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<channel>
	<title>神の翩翩夏日 &#187; FLASH</title>
	<atom:link href="http://www.glglife.com/category/flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.glglife.com</link>
	<description>生命在于折腾</description>
	<lastBuildDate>Sun, 23 May 2010 05:42:38 +0000</lastBuildDate>
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			<item>
		<title>卜桦《猫》</title>
		<link>http://www.glglife.com/2009/01/17/buhua-cat/</link>
		<comments>http://www.glglife.com/2009/01/17/buhua-cat/#comments</comments>
		<pubDate>Fri, 16 Jan 2009 16:51:42 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[卜桦]]></category>
		<category><![CDATA[感人]]></category>
		<category><![CDATA[猫]]></category>

		<guid isPermaLink="false">http://www.glglife.com/?p=782</guid>
		<description><![CDATA[今天整理硬盘，发现一部曾经让我看几次哭几次的FLASH《猫》，也是第一个让我记住名字的闪客：卜桦

整理出来后又看了一次，任然感动不已，拿出来给大家分享，感受母爱所带来的感动

]]></description>
			<content:encoded><![CDATA[<p>今天整理硬盘，发现一部曾经让我看几次哭几次的FLASH《猫》，也是第一个让我记住名字的闪客：卜桦</p>
<p>整理出来后又看了一次，任然感动不已，拿出来给大家分享，感受母爱所带来的感动</p>
<p><embed height="400" width="550" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" src="http://www6.flash8.net/uploadFlash/4/flash8net_3812.swf" play="true" loop="true" menu="true" scale="showall"></embed></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Flash Text搜索更进一步</title>
		<link>http://www.glglife.com/2008/02/03/flash-text-search-further/</link>
		<comments>http://www.glglife.com/2008/02/03/flash-text-search-further/#comments</comments>
		<pubDate>Sun, 03 Feb 2008 10:15:43 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Search]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2008/02/03/flash-text%e6%90%9c%e7%b4%a2%e6%9b%b4%e8%bf%9b%e4%b8%80%e6%ad%a5/</guid>
		<description><![CDATA[Flash Search SDK已经不是什么新鲜东西，因为2002年的时候，你就能够通过申请审批而免费获得了，但是，这份...]]></description>
			<content:encoded><![CDATA[<p>Flash Search SDK已经不是什么新鲜东西，因为2002年的时候，你就能够通过申请审批而免费获得了，但是，这份SDK值得一提的是，它一直在更新，目前从FP的3.0一直到8.0版本都包含在其中。另外，google已经通过Adobe SDK实现了通过google搜索引擎索引到Flash中的Text文本，这个可以算作是Google在搜索flash内容方面的一个进步吧。</p>
<p>Adobe Search SDK<br /><a href="http://www.adobe.com/licensing/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.adobe.com/licensing/?referer=');">http://www.adobe.com/licensing/</a></p>
<p>消息来源：<br /><a href="http://www.insideria.com/2008/01/googles-probably-indexing-flas.html" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.insideria.com/2008/01/googles-probably-indexing-flas.html?referer=');">http://www.insideria.com/2008/01/googles-probably-indexing-flas.html</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.glglife.com/2008/02/03/flash-text-search-further/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>看看 Flash 10 是如何制作动画的</title>
		<link>http://www.glglife.com/2008/02/03/flash-10-is-how-to-take-a-look-at-animation/</link>
		<comments>http://www.glglife.com/2008/02/03/flash-10-is-how-to-take-a-look-at-animation/#comments</comments>
		<pubDate>Sun, 03 Feb 2008 09:40:52 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLASH CS4]]></category>
		<category><![CDATA[FLASH10]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2008/02/03/%e7%9c%8b%e7%9c%8b-flash-10-%e6%98%af%e5%a6%82%e4%bd%95%e5%88%b6%e4%bd%9c%e5%8a%a8%e7%94%bb%e7%9a%84/</guid>
		<description><![CDATA[设计师们一定会高兴.http://www.youtube.com/watch?v=vqMI480D668

]]></description>
			<content:encoded><![CDATA[<div class="post-content">
<p>设计师们一定会高兴.<br /><a href="http://www.youtube.com/watch?v=vqMI480D668" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.youtube.com/watch?v=vqMI480D668&amp;referer=');">http://www.youtube.com/watch?v=vqMI480D668</a></p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ted petrik-《2008 RIA Trends》。推荐一下</title>
		<link>http://www.glglife.com/2008/01/21/ted-petrik-u0026quot2008-ria-trendsu0026quot-recommended-click/</link>
		<comments>http://www.glglife.com/2008/01/21/ted-petrik-u0026quot2008-ria-trendsu0026quot-recommended-click/#comments</comments>
		<pubDate>Mon, 21 Jan 2008 01:35:47 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[RIA]]></category>
		<category><![CDATA[Trends]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2008/01/21/ted-petrik-%e3%80%8a2008-ria-trends%e3%80%8b%e3%80%82%e6%8e%a8%e8%8d%90%e4%b8%80%e4%b8%8b/</guid>
		<description><![CDATA[<a href="http://www.glglife.com/2008/01/21/ted-petrik-u0026quot2008-ria-trendsu0026quot-recommended-click/"><img align="right" hspace="5" width="50" src="http://onflex.org/images/crystal_ball.jpg" class="alignright wp-post-image tfe" alt="" title="" /></a>2007 was a really great year for RIA technologies and looking ahead 2008 will be far bigger. As a te...]]></description>
			<content:encoded><![CDATA[<p>2007 was a really great year for RIA technologies and looking ahead 2008 will be far bigger. As a technical evangelist for Adobe, I spend a majority of my days working with external developers building RIA applications and internal Adobe teams building the next generation of RIA development tools, servers, and services. I thought I would share my perspective and highlight the trends heading into 2008.<br /><span style="font-weight: bold"><br />2008 RIA (Rich Internet Application) Trends</span></p>
<p><img src="http://onflex.org/images/crystal_ball.jpg" alt="" /><br /><span style="font-weight: bold"><br />Distributed Applications</span><br />Logic is being moved to the edge of the Internet and executing on your computer. Your computer&#8217;s CPU, memory, and hard drive are being leveraged to create better applications delivered over the Internet. Be it via the browser, Flash Player, Java, SilverLight, or AIR, the trend of delivering client side logic integrated with servers/services will dominate 2008 as a trend. At some point these applications will run serverless/offline on your machine and talk to services both online and locally. There will be a ton of competition in 2008 for developers writing distributed applications as Sun, Microsoft, Mozilla, Google, Apple, and Adobe push major RIA platforms into the market. If anything it will be a wild ride for RIA in 2008.</p>
<p><span style="font-weight: bold">Services! Services! Services!</span><br />2008 will be the year of services and I expect to see an explosion of services launch that run both on the Internet and your local computer. Distributed applications need services and they will be running everywhere near and far. Be it on your local machine or on some far off grid/cluster/utility, services will be sending messages all over the place. Armed with API keys, we will be storing data and interacting with the cloud on a level we never saw in 2007. Among the services I am watching are Google Gears, Adobe &quot;Voice&quot;, Microsoft&#8217;s Live, and several in development at Yahoo!. </p>
<p><span style="font-weight: bold"><a href="http://labs.adobe.com/technologies/air/" onclick="pageTracker._trackPageview('/outgoing/labs.adobe.com/technologies/air/?referer=');">AIR &#8211; Adobe Integrated Runtime</a></span><br />AIR is going big in 2008. I have been very impressed with the AIR team and AIR 1.0 is looking to be a huge breakthrough for Adobe. AIR will make creating deployable cross-platform desktop applications a reality. Today writing cross-platform software is hard as you typically need to write the application 3 times, one for each major platform. AIR changes this and allows you to write one application and install the same file on 3 platforms securely. Deploying a new desktop platform is no easy task regarding security and compatibility but the AIR team went way beyond the call with AIR 1.0. I am looking to release several AIR applications after the 1.0 release. </p>
<p><span style="font-weight: bold">Grid/Cluster/Utility Computing</span><br />In 2008, we will see lots of competition emerge in the grid/cluster/utility computing market. <a href="http://www.amazon.com/gp/browse.html?node=201590011" onclick="pageTracker._trackPageview('/outgoing/www.amazon.com/gp/browse.html?node=201590011&amp;referer=');">Amazon</a> took a bold lead in 2007 with EC2 but this is really just the tip of the iceberg. Microsoft, Google, Yahoo, Sun and others have major initiatives underway for utility computing and are racing to provide a foundation for service creation. Considering that many of these companies spent 2007 building massive data center capacity in Oregon, we will see the cost of cluster computing spiral downward. These clusters will support the creation of many new services supporting voice, storage, presence, and hosting will never be the same. If there were an ideally situated company it would be <a href="http://rightscale.com/" onclick="pageTracker._trackPageview('/outgoing/rightscale.com/?referer=');">RightScale</a> as they have the opportunity to be the service API atop several cluster/grid providers.</p>
<p><span style="font-weight: bold">JQuery</span><br />I believe that <a href="http://jquery.com/" onclick="pageTracker._trackPageview('/outgoing/jquery.com/?referer=');">JQuery</a> will become the defacto JavaScript library in 2008. I have been very impressed with this JavaScript library and its ability to simplify DOM manipulation cross-browser. Personally I think the work that the JQuery team has done is simply amazing and we will see lots more in the coming year.</p>
<p><span style="font-weight: bold">The RIA Full Monty &#8211; Flash, Flex, &quot;Thermo&quot;, &quot;Bordeaux&quot;</span><br />At Adobe, we are working on several tools for building Flash Player and AIR based applications. Creating content for Flash Player is becoming a very large market and we are building new development paradigms for creating RIA experiences. I will refrain on going into specifics but 2008 will be filled with many tools for SWF creation. Make sure to be in attendance at Adobe MAX 2008 in San Francisco, we will be delivering the goods.</p>
<p><span style="font-weight: bold">SilverLight Deux</span><br />2008 will start with the beta launch of SilverLight 2.0 (1.1 renamed) at MIX08 and is Microsoft&#8217;s first real entry into the RIA market. SilverLight 1.0 was a dead looser with its lack of a VM but 2.0 <span style="font-weight: bold">might</span> be a turning point. The litmus test will be if SilverLight can get mass client deployment. I am sure they can auto-force-update 50% leveraging Windows, but getting above 80% support will be a very uphill battle. Regardless of how this shakes out, having Microsoft in the RIA market is a great thing. </p>
<p><span style="font-weight: bold">Mobile and Devices</span><br />We will see some great innovation in the mobile and device space in 2008 and potentially see the first real cross-device application platforms emerge. Google&#8217;s Android, Apple&#8217;s iPhone/OSX, Flash Player/AIR are racing for a leadership position for application platforms and there is no clear leader. We are seeing more and more devices that are capable of running Flash Player 9 and 2008 may be the year we cross over from Flash Lite to running the full Flash Player on many devices. The recent release of Tamarin-Tracing is clear progress towards seeing Flash Player and AIR everywhere. Just keep it is mind that the market for mobile and devices is far larger than any existing software market. Everyone will have a device capable of running applications in their pocket.</p>
<p><span style="font-weight: bold">Apple&#8217;s RIA Platform</span><br />I think 2008 will be the year Apple enters the RIA market. I have been quietly watching the changes within iTunes/Quicktime with a watchful eye. Looking at iTunes, the web presentation layer has made some amazing changes and added very rich controls in the last 6 months. The advanced UI controls, sliders, coverflow, menuing, image/data loading are really impressive and are all mark-up driven. Seeing as this platform is cross-platform, widely deployed, and based on WebKit/Quicktime, I think Apple has an entry into the RIA market in store for 2008. How, when, or if this will occur is wide open but something is cooking here.</p>
<p><span style="font-weight: bold"><a href="http://erlang.org/" onclick="pageTracker._trackPageview('/outgoing/erlang.org/?referer=');">Erlang Baby</a></span><br />Call me crazy but I think Erlang is going to explode in 2008 as a service development language. Today all programming languages really ignore concurrency and make development of scalable distributed services very hard. Erlang makes this easy and leverages the N-core machines arriving in the market. Recently Jabber.org switched over to a Erlang based XMPP architecture and Amazon launched SimpleDB built atop Erlang. Honestly, Erlang is powerful dark magic and can peel the paint off your house in parallel.</p>
<p>It looks like a great year for software developers all around. Just remember, programming is not a spectators sport!</p>
<p>Cheers,</p>
<p>Ted <img src='http://www.glglife.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FLASH 10 IDE</title>
		<link>http://www.glglife.com/2008/01/15/flash-10-ide/</link>
		<comments>http://www.glglife.com/2008/01/15/flash-10-ide/#comments</comments>
		<pubDate>Tue, 15 Jan 2008 09:37:58 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLASH CS4]]></category>
		<category><![CDATA[FLASH10]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2008/01/15/flash-10-ide/</guid>
		<description><![CDATA[呃～是有些老了，不过还是补发一个&#8230;&#8230;&#160;

Flash Player 10 (Astro) 新功能大家都看到了,今天来看看 Flash 10 IDE 方面的: 

1,直接通过舞台可视化的编辑控制视频,无需反复编译测试. 2,内建 3D 和高级滤镜工具 3,类似 AE 的时间轴管理和动画制作方式 4,IK 骨骼系统支持,这对人物动画制作帮助可不小.

]]></description>
			<content:encoded><![CDATA[<p>呃～是有些老了，不过还是补发一个&hellip;&hellip;&nbsp;</p>
<p>Flash Player 10 (Astro) 新功能大家都看到了,今天来看看 Flash 10 IDE 方面的: </p>
<p>1,直接通过舞台可视化的编辑控制视频,无需反复编译测试. <br />2,内建 3D 和高级滤镜工具 <br />3,类似 AE 的时间轴管理和动画制作方式 <br />4,IK 骨骼系统支持,这对人物动画制作帮助可不小. </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>安装 Flash Player 9 ActiveX 控件注册失败的解决办法</title>
		<link>http://www.glglife.com/2007/12/22/install-flash-player-9-activex-control-registration-failed-solution/</link>
		<comments>http://www.glglife.com/2007/12/22/install-flash-player-9-activex-control-registration-failed-solution/#comments</comments>
		<pubDate>Sat, 22 Dec 2007 09:34:46 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[软件应用]]></category>
		<category><![CDATA[ACTIVEX]]></category>
		<category><![CDATA[FLASHPLAYr9]]></category>
		<category><![CDATA[注册失败]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2007/12/22/%e5%ae%89%e8%a3%85-flash-player-9-activex-%e6%8e%a7%e4%bb%b6%e6%b3%a8%e5%86%8c%e5%a4%b1%e8%b4%a5%e7%9a%84%e8%a7%a3%e5%86%b3%e5%8a%9e%e6%b3%95/</guid>
		<description><![CDATA[不多说了，打包备份 fp.rar&#160;版本9.0.47.0用这个可以成功注册控件，然后uninstall.exe&#160; /clean 命...]]></description>
			<content:encoded><![CDATA[<p>不多说了，打包备份 <a href="http://www.cbmland.com/uploads/2007/11/fp.rar" title="fp.rar" onclick="pageTracker._trackPageview('/outgoing/www.cbmland.com/uploads/2007/11/fp.rar?referer=');"><font color="#00a0e3">fp.rar</font></a>&nbsp;版本9.0.47.0</p>
<p>用这个可以成功注册控件，然后uninstall.exe&nbsp; /clean 命令卸载干净。就可以安装任何版本了。</p>
<p>如果里面的SETUP运行不了，说失败什么的，就uninstall.exe /clean吧。</p>
<p>无敌了</p>
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			<wfw:commentRss>http://www.glglife.com/2007/12/22/install-flash-player-9-activex-control-registration-failed-solution/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>去掉SWFEncrypt加密时生成的LOGO图标的函数(免强算另一种破解)</title>
		<link>http://www.glglife.com/2007/07/21/remove-the-encryption-swfencrypt-generated-logo-icon-function-free-keung-count-another-crack/</link>
		<comments>http://www.glglife.com/2007/07/21/remove-the-encryption-swfencrypt-generated-logo-icon-function-free-keung-count-another-crack/#comments</comments>
		<pubDate>Fri, 20 Jul 2007 22:24:30 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[SWFEncrypt]]></category>
		<category><![CDATA[破解]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2007/07/21/%e5%8e%bb%e6%8e%89swfencrypt%e5%8a%a0%e5%af%86%e6%97%b6%e7%94%9f%e6%88%90%e7%9a%84logo%e5%9b%be%e6%a0%87%e7%9a%84%e5%87%bd%e6%95%b0%e5%85%8d%e5%bc%ba%e7%ae%97%e5%8f%a6%e4%b8%80%e7%a7%8d%e7%a0%b4/</guid>
		<description><![CDATA[FLASH里面所以的变更都是public,所以用这种思路可以破解所有的FLASH应用程序(我做的程序就有防止这种情况发...]]></description>
			<content:encoded><![CDATA[<div id="logPanel" class="Content-body">FLASH里面所以的变更都是public,所以用这种思路可以破解所有的FLASH应用程序(我做的程序就有防止这种情况发生,可惜也被我自己搞定了),我已破解了几个这个收费的FLASH程序,如XX翻页组件,加密加的是很好,可惜防不住这种的,做了一个KEY文件,只要加载了这个文件,那个组件就可以应用自如(不公布了,当时是一个朋友要做一个毕业报告,我想把他做成FLASH翻页形式的,结果就发现了那个翻页组件最好用,功能最强大,可惜要注册,于是顺道把他的注册给封掉了)<br />function encrypt() {<br />var name:Object = new Object();<br />var _mc:MovieClip;<br />for (name in _root) {<br />if (typeof (_root[name]) == &quot;movieclip&quot;) {<br />_mc = _root[name];<br />if ((_mc._width == 189.7) &amp;&amp; (_mc._height == 70) &amp;&amp; (_mc.getBytesTotal() == 12)) {<br />_mc.removeMovieClip();<br />}<br />}<br />}<br />}</p>
<p>其实就是找到知道这个元件的名字后把他删掉~~</p></div>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Flash导出文件慢的一个可能原因</title>
		<link>http://www.glglife.com/2007/07/05/flash-export-file-one-possible-reason-for-the-slow/</link>
		<comments>http://www.glglife.com/2007/07/05/flash-export-file-one-possible-reason-for-the-slow/#comments</comments>
		<pubDate>Wed, 04 Jul 2007 16:21:48 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[FLASH]]></category>
		<category><![CDATA[软件应用]]></category>
		<category><![CDATA[导出]]></category>

		<guid isPermaLink="false">http://www.glglife.com/2007/07/05/flash%e5%af%bc%e5%87%ba%e6%96%87%e4%bb%b6%e6%85%a2%e7%9a%84%e4%b8%80%e4%b8%aa%e5%8f%af%e8%83%bd%e5%8e%9f%e5%9b%a0/</guid>
		<description><![CDATA[Flash导出文件慢的一个可能原因 今天，在一个有多个场景的Flash中，加入了不多的一点代码，想实现一个游戏面...]]></description>
			<content:encoded><![CDATA[<div class="postTitle"><a id="viewpost1_TitleUrl" href="http://www.cnblogs.com/yao/archive/2007/04/28/731396.html" class="postTitle2" onclick="pageTracker._trackPageview('/outgoing/www.cnblogs.com/yao/archive/2007/04/28/731396.html?referer=');">Flash导出文件慢的一个可能原因</a> </div>
<p>今天，在一个有多个场景的Flash中，加入了不多的一点代码，想实现一个游戏面板呼出的效果。<br />第一场景的一个按钮上，有如下一点代码：
<div style="padding-right: 5px; padding-left: 4px; font-size: 13px; padding-bottom: 4px; width: 98%; word-break: break-all; padding-top: 4px; background-color: #eeeeee; border: #cccccc 1px solid"><span style="color: #0000ff">on</span> (<span style="color: #0000ff">rollOver</span><span style="color: #000000">) {</span><br /><span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">onEnterFrame</span>&nbsp;<span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">function</span><span style="color: #000000">()&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">if</span><span style="color: #000000">&nbsp;<span style="color: #0000ff">(_root</span>.propertyBar_mc.<span style="color: #0000ff">_x</span></span><span style="color: #000000">&lt;=</span><span style="color: #000000">560</span><span style="color: #000000">)&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff"><strong>delete</strong></span><span style="color: #000000"><strong>&nbsp;<span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">onEnterFrame</span>;</strong><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;</span><span style="color: #0000ff">else</span><span style="color: #000000">&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">_x</span>&nbsp;</span><span style="color: #000000">-=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">20</span><span style="color: #000000">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;};<br />}</span></div>
<p>即当面板被呼出后，便停止在某个位置，也就是加粗的那句，删除<span style="color: #0000ff">onEnterFrame<span style="color: #000000">事件</span></span>。<br />然后在第二个场景，我把同样的代码复制了过去，编译时(导出)，却发现，<span style="color: #800080">巨慢，似乎停顿一般，简直无法忍受 :~(</span><br />回想了刚才也没有添加什么代码，就是代码是复制过去的。<br />然后，试着将第一场景和第二场景的<strong>propertyBar_mc</strong>命名为不同，结果好了。<br />奇怪啊。。。倒底是为什么呢？难道两个场景中不能有相同的mc吗？一点点排除，问题锁定在了上边加粗的那句代码：</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="color: #0000ff"><strong>delete</strong></span><span style="color: #000000"><strong>&nbsp;<span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">onEnterFrame</span>;</strong></span></p>
<p><span style="color: red">发现，只要两个场景中，不要出现完全相同的&ldquo;<strong><span style="color: #0000ff"><strong>delete</strong></span><span style="color: #000000"><strong>&nbsp;<span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">onEnterFrame</span>;<span style="color: red">&rdquo;</span></strong></span></strong>的语句就没事，否则，就巨慢。</span><br />就是说，两个场景的元件的名称可以相同，如果第一个场景是：</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="color: #0000ff"><strong>delete</strong></span><span style="color: #000000"><strong>&nbsp;<span style="color: #0000ff">_root</span>.propertyBar_mc.<span style="color: #0000ff">onEnterFrame</span>;</p>
<p></strong>第二个场景中是：</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="color: #0000ff"><strong>delete</strong></span><span style="color: #000000"><strong>&nbsp;<span style="color: #0000ff">this</span>.<span style="color: #0000ff">onEnterFrame</span>;</p>
<p></strong>这样语句只要不同就没事，与元件是否命名相同无关，真是很奇怪的问题，不知道Flash的编译器在<strong>delete</strong>或<strong>onEnterFrame</strong>语句编译时做了什么事，所以具体底层原因不清楚。当然，导出后执行结果是正常的。</span></span></p>
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		<title>FLASH场景大小改变后内容按比例缩放的一个例子</title>
		<link>http://www.glglife.com/2006/12/13/flash-scene-change-in-the-size-of-the-content-in-accordance-with-an-example-of-scaling/</link>
		<comments>http://www.glglife.com/2006/12/13/flash-scene-change-in-the-size-of-the-content-in-accordance-with-an-example-of-scaling/#comments</comments>
		<pubDate>Tue, 12 Dec 2006 22:02:16 +0000</pubDate>
		<dc:creator>柳世杀神·GabrielGon</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[FLASH]]></category>

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		<description><![CDATA[原来是在1024X610&#160;大小里做的场景，现在新做了一个场景是800X600的。怎么样把原来1024X610里面做的东西...]]></description>
			<content:encoded><![CDATA[<p>原来是在1024X610&nbsp;大小里做的场景，现在新做了一个场景是800X600的。<br />怎么样把原来1024X610里面做的东西放在&nbsp;800X600里面?</p>
<p>最后根据需要的舞台大小，这里是800*600；<br />编辑完成之后，在场景中第一层首帧加以下脚本：</p>
<p>_root._xscale=int(800/1024*100);<br />_root._yscale=int(600/610*100);</p>
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