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5. Create a new layer and name it parkSign. Move this layer below the dog_1 layer. Drag the parkSign Movie Clip symbol, located in the parkSignElements folder in the Library, to the lower-right corner of the Stage. In the Instance Panel, assign the instance the name parkSign. In the Transform Panel, reduce the size of the parkSign instance to 50.0%, as shown in Figure 19-6. 6. Create a new layer called actions, and place it above all the other layers. Double-click the first keyframe of this layer. In the Actions Panel (in Expert Mode), add the following actions:
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As mentioned at the beginning of this chapter, there are many commercial plug-in developers. To investigate some of the others, visit http://solutions.filemaker. com and enter plugins in the Search field. Additionally, although it will require that you know how to write C or C++ code, 24U Software makes 24U FM Template freely available so that you have a shell for writing your own FileMaker Pro 7 and 8 plug-ins.
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computers that have traditionally been used solely as clients communicate directly among themselves and can act as both clients and servers, assuming whatever role is most ef cient for the network. This reduces the load on servers and allows them to perform specialized services (such as mail-list generation, billing, etc.) more effectively. As computers become ubiquitous, ideas for implementation and use of P2P computing are developing rapidly and gaining importance. Both peer-to-peer and Grid technologies focus on the exible sharing and innovative use of heterogeneous computing and network resources. 21.3.5.1 JXTA A family of protocols speci cally designed for P2P computing is JXTA [37]. The term JXTA is derived from juxtapose and is simply meant to denote that P2P computing is juxtaposed to client/server and Web-based computing. As such, JXTA is a set of open, generalized P2P protocols, de ned in XML messages, that allows any connected device on the network ranging from cell phones and wireless PDAs to PCs and servers to communicate and collaborate in a P2P manner. Using the JXTA protocols, peers can cooperate to form self-organized and self-con gured peer groups independent of their positions in the network (edges, rewalls), and without the need for a centralized management infrastructure. Peers may use the JXTA protocols to advertise their resources and to discover network resources (services, pipes, etc.) available from other peers. Peers form and join peer groups to create special relationships. Peers cooperate to route messages allowing for full peer connectivity. The JXTA protocols allow peers to communicate without the need to understand or manage the potentially complex and dynamic network topologies that are becoming common. These features make JXTA a model for implementing P2P Grid services and applications [6]. 21.3.6 Frameworks, component models, and portals Besides these library and language-tool approaches, entire programming environments to facilitate the development and deployment of distributed applications are available. We can broadly classify these approaches as frameworks, component models, and portals. We review a few important examples. 21.3.6.1 Cactus The Cactus Code and Computational Toolkit [38] provides a modular framework for computational physics. As a framework, Cactus provides application programmers with a high-level API for a set of services tailored for computational science. Besides support for services such as parallel I/O and parallel check pointing and restart, there are services for computational steering (dynamically changing parameters during a run) and remote visualization. To build a Cactus application, a user builds modules, called thorns, that are plugged into the framework esh. Full details are available elsewhere in this book. 21.3.6.2 CORBA The Common Object Request Broker Architecture (CORBA) [9] is a standard tool in which a metalanguage interface is used to manage interoperability among objects. Object
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Duplicating MovieClip instances is great assuming you already have an instance on the stage to duplicate. But if you don t already have any authoring-time instances on the stage you re not going to be able to accomplish much with duplicateMovieClip(). Instead, you ll want to use the attachMovie() method. This method enables you to add new MovieClip instances to your movie from MovieClip symbols in the library. When you want to use the attachMovie() method to programmatically add instances from the library you ll need to do a little preplanning. Here s why: Flash exports into the SWF only the symbols that are actually used in the movie. This is a feature that makes sure that your SWF files are not filled with unused symbols. But if you want to use some of those symbols programmatically, you need to make sure that Flash exports them in the SWF. To accomplish this you should do the following: 1. Open the library (choose Window Library or F11). 2. Select the Movie Clip symbol in the library that you want to add programmatically. 3. Either from the library menu or from the right-click/ -click menu, choose the Linkage option (see Figure 14-1).
1. In Layout mode, select the objects you want to align. (You can hold down the Shift key to select additional objects after the first object or simply drag a selection rectangle around all the objects.)
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Because these two new variables need to constantly update, it is easiest and clearest to put these two new variables within the onClipEvent action of the ball Movie Clip along with the other code that is constantly updating. Click evaluate in the actions toolbox and type in these two lines of code: nowBy = _root.ball._y; nowBx = _root.ball._x; On the left side of the equal sign (assignment operator) is the variable s name; on the right side is a new Flash 5 ActionScript way of defining exactly what property of which Movie Clip is to be tracked. Don t use the keyword this in this instruction because there s only one Movie Clip (ball) that we want to track. Also notice that we specified the Movie Clip from _root. This tells Flash to get the x position of ball using the coordinate space of the Main Timeline s Stage. Because the coordinates of the grid location will be tracked in the Main Timeline coordinate space, the ball coordinates that we are comparing it to must be in that same coordinate space, or the results will not work as expected. Line-by-line analysis: Lines 4 through 7 of the mazeGrid Look at the following lines: if (_root.ball.nowBx < this.location.xMax -1) { _root.left = false; _root.ball._x -= 5; } These are the first of four if statements that test which side of the grid piece the ball collided with and then set the appropriate direction variable to false. These if statements only need to be tested if a collision has been detected; therefore, they must be nested inside the if . . . .hitTest statement. These four sub if statement tests execute only if there has been a collision.
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