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	<title>Code In Vain &#187; dev</title>
	<atom:link href="http://www.codeinvain.com/blog/category/dev/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.codeinvain.com/blog</link>
	<description>Daniel Cohen talks shop</description>
	<lastBuildDate>Mon, 26 Jul 2010 14:02:26 +0000</lastBuildDate>
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		<item>
		<title>Working With Large Arrays in Action Script</title>
		<link>http://www.codeinvain.com/blog/353/working-with-large-arrays-in-action-script/</link>
		<comments>http://www.codeinvain.com/blog/353/working-with-large-arrays-in-action-script/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 14:02:26 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[performance]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=353</guid>
		<description><![CDATA[While working on partly connected system using flex technology I figured out quick enough that working with large data sets (thousands of records) is not applicable. Especially because i held a number of those sets which I needed to  cross reference in number of occasions. My solution was to create an indexed collection which i can benefit both worlds]]></description>
			<content:encoded><![CDATA[<p>While working on partly connected system using flex technology I figured out quick enough that working with large data sets (thousands of records) is not applicable. Especially because i held a number of those sets which I needed to  cross reference in number of occasions.</p>
<p>My solution was to create an indexed collection which i can benefit both worlds of Dictionary and ArrayCollection , with that in mind I designed and implemented the <strong><em>IndexedArrayCollection</em></strong>.</p>
<p>The collection extends ArrayCollection and adds the capability of indexing a single member of an object in the collection (I assume that each element is an object).</p>
<p>IndexArrayCollection constructor receives two arguments first is a source array and second is the index field name (attribute name).</p>
<script src="http://gist.github.com/479664.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/479664">gist code snippet</a></pre></code></noscript>
]]></content:encoded>
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		</item>
		<item>
		<title>Pong Applied Box2DFlex Physics Engine</title>
		<link>http://www.codeinvain.com/blog/358/pong-applied-box2dflex-physics-engine/</link>
		<comments>http://www.codeinvain.com/blog/358/pong-applied-box2dflex-physics-engine/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 10:19:24 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[Box2DFlex]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[TECH]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=358</guid>
		<description><![CDATA[I decided to learn by example and assigned myself the goal of building pong in box2d. box2d is an overkill for pong , but what do you know, it&#8217;s damn easy. the gist of it is : layout world setup event handling Full source code hosted in github Pong in Box2DFlex. The layout a SkinnablePhysicsContainer holding two border]]></description>
			<content:encoded><![CDATA[<p>I decided to learn by example and assigned myself the goal of building pong in box2d.</p>
<p>box2d is an overkill for pong , but what do you know, it&#8217;s damn easy.</p>
<iframe src="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/Pong2D.html" style="width:840px;height:440px;border:0px"></iframe><noscript><pre><a href="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/Pong2D.html">frame content</a></pre></noscript>
<p>the gist of it is :</p>
<ul>
<li>layout</li>
<li>world setup</li>
<li>event handling</li>
</ul>
<p>Full source code hosted in github <a href="http://github.com/codeinvain/Box2DFlex/blob/master/Demos/src/Pong2D.mxml">Pong in Box2DFlex</a>.</p>
<h2>The layout</h2>
<p>a <em>SkinnablePhysicsContainer </em>holding two border containers (named <strong>p1</strong> and <strong>p2</strong>) which are the player bars and corelating <strong>p1Goal</strong> and <strong>p2Goal</strong> which will act as hit area for the <strong>ball</strong><strong> </strong>graphics element (<em>Ellipse</em>).</p>
<script src="http://gist.github.com/485641.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/485641">gist code snippet</a></pre></code></noscript>
<h2>Setting Up the World</h2>
<p>when the application loads it maps all elements in the physics container to box2d bodies , in <em>woldSetup</em> method i specified different mapping types to components</p>
<p>The key thing you need to know is that you want  p1, p2 and the goals controls to be kinematic bodies so</p>
<ul>
<li>they are not affected by collations and</li>
<li>they do not collide with each other</li>
<li>they affect dynamic bodies colliding into them</li>
</ul>
<p>and an event handler <em>onBodiesContact </em> that triggers when two bodies collide .</p>
<script src="http://gist.github.com/485646.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/485646">gist code snippet</a></pre></code></noscript>
<h2>Event Hadnling</h2>
<p><em>onBodiesContact</em> is triggered each time two bodies collide indie it i do a simple test to see which to bodies collided and triggers the respective indicator.</p>
<p><em>world_mouseMoveHandler </em> is handling the translation of mouse position and movement of p2</p>
<div>
<div>var p2b:b2Body = worldUIContainer.getComponentBody(p2);</div>
<div>p2b.SetPosition(new b2Vec2(p2b.GetPosition().x,worldUIContainer.worldDef.meter(nextPos)));</div>
</div>
<script src="http://gist.github.com/485710.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/485710">gist code snippet</a></pre></code></noscript>
]]></content:encoded>
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		</item>
		<item>
		<title>Box2D Flex Complex Shapes Mapping</title>
		<link>http://www.codeinvain.com/blog/342/box2d-flex-complex-shapes-mapping/</link>
		<comments>http://www.codeinvain.com/blog/342/box2d-flex-complex-shapes-mapping/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 18:20:36 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[Box2DFlex]]></category>
		<category><![CDATA[flex]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=342</guid>
		<description><![CDATA[One of the drawbacks in box2d is that it&#8217;s not supporting concave polygon shapes . for that box2d flex employs several algorithms and converts a complex shape to a set of polygons (I took the idea from 3d modeling) at this point i would like to give credits to sakri.net for he&#8217;s shape outline algorithm]]></description>
			<content:encoded><![CDATA[<p>One of the drawbacks in box2d is that it&#8217;s not supporting concave polygon shapes .</p>
<p>for that box2d flex employs several algorithms and converts a complex shape to a set of polygons (I took the idea from 3d modeling)</p>
<p>at this point i would like to give credits to</p>
<ul>
<li><a href="http://www.sakri.net/blog/">sakri.net</a> for he&#8217;s <a href="http://www.sakri.net/blog/2009/04/13/extract-shape-outline-points-from-bitmapdata/">shape outline algorithm</a></li>
<li><a href="http://makc.coverthesky.com">makc.coverthesky.com</a> for he&#8217;s <a href="http://makc.coverthesky.com/FlashFX/ffx.php?id=18">polygon2d</a></li>
</ul>
<p>both state that their algorithms are far from perfect but for a v0.2 it&#8217;s a good start.</p>
<p>in this case I&#8217;ll start from the demo and then go into the code so see how the doll bellow is segmented to several triangles.</p>
<iframe src="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/OutlineShape.html" style="width:802px;height:602px;border:0px"></iframe><noscript><pre><a href="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/OutlineShape.html">frame content</a></pre></noscript>
<p>first thing is to understand how what the doll constructs of , in our case it&#8217;s a graphics</p>
<script src="http://gist.github.com/473475.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473475">gist code snippet</a></pre></code></noscript>
<p>our object can be comprised of anything , graphic shapes , ui controls, images etc&#8217; it has only one caveat - <strong>It&#8217;s edges must be transparent </strong>.</p>
<p>The next thing it to take a look at our physics container</p>
<script src="http://gist.github.com/473480.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473480">gist code snippet</a></pre></code></noscript>
<p>you can see that <strong><em>autoStartPhysicsEngine </em><span style="font-weight: normal;">is set to false. By default SkinnablePhysicsContainer maps all it&#8217;s flex objects to box2d shapes on creation, this time we want to interfere before hand and give the engine a different directive to try and map the shape not by it&#8217;s boundingBox but by it&#8217;s actual edges.</span></strong></p>
<p><strong><span style="font-weight: normal;">This is done by actionscript code, in which we tell our physics container to parse complex shape and pass it with the shape id and a parsing object, afterwards we call the physics engine to start.</span></strong></p>
<script src="http://gist.github.com/473486.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473486">gist code snippet</a></pre></code></noscript>
<p>you can see the the shape parser receives an argument specifying the quality of it&#8217;s mapping , this is done for performance  improvement but might impair edges fidelity.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Simple Box2D Flex Example</title>
		<link>http://www.codeinvain.com/blog/328/simple-box2d-flex-example/</link>
		<comments>http://www.codeinvain.com/blog/328/simple-box2d-flex-example/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 07:58:25 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[Box2DFlex]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[mxml]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=328</guid>
		<description><![CDATA[following my previous post announcing Box2D Flex framework i want to share some techniques via examples on how to use the library. First thing we create add a SkinableContentContainer to and drop some contorls inside it This, still, does not do anything fancy it just initializes box2d and registers &#38; measures all controls inside our physics container. next step we]]></description>
			<content:encoded><![CDATA[<p>following my previous post announcing <a href="http://www.codeinvain.com/blog/317/announcing-box2dflex-framework/">Box2D Flex framework</a> i want to share some techniques via examples on how to use the library.</p>
<p>First thing we create add a SkinableContentContainer to and drop some contorls inside it</p>
<script src="http://gist.github.com/473443.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473443">gist code snippet</a></pre></code></noscript>
<p>This, still, does not do anything fancy it just initializes box2d and registers &amp; measures all controls inside our physics container.</p>
<p>next step we add some bindable controls that will change our physics gravity and debug</p>
<script src="http://gist.github.com/473454.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473454">gist code snippet</a></pre></code></noscript>
<p>and the bindable properties to our physics container</p>
<script src="http://gist.github.com/473449.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/473449">gist code snippet</a></pre></code></noscript>
<p>now we can play with the gravity sliders and see flex controls bounce around</p>
<iframe src="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/Box2DFlex.html" style="width:853px;height:540px;border:0px"></iframe><noscript><pre><a href="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/Box2DFlex.html">frame content</a></pre></noscript>
]]></content:encoded>
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		</item>
		<item>
		<title>Announcing Box2D Flex framework</title>
		<link>http://www.codeinvain.com/blog/317/announcing-box2dflex-framework/</link>
		<comments>http://www.codeinvain.com/blog/317/announcing-box2dflex-framework/#comments</comments>
		<pubDate>Sun, 11 Jul 2010 08:19:51 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[Box2DFlex]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[framework]]></category>
		<category><![CDATA[open source]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=317</guid>
		<description><![CDATA[Prefix In a previous post demonstrating box2d integration with flex I made a promise (mainly to myself) to share the demo code. When I started to review with sharing in mind it looked cumbersome and overly verbose. So I started cranking on it fixing and straightening the code &#38; architecture and step by step I realized that I&#8217;m creating]]></description>
			<content:encoded><![CDATA[<h3>Prefix</h3>
<p>In a previous post demonstrating <a href="http://www.codeinvain.com/blog/235/box2d-flex-integration/">box2d integration with flex</a> I made a promise (mainly to myself) to share the demo code. When I started to review with sharing in mind it looked cumbersome and overly verbose. So I started cranking on it fixing and straightening the code &amp; architecture and step by step I realized that I&#8217;m creating a small Integration layer rather then a POC.</p>
<h3>Announcing <a href="http://github.com/codeinvain/Box2DFlex">Box2DFlex</a></h3>
<div id="_mcePaste">Box2DFlex framework allows you easely integrate box2d into flex framework using mxml. The framewok helps easy integration with flex and exposes box2d world for advanced manipulation.</div>
<div id="_mcePaste">
<ul>
<li>extends SkinnableContainer uses flex component lifecycle model</li>
<li>uses regular MXML and AS flex components</li>
<li>supports complex shaped flex components (convex and concave) conversion to b2d shapes.</li>
<li>allows multiple worlds side by side</li>
</ul>
</div>
<iframe src="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/HelloBox2DWorld.html" style="width:640px;height:480px;border:0px"></iframe><noscript><pre><a href="http://www.codeinvain.com/blog/wp-content/uploads/2010/07/Box2DDemos/HelloBox2DWorld.html">frame content</a></pre></noscript>
<h3>Getting Started</h3>
<p>In order to play with Box2dFlex you will need <a href="http://www.adobe.com/products/flashbuilder/">flash builder 4</a> and <a href="http://github.com/codeinvain/Box2DFlex">Box2DFlex</a> source which is hosted on GitHub.</p>
<p>and in four simple steps you should</p>
<ol>
<li>download the source code</li>
<li>inport the Box2DFlex and Demos  projects into flash builder 4</li>
<li>compile</li>
<li>Play with the eamples in Box2Demos project</li>
</ol>
<h3>Building Your Own b2d World</h3>
<ol>
<li>download the framework</li>
<li>create a new project</li>
<li>add refrence to  &lt;Box2DFlex dir&gt;/Box2dFlexLib/bin/Box2DFlexLib.swc</li>
<li>in your MXML add a new SkinnablePhysicsContainer</li>
<li>set the container&#8217;s yGravity property to 10 and autoStartPhysicsEngine to true (yGravity=&#8221;10 autoStartPhysicsEngine=&#8221;true&#8221;)</li>
<li>if you want your world to contains walls use setBoundries=&#8221;true&#8221; attribute</li>
<li>place a button inside SkinnablePhysicsContainer and set it&#8217;s properties (width / height / label)</li>
<li>run the project</li>
</ol>
]]></content:encoded>
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		</item>
		<item>
		<title>Flex 3 hebrew textbox</title>
		<link>http://www.codeinvain.com/blog/64/flex-3-hebrew-textbox/</link>
		<comments>http://www.codeinvain.com/blog/64/flex-3-hebrew-textbox/#comments</comments>
		<pubDate>Tue, 29 Jun 2010 20:16:18 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[flex3]]></category>
		<category><![CDATA[hack]]></category>
		<category><![CDATA[html]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[RTL]]></category>
		<category><![CDATA[textfield]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=64</guid>
		<description><![CDATA[following my last post on flex3 RTL label , next challenge was input text with RTL support , in that case I decided to cheat and use html input overlying flex. Not so elegant solution, but a solution non the less. the trick is to pass the flex component coordinate and position the HTML input accordingly ,]]></description>
			<content:encoded><![CDATA[<p>following my last post on <a href="http://www.codeinvain.com/blog/63/flex-rtl-text-support/">flex3 RTL label</a> , next challenge was input text with RTL support , in that case I decided to cheat and use html input overlying flex.</p>
<p>Not so elegant solution, but a solution non the less. the trick is to pass the flex component coordinate and position the HTML input accordingly , and on the HTML side handle keyboard and mouse event to let the flex developer feel @ home with regular focus and key press events.</p>
<p>Add the following MXML component to your flex project</p>
<script src="http://gist.github.com/457707.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/457707">gist code snippet</a></pre></code></noscript>
<p>Add the following code to your html page</p>
<script src="http://gist.github.com/457718.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/457718">gist code snippet</a></pre></code></noscript>
]]></content:encoded>
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		</item>
		<item>
		<title>Flex 3 label RTL support</title>
		<link>http://www.codeinvain.com/blog/63/flex-rtl-text-support/</link>
		<comments>http://www.codeinvain.com/blog/63/flex-rtl-text-support/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 21:10:16 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[bidi]]></category>
		<category><![CDATA[flex3]]></category>
		<category><![CDATA[RTL]]></category>
		<category><![CDATA[text layout framework]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=63</guid>
		<description><![CDATA[If you know or not , I&#8217;m leaving and working in Israel, where we have the most annoying text rendering issues. we write in right to left order &#8211; that means  in the opposite direction of most languages. Letters and words are left to right, though  numbers and other symbols remain right to left. Through the years I&#8217;ve seen (and]]></description>
			<content:encoded><![CDATA[<p>If you know or not , I&#8217;m leaving and working in Israel, where we have the most annoying text rendering issues.</p>
<p>we write in right to left order &#8211; that means  in the opposite direction of most languages. Letters and words are left to right, though  numbers and other symbols remain right to left.</p>
<p>Through the years I&#8217;ve seen (and even wrote) noumerous attempts to build an AS class that will provide this functionality to flash, all of them suffered from quirks and different edge cases.</p>
<p>About a year a go Adobe published a new text rendering engine (<a href="http://labs.adobe.com/technologies/textlayout/">TLF</a>) which wasn&#8217;t integrated into Flex3 framework , and though flex4 includes the new TLF some still need to work with the 3.x framework so here is a simple example of implementing true RTL label in flex 3 note that you need to download and install <a href="http://labs.adobe.com/technologies/textlayout/">Text Layout Framework </a> on your development machine in order to compile the code.</p>
<script src="http://gist.github.com/449065.js"></script><noscript><code class="gist"><pre><a href="http://gist.github.com/449065">gist code snippet</a></pre></code></noscript>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Cross Posting from Word Press to Community Server</title>
		<link>http://www.codeinvain.com/blog/210/cross-posting-from-word-press-to-community-server/</link>
		<comments>http://www.codeinvain.com/blog/210/cross-posting-from-word-press-to-community-server/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 14:12:53 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[community server]]></category>
		<category><![CDATA[crosspost]]></category>
		<category><![CDATA[wordpress]]></category>
		<category><![CDATA[xmlrpc]]></category>
		<category><![CDATA[xpostcs]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=210</guid>
		<description><![CDATA[One of the challenges encountered in transition to a private blog was to update my origina blog which sits on a main hub. When I switched Blogs i chose WordPress as my blog system due to its support for many plugins (most make it easier for me on the writing process and management). After a little online]]></description>
			<content:encoded><![CDATA[<p><a href="http://github.com/codeinvain/XpostCS"><img class="alignright" title="XpostCS" src="http://www.codeinvain.com/heblog/wp-content/uploads/2010/05/wp2cs.jpg" alt="" width="228" height="120" /></a>One of the challenges encountered in transition to a private blog was to update my origina blog which sits on a main hub. When I switched Blogs i chose WordPress as my blog system due to its support for many plugins (most make it easier for me on the writing process and management). After a little online search and browsing reading on how blogs work, I found a plugin that performs the task but for WordPress blogs only.The plugin uses standard <a href="http://translate.googleusercontent.com/translate_c?hl=en&amp;ie=UTF-8&amp;sl=iw&amp;tl=en&amp;u=http://he.wikipedia.org/wiki/MetaWeblogAPI&amp;prev=_t&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhi5cEQu8C9DRnKzU8dv0kAzNIOaxQ">MetaWeblogAPI</a> which nearly overlaps between <a href="http://translate.googleusercontent.com/translate_c?hl=en&amp;ie=UTF-8&amp;sl=iw&amp;tl=en&amp;u=http://wordpress.com/&amp;prev=_t&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhh2EHo5BF3KoJTcyhXTVPQmsE4EOQ">WordPress</a> and <a href="http://translate.googleusercontent.com/translate_c?hl=en&amp;ie=UTF-8&amp;sl=iw&amp;tl=en&amp;u=http://telligent.com/products/telligent_community/&amp;prev=_t&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhjngHnQ7S1HL1-oeGeBZUzWwIGizw">Community Server</a> , with any luck some time and some coffee made <a href="http://translate.googleusercontent.com/translate_c?hl=en&amp;ie=UTF-8&amp;sl=iw&amp;tl=en&amp;u=http://github.com/codeinvain/XpostCS&amp;prev=_t&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhjatV2oKiTL-zat8e9jMxk5X7dB-w"> wp -&gt; cs version</a> you can download and install it manually.</p>
<p><strong><a href="http://translate.googleusercontent.com/translate_c?hl=en&amp;ie=UTF-8&amp;sl=iw&amp;tl=en&amp;u=http://github.com/codeinvain/XpostCS&amp;prev=_t&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhjatV2oKiTL-zat8e9jMxk5X7dB-w">XpostCS</a></strong> .</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>box2d flex integration</title>
		<link>http://www.codeinvain.com/blog/235/box2d-flex-integration/</link>
		<comments>http://www.codeinvain.com/blog/235/box2d-flex-integration/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 20:04:16 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[form]]></category>
		<category><![CDATA[physics]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=235</guid>
		<description><![CDATA[
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</object> Besides collapsing the form you can also drag N drop the items to see collusion and gravity. code will follow soon .. I hope ..]]></description>
			<content:encoded><![CDATA[
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<p>Besides collapsing the form you can also drag N drop the items to see collusion and gravity. code will follow soon .. I hope ..</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Multitouch + 3D flash 10.1</title>
		<link>http://www.codeinvain.com/blog/215/multitouch-3d-flash-10-1/</link>
		<comments>http://www.codeinvain.com/blog/215/multitouch-3d-flash-10-1/#comments</comments>
		<pubDate>Thu, 15 Apr 2010 14:57:40 +0000</pubDate>
		<dc:creator>daniel</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[air2]]></category>
		<category><![CDATA[flash 10.1]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[multitouch]]></category>

		<guid isPermaLink="false">http://www.codeinvain.com/blog/?p=215</guid>
		<description><![CDATA[I&#8217;ve compiled a POC of a 3D model controlled by multitouch events in flex (actually AIR 2.0). In the application I use TransformGestureEvent dispatched from flash 10.1 player. unfortunately this is the only event fired in Mac and only in AIR mode &#8211; adobe it&#8217;s lame. TransformGestureEvent event availability Event Mac Air Mac Web Windows (Air+Web) GestureEvent.GESTURE_TWO_FINGER_TAP v GestureEvent.GESTURE_PAN v]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve compiled a POC of a 3D model controlled by multitouch events in flex (actually AIR 2.0).</p>
<p>In the application I use <strong>TransformGestureEvent</strong> dispatched from flash 10.1 player. unfortunately this is the only event fired in Mac and only in AIR mode &#8211; adobe it&#8217;s lame.</p>
<p><strong>TransformGestureEvent </strong>event availability</p>
<table border="1" width="100%">
<tbody>
<tr>
<td>Event</td>
<td>Mac Air</td>
<td>Mac Web</td>
<td>Windows (Air+Web)</td>
</tr>
<tr>
<td>GestureEvent.GESTURE_TWO_FINGER_TAP</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>GestureEvent.GESTURE_PAN</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TransformGestureEvent.GESTURE_ROTATE</td>
<td>v</td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TransformGestureEvent.GESTURE_SWIPE</td>
<td>v</td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TransformGestureEvent.GESTURE_ZOOM</td>
<td>v</td>
<td></td>
<td>v</td>
</tr>
</tbody>
</table>
<p><strong>TouchEvent </strong>availability - <span style="text-decoration: underline;">windows only</span> (and iPhone <a title="Apple Gives Adobe The Finger With Its New iPhone SDK Agreement" href="http://techcrunch.com/2010/04/08/adobe-flash-apple-sdk/">but i guess it&#8217;s not applicable any more</a>)</p>
<table border="1" width="100%">
<tbody>
<tr>
<td>Event</td>
<td>Mac Air</td>
<td>Mac Web</td>
<td>Windows (Air+Web)</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_END</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_MOVE</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_OUT</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_OVER</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_ROLL_OUT</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_ROLL_OVER</td>
<td></td>
<td></td>
<td>v</td>
</tr>
<tr>
<td>TouchEvent.TOUCH_TAP</td>
<td></td>
<td></td>
<td>v</td>
</tr>
</tbody>
</table>
<p>the first version was a bit stale so I&#8217;ve added <strong>KineticMovementManager </strong>which adds a drift effect (like when scrolling an iPhone scroll) but it&#8217;s still a work in progress so don&#8217;t relay on it.</p>
<h2><a title="multitouch air source" href="/blog/wp-content/uploads/2010/04/MultitouchAir.source.zip" target="_self">download source</a></h2>
<h2><a href="wp-content/uploads/2010/04/Multitouch3D.zip">download installer</a></h2>

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		<slash:comments>6</slash:comments>
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