Amethyst Actionscript editor

I never like eclipse and hated all its problems.
Unfortunately Adobe decided to implement its editor over eclipse and also other nice editors, like fdt, used the eclipse framework to build their own editors.
I used Visual Studio for a while but that was enough to make me fall in love with it.
Visual Studio is indeed the best editor at all, without doubts!
Finally I discovered an interesting project for editing actionscript projects integrated into Visual Studio.
Amethyst is still in beta and probably too premature to be used in large production environment, but it’s a great news for me.
I hope they’ll continue in the development and create a serious competitor for Flash Builder.
For more info visit their product page: http://www.sapphiresteel.com/Amethyst-Product-Page

ZaaIL adds support for 40+ image format to Flash

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This is indeed a great news ( I’m thinking in particular to the benefits it can have for us at Aviary )!
This actionscript library is a porting of the DevIL library. And in fact reading at the features list of the DevIL library you can see that a lot of image formats are currently supported:
  • Windows Bitmap – .bmp
  • Dr. Halo – .cut
  • Multi-PCX – .dcx
  • Dicom – .dicom, .dcm
  • DirectDraw Surface – .dds
  • OpenEXR – .exr
  • Flexible Image Transport System – .fits, .fit
  • Heavy Metal: FAKK 2 – .ftx
  • Radiance High Dynamic – .hdr
  • Macintosh icon – .icns
  • Windows icon/cursor – .ico, .cur
  • Interchange File Format – .iff
  • Infinity Ward Image – .iwi
  • Graphics Interchange Format – .gif
  • Jpeg – .jpg, .jpe, .jpeg
  • Jpeg 2000 – .jp2
  • Interlaced Bitmap – .lbm
  • Homeworld texture – .lif
  • Half-Life Model – .mdl
  • MPEG-1 Audio Layer 3 – .mp3
  • Palette – .pal
  • Kodak PhotoCD – .pcd
  • ZSoft PCX – .pcx
  • Softimage PIC – .pic
  • Portable Network Graphics – .png
  • Portable Anymap – .pbm, .pgm, .pnm, .pnm
  • Alias | Wavefront – .pix
  • Adobe PhotoShop – .psd
  • PaintShop Pro – .psp
  • Pixar – .pxr
  • Raw data – .raw
  • Homeworld 2 Texture – .rot
  • Silicon Graphics – .sgi, .bw, .rgb, .rgba
  • Creative Assembly Texture – .texture
  • Truevision Targa – .tga
  • Tagged Image File Format – .tif
  • Gamecube Texture – .tpl
  • Unreal Texture – .utx
  • Quake 2 Texture – .wal
  • Valve Texture Format – .vtf
  • HD Photo – .wdp, .hdp
  • X Pixel Map – .xpm
  • Doom graphics

Flex sdk 3.5.0 problem with ternary operators

I’ve got problems to isolate the problem into a very big project with many linked sources. After hours inspecting and commenting lines of code trying to figure out the reason why flex gave me an “internal error” I found the problem.
This very simple script was crashing the flex compiler if using the Good Cause And Effect Essays 3.5.0 sdk ( revision 3.5.0.12683 ).
Fortunately the 4.0.0 compiler works fine. At the end it seems to be the combination of “+” and “-” and the ternary operator.

package { import flash.display.Sprite; public class ternary_test extends Sprite { public function ternary_test() { var n: Number = 0; var d: int = 3; var k: int = 5; var j: int = 10; n = 1 + ( -( d == 0 ? k : j ) ); trace( "n=" + n ); } } }

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Writing The Winning Thesis Or Dissertation 3rd Edition     [mxmlc] Loading configuration file /Applications/Adobe Flash Builder 4 Plug-in/sdks/3.5.0/frameworks/flex-config.xml     [mxmlc] Error: null     [mxmlc] java.lang.NullPointerException     [mxmlc] at macromedia.asc.semantics.ConstantEvaluator.evaluate(ConstantEvaluator.java:1290)     [mxmlc] at macromedia.asc.parser.UnaryExpressionNode.evaluate(UnaryExpressionNode.java:51)     [mxmlc] at macromedia.asc.semantics.ConstantEvaluator.evaluate(ConstantEvaluator.java:2153)     [mxmlc] at macromedia.asc.parser.ListNode.evaluate(ListNode.java:44)     [mxmlc] at macromedia.asc.semantics.ConstantEvaluator.evaluate(ConstantEvaluator.java:1497)     [mxmlc] at macromedia.asc.parser.BinaryExpressionNode.evaluate(BinaryExpressionNode.java:56)     [mxmlc] at macromedia.asc.semantics.ConstantEvaluator.evaluate(ConstantEvaluator.java:2124)     [mxmlc] at macromedia.asc.parser.ArgumentListNode.evaluate(ArgumentListNode.java:45)...

Vector.splice bug

Today I’ve spent a lot of time trying to understand why I was so stupid because I wasn’t able to concatenate 2 vectors of int using splice.
But for what you can read from the *official* Adobe documentation, which says (about the third parameter for the splice method):

Ok, that’s why I didn’t know why I couldn’t manage to make it work! This simple code gives wrong results:

v1.push(1); v1.push(2);
v1.push(3);
v1.push(4);

var v2: Vector.</int><int> = new Vector.</int><int>();
v2.push(100);
v2.push(200);  
v1.splice( 1, 1, v2 );  

// Expected result: [1,100,200,3,4]
// Actual result: [1,0,3,4] </int>

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