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Subject: | Re: FLASH: flash clock |
From: | John Croteau |
Date: | Sun, 14 Feb 1999 23:34:04 GMT |
Hi Martin,
There is one FS Command needed StartClock which tells the JavaScript to
start sending commands to Flash.
In the JavaScript there are 5 (or more) Flash Methods sending
the units of seconds
jc().TGotoLabel('_level0/Clock/1Second', S1);
the tens of secomds
the units of minutes
the tens of minutes and
the hours.
Each of these point to the correct point in a Movie Clip
that will show the time at the moment.
Unlike the timer that freeruns, the clock in Flash has no movement of
its own.
It runs by a constant flow of the time from the system clock. The
current time is sent to the clock 10 times a second which makes a very
accurate clock. Note if your computer is very busy the clock may not
update and you may lose a display or two on the clock but at the next
update the clock is as accurate as your system clock because when it is
updated it is always accurate.
I have analyzed why other Flash clocks on the Web fail and create errors
after a being on a while and this is because in an effort to not waste
time updating the Flash Clock when the time or an element of the time
has not changed they end up looping tens of thousands of times with 'If
Then' loops which eventually overload the JavaScript engine which then
responds with script errors.
My RunClock function has no loop and completes it actions that send all
the needed Flash Methods that describe the complete current time. It is
reactivated by the setTimeout JavaScript Method every tenth of a second.
It can and does run days ata time without fail.
----------- -----------------------
John Croteau croteauerols [dot] com (mailto:croteauerols [dot] com)
------------- -------------------------
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Replies
FLASH: flash clock, Martin Reed
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