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		<title><![CDATA[ActionScript.org Flash, Flex and ActionScript Resources - Articles - ]]></title>
		<link>http://www.actionscript.org/resources</link>
		<description><![CDATA[ActionScript.org is the premier ActionScript developer community online for Flash and Flex users. One of the largest such sites in the world, ActionScript.org caters for designers and developers at all skill levels. The site includes thousands of tutorials, open source movies and scripts, support forums, reviews, scene news, a fully featured Flash jobs and employment section and much more.]]></description>
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			<title><![CDATA[Acoustic recording and playing back in Flash (Brazilian Pagode)]]></title>
			<link>http://www.actionscript.org/resources/articles/1070/1/Acoustic-recording-and-playing-back-in-Flash-Brazilian-Pagode/Page1.html</link>
			<description><![CDATA[<span style="widows: 2; text-transform: none; text-indent: 0px; border-collapse: separate;   font-style: normal; font-variant: normal; font-weight: normal; font-size: 16px; line-height: normal; font-size-adjust: none; font-stretch: normal; white-space: normal; orphans: 2; letter-spacing: normal; color: rgb(0, 0, 0); word-spacing: 0px;" class="Apple-style-span"><span style="line-height: 17px; color: rgb(102, 102, 102); font-size: 12px;" class="Apple-style-span">Here we are once again speaking about midi files and how to use them in flash through actionscript. In my previous article<span class="Apple-converted-space"> </span><a style="border-width: 0px; margin: 0px; padding: 0px; background-color: transparent; outline-width: 0px; font-size: 12px; vertical-align: baseline;"  href="http://www.yoambulante.com/en/labs/midi_files.php">"from fruityloops to actionscript"</a><span class="Apple-converted-space"> </span>where I am explaining deeply my approach of loading midi files and play them with a certain predefined samples set, I did mention that dealing with acoustics instruments could be a waste of time due to the complexity of waveforms and how we link them making transitions smoothly. What I meant is that all samples of an acoustic instrument recording rely each other and they have to be played in the same sequence order otherwise it sounds just broken. Well, that's true but it is not too bad at all and there are some things we can do with it.</span></span>]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Sat, 15 Jan 2011 12:00:00 CST]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1070/1/Acoustic-recording-and-playing-back-in-Flash-Brazilian-Pagode/Page1.html</guid>
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			<title><![CDATA[From Fruity Loops to Actionscript]]></title>
			<link>http://www.actionscript.org/resources/articles/1056/1/From-Fruity-Loops-to-Actionscript/Page1.html</link>
			<description><![CDATA[<span style="widows: 2; text-transform: none; text-indent: 0px; border-collapse: separate; font: 16px 'Times New Roman'; white-space: normal; orphans: 2; letter-spacing: normal; color: rgb(0, 0, 0); word-spacing: 0px;" class="Apple-style-span"><span style="line-height: 17px; color: rgb(102, 102, 102); font-size: 12px;" class="Apple-style-span">About 3 years ago, when actionscript 3 was born, Andre Michelle came with the idea of injecting audio data into a ByteArray (binary SWF structure) for generating dynamic audio, I did have a go with this approach for creating my own music dynamically (on the fly) based on pulses previously stored in a MIDI file, which it worked fine but it wasn't too good in terms of performance and synchronization, especially creating long sequences by linking audio files where easily all of them get out of synch in slow machines. So I forgot about all this till Adobe has introduced into the flash player platform (FP10) the very famous SampleDataEvent.SAMPLE_DATA, giving us lots of ways for generating dynamic audio. I did some experiments exporting music from FruityLoops to Actionscript.</span></span>]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Sun, 05 Dec 2010 17:30:00 CST]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1056/1/From-Fruity-Loops-to-Actionscript/Page1.html</guid>
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			<title><![CDATA[The word is 'interpolation']]></title>
			<link>http://www.actionscript.org/resources/articles/1042/1/The-word-is-interpolation/Page1.html</link>
			<description><![CDATA[<span style="WIDOWS: 2; TEXT-TRANSFORM: none; TEXT-INDENT: 0px; BORDER-COLLAPSE: separate; FONT: 16px 'Times New Roman'; WHITE-SPACE: normal; ORPHANS: 2; LETTER-SPACING: normal; COLOR: rgb(0,0,0); WORD-SPACING: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px" class="Apple-style-span"><span style="LINE-HEIGHT: 17px; COLOR: rgb(102,102,102); FONT-SIZE: 12px" class="Apple-style-span">Before showing some examples about interpolation, I would like to explain a little bit what it does mean and why it is so important. Interpolation is a mathematic magic process; it consists in construct new data points within a range of known data points. There are some mathematic patterns (algorithms) for generating missing data between points; I've learned some of them when I was working in an application which required scaling, resize bitmaps. I don't know if you have notice that when you resize an image through Action Script It doesn't look as good as it looks when you do the same in Photoshop</span></span>]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Wed, 27 Oct 2010 11:30:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1042/1/The-word-is-interpolation/Page1.html</guid>
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			<title><![CDATA[The fastest poker hands evaluator ever]]></title>
			<link>http://www.actionscript.org/resources/articles/1029/1/The-fastest-poker-hands-evaluator-ever/Page1.html</link>
			<description><![CDATA[
<p>Few months ago I've been working in a project where I had to validate poker hands (based on 5 cards) and also calculate what the chance is for all possible hands depending on their rank from highest card to straight flush and then show percentages for each possible future hand type.</p>
<p>Well, it looked to me a bit simple before starting but once I took a quick look on the web and I started building up the logic of it, I just realized that it is something really, really complicated. A poker hand of 5 cards can have lots of different combinations which mean that it might need lots of validations and conditions depending on each hand rank (I'm not speaking about few, it may be more than hundreds). </p>]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Wed, 01 Sep 2010 17:30:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1029/1/The-fastest-poker-hands-evaluator-ever/Page1.html</guid>
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			<title><![CDATA[The mystery of parallel lines]]></title>
			<link>http://www.actionscript.org/resources/articles/1024/1/The-mystery-of-parallel-lines/Page1.html</link>
			<description><![CDATA[This is an algorithm I did for detecting the distance between parallel lines, no matters their positions or rotation. This is a quite simple and light algorithm that can be implemented on any programming language, in my example it was done in Action Script 3 (FP10)]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Wed, 11 Aug 2010 05:30:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1024/1/The-mystery-of-parallel-lines/Page1.html</guid>
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			<title><![CDATA[Elastic Collisions Inspiration...]]></title>
			<link>http://www.actionscript.org/resources/articles/1000/1/Elastic-Collisions-Inspiration/Page1.html</link>
			<description><![CDATA[Last weekend I had some spare time for writing an article I got in mind 
from long time ago, this is about Elastic Collisions, pretty much simple
 concept but apparently there are some people implementing it in the 
wrong way (I heard about some crazy exceptions, many bugs and problems 
people have) and in most of these cases it is because of they are 
detecting collisions in a wrong workflow. When we speak about elastic 
collisions we are speaking about the response  of it after the collision
 happens and <b>not</b> when it actually happens (its detection), you 
must be careful in the way how you detect when the collisions occur, one
 think is detecting when the collision happens and other completely 
different is what happen after it.]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Mon, 12 Apr 2010 17:30:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/1000/1/Elastic-Collisions-Inspiration/Page1.html</guid>
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			<title><![CDATA[Verlet integration (actionscript 3), in 9 minutes.]]></title>
			<link>http://www.actionscript.org/resources/articles/994/1/Verlet-integration-actionscript-3-in-9-minutes/Page1.html</link>
			<description><![CDATA[The first time I heard about Verlets was about 10 years ago I think, when I was working on a C++ program building a dynamic animated bridge, at that time all documents and resources I found about Verlets were really confusing and at the end I gave up on it (sometimes people explain things in the most complicated way). Last year 2009 in <a  href="http://www.flashonthebeach.com/">flash on the beach</a> (Brighton, UK) when I was attending the session of <a  href="http://www.bit-101.com/blog/">Keith Peters</a>, he came with some really good ideas about how to implement the &#08220Verlet Integration&#08221 in flash using actionscript 3 in a very, very easy way that makes my imagination fly.]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Tue, 23 Mar 2010 05:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/994/1/Verlet-integration-actionscript-3-in-9-minutes/Page1.html</guid>
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			<title><![CDATA[Predicting the landing position]]></title>
			<link>http://www.actionscript.org/resources/articles/982/1/Predicting-the-landing-position/Page1.html</link>
			<description><![CDATA[In most of the cases when we are working in client/server
architectures absolutely everything is processed (in terms of records,
operations and results) in the server side and the front-end (client
application) is not more than a slave user visual interface, which
means that if in some scenario the server operations depend on a client
request parameterized your application could be <font color="#aa0000"><b>easily hacked</b></font>
in some way, that's why sometimes a algorithm like this could be really usefull. 
]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Sun, 21 Feb 2010 16:00:00 CST]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/982/1/Predicting-the-landing-position/Page1.html</guid>
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			<title><![CDATA[Balloon movement in actionscript 3]]></title>
			<link>http://www.actionscript.org/resources/articles/981/1/Balloon-movement-in-actionscript-3/Page1.html</link>
			<description><![CDATA[
<p>This Balloon was an experiment I did playing a bit with <a href="http://en.wikipedia.org/wiki/Verlet_integration">Verlet</a> physics (<i>if I can catalogue the Verlet concept as part of physics</i>). Using Verlet can be quite powerful but at the same time is a bit limited due to the simplicity of how physics are applied, we don't have much control of it and for adjusting stiffness between dots we need to do quite much, there are some people out there working a lot with it and making amazing things like this <a href="http://www.fisixengine.com/">physics engine</a> for action script 3.</p>]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Wed, 17 Feb 2010 16:30:00 CST]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/981/1/Balloon-movement-in-actionscript-3/Page1.html</guid>
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			<title><![CDATA[Mr Grass (Action Script 3)]]></title>
			<link>http://www.actionscript.org/resources/articles/980/1/Mr-Grass-Action-Script-3/Page1.html</link>
			<description><![CDATA[Well, it was always tricky for everybody making things looking natural,
especially animations based on nature themes, they are hard to achieve,
so it was a kind of a challenge for me working on this grass. Here I've
learned a bit more about drawing in a canvas (bitmap area) and the
eternal fighting against performance. Drawing on flash using <b>.graphics</b>
is powerful but it is a bit slow and could affect badly your flash
application specially when using gradients, filters and complex shapes
with curves simultaneously.]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Tue, 16 Feb 2010 15:30:00 CST]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/articles/980/1/Mr-Grass-Action-Script-3/Page1.html</guid>
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