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    <title>db.net/blog</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/" />
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    <id>tag:www.danielboyle.net,2008-02-13:/blog//1</id>
    <updated>2008-11-05T15:24:16Z</updated>
    
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type Publishing Platform 4.01</generator>

<entry>
    <title>New Feature: iPhone-compatible portfolio</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/11/new_feature_iphonecompatible_p.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.84</id>

    <published>2008-11-04T21:14:36Z</published>
    <updated>2008-11-05T15:24:16Z</updated>

    <summary>I&apos;ve just added an additional feature to my site - an iPhone-compatible version of my portfolio. One of the reasons I have used Flash for my main site for the last few revisions was the ease of updating via the...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p>I've just added an additional feature to my site - <a href="/noflash.php">an iPhone-compatible version of my portfolio</a>.</p>
<p>One of the reasons I have used Flash for my main site for the last few revisions was the ease of updating via the XML files. This allowed to to easily and quickly update my portfolio. What used to happen was I'd create my portfolio, and by the time I motivated to update everything, I'd essentially have to rebuild the site from scratch. This version uses PHP to read the same XML file that powers the Flash version, although for the sake of load time and preventing interminable scrolling, I only load projects that have been flagged as <em>new</em>.</p>
<h3>Why?</h3>
<p>Last week, a Creative Director here at <em>Organic</em> made a comment that while he doesn't always appreciate the aesthetic of single-page portfolios, he loves being able to check out a link on his iPhone and browse it easily. In the age of smartphones, it's a good point.</p>
<p>As far as why PHP, it's simply to move the processing off of the user's browser. JQuery is much easier when it comes to processing HTML, however it relies on the browser's Javascript engine to read the file and create usable HTML. On a mobile device such as the iPhone, that will hurt performance, whereas my server can handle the load without blinking, even with many simultaneous requests. Also, JQuery doesn't create 'actual' HTML, so search engines would not index it properly. I'd imagine that other mobile browsers such as Opera Mini, or browsers on the Blackberry or Windows Mobile platforms (and lower-power processors than the iPhone) Javascript performance is poor.</p>
<p>So, the site is up. It's accessible as a <a href="/noflash.php">direct link</a> which you can find here, or as a link if the Flash detection fails on the <a href="/index.html">main page</a>.</p>
<p>Also, <a href="http://www.kirupa.com/developer/php/php5_simpleXML.htm">I used this excellent PHP5 tutorial</a> to help me figure out the backend code (since I'm not a PHP expert by any means).</p>]]>
        
    </content>
</entry>

<entry>
    <title>This was a Bad Idea.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/11/this_was_a_bad_idea.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.83</id>

    <published>2008-11-03T16:26:23Z</published>
    <updated>2008-11-03T16:56:09Z</updated>

    <summary> Gears of War - Emergence Day Someone who isn&apos;t me was paid a large sum of money to make this site. They&apos;ll even get a little fame by winning an FWA. But, the site does several things very wrong...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><img alt="gow.jpg" src="http://www.danielboyle.net/blog/2008/11/03/gow.jpg" width="540" height="400" /></p>
<p><a href="http://www.emergence-day.com">Gears of War - Emergence Day</a></p>
<p>Someone who isn't me was paid a large sum of money to make this site. They'll even get a little fame by winning an <a href="http://www.thefwa.com">FWA</a>. But, the site does several things very wrong that we as designer really need to stop.</p>
<h2>1. A Splash Screen</h2>
<p>Just stop it, ok? There's no clear idea of what to do - and that by clicking on the image you'll get immediately popped to a full-screen takeover.</p>
<h2>2. Full-screen takeovers</h2>
<p>Why does the site force itself to full screen? It doesn't take any advantage of the opportunity to show a large video, or create an immersive experience... it's just an animation loop of smoke billowing. Nothing within the site itself has any reason to be shown full screen. There's really no content to speak of, and the interface stays pretty tightly bound within the standards of video-game-website-interface - brushed metal, blocky type... flipping screens, rust, smoke, fire. Whatever.</p>
<h3>3. A &lsqou;Show Content&rsqou; Button</h3>
<p>If you have to have a big button that says <em>show the content</em>, YOU HAVE FAILED. Sure, you can click the chainsaw/gun/thing in the top-left corner, but there's no hint it's interactive in any way shape or form. It's not like there's an overwhelming amount of content that we would need to hide - some unlabled videos and some still images.</p>
<h3>It's a bigger sign</h3>
<p>I would guess that this is a sign that we still don't know what the next 'big' thing is on the internet, so we're playing with cheap tricks to convince users that we're giving them some groundbreaking, new, experience. It's a shot at the FWA as well - they are not promoting good design... just whoever is making a Flash-y cookie-cutter site.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Survival. Horror. Alien.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/10/survival_horror_alien.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.82</id>

    <published>2008-10-17T20:00:00Z</published>
    <updated>2008-10-17T20:16:04Z</updated>

    <summary> Alien (yes, the movie) defined the &apos;Survival Horror&apos; genre of gaming. Enemies that are hard to kill. Tension. Limited capacity to fight. Limited support. And Survival Horror games are frustrating as hell. Penny Arcade has a great line about...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[ <p><em>Alien</em> (yes, the movie) defined the 'Survival Horror' genre of gaming. Enemies that are hard to kill. Tension. Limited capacity to fight. Limited support.</p>

<p>And Survival Horror games are frustrating as hell.</p>

<p><a href="http://www.penny-arcade.com/2008/10/17/" target="_blank">Penny Arcade</a> has a great line about how EA's <em>Dead Space</em> is ignoring many of the restrictions of Survival Horror and becoming an Action game that is significantly more fun to play, freed of idiotic restrictions. To quote, "They could have made it Survival Horror very easily, or slid the toggle closer to our conceptions of it, by placing dolorous restrictions on saving, ammunition, and every other resource. It would appeal to our strong sense of ascetic virtue - but this is an action movie. It's not Alien. It's Aliens."</p>

<p>That really made me think - are our preconceptions of survival horror actually making the genre worse? <em>Aliens</em> was a damn good movie. Different from <em>Alien</em> but still good. <em>Alien</em> could make a great game - but I don't think game designers have figured out how to make a game with an enemy that can kill you in a one-on-one confrontation. <em>Shadow of the Colossus</em> takes this track somewhat, but the player still has strong advantages in both speed and agility.</p>

<p>I don't know how to design games, but I think this would be an interesting challenge. Write a design doc for <em>Alien</em> with the following preconditions:<br />
You do not have traditional weapons. Only what can be improvised with hardware and tools.<br />
The Alien is faster, stronger and more agile than you.<br />
You are smarter than the Alien. The Alien is intelligent, similar to other primates.<br />
The Alien is relentless. It wants to kill you. If you do not kill it, it will keep coming.<br />
The Alien can be stunned and injured.<br />
The Alien will retreat if it cannot win.<br />
The Alien will not attack in plain daylight unless it can totally overwhelm you.<br /></p>]]>
        
    </content>
</entry>

<entry>
    <title>Ok, this was pretty cool.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/10/ok_this_was_pretty_cool.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.81</id>

    <published>2008-10-07T14:13:07Z</published>
    <updated>2008-10-07T14:23:11Z</updated>

    <summary>So, our main client at Organic is Bank of America. It&apos;s a little scary given how the financial sector is doing at the moment, but it seems stable eough, and they&apos;re doing the buying (not being bought). My own little...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Self Indulgent" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p>So, our main client at <a href="http://www.organic.com" target="_blank">Organic</a> is <a href="http://www.bankofamerica.com" target="_blank">Bank of America</a>. It's a little scary given how the financial sector is doing at the moment, but it seems stable eough, and they're doing the buying (not being bought).</p>

<p>My own little corner of BofA (they hate that, by the way) is banner ads. It's not all banners, but I'm the new guy, so I have to handle alot of them. Whatever. You do it, and you make them good. Anyway, I finally saw one of my banners live. It made me giggle.</p>

<p><img alt="My first live banner (that I've seen)" src="http://www.danielboyle.net/blog/2008/10/07/banner.gif" width="540" height="360"/></p>]]>
        
    </content>
</entry>

<entry>
    <title>Idoru</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/09/idoru.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.80</id>

    <published>2008-09-24T04:32:09Z</published>
    <updated>2008-09-24T04:44:48Z</updated>

    <summary></summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><img alt="William Gibson - Idoru" src="/blog/2008/09/24/idoru_header.jpg" width="540" height="200" /></p>]]>
        <![CDATA[<p><img alt="William Gibson - Idoru" src="/blog/2008/09/24/idoru_full.jpg" wwidth="540" height="835" /></p>
<p><img alt="William Gibson - Idoru" src="/blog/2008/09/24/idoru_closeups.jpg" width="540" height="540" /></p>
<p><em>Idoru</em> deals primarly with the impending marriage of Rez (one half of the superstar rock act Lo/Rez) to the virtual idol Rei Toei. While the book examines the story from several characters' viewpoints and deals with the social and technical aspects of virtual marriage, the technology necessary to create an illusion deserves specific attention. The human eye has incredible resolving power, with the ability to process more than 500 megapixels (using the closest approximation between digital technology and our analog biology) when the best televisions today can display perhaps 2 megapixels. Given this, the idea of creating a free-floating, 3-d display that appears as crisp and sharp as the real flesh-and-blood person beside you is shocking and seemingly impossible, yet intriguing.</p>]]>
    </content>
</entry>

<entry>
    <title>An Invisible Refresh</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/09/an_invisible_refresh.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.79</id>

    <published>2008-09-16T05:19:41Z</published>
    <updated>2008-09-16T05:22:38Z</updated>

    <summary>Why? It took 8 months of working in fits and starts, but I&apos;ve finally converted the code behind danielboyle.net to Actionscript 3, from a mix of Actionscript 1 and 2. Why? As of Flash CS3, Actionscript 3 became available. It&apos;s...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Self Indulgent" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Site Crit" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<h3>Why?</h3>

<p>It took 8 months of working in fits and starts, but I've finally converted the code behind <a href="http://www.danielboyle.net" target="_blank">danielboyle.net</a> to Actionscript 3, from a mix of Actionscript 1 and 2. Why? As of Flash CS3, Actionscript 3 became available. It's essentially a complete rewrite of AS1 and 2 as a strictly object-oriented language. Practically speaking, as newer versions of the Flash player become universal, and Flash itself is upgraded, the older styles of Actionscript will fall away, and if you don't know AS3, you'll be in trouble. This particular project was probably the easiest way to learn. I had no real deadline, my math worked, my assets already existed, the logic was already there, and I had a working target to shoot for. For help, I turned to Google, <a href="http://www.kirupa.com" target="_blank">Kirupa.com</a>, and <a href="http://www.actionscript.org" target="_blank">Actionscript.org</a>. I also used Colin Moock's excellent <em><a href="http://oreilly.com/catalog/9780596526948/" target="_blank">Essential Actionscipt 3.0</a></em>.</p>

<p>This is NOT a tutorial. This is a port-mortem of my thought process, lessons learned, and results of the re-engineering of my site.</p>]]>
        <![CDATA[<h3>What is ActionScript 3 &amp; Object-Oriented Programming (OOP)</h3>

<p>The most important aspect of AS3 is the change to a strictly Object-Oriented coding environment. This was actually the biggest hurdle for me to cross. The easiest way to explain the structure is that a package groups classes. Classes contain methods and properties. Some of these are publicly accessible. Some can only be access from within the class. To be frank, I still don't understand all of the restrictions. As a better example, consider a package called "animals." That package contains the class "dog." Dog has the methods "bark" and "eat." It also has the methods "chew" and "digest," but you can't actually call them when working with a Dog. You can only tell it to eat - chewing and digesting are internal processes.</p>

<p>I had somewhat of a head start on this. On nearly all projects I work on (beyond basic banner ads) I use almost no timeline code. My code is stored on 2 frames. One encapsulates actual functionality into reusable functions. The other contains logic and any timeline-related code. Unfortunately, projects built in this manner tend to get fairly disorganized when you start adding code within library objects, or directly onto MovieClips and Buttons. The conversion to AS3/OOP essentially ends this. While you may (and I certainly did) end up with multiple text files containing ActionScript, the files had to follow a strict hierarchy, and were easier to search through. Also helping to cut down on unneccesary code is that only the core Classes are included in a defualt Flash export. Any classes, whether they're your own, or included with Flash (such as the TextField Class) MUST be imported manually.</p>

<p>There's a good deal of syntax changes in AS3. First, all variables must be declared and typed.</p>
<p class="code">num = 7; //This is wrong<br />
	var num:Number = 7; //This is correct</p>
	
<p>Similarly, functions must now be typed.</p>
<p class="code">function someFunction(param:String):void {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;trace("This is a test");<br />
	}</p>

<p>Root is gone as well. That's right, not more using _root when you've gotten too many layers deep and need to get back to the main level. This wasn't a huge deal for me - I tend to make my files shallow, but if you rely on it as a crutch, you will have a problem.</p>

<p>It's a pain until you get used to it, but frankly, this is an absolute godsend when developing. Anyone who has done Flash development long enough knows that in AS1 and 2, you would eventually receive results that didn't make any sense. You'd pour through lines of code, only to realize your function was returning a String when it should've returned a Boolean, or you accidentally converted a Number to a String.</p>

<p>Another syntax change is the conversion of percentage-based properties such as alpha from a 0-100 scale to 0-1. Also, there is no longer a preceding '_' - _alpha becomes alpha.</p>

<p>Buttons now use the Listener model exclusively, instead of onRelease (and similar) methods. For example...</p>
<p class="code">my_btn.onRelease = function():Void {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;trace("This is a test");<br />
	}</p>
<p>...becomes...</p>
<p class="code">my_btn.addEventListener(MouseEvent.MOUSE_UP, testFunction);<br />
	function testFunction(e:Event):void {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;trace("This is a test");<br />
	}</p>

<p>MovieClips being used as buttons now required "useAsButton" and "useHandCursor" to be set to true. And if you want to pass a variable to the function, you have to create it in the button's class file and apply it prior to firing the button action. As an example...</p>
<p class="code">package net.danielboyle.buttons {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;import flash.display.MovieClip;<br />
	&nbsp;&nbsp;&nbsp;&nbsp;public class my_btn extends MovieClip { <br />
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;public var index:Number = new Number(); <br />
	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;public var xml:XML = new XML();<br />
	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//Constructor<br />
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;public function Project_mc():void{<br />
	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;};<br />
	&nbsp;&nbsp;&nbsp;&nbsp;}<br />
	}<br />
	<br />
	my_btn.xml = "<xml>This is a test.</xml>";<br />
	<br />
	my_btn.addEventListener(MouseEvent.MOUSE_UP, testFunction);<br />
	function testFunction(e:Event):void {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;trace(e.target.xml);<br />
	}</p>
</p>

<p>Similarly, loading of external files is handled through the Loader and URLloader Classes, both of with are fully Event-based.</p>

<p>All of these changes take an adjustment period - but once it's a part of your coding habits, you'll learn to despise how AS2 would allow anyone to create properties on MovieClips and other objects on the fly, and love AS3. There are plenty of other changes in AS3, but that's well outside of the scope of this entry. Consider reading Adobes articles about AS2 to AS3 migration (available on <a href="http:/www.adobe.com/" target="_blank">Adobe.com</a>.</p>

<h3>Animation Engine</h3>

<p>Unrelated to the AS2/AS3 conversion is a switch to <a href="http://blog.greensock.com/tweenliteas3/" target="_blank">TweenLite AS3</a>. In the original interation of this design, I used mx.tween, an animation package that is part of the default install of Flash going back to Flash 6/MX. There's nothing wrong with mx.tween. It's fashionable to knock it because everyone uses it, but it's a good, basic, reliable engine, and it's fairly compact. TweenLite has some options that make it useful. It's slightly smaller, and uses less CPU power, but the real advantage is the scripting engine. It's easier to make multiple properties tween simultaneously, and you can add delays, or call functions at the beginning or end of the tween using less code. I've also used <a href="http://www.mosessupposes.com/Fuse/" target="_blank">FuseKit</a> in the past, but it is not going to be updated for AS3, and it also imposes a significant file size and performance penalty, though it is MUCH more powerful, particularly when creating longer animation sequences. FuseKit wasn't right for this project, though.</p>

<h3>The Conversion</h3>

<p>I started with the simplest part of the site: the blog section. Since the site is based off of XML files, I figured I should learn how to import the backbones and work with them prior to diving in to the complex portions of the site. Fortunately, this section went smoothly. XML handling is AS3 is much improved. Gone is the old <span class="code">xml.childNodes[i].firstChild.firstChild.nodeValue</span> mess. Now, you can traverse the file using node names (<span class="code">xml.site[i].name</span>). I also created a new class, called TextFieldUtils. This is a class I hope to expand and re-use in the future. Essentially, when the title of the most recent blog entry is too wide for the text field, it needs to be truncated, and have "..." appended. I initially had this in the main Document class file, but soon realized that defeated one of the purposes of OOP - reusable, modular code. I extended the TextField class and added the method to truncate and add a string of my choosing, creating a &lsquo;Super TextField&rsquo;.</p>

<p>Moving up to the resum&eacute; section, I encountered a temporary headache. How do I attach MovieClips from my library? It used to be...</p>
<p class="code">for(var i:Number = 0; i&lt;limit; i++) {<br />
&nbsp;&nbsp;&nbsp;&nbsp;container_mc.attachMovieClip(my_symbol, "clip"+i+"_mc, depth);<br />
}</p>
<p>...which becomes...</p>
<p class="code">for(var i:Number = 0; i&lt;limit; i++) {<br />
	&nbsp;&nbsp;&nbsp;&nbsp;clip_mc[i] = new my_symbol_class;<br />
	&nbsp;&nbsp;&nbsp;&nbsp;addChild(clip_mc[i]);<br />
}</p>
<p>That's right - even your libary objects are now considered Classes, and if you plan on passing information to them, plan on creating an external .AS file to accompany them. You also don't create variable names on the fly, and you don't use associative arrays (_root["clip"+i+"_mc] to access them - you simply add the objects to an array, and access them that way. This was also where I first had to figure out how to attach data to buttons so I could access XML data or some other property when a button was pressed.</p>

<p>The Portfolio section ran into the same challenges. Fortunately, I had learned my lessons, and it was much, much simpler.</p>

<h3>Is it better?</h3>
<p>Well, it's definitely more organized. I have (slightly) less code to maintain, and some of it can be reused for other projects. Many things, such as the XML handling are dramatically improved, and the parts that are more complicated simply require a change in though patterns. The biggest problem is the lack of documentation. Even Moock's book failed me on several occasions. Many of my problems were due to not understanding exactly how AS3 was organized, and many of the examples I found online were wildly complex, poorly documented, or both. I don't know if it's because AS3 isn't as widely adopted as AS2 yet, but the development community really needs to make itself visible and improve the documentation and online knowledgebase.</p>
<p>Statistically, I not much changed. Despite the change in animation engine, performance is about the same. File size went UP slightly (5%), but lines of code when down slightly (8.5%). As a qualifier, my code in the AS3 version is much more heavily commented. If I removed all comments from both versions, I would have a SIGNIFICANTLY lower line count in the AS3 version. In any case, the AS3 version is vastly superior - it's more organized, and more easily maintaned.</p>
<p><img src="/blog/2008/09/16/chart.gif" alt="statistics" height="300" width="400"/></p>

<h3>Was it worth it?</h3>
<p>Sure. Having finished it, I can definitely say that AS3 is an improvement over AS2, provided you're able to figure out how to take advantage of OOP.</p>]]>
    </content>
</entry>

<entry>
    <title>Danielboyle.net - relaunched.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/09/danielboylenet_relaunched.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.78</id>

    <published>2008-09-08T05:28:13Z</published>
    <updated>2008-09-08T05:28:49Z</updated>

    <summary><![CDATA[I've finally published a new version of the portfolio on Danielboyle.net &ndash; and you shouldn't be able to notice a difference. The design is exactly the same as the previous version except for a few animation tweaks. In fact, I...]]></summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Self Indulgent" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p>I've finally published a new version of the portfolio on <a href="http://danielboyle.net" target="_blank">Danielboyle.net</a> &ndash; and you shouldn't be able to notice a difference.</p>
<p>The design is exactly the same as the previous version except for a few animation tweaks. In fact, I was, and continue to be, happy with the existing design, but the inevitable march of progress has kicked me in the ass and forced me to learn AS3.</p>
<p>What is AS3? Actionscript 3.0 (Flash's internal scripting language) received a massive overhaul in version 3 (which was released as part of the Flash CS3 package. Essentially, it's a rewrite from the ground up of Actionscript as an object-oriented language. What does object-oriented mean? What are the differences between AS1/2 and AS3? Is one better than the other? How did I do this, and is there an easier way to do it?</p>
<p>There will be a longer blog post in the next day or two detailing going over these answer, but for now, let's leave it at, it wasn't hard, but some things could have been much, much easier. Also, over the next few days, I'll be taking some time to tweak animations and fix any bugs that have popped up, as well as generally cleaning up and commenting my code.</p>]]>
        
    </content>
</entry>

<entry>
    <title> In which, I confess I am a Nerd.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/08/in_which_i_confess_i_am_a_nerd.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.77</id>

    <published>2008-08-15T16:10:58Z</published>
    <updated>2008-08-15T17:36:05Z</updated>

    <summary>So, I&apos;m a fan of Babylon 5. Season 1 was almost universally awful (except for the finale) and most of season 5 was unremarkable (except for the final few episodes), but the bulk of the series had enough good moments...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Self Indulgent" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p>So, I'm a fan of <em>Babylon 5</em>. Season 1 was almost universally awful (except for the finale) and most of season 5 was unremarkable (except for the final few episodes), but the bulk of the series had enough good moments to outweight the cringe-inducing moments.</p>

<p>Part of the problem with the original run of <em>B5</em> was that it started out on The WB network, and was shifted to TNT, neither network known for quality original programming, or a large audience. You also had budget problems (small, unknown series with lots of makeup, sets, and special effects on smaller networks), scheduling problems (constant schedule changes, including a jump from broadcast to cable), and an always uncertain future (the season finale for season 4 was filmed separately, and the series final filmed at the end of season 4 because <em>B5</em> was not renewed until partway through its season 4 run. There were casting problem (poor actors). But the biggest problem was that there had never been a similar series on American TV before, and no one knew what to do with it.</p>

<p><em>B5</em> was an experiment, essentially: A sci-fi series, with a planned 5 year run. Set beginning, middle and end points. Allowances made for cast changes. Extensive use of CGI. A real relationship with Earth, politics, homelessness, religion, poverty and crime. Truly alien aliens and environments. Unforunately, early on, Warner Brothers wanted a <em>Star Trek</em> like 'alien of the week' series, and it shows.</p>

<p>And if the whole series was re-made today, starting from scratch, every single problem would be solved.</p>

<h3>Planned Series</h3>
<p><em>Lost</em>, <em>Battlestar Galactica</em>, and others. All planned. Well, <em>Lost</em> WAS planned - but they were extended by an extra 2-3 seasons, and it shows. But, generally speaking, networks (and viewers) know how to deal with that now.</p>

<h3>No Sci-fi Stigma</h3>
<p>Sure, <em>BSG</em> isn't considered strictly sci-fi, but it's made it 'cool.' The last run of superhero movies haven't hurt to dimished the nerd stigma around sci-fi either. Just as importantly, sci-fi has also expanded past Star Wars and Star Trek. It'd be easier to attract quality actors and staff, and have some sway with the networks.</p>

<h3>CGI</h3>
<p>The occasionally hilariously bad CGI can be traced to both its pioneering use, and the low budgets. Better CGI is available now, for lower cost.</p>

<p>Of course, I'm not a TV executive, producer, director or writer. But it's nice to dream. It could be done. Of course, <em>B5</em> has already been made once. There's no real need to do it again (for 20 years or so - look at <em>BSG</em>.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Aquent: Shooting Themselves in the Foot</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/08/aquent_shooting_themselves_in.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.76</id>

    <published>2008-08-05T17:48:24Z</published>
    <updated>2008-08-05T18:53:34Z</updated>

    <summary><![CDATA[Aquent, for those who might be unaware, is a talent staffing company. They're large, multinational, and supposedly reputable. Theoretically, I'm a &lsquo;Registered Talent&rsquo; with them, though that's merely a technicality (I have, in 5 years, received 1 job lead and...]]></summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><a href="http://www.aquent.com" target="_blank">Aquent</a>, for those who might be unaware, is a talent staffing company. They're large, multinational, and supposedly reputable. Theoretically, I'm a &lsquo;Registered Talent&rsquo; with them, though that's merely a technicality (I have, in 5 years, received 1 job lead and no interviews, nor do I receive any correspondence from them whether I initiate it or not). They also have a partnership of sorts with the <a href="http://www.aiga.org" target="_blank">AIGA</a>.</p>
<p>Last week, Aquent created a contest on 99Designs (no link, because they don't deserve one) where anyone could submit a design for their website. The winner would receive $500, and their design would be produced.</a>
<p>Curiously, <a href="http://www.aiga.org/content.cfm/position-spec-work" target="_blank">the AIGA has a very strong stance against spec work (working for free in an attempt to win paying work), and design contests.</a></p>
<p>Essentially, the AIGA says that spec work and design contests cheapen and devalue our profession. It's true. It sets up the designer to essentially have your work stolen, and to have a company get away with work for free or at an extremely steep discount. This is different (though the AIGA does not make the distinction) from a new business pitch for an agency. In the case of contests, it's essentially irredeemable for a large company like Aquent to actually attempt this. Besides seeming cheap (a website the size of Aquent costs more than $500) it devalues Aquent's position of design as a rare skill, to be cultivated and promoted. Instead, Aquent has said, &ldquo;Any idiot with Photoshop can do this. Why bother paying for our talent?&rdquo; It hurts both designers and Aquent.</p>
<p>Certainly spec work & design contests have their place. Non-profits who have no money, and rely on donations for their labor can be excused for soliciting designs. Agencies and studios do spec work all the time in the form of business pitches. But the situations where it's appropriate are few and far between, and it's sad to see Aquent devalue themselves so.</p>
<p>This <em>could</em> have been a win for Aquent though. The contest could have been opened to its members (and prospective members) with the winner receiving a consulting-type placement with the shop that's actually building the site. They get experience, exposure and a paycheck. Aquent gets a good reputation by turning to its own members for design. Better yet, Aquent could have truly opened up to its community, and open sourced the design on its website &ndash; finding exactly what members think is broken, and how they'd fix it (and allow the community to work with the production team to prioritize and integration changes).</p>]]>
        
    </content>
</entry>

<entry>
    <title>Cryptonomicon</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/post.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.75</id>

    <published>2008-07-28T02:50:49Z</published>
    <updated>2008-07-28T14:51:02Z</updated>

    <summary></summary>
    <author>
        <name>Dan</name>
        
    </author>
    
        <category term="Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><img alt="Neal Stephenson - Cryptonomicon - Header" src="http://www.danielboyle.net/blog/2008/07/27/crypto_header.jpg" width="540" height="200" /></p>]]>
        <![CDATA[<p><img alt="Neal Stephenson - Cryptonomicon - Full" src="http://www.danielboyle.net/blog/2008/07/27/crypto_full.jpg" width="540" height="835" /></p>

<p><img alt="Neal Stephenson - Cryptonomicon - Closeups" src="http://www.danielboyle.net/blog/2008/07/27/crypto_closeups.jpg" width="540" height="540" /></p>

<p>A while back, I mentioned that I had a plan for an ongoing project to create book cover for books that I've read. Well, it never got off the ground, but a while back I had a small stroke of inspiration and decided to create a poster/cover for Neal Stephenson's <em>Cryptonomicon</em>. The design details are related to the search results for the terms (converted into binary, and given a graphical treatment). The stark black &amp; white treatment results from the nature of the in-book Cryptonomicon, a collection of military code-breaking material.</p>

<p>In this case, the details for the poster revolve around the issue of warrantless wiretapping perpetrated by AT&amp;T and the other major telecoms at the behest of the U.S. government. The numbers may be out of data, but were accurate when I created the poster.</p>

<p>To anyone reading this who wants to put a political spin on it, yes, I think it was a bad thing. A VERY bad thing, particularly considering how EASY it was to get even retroactive permits. I don't mean to single out AT&amp;T &ndash; all of the major telecoms except Qwest have been implicated. It just happens that AT&amp;T was caught.</p>

<p>To the pedantic sci-fi nerds who really hate Neal Stephenson, all I can offer is my apologies. It's not that bad of a book, and I'm sorry you're unable to enjoy anything other than didactic hard sci-fi, and that anything that's gotten some public acclaim (and the author hasn't died yet), even when it's not in the sci-fi genre, cheapens sci-fi. Battlestar rules!</p>]]>
    </content>
</entry>

<entry>
    <title>Actually, it ended up being Sony.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/actually_it_ended_up_being_son.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.70</id>

    <published>2008-07-20T02:14:42Z</published>
    <updated>2008-07-20T02:15:35Z</updated>

    <summary> It ended up being a slightly better deal to go with the Sony, once you start counting wireless internet access and other benefits....</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[ <p>It ended up being a slightly better deal to go with the Sony, once you start counting wireless internet access and other benefits.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Apple Made Me Buy Microsoft.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/apple_made_me_buy_microsoft.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.69</id>

    <published>2008-07-18T13:15:29Z</published>
    <updated>2008-07-18T13:26:03Z</updated>

    <summary> I want an iPhone. I really do. Or rather, I did. Oh, I&apos;m still of the opinion that the iPhone is a solid piece of phone hardware, with a pretty good system behind it (No matter what the people...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[ <p>I want an iPhone. I really do. Or rather, I did.</p>
<p>Oh, I'm still of the opinion that the iPhone is a solid piece of phone hardware, with a pretty good system behind it (No matter what the people at the Free Software Foundation think. Hint: Apple plans to make money off it, so they don't like it). But lately, even commuting back into the city, I don't miss my recently deceased 30GB iPod that much. Sure, it's nice for when I don't feel like reading, but since I walk to work from Penn Station, well, I just don't miss it.</p>
<p>Don't get me wrong, I still want to buy one. But, I have a job. I could, theoretically, get in line at 7:30AM at a store in NYC, but that involves getting on a 6AM train. There are still 2 hour lines at the 5<sup>th</sup> Ave. Apple Store and the others don't open until 9AM, so I can't both buy and iPhone and make it to work on time. And no, I don't think this is some crazy conspiracy theory that Apple is holding back on units. You can only manufacture anything so quickly, and judging by the demand, it wouldn't matter how many of the phone Apple has - there'd still be people complaining about a lack of availability.</p>
<p>So, screw it. I'm giving up an iPhone (for now), my wife is skipping buying a GPS unit for her car (for now) and I'm taking our money and buying an XBox 360 & Rock Band.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Stop Animating.</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/stop_animating.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.68</id>

    <published>2008-07-14T20:36:13Z</published>
    <updated>2008-07-14T20:46:31Z</updated>

    <summary>FI/ThinkSwedish has some pretty cool tips for how animation relates to user interfaces. Essentially, stop animating everything. It&apos;s nice to see my preferred approach to animating UI elements (i.e. minimal and fast) validated. Oh, sure, there&apos;s plenty of places it&apos;s...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><a href="http://thinkswedish.com/#ContentHolder:feed=blog&Entries:0=entry+1=974" target="_blank">FI/ThinkSwedish has some pretty cool tips</a> for how animation relates to user interfaces. Essentially, stop animating everything.</p>
<p>It's nice to see my preferred approach to animating UI elements (i.e. minimal and fast) validated.</p>
<p>Oh, sure, there's plenty of places it's appropriate or even ideal to use alot of motion, but when it comes to application or portal design, I think it's more important to make sure the user is never left waiting for an animation to finish.</p>
<p>You don't want to end up like <a href="http://www.avenuea-razorfish.com/#/home/" target="_blank">Avenue A/Razorfish</a>. Not only did they pretty blatantly borrow a look from <a href="http://www.group94" target="_blank">Group94</a>, they did it poorly. Continuing the theme of the post, the site feels slow, despite running at a high, smooth frame rate due to the fact that everything needs to animate in and out.  It feels slow, rather than snappy. It's a shame. (But it's still an improvement over their old site).]]>
        
    </content>
</entry>

<entry>
    <title>The Floor is Finished</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/the_floor_is_finished.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.67</id>

    <published>2008-07-12T22:58:24Z</published>
    <updated>2008-07-12T23:05:18Z</updated>

    <summary> Once I put in the knee-wall doors (to access the storage space), we are ready for the final inspection. We&apos;re waiting on the inspection to put up the baseboard trim and fix the last 2 or 3 spots of...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><img alt="remodel_7_1.jpg" src="http://www.danielboyle.net/blog/2008/07/12/remodel_7_1.jpg" width="540" height="405" /></p>
<p><img alt="remodel_7_2.jpg" src="http://www.danielboyle.net/blog/2008/07/12/remodel_7_2.jpg" width="540" height="405" /></p>
<p>Once I put in the knee-wall doors (to access the storage space), we are ready for the final inspection.</p>
<p>We're waiting on the inspection to put up the baseboard trim and fix the last 2 or 3 spots of drywall that still need work, just in case something else comes up. Once that's all done, we'll actually be taking a break until Fall. I'd like to get another raised bed into the backyard, and we have some minor painting and stuff on the first floor to take care of.</p>
<p>Also, we're not painting or moving anything up there right away since we still need somewhere to put the extra flooring, etc for the other half of the attic - there's no point in painting if we're just going to end up scuffing the walls later. If the floor gets damaged, though, there will be blood.</p>
 ]]>
        
    </content>
</entry>

<entry>
    <title>More Attic Photos</title>
    <link rel="alternate" type="text/html" href="http://www.danielboyle.net/blog/2008/07/more_attic_photos.html" />
    <id>tag:www.danielboyle.net,2008:/blog//1.66</id>

    <published>2008-07-06T22:30:59Z</published>
    <updated>2008-07-06T22:36:41Z</updated>

    <summary> The closet interior...</summary>
    <author>
        <name>Dan</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://www.danielboyle.net/blog/">
        <![CDATA[<p><img alt="remodel_6_1.jpg" src="http://www.danielboyle.net/blog/2008/07/06/remodel_6_1.jpg" width="540" height="405"/> </p>
<p>The closet interior</p>]]>
        <![CDATA[<p><img alt="remodel_6_2.jpg" src="http://www.danielboyle.net/blog/2008/07/06/remodel_6_2.jpg" width="540" height="405"/> </p>
<p>The rest of the floor. The padding is down, but not the floor itself.</p>
<p><img alt="remodel_6_3.jpg" src="http://www.danielboyle.net/blog/2008/07/06/remodel_6_3.jpg" width="540" height="405"/> </p>
<p>We stopped about 1/3 of the way through. Just ran out of time today.</p>]]>
    </content>
</entry>

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