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  #1 (permalink)  
Old 02-04-2003, 10:57 AM
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Posts: 54
Default Progress Bar ocx

In Case of large amount Data 2 retrieve (from a Database for example) the Flash Anim just freeze until
the FFish script is over.

i got a sort a progress bar within the swf, but the mc don't play anymore even if i use the Flashplayer object methods in the script loop.

A way thrught can be to call the progress bar active x, but i don't really found that clever.
Is there such a native component ?
Or did i do smthg wrong ?
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  #2 (permalink)  
Old 02-05-2003, 02:13 AM
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Posts: 2,015
Default Re: Progress Bar ocx

How about insert...

Code:
if (!processMsg()) return;
into the script loop?

There is a ProgressBar component in Flash UI Components Set 2.http://dynamic.macromedia.com/bin/MM...&extOid=365880
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  #3 (permalink)  
Old 02-06-2003, 01:54 AM
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Posts: 54
Default Re: Progress Bar ocx

Tks for the answer.
.
still using F5, so the UI component have to be fully converted if i want to use it....will take some time... :-/
.
i found a way out by making a kind of dialog beetween the swf and the FFish script.
1. Pass a certain amount a Data
2. say ok, show progess
3. Ask 4 next
and so on 'till end of stream

i've remarked that in any circonstances, making a /while or for/ loop in the FFish just freeze the swf.
anyway...that append what ever programm i use to embed a swf... :
Don't blame too much SwfKit !!!
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  #4 (permalink)  
Old 02-06-2003, 08:46 AM
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Posts: 2,015
Default Re: Progress Bar ocx

Thank you

You can use the "processMsg" method to avoid blocking of the user interface.

The "processMsg" peeks any Windows messages and handles them. Then the user inputs can be handled during a long script loop.

The
Code:
while (1) 
{
 * trace(new Date());
}
blocks the program,

while the
Code:
while (1)
{
 trace(new Date());
 if (!processMsg()) return; 
}
does not.
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  #5 (permalink)  
Old 02-07-2003, 05:12 AM
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Join Date: Jan 2003
Posts: 54
Default Re: Progress Bar ocx

"Remarks

The method is used to avoid the blocking of the projector while executing a script takes times. The method peeks messages from the message queue of the main thread of the projector, then translates the messages and dispatches them. Users inputs just like key presses or mouse clicks during the executing of the script will be handled by this method. If the method returns false, you should return from the script and the main process of the projector will stop."

My problem has nothing to do with the user input, but just the fact that the swf cannot run anymore (ie: playing mc frames) in case of Ffish bloking scrpts.
That doesn't mean the FFscipt is running crazy, but has a larg amout of data to proceed....and just don't allow the swf to actualize itself...still the script is over.

in the named case the progress bar just freeze and finally goes to the end when the FFscript is over, instead of showing the full progression of the process.

i think that in all cases, handle a script that retrieve any kind of information out of the main process to send it to flash, will allways freeze the interface, if a stop/run condition is not invoked by flash itself.

in that case, making a runnig progress bar is OK, 'cause flash can run it, and then tell the FFscript to keep on going.
At least if there was a kind of "refresh window" function, i would i think that 's possible to make it in just one loop, ie:
(if the progressBar is running in backstage)
while (!Rs.eof)
{
* *some code

* *Window.Refresh()
* * Rs.MoveNext
}
And, if i do:
while (!Rs.eof)
{
* *some code

* *FlashPlayer. targetPlay("ProgressBar")
* * Rs.MoveNext
}
....Nothing happend !! what ever the type of progressbar mc i use (Frame or as based)
.
.
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  #6 (permalink)  
Old 02-07-2003, 09:27 AM
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Posts: 2,015
Default Re: Progress Bar ocx

http://www.swfkit.com/cgi-bin/forum/...635155;start=0
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