Forum Index > Looking for guidelines
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Kevin Hanes 29 months ago
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There are a couple of options! For Flash I suggest OpenZoom:
http://openzoom.org/ I would also recommend Seadragon Ajax (it came from the
group I work with, fyi): http://livelabs.com/seadragon-ajax/ There's a Library
as well as a simple Embed. I'd love to see what you come up with! -Kevin
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xannax.prozaxx 29 months ago
ActivityRank: 0
thanks! Openzoom seems interesting...I will probably use it, or at least borrow
lines of code. I'd rather re-code than use it as is for learning purposes as
well as to accommodate my hungry ego. my I had heard of it but if you recommend
it then I am reassured regarding its quality. Seadragon Ajax is new to me.
Sadly it does not fit my purpose at all, but the idea is simply awesome. The
architecture I am considering goes like this: interface (captures
keyboard/mouse, overlays static graphics, passes instructions to canvas)
---> canvas (determines what is visible and performs scaling on required
objects) ---> objects (icons, applications, texts, etc) So: - The interface
captures a key event, let's say, (+), or mousewheel down. - The canvas would
first calculate what objects are visible in the next frame, then send
instructions to those objects, with their next scale as argument. - the objects
would then render a relevant graphic (for example, I want titles to remain the
same size at all times). According to you, does this make sense? Knowing that
each object has it's own different views relative to its Z position (like I
said, titles don't scale, some objects display more information about their
content when they are close, etc), do you think it would be better to put them
all in a layer object and manipulate that layer, then send relevant data to the
objects so they render another graphic? I think it is a bad idea as it would
require to scale the whole layer on each frame, even if some stuff is not
visible, but it might be quicker because the objects would be re-rendered only
when they cross a certain limit. May I ask your opinion on this matter? [edit]
I do not know how much you know flash (please do not take it as an offense, one
can never be too sure), but to the extent of my knowledge, in AS3, I have no
access to graphic cards capabilities or cache or memory management, so in order
to optimize my code, I can only manipulate objects.
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xannax.prozaxx 29 months ago
ActivityRank: 0
Also, another few questions, if I may bother you more: - the app I am thinking
of will hardly ever have anything to do with scaling images. It will probably
scale icons and texts most of the time. Is openZoom relevant in such a case? -
Knowing that my app should be open to additional applications, the most logical
thing to do would be to have the coder of each application provide several
icons, let's say 10, each on a different scale, and load these icons when
needed. This said, knowing that the app is on the net, failing to load the
icons when attaining a particular scale would leave an empty icon for a while,
something that is simply not possible. The app should remain slick at all
times. Facing this issue, I have three solutions, as far as I can see: 1) load
all icons size from scratch. pros: they are cached and ready to be used
anytime. Cons: longer loading times, and in case there are many icons, more
memory required than it should (unless I make an icon cache library that I
re-use for similar icons, but it might get complicated, and no guarantee that
the same icon will be re-used enough to make this relevant) 2) use the scaled
icon until the new icon is loaded. Pros: shorter loading times, loading only
what's needed. Cons: if the user scales up/down several times very fast, on
different points, I might end up with dozens of downlads at the same time. This
would require an advanced loading queue (knowing that flash doesn't allow for
resuming, icons that began loading and are abandoned will have to be downloaded
all over again). 3) have the coder provide one high-scale resolution of his/her
icon, and calculate pixel maps of resized versions for all sizes. Pros: easier
time for the coder/designer, all icons are available from start. Cons: same as
in option 1, lots of memory required. I might simply do this: 4) require a
vector icon, in swf or svg. Although if I understand correctly, transformations
on vector objects are slower than on pixels (in flash at least). Pros: easier
time for the designer, only one icon to load; can be scaled to any level
without pixelation; nothing to cache but the original icon. Cons: maybe slower?
No freedom for the designer: he has to make a vector icon. Lots of
questions.....And I have many more coming. You do not have to answer. I am
posting just in case you or someone has a suggestion, or simply thoughts.
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tradeking2008 28 months ago
ActivityRank: 0
Hi, I am looking for a programmer who can help me complete a flash deep zoom
project. A programmer is need to complete the following two tasks. 1. A
programmer who is familiar with Flash deep zoom and Zoomify libraries is needed
to finish fixing a minor issue with fading two images together using
transitions inside a deep zoom image. 2. Add an additional feature to an RSS
feed. The project is available on elance:
http://www.elance.com/php/bid/main/proposalList.php?jobid=18259882 Thanks,
Tradeking2008
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ActivityRank: 0