0.25, ease: "easeOutQuad"});
    delete whiteOut.onPress;
    showWhiteOut = false;
    }
    function popupOutOver()
    {
    trace("popup over");
    delete whiteOut.onPress;
    _global.toolbarCallback = null;
    _global.toolbarScope = null;
    }
    function maskAndLoad(a)
    {
    panelReveal.spinner.startAnim();
    if (_root.hero.name == undefined)
    {
    _root.nameBox.heroname = _global.heroName;
    debug.trace("_root.hero.name == undefined " + _global.heroName);
    }
    else
    {
    _root.nameBox.heroName = _root.hero.name;
    }
    com.mosesSupposes.fuse.ZigoEngine.doTween({target: panelReveal, _alpha: 100, seconds: 0.5, ease: "easeInQuad", delay: 0, func: fillBank, args: [a]});
    }
    function fillBank(a)
    {
    _root.bank.removeMovieClip();
    var __reg2 = _root.attachMovie("assetPanel", "bank", 4);
    __reg2._x = 113;
    __reg2._y = 189;
    __reg2.init(a);
    }
    function revealBank()
    {
    panelReveal.spinner.stopAnim();
    panelReveal.alphaTo(0, 0.5);
    }
    function openRegisterWindow()
    {
    debug.trace("register");
    register = _root.attachMovie("RegisterWindow_MC", "register", 16);
    popupIn();
    }
    function renameWindow(buttonText)
    {
    debug.trace("_global.defaultName :" + _global.defaultName);
    if (_root.nameBox.heroName == _global.defaultName || _root.nameBox.heroName == "")
    {
    popupIn();
    this.attachMovie("SaveHero_MC", "nameHero", 16, {action: buttonText});
    return;
    }
    _global.toolbarCallback.call(_global.toolbarScope);
    }
    function sendToAFriend()
    {
    debug.trace("main - send to a friend");
    this.attachMovie("SendToFriend_MC", "sendToAFriend", 16);
    popupIn();
    }
    function printHero(reDirect)
    {
    if (!reDirect)
    {
    popupIn();
    }
    printFrame = _root.attachMovie("printFrame", "printFrame", 16, {printing: true});
    printFrame._alpha = 0;
    com.mosesSupposes.fuse.ZigoEngine.doTween({target: printFrame, alpha: 100, seconds: 0.3, delay: 1});
    com.i33.util.Positions.centerOnStage(printFrame);
    hero.copyHero(printFrame, 400);
    }
    function publish(heroXML)
    {
    trace("publish in main called");
    popupIn();
    _root.publishFrame = _root.attachMovie("publishFrame", "publishFrame", 16, {_x: 1000});
    _root.publishFrame.publishHero = _root.publishFrame.attachMovie("Hero", "publishHero", 10, {publishing: true});
    _root.publishFrame.publishHero.rebuildInFrame(heroXML, _root.publishFrame, 700);
    }
    function downloadHero()
    {
    popupIn();
    com.i33.util.Positions.centerOnStage(printFrame);
    printFrame = _root.attachMovie("downloadFrame", "printFrame", 16, {printing: false});
    hero.copyHero(printFrame, 475);
    printFrame.heroCopy.addEventListener("heroComplete", heroComplete);
    }
    function heroComplete()
    {
    debug.trace("I see that your hero is complete");
    _root.printFrame.heroCopy._y = _root.printFrame.heroCopy._y + 25;
    }
    function restart(info, reBuild)
    {
    trace("+====== restarting");
    com.i33.util.MovieClipUtils.remove(panelReveal);
    nf = new com.mosesSupposes.fuse.Fuse();
    nf.push({target: hero, alpha: 0, seconds: 0.2, delay: 0.5});
    nf.push({target: assetMenu, alpha: 0, seconds: 0.2});
    nf.push({target: toolBar, alpha: 0, seconds: 0.2});
    nf.push({target: bank, alpha: 0, seconds: 0.2});
    nf.push({target: smallHolder, alpha: 0, seconds: 0.2});
    nf.push([{target: nameBox, y: 250, alpha: 0, ease: "easeInOutExpo", seconds: 0.5}, {target: colorBox, y: 250, alpha: 0, ease: "easeInOutExpo", seconds: 0.5, func: clearItems, args: [info, reBuild]}]);
    nf.push({target: vRuleM, x: 110, alpha: 0, seconds: 0.2});
    nf.start();
    }
    function clearItems(info, reBuild)
    {
    trace("+====== clearing");
    Mouse.show();
    _global.heroName = _gloabl.defaultName;
    com.i33.util.MovieClipUtils.remove(cursor);
    com.i33.util.MovieClipUtils.remove(hero);
    com.i33.util.MovieClipUtils.remove(assetMenu);
    com.i33.util.MovieClipUtils.remove(assetMask);
    com.i33.util.MovieClipUtils.remove(bank);
    com.i33.util.MovieClipUtils.remove(nameBox);
    com.i33.util.MovieClipUtils.remove(toolBar);
    com.i33.util.MovieClipUtils.remove(colorBox);
    com.i33.util.MovieClipUtils.remove(smallHolder);
    _root.changeToSelector(info, reBuild);
    }
    com.mosesSupposes.fuse.ZigoEngine.simpleSetup(com.mosesSupposes.fuse.Shortcuts, com.mosesSupposes.fuse.PennerEasing, com.mosesSupposes.fuse.FuseItem, com.mosesSupposes.fuse.Fuse);
    this._lockroot = true;
    var debug = new com.i33.util.debug("cyos");
    com.mosesSupposes.fuse.ZigoEngine.simpleSetup(com.mosesSupposes.fuse.Shortcuts, com.mosesSupposes.fuse.PennerEasing, com.mosesSupposes.fuse.FuseItem, com.mosesSupposes.fuse.Fuse);
    var time = 0.15;
    var delay = 1;
    var introComplete = false;
    ease1 = "easeOutQuad";
    ease2 = "easeOutBack";
    ease3 = "easeInQuad";
    ease4 = "easeInBack";
    ease5 = "easeInQuint";
    whiteW = 546;
    moveIn = true;
    innerOS = 10;
    outerOS = 20;
    mainBG._alpha = 0;
    mainBG.fadeIn(time * 3, ease1, delay / 2);
    myBodyTypes;
    _focusrect = false;
    _global.rebuild = false;
    MovieClip.prototype.useHandCursor = Button.prototype.useHandCursor = false;
    _global.userTest = false;
    _global.noHost = false;
    _global.sampleColor = 13209;
    _global.toolbarCallback;
    _global.toolbarScope;
    _global.assetAction = "paint";
    var heroScale = 75;
    if (_level0.FVhost != undefined)
    {
    _global.host = _level0.FVhost;
    }
    if (_root._url.indexOf("file") >= 0)
    {
    _global.host = "http://192.168.100.106/wasabi/";
    }
    if (_root._url.indexOf("marvel-dev") >= 0)
    {
    if (_root._url.indexOf("net") > 0)
    {
    _global.host = "http://marvel-dev.i33.net/";
    }
    else
    {
    _global.host = "http://marvel-dev.i33.com/";
    }
    }
    debug.trace("running with \n" + _global.host);
    if (_level0.FVnoHost == "true")
    {
    _global.noHost = true;
    }
    if (_level0.FVuserId == undefined)
    {
    _global.userId = 0;
    }
    else
    {
    _global.userId = _level0.FVuserId;
    }
    if (_level0.FVmemberName == undefined)
    {
    _global.memberName = "";
    }
    else
    {
    _global.memberName = _level0.FVmemberName;
    }
    debugText._visible = false;
    if (_level0.debugWindow == "true")
    {
    _global.showWhatInWindow = new Array("Hero", "cyos", "Login", "RegisterWindow");
    _root.debugText._visible = true;
    _root.debugText.text = _root.debugText.text + ("_level0.debugWindow = " + _level0.debugWindow);
    _root.debugText.text = _root.debugText.text + ("\nhost = " + _global.host);
    _root.debugText.text = _root.debugText.text + ("\n_level0.FVnoHost = " + _level0.FVnoHost);
    _root.debugText.text = _root.debugText.text + ("\nnoHost = " + _global.noHost);
    _root.debugText.text = _root.debugText.text + ("\n_level0.FVuserTest = " + _level0.FVuserTest);
    _root.debugText.text = _root.debugText.text + ("\nuserTest = " + _global.userTest);
    _root.debugText.text = _root.debugText.text + ("\nuserId = " + _level0.userId);
    _root.debugText.text = _root.debugText.text + ("\nusername = " + _level0.username);
    _root.debugText.text = _root.debugText.text + ("\n_global.userId = " + _global.userId);
    _root.debugText.text = _root.debugText.text + ("\n_global.memberName = " + _global.memberName);
    }
    var categories;
    _global.characterArray;
    _global.heroName = _global.defaultName;
    var login = this.attachMovie("login", "login", 14, {x: 100, y: 100});
    debug.trace("loaded login " + login);
    _global.listenForEnter = false;
    keyListener = new Object();
    keyListener.onKeyDown = function ()
    {
    if (Key.isDown(13))
    {
    debug.trace("pressed enter");
    if (_global.listenForEnter)
    {
    login.authenticate();
    }
    }
    }
    ;
    Key.addListener(keyListener);
    startUp();
    http://www.marvel.com/wasabi/bodyTypes/bodyTypes.xmlz

    1 Iron Man 2 Hulk 3 Female

    Flash Decompiler Mac, SWF Decompiler for Mac OS X, Mac Flash Decompiler, Decompile flash for mac

    Flash Decompiler Mac, SWF Decompiler for Mac OS X, Mac Flash Decompiler, Decompile flash for mac: "Free Download"

    Flash Decompiler Mac, SWF Decompiler for Mac OS X, Mac Flash Decompiler, Decompile flash for mac

    Flash Decompiler Mac, SWF Decompiler for Mac OS X, Mac Flash Decompiler, Decompile flash for mac: "Free Download"

    Flash Decompiler Trillix Mac - SWF decompiler Mac - SWF to FLA - Flash extractor

    Flash Decompiler Trillix Mac - SWF decompiler Mac - SWF to FLA - Flash extractor

    no|wrap.de - Flare

    no|wrap.de - Flare

    Paper Critters: Online Paper Toy Creator

    Paper Critters: Online Paper Toy Creator

    Marvel: The Official Site | Iron Man, Spider-Man, Hulk, X-Men, Wolverine and all Marvel Comics, News, Movies and Video Games | Marvel.com

    Marvel: The Official Site | Iron Man, Spider-Man, Hulk, X-Men, Wolverine and all Marvel Comics, News, Movies and Video Games | Marvel.com

    Resolution to Monitor Size Charts

    Resolution to Monitor Size Charts

    Display resolution - Wikipedia, the free encyclopedia

    Display resolution - Wikipedia, the free encyclopedia

    Thursday, February 5, 2009

    TERRE BLEUE

    TERRE BLEUE

    as3reflect - Google Code

    as3reflect - Google Code

    Flashmagazine backend - How to integrate backend systems into Flash. > Tutorials > Flash Magazine

    Flashmagazine backend - How to integrate backend systems into Flash.

    PHP: Hypertext Preprocessor

    PHP: Hypertext Preprocessor

    FlashCodersNY

    FlashCodersNY

    Flash on the Beach Brighton 09 - Sept 20th - 23rd

    Flash on the Beach Brighton 09 - Sept 20th - 23rd

    Flash Video for Professionals > Reviews > Flash Magazine

    Flash Video for Professionals > Reviews > Flash Magazine: "Flash Video for Professionals

    This is a slightly different book on Flash video. It covers the Flash video basics, creating video players and eye candy, but it also has some interesting extras that could save you money. It is very hands on with few step-by-step guides and has a wide focus that tries to cover both developers and designers. It's mostly for developers though.

    TITLE: Flash Video for Professionals
    AUTHOR: Lisa larson and Ren�e Constantini

    OPEN VIDEO PLAYER

    OPEN VIDEO PLAYER

    The latest release of the Open Video Player are project files for the rapid development of video player applications based in Adobe Flash and Microsoft Silverlight.

    OPEN VIDEO PLAYER you can use to build your code off of....

    OPEN VIDEO PLAYER

    The framework is developed by Akamai lead engineer Will Law and the code is released as "Open Source" and can be used and extended freely. Akamai have chosen not to use one of the standard licenses, but they use a custom license that says that you get "a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license". Community contributions are welcome and there's several examples of how you'd use the code to create a custom FLV video player.

    The framework is not a fully blown framework or a pre-made player. It's a set of classes that extend the native NetConnection classes with useful features for video such as:

    * Connecting to Akamai (and other services) through firewalls and proxy servers
    * Measure bandwidth
    * Double buffering
    * Play protected, live and encrypted streams
    * Handling cue points
    * Read playlists in Media RSS format

    In other words, these classes are a clever way to start developing your own Actionscript 3 (AS3) video player for either streaming or progressive download. Several streaming video partners support the initiative such as EyeWonder, Panache, Microsoft, Adobe and others. Adobe is already using the classes in their Adobe.tv player.

    The site offers several videos featuring the partners, but the video you'll want to check out is the one by Will Law (called "Media Framework Overview"). Here he explains the basics and also shows how to build a simple video player using the system. More tutorials by Will should follow soon.

    Updated ActionScript 3 RIA API Guide at Mike Chambers

    Updated ActionScript 3 RIA API Guide at Mike Chambers

    Adobe - Developer Center : Adobe Flash Platform ActionScript reference for RIA development

    Adobe - Developer Center : Adobe Flash Platform ActionScript reference for RIA development: "This ActionScript reference for rich Internet application development provides an alphabetical reference for all native ActionScript APIs for the Adobe Flash platform runtimes: Adobe Flash Player and Adobe AIR—as well as the Adobe Flex framework APIs. Use this guide both as an API reference and a tool to learn about the ActionScript APIs available within the runtimes."

    AS3 Reference for iPhone > News > Flash Magazine

    AS3 Reference for iPhone > News > Flash Magazine: "A lot of Flash developers are looking into iPhone development and so is Adobe's Mike Chambers. His first iPhone application is a great pocket reference for AS3, covering Flash Player 10, AIR 1.5, and Flex 3.2."


    If you've attended any Adobe event recently, you may have received a copy of the Actionscript 3 RIA API Guide. While a paper booklet or PDF is nice to have, nothing beats having information in you pocket wherever you go. Flash Developers have a special interest in new technology and quite a few of us have an iPhone or iPod Touch. By installing Mike's new application, you'll have every AS3 class in the API for the Player, AIR and Flex right in your pocket.

    For now, you can only browse the APIs by class name, but Mike has put up a poll where you can suggest and vote for future features. Filtering classes by IDE/Runtime and adding a real lexical search engine is among our favorites.

    As with all other iPhone apps, installing it is a breeze and since all the docs are built into the app, you don't need to be online to use it either. Mike has always been great at making it easier to access documentation and he's even built an API for retrieving the LiveDocs page for a given class. This latest addition is a must-have for any Flash Dev with an iPhone. Go ahead and install today!

    Update: If you're one of the lucky few americans that have a Google Android phone, Jonathan Dunlap have just made an AS3 Reference for Android as well.

    Flash Player 10 and AIR stats published > News > Flash Magazine

    Flash Player 10 and AIR stats published > News > Flash Magazine: "Just as Adobe MAX Japan kicks off, Adobe published the new Flash Player statistics and they're really impressive. 55% distribution in just two months. The numbers for the Adobe Integrated Runtime (AIR) are just as impressive - 100 million installs."

    Adobe and Apple working on Flash on the iPhone together > News > Flash Magazine

    Adobe and Apple working on Flash on the iPhone together > News > Flash Magazine: "Adobe have been working on a custom version of the Flash Player for the iPhone. This player has never been released to the public and todays Bloomberg story hints at the reason it's still not released. Shantanu says 'It’s a hard technical challenge, and that’s part of the reason Apple and Adobe are collaborating'. We'd guess from this that it is indeed the slow processor in the iPhone that is the culprit. Initial speculations indicated that the iPhone had a 620Mhz CPU. Later reports adjusted that down to about 400Mhz. Several years ago I did Flash development on iPaq handhelds with similar chips and that was a speed-wise nighmare. Flash just won't run fast enough on that. We guess all we can do is to wish the Adobe Flash Player engineers the best of luck. (via AppleInsider)"

    FDT 3.0

    The auto-complete in FDT is really clever and speeds up the development process. If you change a class so this will break functionality in other classes using it, you'll get instant feedback in the project view making it easy to see where you'll need to update your project. FDT even inspects compiled SWCs, making it easier to use external libraries by creating intrinsic classes for these. If you're using libraries that change often, you'll be able to easily see if a new version of a library breaks your project.

    FDT also does optimization at compile-time, so if you have duplicate classes (i.e. in SWC libraries), FDT will optimize these unwanted classes away before compiling. Another great feature showed in Cologne was a powerful code formatter that can be a huge timesaver if you have developers with varying coding style. Using this, you could quickly standardize your code.

    The new version also features changes to the pricing. FDT will now be offered as FDT Student, FDT Basic and FDT Enterprise. The difference is mainly in the pricing and the amount of support offered. PowerFlasher still offers the plugin for free to "brilliant OS developers", so if you feel that you qualify, you can apply for that as well. The new version is called 3.0 even though the former version was 1.5. We assume this is just a numbers game, not to be outnumbered when Flex 3 arrives?

    FDT 3.0 released today > News > Flash Magazine

    FDT 3.0 released today > News > Flash Magazine

    The Dev Zone

    FDT 3 – Development Tool for Flash

    FDT 3 is the most powerful development environment for serious Flash and AS2/AS3 programming. With its highly efficient and time-saving features, FDT 3 will enhance your coding workflow and increase your productivity enormously.
    Try out FDT 3 and discover pure coding comfort.

    FDT is an amazing plug-in for the already mighty platform Eclipse. Thereby, it is platform independent and usable on nearly every system.

    With FDT 3, Eclipse turns into a powerful Flash and ActionScript editor with a workspace-wide incremental builder providing expend features like live error highlighting and quickfixes without compiling. Advanced code completion speeds up your workflow as well as auto code generation for variables, functions or even classes. The integrated formatter allows comprehensive and complex code customizing at any time. By the refactoring function, renaming of functions or classes at high project level becomes quite simple.

    For more, FDT integrates the Flex SDK Debugger into the Eclipse Debugging Perspective to provide the same debugging comfort as known from JDT and FlexBuilder


    The Dev Zone

    Powerflasher Solutions >>�Pure Coding Comfort

    Powerflasher Solutions >>�Pure Coding Comfort

    Wednesday, February 4, 2009

    Page layout - Wikipedia, the free encyclopedia

    Page layout - Wikipedia, the free encyclopedia:

    "With modern media content retrieval and output technology, there is much overlap between visual communications (front-end) and information technology (back-end). Large print publications (thick books, especially instructional in nature) and electronic pages (web pages) require meta data for automatic indexing, automatic reformatting, database publishing, dynamic page display and end-user interactivity. Much of the meta data (meta tags) must be hand coded or specified during the page layout process. This divides the task of page layout between artists and engineers, or tasks the artist/engineer to do both.


    More complex projects may require two separate designs: page layout design as the front-end, and function coding as the back-end. In this case, the front-end may be designed using the alternate page layout technology such as image editing software or on paper with hand rendering methods. Most image editing software includes features for converting a page layout for use in a 'What You See Is What You Get' (WYSIWYG) editor or features to export graphics for desktop publishing software. WYSIWYG editors and desktop publishing software allow front-end design prior to back end-coding in most cases. Interface design and database publishing may involve more technical knowledge or collaboration with information technology engineering in the front-end.


    Grids versus templates

    Grids and templates are page layout design patterns used in advertising campaigns and multiple page publications, including websites.
    A grid is a set of guidelines, visible in the design process and invisible to the end-user/audience, for aligning and repeating elements on a page. A page layout may or may not stay within those guidelines, depending on how much repetition or variety the design style in the series calls for. Grids are meant to be flexible. Using a grid to layout elements on the page may require just as much or more graphic design skill than that which was required to design the grid.
    In contrast, a template is more rigid. A template involves repeated elements mostly visible to the end-user/audience. Using a template to layout elements usually involves less graphic design skill than that which was required to design the template. Templates are used for minimal modification of background elements and frequent modification (or swapping) of foreground content.


    Most desktop publishing software allows for grids in the form of a page filled with automatic dots placed at a specified equal horizontal and vertical distance apart. Automatic margins and booklet spine (gutter) lines may be specified for global use throughout the document. Multiple additional horizontal and vertical lines may be placed at any point on the page. Invisible to the end-user/audience shapes may be placed on the page as guidelines for page layout and print processing as well.

    Software templates are achieved by duplicating a template data file, or with master page features in a multiple page document. Master pages may include both grid elements and template elements such as header and footer elements, automatic page numbering, and automatic table of contents features.

    Thumbnail - Wikipedia, the free encyclopedia

    Thumbnail - Wikipedia, the free encyclopedia

    Art directors and graphic designers use the term "thumbnail sketch" to describe a small drawing on paper (usually part of a group) used to explore multiple ideas quickly. Thumbnail sketches are similar to doodles, but may include as much detail as a small sketch.

    Comprehensive layout - Wikipedia, the free encyclopedia

    Comprehensive layout - Wikipedia, the free encyclopedia

    In graphic design and advertising, a comprehensive, usually shortened to comp, is the page layout of a proposed design as initially presented by the designer to a client, showing the relative positions of text and illustrations before the specific content of those elements has been decided on, as a rough draft of the final layout in which to build around.
    The illustration element may incorporate stock photography, clip art, or other found material that gives an idea of what should be visually communicated, before entering any negotiations concerning the rights to use a specific image for the purpose. Picture agencies may encourage such use free of charge, in the hope that the comp image will end up being used in the final product. For this reason, it is sometimes mistakenly believed that "comp" is short for "complimentary," as it is in some other promotional contexts.
    Even in the age of rapid desktop publishing software, comps may be developed using hand-rendering techniques and materials to avoid investing too much time on the computer before client approval of the idea, depending on the complexity of the production task. A hand-rendered comp may be useful in helping the client refrain from "nitpicking" the production quality and focus on the design idea.
    "Comp" may also stand for composition layout.

    video editing software, digital video editing | Adobe Premiere Pro CS4

    video editing software, digital video editing | Adobe Premiere Pro CS4

    remember, for PC only... need final cut or final cut express for the mac

    Amazon.com: Flip Video MinoHD Camcorder, 60 Minutes (Black): Electronics

    Amazon.com: Flip Video MinoHD Camcorder, 60 Minutes (Black): Electronics

    DVD burning software, DVD movie maker | Adobe Encore CS4

    DVD burning software, DVD movie maker | Adobe Encore CS4

    JourneyEd.com - Academic Software Discounts!

    JourneyEd.com - Academic Software Discounts!

    GreenSock

    GreenSock

    gskinner.com: gBlog: News and views on Flash, Flex, and ActionScript

    gskinner.com: gBlog: News and views on Flash, Flex, and ActionScript

    moock.org >> moockblog

    moock.org >> moockblog

    moock.org

    moock.org

    MooTools - a compact javascript framework

    MooTools - a compact javascript framework

    Ajax (programming) - Wikipedia, the free encyclopedia

    Ajax (programming) - Wikipedia, the free encyclopedia

    script.aculo.us - web 2.0 javascript

    script.aculo.us - web 2.0 javascript

    The Yahoo! User Interface Library (YUI)

    The Yahoo! User Interface Library (YUI)

    Document Object Model - Wikipedia, the free encyclopedia

    Document Object Model - Wikipedia, the free encyclopedia: "l (DOM) i"