Professional Web Applications Themes

Windows for Shockwave 4.0 released - Macromedia Director 3D

******************************************** WINDOWS FOR SHOCKWAVE 4.0 ******************************************** Windows for Shockwave (WFS) 4.0 is launched at [url]http://vispo.com/wfs4[/url] Windows For Shockwave is a set of Library Palette behaviors for Director 8+ (not an Xtra) that enables drag and drop creation of onstage windows, modal dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up menus, and good cursor image control. More generally, the main idea of WFS is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you create multiple sprites that are treated as a unit, and the WFS behavior library and API supply you with ways of operating on elements ...

  1. #1

    Default Windows for Shockwave 4.0 released


    ********************************************
    WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    Windows for Shockwave (WFS) 4.0 is launched at [url]http://vispo.com/wfs4[/url]

    Windows For Shockwave is a set of Library Palette behaviors for Director 8+
    (not an Xtra) that enables drag and drop creation of onstage windows, modal
    dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up
    menus, and good cursor image control. More generally, the main idea of WFS
    is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you create
    multiple sprites that are treated as a unit, and the WFS behavior library
    and API supply you with ways of operating on elements of multi-sprites,
    multi-sprites, and families of multi-sprites. There are two types of
    multi-sprites in WFS: windows and menus.

    WFS can be used in the creation of Shockwave movies or Projectors. The drag
    and drop behaviors are suitable for Director developers with no Lingo
    knowledge. WFS also supplies an extensive API for programmers to access more
    functionality.

    WFS 4.0 adds the exciting ability to easily create and destroy dynamic
    sprites, dynamic windows, dynamic menus, and dynamic families thereof. Tired
    of having to allocate dummy sprites? Dummies often result in a performance
    hit (too many simultaneously instantiated sprites) and low bounds on the
    total number of dummys you can allocate for each type of dummy sprite (as in
    "oops we're out of Martians" or sound icons or whatever). WFS 4.0 eliminates
    the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers write
    the Lingo for you. Create windows and menus as you do in 3.0's easy drag and
    drop way. Then aim the "Script Writer" handlers at the static model and WFS
    creates easily-called handlers that, when called, create dynamic copies of
    the static model.

    The level of Lingo knowledge required to use the WFS 4.0 features is less
    than intermediate, whereas dynamic sprite creation/destruction/management is
    an advanced procedure with gotchas without WFS 4.0; WFS 4.0 is the only
    system out there that lets you manage dynamic sprites. And the WFS 3.0
    functionality, fully included in 4.0, which does not require any Lingo
    knowledge, is the only system out there for creating windowed applications
    for Shockwave.

    Some developers used WFS 3.0 as an alternative to MIAW in making projectors
    (Director does not support MIAW in Shockwave) because of WFS's ease of use
    and feature set. Others used WFS 3.0 to create windows and menus in
    Shockwave. Others used it as an alternative to LDM (Director's buggy version
    of the Movie Clip concept) to create things that don't look like windows or
    menus but benefit from that cohesive behavior. Others use WFS as their
    windowing and menu-making tool whether they are developing projectors or
    Shockwave.

    WFS 4.0 retains and enhances these uses but will now also serve as your
    engine for creation/destruction/management of dynamic sprites,
    multi-sprites, and families thereof. The stress in WFS 4.0 is therefore on
    building apps that have a deep Score but must run fast. WFS helps you keep
    your Score from getting too deep unnecessarily, but it also opens up a
    maximum of 1000 sprite channels for simultaneous use (and reuse).


    ********************************************
    WHAT'S NEW IN WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    The following text is also available (with links) on the WFS home
    page at [url]http://vispo.com/wfs4[/url]

    1. Easy to use Dynamic creation/destruction of elements/multi-
    sprites/families of multi-sprites (4.0 Professional only). No
    more allocation of dummy resources in Director. This makes for
    faster apps and you can have more sprites of any particular
    resource-type than you can when you have to load the Score with
    dummies.

    2. Still works like 3.0 except for the added dynamic creation-
    destruction functionality, so if you know 3.0, you'll find 4.0
    a snap.

    3. New "Drag Element" behavior that constrains elements to their
    window or a configurable rectangle relative to the element's
    window.

    4. Enhanced API for parent-child support and improved wfsSetParent
    and wfsSetChild.

    5. Enhanced "6: Handle" functionality so that multi-sprites can be
    constrained to move within some other multi-sprite (or the stage
    or their parent or a configurable rectangle) and the "6: Handle"
    behavior does less computation. One or a hundred instances of the
    behavior do the same amount of constant computation: at most 1
    comparison per frame of constant processing.

    6. Expanded Window Manager Parameter Dialog Box to permit initial
    centering of window and control over whether children stay in
    front of parents.

    7. Expanded API in several behaviors and scripts. I have also
    created a page of doentation that lists the full API and
    links to the particular handler doentation so that you can
    reference the full API easier, at a glance.

    8. Smarter multi-sprites. Elements can come into existence after the
    multi-sprite has been moved by the user but still the elements
    assume their correct position within the window (or menu).

    9. Many bug-fixes.

    10. New tutorials with audio and animated instruction (tutorial 1 and
    tutorial 2). Each of these has more than a half-hour of instruction
    in how to use WFS. These make getting started with WFS much quicker
    than normal tutorials. The tutorials are highly navigable, also, so
    you can reference them and find things within them easily. There are
    8 tutorials in total. All of them are new to WFS 4.0.

    11. Indexed doentation search engine and updated
    doentation. The Web version of the Search Engine has a smaller
    index file than the downloadable version so Web searches don't take
    too long to download the index file.

    12. All WFS globals are named so that now they begin with "gWFS"; all
    WFS properties now begin with "pWFS"; all WFS handlers now begin
    with "wfs". So you are guaranteed to have no name-space conflicts
    with WFS globals, properties, and handlers as long as you don't
    begin your globals with "gWFS" nor your properties with "pWFS"
    nor your handlers with "wfs".

    13. Developed in Director 8 on Windows XP. Tested in Director MX on
    Windows XP.

    ************************************************** ****
    DIFFERENCE BETWEEN STANDARD AND PROFESSIONAL VERSIONS
    ************************************************** ****

    The only difference between the Standard and Professional versions is
    that the Professional version includes the "Script Writer" and the
    "Dynamism" scripts. These scripts are the active ingredient in
    creating dynamic multi-sprites and families and elements thereof.

    ************************************************** ****
    NOTE ON DYNAMIC SPRITE CREATION/DESTRUCTION
    ************************************************** ****

    Many people on this list will have reflected on the topic of dynamic
    sprite creation in Director at length. I think you'll find the
    approach to this topic in WFS 4.0 Professional quite an advance on
    the usual methods. Why? Well, if we're talking about dynamic sprite
    creation, we're talking about creating and destroying sprites via
    Lingo commands. This can be extrordinarily tedious. Why? Well, you'd
    think that creating a dynamic sprite would involve one or more handler
    calls that require setting a lot of parameters: the member parameters;
    the sprite parameters, and the attached behavior parameters.

    Part of the beauty of the WFS 4.0 Professional approach is that it
    takes the tedium out of this process. The way you create a dynamic
    sprite in WFS 4.0 Professional is you create it by first creating
    a static model of it, ie, you drag a member onto the stage and
    attach the behaviors to it you want attached to it. Then you aim
    one of the "Script Writer" handlers at it and it writes the Lingo
    code you need to create dynamic versions of the sprite.

    Moreover, the "Script Writer" script contains public handlers that
    do the same concerning multi-sprites and even families of multi-sprites.
    In other words, you don't have to create dynamic entities sprite-by-
    sprite, but can create them multi-sprite by multi-sprite or even
    family-of-multi-sprites by family-of-multi-sprites.

    Correspondingly, one would want destructors that can destroy dynamic
    entities not only sprite-by-sprite but also multi-sprite by multi-sprite.
    WFS 4.0 supplies those destructors, and also destructors to off them
    multi-sprite family by multi-sprite family.

    WFS 4.0 Professional also does automatic garbage collection of dynamic
    sprites at the end of the movie.

    ja
    [url]http://vispo.com/wfs4[/url]



    Referring URLs
    [url]http://vispo.com/wfs4[/url]




    vispo webforumsuser@macromedia.com Guest

  2. #2

    Default Windows for Shockwave 4.0 released

    ********************************************
    WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    Windows for Shockwave (WFS) 4.0 is launched at [url]http://vispo.com/wfs4[/url]

    Windows For Shockwave is a set of Library Palette behaviors for Director 8+
    (not an Xtra) that enables drag and drop creation of onstage windows, modal
    dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up
    menus, and good cursor image control. More generally, the main idea of WFS
    is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you create
    multiple sprites that are treated as a unit, and the WFS behavior library
    and API supply you with ways of operating on elements of multi-sprites,
    multi-sprites, and families of multi-sprites. There are two types of
    multi-sprites in WFS: windows and menus.

    WFS can be used in the creation of Shockwave movies or Projectors. The drag
    and drop behaviors are suitable for Director developers with no Lingo
    knowledge. WFS also supplies an extensive API for programmers to access more
    functionality.

    WFS 4.0 adds the exciting ability to easily create and destroy dynamic
    sprites, dynamic windows, dynamic menus, and dynamic families thereof. Tired
    of having to allocate dummy sprites? Dummies often result in a performance
    hit (too many simultaneously instantiated sprites) and low bounds on the
    total number of dummys you can allocate for each type of dummy sprite (as in
    "oops we're out of Martians" or sound icons or whatever). WFS 4.0 eliminates
    the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers write
    the Lingo for you. Create windows and menus as you do in 3.0's easy drag and
    drop way. Then aim the "Script Writer" handlers at the static model and WFS
    creates easily-called handlers that, when called, create dynamic copies of
    the static model.

    The level of Lingo knowledge required to use the WFS 4.0 features is less
    than intermediate, whereas dynamic sprite creation/destruction/management is
    an advanced procedure with gotchas without WFS 4.0; WFS 4.0 is the only
    system out there that lets you manage dynamic sprites. And the WFS 3.0
    functionality, fully included in 4.0, which does not require any Lingo
    knowledge, is the only system out there for creating windowed applications
    for Shockwave.

    Some developers used WFS 3.0 as an alternative to MIAW in making projectors
    (Director does not support MIAW in Shockwave) because of WFS's ease of use
    and feature set. Others used WFS 3.0 to create windows and menus in
    Shockwave. Others used it as an alternative to LDM (Director's buggy version
    of the Movie Clip concept) to create things that don't look like windows or
    menus but benefit from that cohesive behavior. Others use WFS as their
    windowing and menu-making tool whether they are developing projectors or
    Shockwave.

    WFS 4.0 retains and enhances these uses but will now also serve as your
    engine for creation/destruction/management of dynamic sprites,
    multi-sprites, and families thereof. The stress in WFS 4.0 is therefore on
    building apps that have a deep Score but must run fast. WFS helps you keep
    your Score from getting too deep unnecessarily, but it also opens up a
    maximum of 1000 sprite channels for simultaneous use (and reuse).


    ********************************************
    WHAT'S NEW IN WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    The following text is also available (with links) on the WFS home
    page at [url]http://vispo.com/wfs4[/url]

    1. Easy to use Dynamic creation/destruction of elements/multi-
    sprites/families of multi-sprites (4.0 Professional only). No
    more allocation of dummy resources in Director. This makes for
    faster apps and you can have more sprites of any particular
    resource-type than you can when you have to load the Score with
    dummies.

    2. Still works like 3.0 except for the added dynamic creation-
    destruction functionality, so if you know 3.0, you'll find 4.0
    a snap.

    3. New "Drag Element" behavior that constrains elements to their
    window or a configurable rectangle relative to the element's
    window.

    4. Enhanced API for parent-child support and improved wfsSetParent
    and wfsSetChild.

    5. Enhanced "6: Handle" functionality so that multi-sprites can be
    constrained to move within some other multi-sprite (or the stage
    or their parent or a configurable rectangle) and the "6: Handle"
    behavior does less computation. One or a hundred instances of the
    behavior do the same amount of constant computation: at most 1
    comparison per frame of constant processing.

    6. Expanded Window Manager Parameter Dialog Box to permit initial
    centering of window and control over whether children stay in
    front of parents.

    7. Expanded API in several behaviors and scripts. I have also
    created a page of doentation that lists the full API and
    links to the particular handler doentation so that you can
    reference the full API easier, at a glance.

    8. Smarter multi-sprites. Elements can come into existence after the
    multi-sprite has been moved by the user but still the elements
    assume their correct position within the window (or menu).

    9. Many bug-fixes.

    10. New tutorials with audio and animated instruction (tutorial 1 and
    tutorial 2). Each of these has more than a half-hour of instruction
    in how to use WFS. These make getting started with WFS much quicker
    than normal tutorials. The tutorials are highly navigable, also, so
    you can reference them and find things within them easily. There are
    8 tutorials in total. All of them are new to WFS 4.0.

    11. Indexed doentation search engine and updated
    doentation. The Web version of the Search Engine has a smaller
    index file than the downloadable version so Web searches don't take
    too long to download the index file.

    12. All WFS globals are named so that now they begin with "gWFS"; all
    WFS properties now begin with "pWFS"; all WFS handlers now begin
    with "wfs". So you are guaranteed to have no name-space conflicts
    with WFS globals, properties, and handlers as long as you don't
    begin your globals with "gWFS" nor your properties with "pWFS"
    nor your handlers with "wfs".

    13. Developed in Director 8 on Windows XP. Tested in Director MX on
    Windows XP.

    ************************************************** ****
    DIFFERENCE BETWEEN STANDARD AND PROFESSIONAL VERSIONS
    ************************************************** ****

    The only difference between the Standard and Professional versions is
    that the Professional version includes the "Script Writer" and the
    "Dynamism" scripts. These scripts are the active ingredient in
    creating dynamic multi-sprites and families and elements thereof.

    ************************************************** ****
    NOTE ON DYNAMIC SPRITE CREATION/DESTRUCTION
    ************************************************** ****

    Many people on this list will have reflected on the topic of dynamic
    sprite creation in Director at length. I think you'll find the
    approach to this topic in WFS 4.0 Professional quite an advance on
    the usual methods. Why? Well, if we're talking about dynamic sprite
    creation, we're talking about creating and destroying sprites via
    Lingo commands. This can be extrordinarily tedious. Why? Well, you'd
    think that creating a dynamic sprite would involve one or more handler
    calls that require setting a lot of parameters: the member parameters;
    the sprite parameters, and the attached behavior parameters.

    Part of the beauty of the WFS 4.0 Professional approach is that it
    takes the tedium out of this process. The way you create a dynamic
    sprite in WFS 4.0 Professional is you create it by first creating
    a static model of it, ie, you drag a member onto the stage and
    attach the behaviors to it you want attached to it. Then you aim
    one of the "Script Writer" handlers at it and it writes the Lingo
    code you need to create dynamic versions of the sprite.

    Moreover, the "Script Writer" script contains public handlers that
    do the same concerning multi-sprites and even families of multi-sprites.
    In other words, you don't have to create dynamic entities sprite-by-
    sprite, but can create them multi-sprite by multi-sprite or even
    family-of-multi-sprites by family-of-multi-sprites.

    Correspondingly, one would want destructors that can destroy dynamic
    entities not only sprite-by-sprite but also multi-sprite by multi-sprite.
    WFS 4.0 supplies those destructors, and also destructors to off them
    multi-sprite family by multi-sprite family.

    WFS 4.0 Professional also does automatic garbage collection of dynamic
    sprites at the end of the movie.

    ja
    [url]http://vispo.com/wfs4[/url]



    Referring URLs
    [url]http://vispo.com/wfs4[/url]




    vispo webforumsuser@macromedia.com Guest

  3. #3

    Default Windows for Shockwave 4.0 released

    ********************************************
    WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    Windows for Shockwave (WFS) 4.0 is launched at [url]http://vispo.com/wfs4[/url]

    Windows For Shockwave is a set of Library Palette behaviors for Director 8+
    (not an Xtra) that enables drag and drop creation of onstage windows, modal
    dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up
    menus, and good cursor image control. More generally, the main idea of WFS
    is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you create
    multiple sprites that are treated as a unit, and the WFS behavior library
    and API supply you with ways of operating on elements of multi-sprites,
    multi-sprites, and families of multi-sprites. There are two types of
    multi-sprites in WFS: windows and menus.

    WFS can be used in the creation of Shockwave movies or Projectors. The drag
    and drop behaviors are suitable for Director developers with no Lingo
    knowledge. WFS also supplies an extensive API for programmers to access more
    functionality.

    WFS 4.0 adds the exciting ability to easily create and destroy dynamic
    sprites, dynamic windows, dynamic menus, and dynamic families thereof. Tired
    of having to allocate dummy sprites? Dummies often result in a performance
    hit (too many simultaneously instantiated sprites) and low bounds on the
    total number of dummys you can allocate for each type of dummy sprite (as in
    "oops we're out of Martians" or sound icons or whatever). WFS 4.0 eliminates
    the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers write
    the Lingo for you. Create windows and menus as you do in 3.0's easy drag and
    drop way. Then aim the "Script Writer" handlers at the static model and WFS
    creates easily-called handlers that, when called, create dynamic copies of
    the static model.

    The level of Lingo knowledge required to use the WFS 4.0 features is less
    than intermediate, whereas dynamic sprite creation/destruction/management is
    an advanced procedure with gotchas without WFS 4.0; WFS 4.0 is the only
    system out there that lets you manage dynamic sprites. And the WFS 3.0
    functionality, fully included in 4.0, which does not require any Lingo
    knowledge, is the only system out there for creating windowed applications
    for Shockwave.

    Some developers used WFS 3.0 as an alternative to MIAW in making projectors
    (Director does not support MIAW in Shockwave) because of WFS's ease of use
    and feature set. Others used WFS 3.0 to create windows and menus in
    Shockwave. Others used it as an alternative to LDM (Director's buggy version
    of the Movie Clip concept) to create things that don't look like windows or
    menus but benefit from that cohesive behavior. Others use WFS as their
    windowing and menu-making tool whether they are developing projectors or
    Shockwave.

    WFS 4.0 retains and enhances these uses but will now also serve as your
    engine for creation/destruction/management of dynamic sprites,
    multi-sprites, and families thereof. The stress in WFS 4.0 is therefore on
    building apps that have a deep Score but must run fast. WFS helps you keep
    your Score from getting too deep unnecessarily, but it also opens up a
    maximum of 1000 sprite channels for simultaneous use (and reuse).


    ********************************************
    WHAT'S NEW IN WINDOWS FOR SHOCKWAVE 4.0
    ********************************************

    The following text is also available (with links) on the WFS home
    page at [url]http://vispo.com/wfs4[/url]

    1. Easy to use Dynamic creation/destruction of elements/multi-
    sprites/families of multi-sprites (4.0 Professional only). No
    more allocation of dummy resources in Director. This makes for
    faster apps and you can have more sprites of any particular
    resource-type than you can when you have to load the Score with
    dummies.

    2. Still works like 3.0 except for the added dynamic creation-
    destruction functionality, so if you know 3.0, you'll find 4.0
    a snap.

    3. New "Drag Element" behavior that constrains elements to their
    window or a configurable rectangle relative to the element's
    window.

    4. Enhanced API for parent-child support and improved wfsSetParent
    and wfsSetChild.

    5. Enhanced "6: Handle" functionality so that multi-sprites can be
    constrained to move within some other multi-sprite (or the stage
    or their parent or a configurable rectangle) and the "6: Handle"
    behavior does less computation. One or a hundred instances of the
    behavior do the same amount of constant computation: at most 1
    comparison per frame of constant processing.

    6. Expanded Window Manager Parameter Dialog Box to permit initial
    centering of window and control over whether children stay in
    front of parents.

    7. Expanded API in several behaviors and scripts. I have also
    created a page of doentation that lists the full API and
    links to the particular handler doentation so that you can
    reference the full API easier, at a glance.

    8. Smarter multi-sprites. Elements can come into existence after the
    multi-sprite has been moved by the user but still the elements
    assume their correct position within the window (or menu).

    9. Many bug-fixes.

    10. New tutorials with audio and animated instruction (tutorial 1 and
    tutorial 2). Each of these has more than a half-hour of instruction
    in how to use WFS. These make getting started with WFS much quicker
    than normal tutorials. The tutorials are highly navigable, also, so
    you can reference them and find things within them easily. There are
    8 tutorials in total. All of them are new to WFS 4.0.

    11. Indexed doentation search engine and updated
    doentation. The Web version of the Search Engine has a smaller
    index file than the downloadable version so Web searches don't take
    too long to download the index file.

    12. All WFS globals are named so that now they begin with "gWFS"; all
    WFS properties now begin with "pWFS"; all WFS handlers now begin
    with "wfs". So you are guaranteed to have no name-space conflicts
    with WFS globals, properties, and handlers as long as you don't
    begin your globals with "gWFS" nor your properties with "pWFS"
    nor your handlers with "wfs".

    13. Developed in Director 8 on Windows XP. Tested in Director MX on
    Windows XP.

    ************************************************** ****
    DIFFERENCE BETWEEN STANDARD AND PROFESSIONAL VERSIONS
    ************************************************** ****

    The only difference between the Standard and Professional versions is
    that the Professional version includes the "Script Writer" and the
    "Dynamism" scripts. These scripts are the active ingredient in
    creating dynamic multi-sprites and families and elements thereof.

    ************************************************** ****
    NOTE ON DYNAMIC SPRITE CREATION/DESTRUCTION
    ************************************************** ****

    Many people on this list will have reflected on the topic of dynamic
    sprite creation in Director at length. I think you'll find the
    approach to this topic in WFS 4.0 Professional quite an advance on
    the usual methods. Why? Well, if we're talking about dynamic sprite
    creation, we're talking about creating and destroying sprites via
    Lingo commands. This can be extrordinarily tedious. Why? Well, you'd
    think that creating a dynamic sprite would involve one or more handler
    calls that require setting a lot of parameters: the member parameters;
    the sprite parameters, and the attached behavior parameters.

    Part of the beauty of the WFS 4.0 Professional approach is that it
    takes the tedium out of this process. The way you create a dynamic
    sprite in WFS 4.0 Professional is you create it by first creating
    a static model of it, ie, you drag a member onto the stage and
    attach the behaviors to it you want attached to it. Then you aim
    one of the "Script Writer" handlers at it and it writes the Lingo
    code you need to create dynamic versions of the sprite.

    Moreover, the "Script Writer" script contains public handlers that
    do the same concerning multi-sprites and even families of multi-sprites.
    In other words, you don't have to create dynamic entities sprite-by-
    sprite, but can create them multi-sprite by multi-sprite or even
    family-of-multi-sprites by family-of-multi-sprites.

    Correspondingly, one would want destructors that can destroy dynamic
    entities not only sprite-by-sprite but also multi-sprite by multi-sprite.
    WFS 4.0 supplies those destructors, and also destructors to off them
    multi-sprite family by multi-sprite family.

    WFS 4.0 Professional also does automatic garbage collection of dynamic
    sprites at the end of the movie.

    ja
    [url]http://vispo.com/wfs4[/url]



    Referring URLs
    [url]http://vispo.com/wfs4[/url]




    vispo webforumsuser@macromedia.com Guest

  4. #4

    Default Re: Windows for Shockwave 4.0 released

    ROFLOL voice in tutorials :-) makes me want to *yaaaaaawnnn*....


    "vispo" <webforumsusermacromedia.com> wrote in message
    news:bq4b1b$apr$1forums.macromedia.com...
    > ********************************************
    > WINDOWS FOR SHOCKWAVE 4.0
    > ********************************************
    >
    > Windows for Shockwave (WFS) 4.0 is launched at [url]http://vispo.com/wfs4[/url]
    >
    > Windows For Shockwave is a set of Library Palette behaviors for Director
    8+
    > (not an Xtra) that enables drag and drop creation of onstage windows,
    modal
    > dialog boxes, cascading menus, right-click (Control+click in Mac) pop-up
    > menus, and good cursor image control. More generally, the main idea of WFS
    > is the 'multi-sprite', sort of like LDM or Movie Clips in Flash: you
    create
    > multiple sprites that are treated as a unit, and the WFS behavior library
    > and API supply you with ways of operating on elements of multi-sprites,
    > multi-sprites, and families of multi-sprites. There are two types of
    > multi-sprites in WFS: windows and menus.
    >
    > WFS can be used in the creation of Shockwave movies or Projectors. The
    drag
    > and drop behaviors are suitable for Director developers with no Lingo
    > knowledge. WFS also supplies an extensive API for programmers to access
    more
    > functionality.
    >
    > WFS 4.0 adds the exciting ability to easily create and destroy dynamic
    > sprites, dynamic windows, dynamic menus, and dynamic families thereof.
    Tired
    > of having to allocate dummy sprites? Dummies often result in a performance
    > hit (too many simultaneously instantiated sprites) and low bounds on the
    > total number of dummys you can allocate for each type of dummy sprite (as
    in
    > "oops we're out of Martians" or sound icons or whatever). WFS 4.0
    eliminates
    > the need for dummy sprites. And the WFS 4.0 "Script Writer" handlers write
    > the Lingo for you. Create windows and menus as you do in 3.0's easy drag
    and
    > drop way. Then aim the "Script Writer" handlers at the static model and
    WFS
    > creates easily-called handlers that, when called, create dynamic copies of
    > the static model.
    >
    > The level of Lingo knowledge required to use the WFS 4.0 features is less
    > than intermediate, whereas dynamic sprite creation/destruction/management
    is
    > an advanced procedure with gotchas without WFS 4.0; WFS 4.0 is the only
    > system out there that lets you manage dynamic sprites. And the WFS 3.0
    > functionality, fully included in 4.0, which does not require any Lingo
    > knowledge, is the only system out there for creating windowed applications
    > for Shockwave.
    >
    > Some developers used WFS 3.0 as an alternative to MIAW in making
    projectors
    > (Director does not support MIAW in Shockwave) because of WFS's ease of use
    > and feature set. Others used WFS 3.0 to create windows and menus in
    > Shockwave. Others used it as an alternative to LDM (Director's buggy
    version
    > of the Movie Clip concept) to create things that don't look like windows
    or
    > menus but benefit from that cohesive behavior. Others use WFS as their
    > windowing and menu-making tool whether they are developing projectors or
    > Shockwave.
    >
    > WFS 4.0 retains and enhances these uses but will now also serve as your
    > engine for creation/destruction/management of dynamic sprites,
    > multi-sprites, and families thereof. The stress in WFS 4.0 is therefore on
    > building apps that have a deep Score but must run fast. WFS helps you keep
    > your Score from getting too deep unnecessarily, but it also opens up a
    > maximum of 1000 sprite channels for simultaneous use (and reuse).
    >
    >
    > ********************************************
    > WHAT'S NEW IN WINDOWS FOR SHOCKWAVE 4.0
    > ********************************************
    >
    > The following text is also available (with links) on the WFS home
    > page at [url]http://vispo.com/wfs4[/url]
    >
    > 1. Easy to use Dynamic creation/destruction of elements/multi-
    > sprites/families of multi-sprites (4.0 Professional only). No
    > more allocation of dummy resources in Director. This makes for
    > faster apps and you can have more sprites of any particular
    > resource-type than you can when you have to load the Score with
    > dummies.
    >
    > 2. Still works like 3.0 except for the added dynamic creation-
    > destruction functionality, so if you know 3.0, you'll find 4.0
    > a snap.
    >
    > 3. New "Drag Element" behavior that constrains elements to their
    > window or a configurable rectangle relative to the element's
    > window.
    >
    > 4. Enhanced API for parent-child support and improved wfsSetParent
    > and wfsSetChild.
    >
    > 5. Enhanced "6: Handle" functionality so that multi-sprites can be
    > constrained to move within some other multi-sprite (or the stage
    > or their parent or a configurable rectangle) and the "6: Handle"
    > behavior does less computation. One or a hundred instances of the
    > behavior do the same amount of constant computation: at most 1
    > comparison per frame of constant processing.
    >
    > 6. Expanded Window Manager Parameter Dialog Box to permit initial
    > centering of window and control over whether children stay in
    > front of parents.
    >
    > 7. Expanded API in several behaviors and scripts. I have also
    > created a page of doentation that lists the full API and
    > links to the particular handler doentation so that you can
    > reference the full API easier, at a glance.
    >
    > 8. Smarter multi-sprites. Elements can come into existence after the
    > multi-sprite has been moved by the user but still the elements
    > assume their correct position within the window (or menu).
    >
    > 9. Many bug-fixes.
    >
    > 10. New tutorials with audio and animated instruction (tutorial 1 and
    > tutorial 2). Each of these has more than a half-hour of instruction
    > in how to use WFS. These make getting started with WFS much quicker
    > than normal tutorials. The tutorials are highly navigable, also, so
    > you can reference them and find things within them easily. There are
    > 8 tutorials in total. All of them are new to WFS 4.0.
    >
    > 11. Indexed doentation search engine and updated
    > doentation. The Web version of the Search Engine has a smaller
    > index file than the downloadable version so Web searches don't take
    > too long to download the index file.
    >
    > 12. All WFS globals are named so that now they begin with "gWFS"; all
    > WFS properties now begin with "pWFS"; all WFS handlers now begin
    > with "wfs". So you are guaranteed to have no name-space conflicts
    > with WFS globals, properties, and handlers as long as you don't
    > begin your globals with "gWFS" nor your properties with "pWFS"
    > nor your handlers with "wfs".
    >
    > 13. Developed in Director 8 on Windows XP. Tested in Director MX on
    > Windows XP.
    >
    > ************************************************** ****
    > DIFFERENCE BETWEEN STANDARD AND PROFESSIONAL VERSIONS
    > ************************************************** ****
    >
    > The only difference between the Standard and Professional versions is
    > that the Professional version includes the "Script Writer" and the
    > "Dynamism" scripts. These scripts are the active ingredient in
    > creating dynamic multi-sprites and families and elements thereof.
    >
    > ************************************************** ****
    > NOTE ON DYNAMIC SPRITE CREATION/DESTRUCTION
    > ************************************************** ****
    >
    > Many people on this list will have reflected on the topic of dynamic
    > sprite creation in Director at length. I think you'll find the
    > approach to this topic in WFS 4.0 Professional quite an advance on
    > the usual methods. Why? Well, if we're talking about dynamic sprite
    > creation, we're talking about creating and destroying sprites via
    > Lingo commands. This can be extrordinarily tedious. Why? Well, you'd
    > think that creating a dynamic sprite would involve one or more handler
    > calls that require setting a lot of parameters: the member parameters;
    > the sprite parameters, and the attached behavior parameters.
    >
    > Part of the beauty of the WFS 4.0 Professional approach is that it
    > takes the tedium out of this process. The way you create a dynamic
    > sprite in WFS 4.0 Professional is you create it by first creating
    > a static model of it, ie, you drag a member onto the stage and
    > attach the behaviors to it you want attached to it. Then you aim
    > one of the "Script Writer" handlers at it and it writes the Lingo
    > code you need to create dynamic versions of the sprite.
    >
    > Moreover, the "Script Writer" script contains public handlers that
    > do the same concerning multi-sprites and even families of multi-sprites.
    > In other words, you don't have to create dynamic entities sprite-by-
    > sprite, but can create them multi-sprite by multi-sprite or even
    > family-of-multi-sprites by family-of-multi-sprites.
    >
    > Correspondingly, one would want destructors that can destroy dynamic
    > entities not only sprite-by-sprite but also multi-sprite by multi-sprite.
    > WFS 4.0 supplies those destructors, and also destructors to off them
    > multi-sprite family by multi-sprite family.
    >
    > WFS 4.0 Professional also does automatic garbage collection of dynamic
    > sprites at the end of the movie.
    >
    > ja
    > [url]http://vispo.com/wfs4[/url]
    >
    >
    >
    > Referring URLs
    > [url]http://vispo.com/wfs4[/url]
    >
    >
    >
    >

    Dario Volaric Guest

  5. #5

    Default Re: Windows for Shockwave 4.0 released

    ROFLOL voice in tutorials :-) makes me want to *yaaaaaawnnn*....

    I don't think that Windows for Shockwave 4.0 is something that all Director developers will have need for. I take it you're one of them :)

    But I haven't spent nine months of full-time work on it for nothing. I plan to use it in some interactive audio works that will be far richer in compositional possibilities than anything on the Web. Hopefully this will also mean that the form will be seen as a viable new form of music/multimedia, also, given its greater formal artistic range.

    The main new feature in WFS 4.0 is the dynamic sprite creation/destruction system. This is particularly of use in ambitious projects wherein the user is invited to construct things, and the number of parts and copies of those parts threatens to cause problems. More generally, the main new feature of WFS 4.0 is useful in projects where the Score gets too deep.

    In dynamic sprite creation systems, the instantiated sprites need only be those that are required at the moment according to the actions of the user; whereas in normal Director sprite creation, the sprites onstage are fully determined in author mode. So that the Score is typically less deep in dynamic sprite creation systems, the app runs faster because of this, and the user isn't likely to run out of any particular type of sprite during the construction process unless they construct something big enough that there are 1000 simultaneously instantiated sprites (which is an absolute limit in Director).

    ja
    [url]http://vispo.com/wfs4[/url]





    vispo webforumsuser@macromedia.com Guest

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