Gilles Vandenoostende

Hi, I'm Gilles Vandenoostende - designer, illustrator and digital busybody with a love of language, based in Ghent, Belgium.

Archive for the ‘Develop’ Category

“SecurityError: Error #2000: No active security context.”

I encountered a strange bug in Flash player 10 today. A simple flash animation, scripted in AS3, which gave no errors inside the CS3 IDE threw the following error when run inside the browser (which was running flash player 10):

SecurityError: Error #2000: No active security context.

Now, the animation itself is completely static, no external content or links of any kind, so this error threw me off. A quick google search later, and I had tracked the bug down the the following innocuous line of code:

setTimeout(_launchTimer.start, 3000);

“_launchTimer” being a simple Timer object. The workaround, was to wrap the call to the timer’s start() function in an anonymous function, like so:

setTimeout(function():void{_launchTimer.start();}, 3000);

Very strange indeed… It seems like FP10 doesn’t like setTimout calling functions that aren’t in the same scope from where the setTimeout is being called for some reason. I’m blogging about this so that hopefully, other developers tearing their hair out at this strange bug might be helped by this.
Also, happy 2009 everybody!

Pet peeve #392 automatic region specific localization

As you may or may not know, Belgium is a funny old country. Not satisfied with just one national language, we decided to have 3 of the buggers, namely Dutch, French and German – with English as an unofficial fourth. This means that most of us are quite gifted multi-linguists, and can read, understand and write several of the 4 languages with varying degrees of success.

The peeve I have though, is that while the majority of the Belgian population is flemish (i.e. dutch-speaking), many international websites/applications throw all of us in with the french speaking lot by automatically changing the site’s language to french, based solely on the region from which we’re surfing.This became quite apparent this morning when I was checking the Facebook app on my iPod Touch, when I noticed that it had decided to automatically assume I was a french speaking belgian, and had translated the entire app since the last update.

As far as I could tell there was no immediate way to change the language back to english, so now I’m stuck with a francophone version of Facebook. It’s not that it’s a huge inconvenience – I can understand french just fine – but I just prefer to enjoy everything in it’s original language where possible. I don’t watch dubbed movies, or read translated books unless it was originally created in a language that I don’t know. I just feel that certain semantics are always lost in translation. So that’s why I want to use the Facebook app in English, thank you very much.The website itself seems to be spared this inconvenience for now.

Now, I’m all for localization – in fact I’ve written an actionscript framework to facilitate different flash site language version – but let’s not take away the choice of language from the user shall we?

Quick tip of the day: Local connection across security sandboxes

If you’re trying to make a flash site or AIR application that uses localconnection to connect to other sites, please remember to prefix your connection-name with an underscore.The reason for this, is that unless the name starts with a “_”, the flash/AIR runtime will prefix the connection-name with the name of the current domain and a colon (i.e. “domain:connectionname”), and as such, crossdomain/-sandbox connections will ultimately fail. Adding an underscore prevents this from happening, which allows you to do some cool stuff, like having a website interact with a desktop application – which is exactly what I’m trying to achieve with MultiLang.More on that later, for now, just enjoy the tip ;)


Hey all, long time no post. I’ve been very busy, what with my trip to Las Vegas for MIX08 (I still have to write a debrief for that), then a trip to San Francisco (still have to clean up and put my photos online), and a lot of hard work back at Proximity BBDO. But I’ve got some time now, so I decided to share something cool with you guys.

Any Flashdeveloper worth his salt knows the benifits (and shortcomings) of the cacheAsBitmap property. This property, introduced in Flash Player 8 3 years ago, enables the flash player to store a complex vector shape in its memory as a single rendered bitmapData object. The benifit of this, is rather than having to re-calculate/redraw every vector point manually every single frame, flash now only has to juggle 2 values, namely the x and y properties, of the cached object, resulting in massive performance gains in some cases.

cacheAsBitmap has a few downsides though, most noteably, the fact that as soon as you begin to scale or rotate your movieclip/sprite all performance gains are gone, but this is an acceptable sacrifice for most cases where cacheAsBitmap would be used, i.e. instances where there are lots of things moving on screen. More annoying though, is the fact that you can’t cache animated movieclips.

The reason I’m telling you all this, is because I recently had to create a crowdsurfing game for Proximity BBDO. You can see the result at (just click the “Speel & Win” bubble to start the game). An obvious design challenge I faced was the fact that I had to get dozens of fully animated characters on screen at playable framerates. The solution for this though, was found in the first version of my special AnimationSlicer package.

The implementation couldn’t be simpler; You create a new animationslicer object, you assign it a movieclip containing timeline based animations (sorry, no support for scripted animations at this time), and it’ll automatically cache every single frame in the animation as a bitmapData object. Then, once it’s finished caching the entire movieclip, it simply replaces the movieclip on the stage and uses an internal timer to play the cached frames at a specified framerate, which can differ from the stage’s framerate – i.e. the game runs at 30fps, but all animations can run at 24fps, again gaining performance. Here’s some sample code:

import com.vandenoostende.animation.slicer.AnimationSlicer;

*@param movieclip The movieclip containing the animation to be cached.
*@param framerate The framerate the animation should run at. If 0, it runs at the stage’s framerate
*@param id The id for the animation. The animationSlicer then stores the cached frames in a
* central repository under this id and re-uses the frames for future animations
* cached under the same id. If empty, it just creates a new set of cached frames
* every time. OPTIONAL

function sliceAnimation(movieclip:MovieClip, framerate:int = 0, id:String = “”):AnimationSlicer{
return new AnimationSlicer(movieclip, true, true, framerate, id);

//slice the movieclip
sliceAnimation(animation_mc, 30, “animation_mc”);

This has a lot of advantages, the biggest of all being speed. Compare these 2 examples to see the immediate benifit from using my class
(be aware, it is possible that your computer might hang for a few moments when opening the ‘With’ link, as the site caches the animations first time round, I solved this in the game by writing a special preloader for the game which precached all required animations before starting the game proper) :

  1. With AnimationSlicer
  2. Without AnimationSlicer

(the animations are made by Eugene and Louise, freelance animators/designers from Antwerp, Belgium)As you can see, in some cases, this results in a nearly 500% increase in performance (5 fps vs. 24 fps). Of course, there are a couple of drawbacks:

1. Memory usage. As the slicer stores every single frame as an uncompressed bitmapdata object, this can get your memory usage quite out of hand if you’re not careful. I did forsee the ability to re-use cached frames between the same movieclips, so once animation has been cached you can re-use it across the entire site with zero memory increase and zero lag.
2. Initial caching phase. The first time you create an AnimationSlicer for a movieclip it runs through the animation step by step at 24 frames per second, regardless of the stage’s framerate. This was a concious design decision on my part, and serves to relieve the strain on the CPU during the caching phase. The animationslicer does dispatch a few events to let you know when the animation has finished caching. That way you can do a silent/invisible pre-cache without the user being exposed to jerky animations.
3. No scripted animation. As mentioned above, no scripting is supported at the moment. The animationSlicer does have most properties and methods a MovieClip does (i.e. gotoAndStop(), gotoAndPlay(), nextFrame(), and currentFrame, currentFrameLabel properties, as well as dispatching an ENTER_FRAME event, so you could easily write a wrapper class for the AnimationSlicer which turns the cached animation into something more controllable. I created several scripted animationloops for the game using this technique.
4. Same limitations as cachAsBitmap. So no scaling or rotating the animation after it’s been cached, or else you might get aliased pixels (jaggies).

If you can live with these shortcomings (some of which might be fixed in future releases, especially point 2 or 3), then you can reap the benifits of cached animations!

Click here to download. (sources and examples)

Creative Commons License

This work, unless otherwise expressly stated, is licensed under a
Creative Commons Attribution-Noncommercial-Share Alike 2.0 Belgium License

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