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	<title>Comments on: A Class for Managing BitmapDatas</title>
	<atom:link href="http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/</link>
	<description>The art, science and business of independent game development</description>
	<lastBuildDate>Sun, 25 Jul 2010 17:51:13 -0700</lastBuildDate>
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		<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-4015</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 11 Jun 2009 16:06:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-4015</guid>
		<description>&lt;p&gt;Ok, guys, looks like I&#039;ve managed to fix the bug - now I&#039;m able to use multiple bitmap libs. Here is the fix:
BitmapLibraryManager.as
line 92
WAS:
if(library[ a_name ] != null )
NOW:            if(library.hasOwnProperty(a_name) == true )&lt;/p&gt;

&lt;p&gt;Please check out if it is a valid solution!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Ok, guys, looks like I&#8217;ve managed to fix the bug &#8211; now I&#8217;m able to use multiple bitmap libs. Here is the fix:
BitmapLibraryManager.as
line 92
WAS:
if(library[ a_name ] != null )
NOW:            if(library.hasOwnProperty(a_name) == true )</p>

<p>Please check out if it is a valid solution!</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-3913</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 04 Jun 2009 17:06:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-3913</guid>
		<description>&lt;p&gt;I&#039;m not sure if I&#039;ll be able to find a solution (sorry, just started to learn AS3), but I&#039;ll try! As a temp solution - I just use only one bitmaps library for now - my current project is of compact scale, so I&#039;m ok with it for now.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if I&#8217;ll be able to find a solution (sorry, just started to learn AS3), but I&#8217;ll try! As a temp solution &#8211; I just use only one bitmaps library for now &#8211; my current project is of compact scale, so I&#8217;m ok with it for now.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-3911</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Thu, 04 Jun 2009 15:10:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-3911</guid>
		<description>&lt;p&gt;Unfortunately, Alex, it is going to be a week at least before I can dig into the code and get it fixed. If you&#039;re in a rush I would definitely recommend taking a shot at fixing it yourself (and posting the solution). Thanks!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Unfortunately, Alex, it is going to be a week at least before I can dig into the code and get it fixed. If you&#8217;re in a rush I would definitely recommend taking a shot at fixing it yourself (and posting the solution). Thanks!</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-3908</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 04 Jun 2009 12:05:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-3908</guid>
		<description>&lt;p&gt;Ok, got it and have to agree. I&#039;ve got a problem using the BitmapLibraryManager class, and I&#039;m not sure where is my fault as seems like I&#039;m doing everything right. At start I create and register the libs:&lt;/p&gt;

&lt;p&gt;var BL_BG : BitmapLib_BG = new BitmapLib_BG();
BitmapLibraryManager.registerBitmapLibrary(BL_BG);
var BL_UI : BitmapLib_UI = new BitmapLib_UI();
BitmapLibraryManager.registerBitmapLibrary(BL_UI);&lt;/p&gt;

&lt;p&gt;After that I can sucessfully call BitmapLibraryManager.createBitmap() to create bitmaps, but ONLY those that are defined in FIRST lib (BL_BG), and when I try to create bitmap that was defined in second lib - I&#039;ve got an error during execution! I tried to swap libs - same result - only first lib get registered and its bitmaps can be used.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Ok, got it and have to agree. I&#8217;ve got a problem using the BitmapLibraryManager class, and I&#8217;m not sure where is my fault as seems like I&#8217;m doing everything right. At start I create and register the libs:</p>

<p>var BL_BG : BitmapLib_BG = new BitmapLib_BG();
BitmapLibraryManager.registerBitmapLibrary(BL_BG);
var BL_UI : BitmapLib_UI = new BitmapLib_UI();
BitmapLibraryManager.registerBitmapLibrary(BL_UI);</p>

<p>After that I can sucessfully call BitmapLibraryManager.createBitmap() to create bitmaps, but ONLY those that are defined in FIRST lib (BL_BG), and when I try to create bitmap that was defined in second lib &#8211; I&#8217;ve got an error during execution! I tried to swap libs &#8211; same result &#8211; only first lib get registered and its bitmaps can be used.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-3880</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Wed, 03 Jun 2009 16:00:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-3880</guid>
		<description>&lt;p&gt;It&#039;s been some time since I last reviewed this code. I believe I was discouraging access to the bitmapData because that would let client code manipulate the stored version of the bitmapData which violates part of the responsibility of the manager.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>It&#8217;s been some time since I last reviewed this code. I believe I was discouraging access to the bitmapData because that would let client code manipulate the stored version of the bitmapData which violates part of the responsibility of the manager.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-3876</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 03 Jun 2009 14:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-3876</guid>
		<description>&lt;p&gt;This is a great class I already use, one question though - why didn&#039;t you include a method like getBitmapData() along with createBitmap()? I guess it may conflict with general architecture, but I can&#039;t see why exactly.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>This is a great class I already use, one question though &#8211; why didn&#8217;t you include a method like getBitmapData() along with createBitmap()? I guess it may conflict with general architecture, but I can&#8217;t see why exactly.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: tafty</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-63</link>
		<dc:creator>tafty</dc:creator>
		<pubDate>Sun, 09 Nov 2008 12:57:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-63</guid>
		<description>&lt;p&gt;Hi there, really enjoying the blog.  Very informatiove and well written.  I tried out the BitmapLibraryManager but it threw an error in the createBitmap method when a second library class was added.  I considered using describeType to query whether an image existed but in the end I&#039;ve fixed it the quick and dirty way; by putting the if( library[ a_name ] != null ) {...} statement with a try...catch block.  Keep up the good work!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hi there, really enjoying the blog.  Very informatiove and well written.  I tried out the BitmapLibraryManager but it threw an error in the createBitmap method when a second library class was added.  I considered using describeType to query whether an image existed but in the end I&#8217;ve fixed it the quick and dirty way; by putting the if( library[ a_name ] != null ) {&#8230;} statement with a try&#8230;catch block.  Keep up the good work!</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Panayoti</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-62</link>
		<dc:creator>Panayoti</dc:creator>
		<pubDate>Mon, 03 Nov 2008 18:42:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-62</guid>
		<description>&lt;p&gt;Nope, that sounds like a great way to do it.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Nope, that sounds like a great way to do it.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Gambrinous</title>
		<link>http://www.gamepoetry.com/blog/2008/10/24/a-class-for-managing-bitmapdatas/comment-page-1/#comment-61</link>
		<dc:creator>Gambrinous</dc:creator>
		<pubDate>Sun, 02 Nov 2008 12:46:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/10/24/a-class-for-managing-bitmapdatas/#comment-61</guid>
		<description>&lt;p&gt;Thanks for the code - was looking to do something very similar when I came across this. What do you think would be the best way to model game tiles using this? I&#039;m very new to flex so I&#039;m not very clear on the best way.&lt;/p&gt;

&lt;p&gt;I have a class for tiles which extends Bitmap; I then use a map (2d array) of tiles created from a map editor which at start up is init&#039;d to be an array of GameTiles. I set the .bitmapData of each new GameTile as they are init&#039;d for the first time (via your BitmapLibraryManager).&lt;/p&gt;

&lt;p&gt;Am I going about this the wrong way?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thanks for the code &#8211; was looking to do something very similar when I came across this. What do you think would be the best way to model game tiles using this? I&#8217;m very new to flex so I&#8217;m not very clear on the best way.</p>

<p>I have a class for tiles which extends Bitmap; I then use a map (2d array) of tiles created from a map editor which at start up is init&#8217;d to be an array of GameTiles. I set the .bitmapData of each new GameTile as they are init&#8217;d for the first time (via your BitmapLibraryManager).</p>

<p>Am I going about this the wrong way?</p>]]></content:encoded>
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