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<channel>
	<title>Comments for Game Haxe</title>
	<atom:link href="http://gamehaxe.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamehaxe.com</link>
	<description>Experimenting with Web Game Development</description>
	<lastBuildDate>Thu, 11 Mar 2010 23:54:43 +0000</lastBuildDate>
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		<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by scorpion</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-486</link>
		<dc:creator>scorpion</dc:creator>
		<pubDate>Thu, 11 Mar 2010 23:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-486</guid>
		<description>Could someone tell me what I might have done wrong? HaxeTest was buil, but linking with c++ gives this error.
Thanks

Undefined symbols:
  &quot;_start_thread&quot;, referenced from:
      thread_create(_value*, _value*)in libstd.iphonesim.a(Thread.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
		  &quot;_start_thread&quot;, referenced from:
		      thread_create(_value*, _value*)in libstd.iphonesim.a(Thread.o)
		ld: symbol(s) not found
		collect2: ld returned 1 exit status
Build failed (1 error)</description>
		<content:encoded><![CDATA[<p>Could someone tell me what I might have done wrong? HaxeTest was buil, but linking with c++ gives this error.<br />
Thanks</p>
<p>Undefined symbols:<br />
  &#8220;_start_thread&#8221;, referenced from:<br />
      thread_create(_value*, _value*)in libstd.iphonesim.a(Thread.o)<br />
ld: symbol(s) not found<br />
collect2: ld returned 1 exit status<br />
		  &#8220;_start_thread&#8221;, referenced from:<br />
		      thread_create(_value*, _value*)in libstd.iphonesim.a(Thread.o)<br />
		ld: symbol(s) not found<br />
		collect2: ld returned 1 exit status<br />
Build failed (1 error)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Wordpress markdown.php Unknown modifier &#8216;&#124;&#8217; by Martin McCallion</title>
		<link>http://gamehaxe.com/2009/02/04/wordpress-markdownphp-unknown-modifier/comment-page-1/#comment-485</link>
		<dc:creator>Martin McCallion</dc:creator>
		<pubDate>Tue, 09 Mar 2010 00:21:28 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=103#comment-485</guid>
		<description>Cheers, mate, I&#039;m another one it worked for.  You should try to submit the fix formally.  It doesn&#039;t seem to be reported, as far as I can tell, even though the bug turns up in loads of blogs.</description>
		<content:encoded><![CDATA[<p>Cheers, mate, I&#8217;m another one it worked for.  You should try to submit the fix formally.  It doesn&#8217;t seem to be reported, as far as I can tell, even though the bug turns up in loads of blogs.</p>
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	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by Huge</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-483</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Tue, 02 Mar 2010 08:50:09 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-483</guid>
		<description>Hi fluxa,
I&#039;m wondering if it is also a project setting and the swf file is getting somehow translated when it is placed on the device.  Does the file run Ok from the desktop version of the code?  I was also thinking that I have not  thoroughly tested the swf code on the hxcpp target, mainly the neko target, so there may be an issue in the gzip code.

Your error with the images looks like the selection code (which does something quite similar to rendering) interfering with the render cache.

I&#039;m currently working hard on a re-write of the nme code, but I will have a look at the swf/gzip code because that will be the same in the new version.  The selection however will be a bit different, so I don&#039;t want to spend too much time on it.  If you can send me a little bit of source code, I&#039;ll see if there is anything dumb I&#039;m doing there.  You can email me at &quot;huge&quot; at this site.</description>
		<content:encoded><![CDATA[<p>Hi fluxa,<br />
I&#8217;m wondering if it is also a project setting and the swf file is getting somehow translated when it is placed on the device.  Does the file run Ok from the desktop version of the code?  I was also thinking that I have not  thoroughly tested the swf code on the hxcpp target, mainly the neko target, so there may be an issue in the gzip code.</p>
<p>Your error with the images looks like the selection code (which does something quite similar to rendering) interfering with the render cache.</p>
<p>I&#8217;m currently working hard on a re-write of the nme code, but I will have a look at the swf/gzip code because that will be the same in the new version.  The selection however will be a bit different, so I don&#8217;t want to spend too much time on it.  If you can send me a little bit of source code, I&#8217;ll see if there is anything dumb I&#8217;m doing there.  You can email me at &#8220;huge&#8221; at this site.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by fluxa</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-482</link>
		<dc:creator>fluxa</dc:creator>
		<pubDate>Sat, 27 Feb 2010 11:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-482</guid>
		<description>Hi again,

I have this simple example where I&#039;m loading a png using the Loader class, add it to the stage with a enter frame listener which moves the displayobject around the stage.

I&#039;ve noticed if I make a mouse event (any, i.e: touch the screen) all the moving objects on the stage get distorted.

some screenshots here: http://tinyurl.com/y9jfyhf

I&#039;m not sure but I think this is related with the GetObject method called in the DisplayObject class (neash.display.DisplayObject).</description>
		<content:encoded><![CDATA[<p>Hi again,</p>
<p>I have this simple example where I&#8217;m loading a png using the Loader class, add it to the stage with a enter frame listener which moves the displayobject around the stage.</p>
<p>I&#8217;ve noticed if I make a mouse event (any, i.e: touch the screen) all the moving objects on the stage get distorted.</p>
<p>some screenshots here: <a href="http://tinyurl.com/y9jfyhf" rel="nofollow">http://tinyurl.com/y9jfyhf</a></p>
<p>I&#8217;m not sure but I think this is related with the GetObject method called in the DisplayObject class (neash.display.DisplayObject).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by fluxa</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-481</link>
		<dc:creator>fluxa</dc:creator>
		<pubDate>Sat, 27 Feb 2010 07:10:26 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-481</guid>
		<description>Hi, thanks! it works great but I have a couple of questions.

I&#039;ve been trying to load assets from external files:

First, when I tried to load a PNG using:

bitmap = new Bitmap(nme.display.BitmapData.Load(&quot;myimage.png&quot;));

On the iPhone console I got an error:

pnglib - CgBI: unknown critical chunk

I fixed that adding a user defined setting in the project configuration, like this:   

User-Defined:
IPHONE_OPTIMIZE_OPTIONS &#124; -skip-PNGs

now I&#039;d like to embed or load a SWF file, create an instance and add it to the stage, is it possible?

I tried:

var data = new flash.utils.IDataInput(neko.io.File.read(&quot;sweetswf.swf&quot;,true));
var swf = new neash.swf.SWF(data);

but I&#039;m getting this error:

Error ZLib Error : -5

and the app crashes.
 
Has anyone successfully done this?

Thanks!!</description>
		<content:encoded><![CDATA[<p>Hi, thanks! it works great but I have a couple of questions.</p>
<p>I&#8217;ve been trying to load assets from external files:</p>
<p>First, when I tried to load a PNG using:</p>
<p>bitmap = new Bitmap(nme.display.BitmapData.Load(&#8220;myimage.png&#8221;));</p>
<p>On the iPhone console I got an error:</p>
<p>pnglib &#8211; CgBI: unknown critical chunk</p>
<p>I fixed that adding a user defined setting in the project configuration, like this:   </p>
<p>User-Defined:<br />
IPHONE_OPTIMIZE_OPTIONS | -skip-PNGs</p>
<p>now I&#8217;d like to embed or load a SWF file, create an instance and add it to the stage, is it possible?</p>
<p>I tried:</p>
<p>var data = new flash.utils.IDataInput(neko.io.File.read(&#8220;sweetswf.swf&#8221;,true));<br />
var swf = new neash.swf.SWF(data);</p>
<p>but I&#8217;m getting this error:</p>
<p>Error ZLib Error : -5</p>
<p>and the app crashes.</p>
<p>Has anyone successfully done this?</p>
<p>Thanks!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by Huge</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-478</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Sat, 20 Feb 2010 02:21:04 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-478</guid>
		<description>Hi Idealprod,
There is some code in NME that tries to locate the font on the system.  It does

if strcasecmp(inName.c_str(),&quot;arial.ttf&quot;))
    outFile = FONT_BASE &quot;Arial.ttf&quot;;

Where FONT_BASE is &quot;/System/Library/Fonts/Cache/&quot; for the iphone (different for the simulator).  Maybe this assumption is wrong?

Also, you should not try to create a text field (eg, in a static initializer) before the call nme.Lib.Init, since the fonts will not have been initialized.

If you have included the font in your project, you could try &quot;./ARIAL.TTF&quot; to force it to use the local font.  If you do not set the font explicitly, you could try neash.text.TextField.mDefaultFont = &quot;./ARIAL.TTF&quot;.

As for flash.XML, you have to use the haxe &quot;Xml&quot; class if you want to be cross-platform.

Hope this helps,

Hugh</description>
		<content:encoded><![CDATA[<p>Hi Idealprod,<br />
There is some code in NME that tries to locate the font on the system.  It does</p>
<p>if strcasecmp(inName.c_str(),&#8221;arial.ttf&#8221;))<br />
    outFile = FONT_BASE &#8220;Arial.ttf&#8221;;</p>
<p>Where FONT_BASE is &#8220;/System/Library/Fonts/Cache/&#8221; for the iphone (different for the simulator).  Maybe this assumption is wrong?</p>
<p>Also, you should not try to create a text field (eg, in a static initializer) before the call nme.Lib.Init, since the fonts will not have been initialized.</p>
<p>If you have included the font in your project, you could try &#8220;./ARIAL.TTF&#8221; to force it to use the local font.  If you do not set the font explicitly, you could try neash.text.TextField.mDefaultFont = &#8220;./ARIAL.TTF&#8221;.</p>
<p>As for flash.XML, you have to use the haxe &#8220;Xml&#8221; class if you want to be cross-platform.</p>
<p>Hope this helps,</p>
<p>Hugh</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by Idealprod</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-477</link>
		<dc:creator>Idealprod</dc:creator>
		<pubDate>Thu, 18 Feb 2010 22:58:34 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-477</guid>
		<description>Fixed.
I have included ARIAL.TTF in my XCode project.

Could you answer my old post questions ?</description>
		<content:encoded><![CDATA[<p>Fixed.<br />
I have included ARIAL.TTF in my XCode project.</p>
<p>Could you answer my old post questions ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on 3 Years On by kdj</title>
		<link>http://gamehaxe.com/2010/02/07/3-years-on/comment-page-1/#comment-476</link>
		<dc:creator>kdj</dc:creator>
		<pubDate>Wed, 17 Feb 2010 11:26:40 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=279#comment-476</guid>
		<description>Nice! Keep up the good work! :)</description>
		<content:encoded><![CDATA[<p>Nice! Keep up the good work! <img src='http://gamehaxe.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe, iPhone &amp; C++ At Last by Idealprod</title>
		<link>http://gamehaxe.com/2009/07/28/haxe-iphone-cpp-at-last/comment-page-3/#comment-475</link>
		<dc:creator>Idealprod</dc:creator>
		<pubDate>Thu, 11 Feb 2010 16:11:25 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=206#comment-475</guid>
		<description>Hum... When I use gdb on iPhone device (real) i get many error messages which says &quot;Bad font ; ARIAL.TTF&quot;... How can I fix that ?</description>
		<content:encoded><![CDATA[<p>Hum&#8230; When I use gdb on iPhone device (real) i get many error messages which says &#8220;Bad font ; ARIAL.TTF&#8221;&#8230; How can I fix that ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Haxe Preloader For Flash &#8211; Written in Haxe. by Huge</title>
		<link>http://gamehaxe.com/2009/02/04/haxe-preloader-for-flash-written-in-haxe/comment-page-1/#comment-474</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Thu, 11 Feb 2010 15:46:13 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=108#comment-474</guid>
		<description>Hi Drakim,
Sorry, I think this solution is currently broken without compiler support for changing the flash.boot class.  I&#039;ll probably re-visit this in a couple of months.

Hugh</description>
		<content:encoded><![CDATA[<p>Hi Drakim,<br />
Sorry, I think this solution is currently broken without compiler support for changing the flash.boot class.  I&#8217;ll probably re-visit this in a couple of months.</p>
<p>Hugh</p>
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