I figured I would give it another shot and I think I’ve got a reasonably stable version of Campsite. It doesn’t seem to error out from what I’ve tested. Basic functionality is simple.
- Enter the sub domain for your campsite account (if in the url it says someplace.campfirenow.com then you would enter someplace in the field)
- Enter your email address and password, at this point it will log you in
- Choose a room to join
- After you choose a room it will load up the current chat of the room. Don’t click around or anything until you see chat messages in the display, or you will probably break it
- Type a message and click send, after sending a message it will auto-refresh
- If you want to see new messages others have typed click the refresh button
So far that is all there is to it. Its pretty simple and very unfriendly as far as usability and design goes, but that can be taken care of later.
You will need to download AIR, which can be found here.
Then next you will need to download campsite which is here
Give it a try and let me know how it works. Hope someone finds this interesting.
I have not had the time necessary to continue to work on Campsite. I really want to get this thing up and running, so hopefully sometime this week or maybe the beginning of next week I will have some spare time to throw at it.
So this is pretty lame. In flash when you see a sandbox violation you immediately think “Do I have a crossdomain.xml file to allow this?” so you then go check and if not it usually fixes it. Well, this is not the case all the time. I was trying to make a request and instead of http:// I typed http:/. By forgetting the second slash it threw a sandbox violation instead of just simply saying invalid url or something a bit more descriptive. Anyways thats my rant on non-descriptive error messages. They waste time!
I imported in a couple of old posts from my blogger account today. They are all about programming and AS3 so not too interesting if you are here for any other reason I guess.
So you would think this would be pretty simple. An eval here an eval there and you would be done right? Nope. The reason this is difficult is because flash does not import a class even though you have the import statement in the actionscript unless the class is actually used. So the solution is to instantiate a dummy object, which will then force flash to import the class that is necessary to perform the eval().
import test;
var dummy:test = new test(); //flash does not import the class unless it is instantiated, so the eval will fail without this line
var func = eval("test");
trace(typeof(func)); //func is equal to a function, or the test class constructor
var obj = new func;
trace(typeof(obj)); //obj is equal to the object type of test