Spyder 3 data color noncompatable

My Spyder 3 Elite, is not compatible with Windows 7. I can do to make it compatible

Thank you

Bob

Driver here argues that it is compatible with Windows 7

Tags: Windows

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            }
    
            override protected function onAdded():void{
                super.onAdded();
                if(this.data == null)
                    return;
                cell.graphics.clear();
                cell.graphics.beginFill(data.color, 1);
                cell.graphics.drawRect(3, 5, this.width - 7, this.height - 10);
                cell.graphics.endFill();
                /*this.addChild(this.cell);
                img.setImage(data.icon);
                img.width = 32;
                img.height = 32;
                img.x = (this.width - 32)/2;
                this.addChild(this.img);*/
            }
    
            override protected function onRemoved():void{
                super.onRemoved();
                this.removeChild(this.cell);
            }
        }
    }
    

    It was based on the examples in this thread. That's how I applied the converter and set up my instance of drop-down list:

    var dp:DropDown = new DropDown();
    dp.setListSkin(IconListRenderer);
    dp.rowHeight = 32;
    dp.width = iconLabel.width;
    dp.x = iconLabel.x + iconLabel.width;
    dp.y = iconLabel.y;
    var dataProvider:DataProvider = new DataProvider();
    dataProvider.addItem({label: "test1", color: 0xFF0000});
    dataProvider.addItem({label: "test2", color: 0x00FF00});
    dp.dataProvider = dataProvider;
    addChild(dp);
    

    The problem that I see is: the data is still nowhere in the onAdded method in my renderer. Any ideas on that?

    Hey zezke,

    My guess would be that the class of cell converter is under went changes since the thread on that you linked to has been worked. the flow of methods has probably changed. However, there was a post yesterday that renaun posted which seems to match what you want to achieve. It looks very good and very probably help here.

    Here is the link:

    http://supportforums.BlackBerry.com/T5/Tablet-OS-SDK-for-Adobe-Air/using-QNX-image-and-imagecache-in...

    hope that helps. Good luck!

  • How to draw simple shapes in PF_EFFECTWORLD / PF_LAYERDEF

    Hi, AE community!

    My question is perhaps a little strange, but I'll try

    Is there (SDK) a methods to create Visual as forms a circle or oval, line, perhaps something like a point of color and pen?

    What I want to get:

    Read data (color, position) of composition/layer source and create small shapes with the same brightness and the same position in the new world, then mix it with the output.

    Available solutions I see:

    1. with the help of suites, as a

    Suites.FillMatteSuite2()->fill()
    
    
    
    

    with a form of circle in the arguments. Fill() receive a PF_Rect, I know not, but might a similar solution undeclared in SDK_Guide ?

    2. with the help of the DrawBot with bows or similar courses with filling.

    I found different examples 'ColorGrid' and 'CCU' practices, but with the help of DrawBot confuses me, because in my PF_OutFlag_NON_PARAM_VARY project used Pavilion and I should call Render function to calculate the particles of the post each time and move them. With DrawBot (I understand the Guide), I have to use DrawBot in the Draw event. Or maybe it's all wrong way and DrawBot are not created for tasks like my.

    3. using an iteration suites.

    In the examples of projects, I found complex loops with iterate world of entry and draw pixels in a special for the area of the circle (if I understood). In other words, I can create array with (special for my task) pixel coordinate system, creating points for particles in this table, then loop through that array and move at the same in the world of the output. OK, if this way right, then I need to use mathematics to calculate ovals or circles, and then calculate the feathers or aliasing for this form. The problem requires clear that computing power

    Maybe all these solutions won't and I can use another way to solve my task? There may be some functions to draw different shapes and I missed them in the SDK Guide? I'm afraid to reinvent the wheel, because so far got only square

    Anyway, thanks for any advice or the way to solve my problem!

    Well, I found answers to my questions. If someone needs my help, please, write them in this thread.

  • 300 DPI to 72 dpi

    Receive a 72 dpi image, a portrait and measuring 25,347 inches inches 38,028 I thought that any effort that could do what it should be the image.

    It is in sRGB.

    Then, after my complaint, I rec'd this response:

    In order to preserve all the data file of color, I sent you a print size 32 x 48 inches at 72 DPI that you will now compress one inch approximately 8 x 11 print at 300 ppi.  Having your dad compress the file to 300PPI in Photoshop.  Otherwise, we risk the potential loss of data (color settings), you will need to adapt to the color of the hair.

    Does make sense?

    Thoughts?

    Vince

    correct typo

    I work hard not to do end of disparaging comments of the person sent you the files, but EMI image size and resolution cause more headaches with Photoshop users with anything other than the color management (which I have problems after 20 years with the PS)

    If the file is entirely raster, as in a file image with pixels as JPG, so don't think that in terms of pixels and work with the highest resolution can put at the disposal of the client and do not pixels.  To change the size, uncheck resampling in the image size dialog box, set the size to whatever units are working for you.  The CIO will change so the size to fill the available pixels.  If you need print it, then 300 dpi at the required size is considered to be optimal, but you can go much lower, depending on the size of the print quality and required.

  • for dysfunction of the loop

    I made this small AS3 practice thing, where you can shoot [with a spaceship] on 'enemies' and get extra points.

    I wanted to make a function that enemy respawns after hitting them.

    I have the spawning enemies using a loop for.

    I also remove the enemies when they are hit.

    the problem now is: for some strange reason, the game keeps spawning enemies and ignoring the loop for...


    all variables are defined at the beginning of the script, so I won't include this part:

    These are loops that make enemies spawn

    for (var teller1 = 0; teller1 < 8; teller1 ++) {}
    addvijand1 (null);
    }
    for (var teller2 = 0; teller2 < 8; teller2 ++) {}
    addvijand2 (null);
    }


    adding the addlisteners

    stage.addEventListener (Event.ENTER_FRAME, drainage); irrelevant for now: it's controls
    stage.addEventListener (Event.ENTER_FRAME, schieten); It's the addchild for balls, with included hittest which removes the movieclip of the ball and the enemy and should lessen bij teller1 and teller2 one.
    stage.addEventListener (Event.ENTER_FRAME, addvijand2); addition of the enemies of type 1
    stage.addEventListener (Event.ENTER_FRAME, addvijand1); addition of the enemies of type 2 //this is basically the same [just forms and colors] type 1 in the code, so I'm not going to include to make it easier to forget.


    function addvijand2 {(evt:Event)}
    var vijand2: MovieClip = new MovieClip();
    vijanden2.push (vijand2);
    vijand2. Graphics.beginFill (0x22FF00);
    vijand2. Graphics.drawCircle (-5, 10, 10);
    vijand2.x = (Math.random () * 260) + 20;
    vijand2.y = (Math.random () * 200) + 10;
    var glow2:GlowFilter = new GlowFilter();
    glow2. Color = 0x22FF00;
    glow2.Alpha = 1;
    glow2.blurX = 20;
    glow2.blury = 20;
    glow2. Quality = BitmapFilterQuality.HIGH;
    vijand2.filters = [glow2];
    addChild (vijand2);
    }

    function schieten (evt:Event) {}
    If {(spaceKeyDown)
    var mc: MovieClip = new MovieClip();
    mc.graphics.beginFill (0xFFCC00);
    mc.graphics.drawCircle (3,3,3);
    var glow: GlowFilter = new GlowFilter();
    Glow.Color = 0xFFCC00;
    Glow.Alpha = 1;
    glow.blurX = 10;
    glow.blurY = 10;
    Glow.Quality = BitmapFilterQuality.HIGH;
    MC.filters = [glow];
    MC.x = mc_schip.x;
    MC.y = mc_schip.y;
    mc.addEventListener (Event.ENTER_FRAME, moving);
    addChild (mc);
    }
    }


    function moving (evt:Event) {}
    evt. Target.y-= 20;
    for (var teller1:int = 0; teller1 < vijanden1.length; teller1 ++) {//here it searches if the ball hits an enemy of the table, deletes it if necessary.

    If ((vijanden1[teller1]!=null) & & (evt.target.hitTestObject (vijanden1 [teller1]))) {}
    MovieClip(vijanden1[teller1]).removeEventListener (Event.ENTER_FRAME, vijand1animatie);
    removeChild (vijanden1 [teller1]);
    Score += 2;
    scoretext. Text = "Note:" + score;
    vijanden1 [teller1] = null;
    teller1 +=-1;
    }
    }
    for (var teller2:int = 0; teller2 < vijanden2.length; teller2 ++) {}
    If ((vijanden2[teller2]!=null) & & (evt.target.hitTestObject (vijanden2 [teller2]))) {}


    removeChild (MovieClip (vijanden2 [teller2]));
    score += 10;
    scoretext. Text = "Note:" + score;
    vijanden2 [teller2] = null;
    teller2 +=-1;
    }
    }
    If (evt. Target.y < 0) {}
    MovieClip (evt.target) .removeEventListener (Event.ENTER_FRAME, moving);
    removeChild (MovieClip (evt.target));
    }
    }

    I think that the error is with the stage.addEventListener (Event.ENTER_FRAME, addvijand...);  part, because it is an ENTER_FRAME event, so he adds enemies of each image.

    But even when I move the loops in the functions of addvijand1/2, or change them, while loops, it still does not work...

    What I am doing wrong?

    Since I have nothing better to do here is a more dynamic version with more features. Now enemies explode, and the ship can be moved with the arrow keys left and right. In addition, it eliminates the need for both enemy who makes hit faster detection:

    stop();
    import flash.display.Graphics;
    import flash.display.MovieClip;
    import flash.display.Stage;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.filters.GlowFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Transform;
    // reusable instances
    var enemy:MovieClip;
    var bullet:MovieClip;
    // abstract Gprahics
    var g:Graphics;
    // ship speed
    var shipSx:Number = 3;
    // enemy types data
    var enemyTypes:Object = {      enemy1: {color: 0x00CCFF, shape: "circle", radius: 10, speed: 2, score: 2},
                                       enemy2: {color: 0x22FF00, shape: "rectangle", side: 20, speed: 1, score: 10}
                                  }
    var enemies:Array = [];
    // loop iterator
    var i:int = 0;
    var score:Number = 0;
    //these are the for loops that make the enemies spawn
    makeEnemies();
    
    stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDownHandler);
    stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUpHandler);
    
    function makeEnemies():void {
         for(i = 0; i < 8; i++) {
              enemies.push(makeEnemy("enemy1"));
              enemies.push(makeEnemy("enemy2"));
         }
    }
    
    function onKeyDownHandler(e:KeyboardEvent):void {
         switch(e.keyCode) {
              case 32:
                   addEventListener (Event.ENTER_FRAME, schieten);
              break;
    
              case 39:
              case 37:
                   // set ship move direction
                   mc_schip.dx = e.keyCode == 39 ? 1 : -1;
                   mc_schip.addEventListener (Event.ENTER_FRAME, shipMove);
              break;
         }
    
    }
    
    function shipMove(e:Event):void
    {
         mc_schip.x += shipSx * mc_schip.dx;
    }
    
    function onKeyUpHandler(e:KeyboardEvent):void {
         switch(e.keyCode) {
              case 32:
                   removeEventListener (Event.ENTER_FRAME, schieten);
              break;
    
              case 39:
              case 37:
                   mc_schip.removeEventListener (Event.ENTER_FRAME, shipMove);
              break;
         }
    }
    
    function makeEnemy(type:String):MovieClip {
         var data:Object = enemyTypes[type];
         enemy = new MovieClip();
         g = enemy.graphics;
         g.beginFill(data.color);
         switch(data.shape) {
              case "circle":
                   g.drawCircle(0, 0, data.radius);
              break;
    
              case "rectangle":
                   g.drawRect( -data.side * .5, -data.side * .5, data.side, data.side);
              break;
         }
         g.endFill();
         // add data to the object for further use
         enemy.data = data;
         placeEnemy(enemy);
         enemy.isAlive = true;
         enemy.filters = [glowFilter(data.color)];
         enemy.addEventListener(Event.ENTER_FRAME, enemyMove);
         return enemy;
    }
    
    function enemyMove(e:Event):void
    {
         enemy = MovieClip(e.target);
         enemy.y += enemy.data.speed;
         if(enemy.y > (stage.stageHeight + 10)) placeEnemy(enemy);
    }
    
    function placeEnemy(enemy:MovieClip):void {
         enemy.x = Math.random() * stage.stageWidth;
         enemy.y = Math.random() * -100;
         addChild(enemy);
    }
    
    function schieten(e:Event):void {
         bullet = new MovieClip();
         bullet.graphics.beginFill(0xFFCC00);
         bullet.graphics.drawCircle(0, 3, 3);
         bullet.filters = [glowFilter(0xFFCC00, 10)];
         bullet.x = mc_schip.x;
         bullet.y = mc_schip.y;
         bullet.addEventListener(Event.ENTER_FRAME, moveBullet);
         addChild(bullet);
    }
    
    function moveBullet(e:Event):void {
         bullet = MovieClip(e.target);
         bullet.y -= 20;
         bewegen(bullet);
         if (bullet.y < 0) {
              bullet.removeEventListener(Event.ENTER_FRAME, moveBullet);
              if (contains(bullet)) removeChild(bullet);
         }
    }
    
    function bewegen(bullet:MovieClip):void {
         // for each loop is faster
         for each(enemy in enemies) {
              if (bullet.hitTestObject(enemy)) {
                   // allows any bullet to die in exlosion
                   // although only first hit adjusts score
                   if (enemy.isAlive) {
                        enemy.isAlive = false;
                        enemy.addEventListener(Event.ENTER_FRAME, explode);
                        var trans:ColorTransform = new ColorTransform();
                        trans.color = 0xFFB895;
                        enemy.transform.colorTransform = trans;
                        score += enemy.data.score;
                   }
                   // bullet is used only once
                   removeChild(bullet);
                   bullet.removeEventListener(Event.ENTER_FRAME, moveBullet);
                   bullet = null;
                   // exit loop
                   break;
              }
         }
         scoretext.text = "Score: " + score;
    }
    
    function explode(e:Event):void {
         var eo:MovieClip = MovieClip(e.target);
         eo.alpha -= .3;
         eo.scaleY += .5;
         eo.scaleX += .5;
         if (eo.alpha <= 0) {
              // retuen to original state
              eo.isAlive = true;
              eo.transform.colorTransform =  new ColorTransform();
              eo.removeEventListener(Event.ENTER_FRAME, explode);
              placeEnemy(eo);
              eo.alpha = eo.scaleY = eo.scaleX = 1;
         }
    }
    
    function glowFilter(color:uint = 0x00CCFF, blur:Number = 20):GlowFilter {
         var f:GlowFilter = new GlowFilter();
         f.color = color;
         f.alpha = 1;
         f.blurX = blur;
         f.blurY = blur;
         f.quality = BitmapFilterQuality.HIGH;
         return f;
    }
    

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