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	<title>Comments for Controul</title>
	<atom:link href="http://blog.controul.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.controul.com</link>
	<description>Elaborations on flash.</description>
	<lastBuildDate>Mon, 22 Feb 2010 19:39:27 -0800</lastBuildDate>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-161</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Mon, 22 Feb 2010 19:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-161</guid>
		<description>Thanks! And point taken ... one day I&#039;ll have to come back to this code, it needs a lot of work unFortunately hihi</description>
		<content:encoded><![CDATA[<p>Thanks! And point taken &#8230; one day I&#8217;ll have to come back to this code, it needs a lot of work unFortunately hihi</p>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by Justin Everett-Church</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-160</link>
		<dc:creator>Justin Everett-Church</dc:creator>
		<pubDate>Mon, 22 Feb 2010 08:30:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-160</guid>
		<description>Hi Hristo,

Great library!  I&#039;m really enjoying working with it.  I found a small issue, and wanted to let you know about it.  If there are two or more points with exactly the same x value that are the furthest point to the left, you will see a lot of strange artifacts, with overlapping surfaces.  The issue appears to be in the intersection function in Fortune.as in the if statement where p0.x == p1.x. It looks like there needs to be another condition there.

Its late here, so I took the easy way out and added a new point so far to the extreme left that the issue never surfaces. I feel so lazy. ;)

Justin</description>
		<content:encoded><![CDATA[<p>Hi Hristo,</p>
<p>Great library!  I&#8217;m really enjoying working with it.  I found a small issue, and wanted to let you know about it.  If there are two or more points with exactly the same x value that are the furthest point to the left, you will see a lot of strange artifacts, with overlapping surfaces.  The issue appears to be in the intersection function in Fortune.as in the if statement where p0.x == p1.x. It looks like there needs to be another condition there.</p>
<p>Its late here, so I took the easy way out and added a new point so far to the extreme left that the issue never surfaces. I feel so lazy. ;)</p>
<p>Justin</p>
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		<title>Comment on A diff/patch solution for Flash: a proof of concept Monte Carlo algorithm for comparing text versions in as3 by hristo</title>
		<link>http://blog.controul.com/2009/05/diff-patch-for-flash-as3/comment-page-1/#comment-158</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Thu, 21 Jan 2010 12:08:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=217#comment-158</guid>
		<description>Thanks!
Let me know how it works, I&#039;ve been wondering whether it&#039;ll be good for structured text</description>
		<content:encoded><![CDATA[<p>Thanks!<br />
Let me know how it works, I&#8217;ve been wondering whether it&#8217;ll be good for structured text</p>
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		<title>Comment on A diff/patch solution for Flash: a proof of concept Monte Carlo algorithm for comparing text versions in as3 by Rich</title>
		<link>http://blog.controul.com/2009/05/diff-patch-for-flash-as3/comment-page-1/#comment-156</link>
		<dc:creator>Rich</dc:creator>
		<pubDate>Wed, 20 Jan 2010 21:25:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=217#comment-156</guid>
		<description>This is beautiful.  I plan on using your diff/patch algo to implement an undo mechanism in my XML-based tool.  Again, great work!</description>
		<content:encoded><![CDATA[<p>This is beautiful.  I plan on using your diff/patch algo to implement an undo mechanism in my XML-based tool.  Again, great work!</p>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by jez</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-151</link>
		<dc:creator>jez</dc:creator>
		<pubDate>Tue, 12 Jan 2010 19:51:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-151</guid>
		<description>marvellous monsieur !
delaunay/voronoi makes beautiful sense to me - check CGAL for inspiration (c++) 
- but i think real time 3d modelling through AR input in flash is coming!  anyone interested? I think so ! 
I absolutely agree with the previous post - a double linked list (plus a nice dictionary object for keeping the whole thing tidy) is the way to go ....inline code is the new oop ... (only kidding!) - but yes, i think perhaps its time to get mr j. ebert into this conversation for some SERIOUS optimisations - this is a real case for pushin it to the max......lovin your work!...hope to ping pong a few files of my own to add to the conversation v soon.  all power to your elbow - ancient alexandria had nothing on the new mathematical playground - we are all allowed to play now ! j</description>
		<content:encoded><![CDATA[<p>marvellous monsieur !<br />
delaunay/voronoi makes beautiful sense to me &#8211; check CGAL for inspiration (c++)<br />
- but i think real time 3d modelling through AR input in flash is coming!  anyone interested? I think so !<br />
I absolutely agree with the previous post &#8211; a double linked list (plus a nice dictionary object for keeping the whole thing tidy) is the way to go &#8230;.inline code is the new oop &#8230; (only kidding!) &#8211; but yes, i think perhaps its time to get mr j. ebert into this conversation for some SERIOUS optimisations &#8211; this is a real case for pushin it to the max&#8230;&#8230;lovin your work!&#8230;hope to ping pong a few files of my own to add to the conversation v soon.  all power to your elbow &#8211; ancient alexandria had nothing on the new mathematical playground &#8211; we are all allowed to play now ! j</p>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by planet-ape&#124;blog</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-137</link>
		<dc:creator>planet-ape&#124;blog</dc:creator>
		<pubDate>Sun, 27 Dec 2009 02:34:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-137</guid>
		<description>&lt;strong&gt;超速ボロノイ図 (Fortune&#8217;s algorithm)...&lt;/strong&gt;

ドロネー図を作ったのならボロノイ図も作るでしょうってことで、前回のものから間が空きましたがボロノイ図をwonderflにて作りました。 超速ボロノイ図（Fortune&#8217;s algorithm） &#8211; wonderfl build flash online ボロノイ図を描く方法はいくつかあるのですが、今回はFortune&#8217;s algorithmと呼ばれるアルゴリズムを用いて描画してみました。 ・Fortune&#8217;s ......</description>
		<content:encoded><![CDATA[<p><strong>超速ボロノイ図 (Fortune&#8217;s algorithm)&#8230;</strong></p>
<p>ドロネー図を作ったのならボロノイ図も作るでしょうってことで、前回のものから間が空きましたがボロノイ図をwonderflにて作りました。 超速ボロノイ図（Fortune&#8217;s algorithm） &#8211; wonderfl build flash online ボロノイ図を描く方法はいくつかあるのですが、今回はFortune&#8217;s algorithmと呼ばれるアルゴリズムを用いて描画してみました。 ・Fortune&#8217;s &#8230;&#8230;</p>
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		<title>Comment on Producing video with flash/air: png sequence rendering from swf playback by hristo</title>
		<link>http://blog.controul.com/2009/12/producing-video-with-flashair-png-sequence-rendering-from-swf-playback/comment-page-1/#comment-134</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Sat, 26 Dec 2009 10:51:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=352#comment-134</guid>
		<description>Which makes me think, that if one has access to the shell of a linux server, one could encode the pngs in the flash client, send the frames to the server via http and directly encode them with ffmpeg without the air app intermediary. This would eat up a lot of bandwidth though.

But here we go, web20 kids rejoice, this is user-contributed content television! ha</description>
		<content:encoded><![CDATA[<p>Which makes me think, that if one has access to the shell of a linux server, one could encode the pngs in the flash client, send the frames to the server via http and directly encode them with ffmpeg without the air app intermediary. This would eat up a lot of bandwidth though.</p>
<p>But here we go, web20 kids rejoice, this is user-contributed content television! ha</p>
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	<item>
		<title>Comment on Producing video with flash/air: png sequence rendering from swf playback by ubi de feo</title>
		<link>http://blog.controul.com/2009/12/producing-video-with-flashair-png-sequence-rendering-from-swf-playback/comment-page-1/#comment-133</link>
		<dc:creator>ubi de feo</dc:creator>
		<pubDate>Fri, 25 Dec 2009 11:27:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=352#comment-133</guid>
		<description>hi.

last year in march we built a video renderer for Nokia&#039;s retail spaces.
the system is based on a website to use a WYSIWYG interface to create content,
the newly generated piece is then fed to an off-site mac mini that renders the frames and passes them to ffmpeg through a series of perl scripts that after render update the DB and email the rendered video (or GIF) to the creator so it can be uploaded to a device running either S60 S60touch or S40 with the right screen format.
it was a very fun project to develop and it was nice to find all the workarounds.
we used Flash for the website, Air for the PNG renderer, a linux VM for ffmpeg.
all the system elements communicate over TCP sockets for handshaking, error and queue management and so on.</description>
		<content:encoded><![CDATA[<p>hi.</p>
<p>last year in march we built a video renderer for Nokia&#8217;s retail spaces.<br />
the system is based on a website to use a WYSIWYG interface to create content,<br />
the newly generated piece is then fed to an off-site mac mini that renders the frames and passes them to ffmpeg through a series of perl scripts that after render update the DB and email the rendered video (or GIF) to the creator so it can be uploaded to a device running either S60 S60touch or S40 with the right screen format.<br />
it was a very fun project to develop and it was nice to find all the workarounds.<br />
we used Flash for the website, Air for the PNG renderer, a linux VM for ffmpeg.<br />
all the system elements communicate over TCP sockets for handshaking, error and queue management and so on.</p>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-132</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Fri, 25 Dec 2009 11:05:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-132</guid>
		<description>A double linked list. The underlying data-structure shouldn&#039;t be influencing your output really; there&#039;s another problem with the implementation which could yield some artefacts, Mario described it pretty well a few comments above.

Choosing between double-linked and binary tree depends on what you want to achieve - if you&#039;re planning to render huge graphs with tens of thousands of vertices, a binary tree will probably speed things up. However, for real time stuff in flash, where you&#039;d probably have less than a thousand vertices, a double linked list, with approximative lookup of a &#039;nearest&#039; arc before intersection tests kick in could be cheaper than the tree reorganisation logic.

This said, I have little to no experience with binary trees, so I might be wrong.</description>
		<content:encoded><![CDATA[<p>A double linked list. The underlying data-structure shouldn&#8217;t be influencing your output really; there&#8217;s another problem with the implementation which could yield some artefacts, Mario described it pretty well a few comments above.</p>
<p>Choosing between double-linked and binary tree depends on what you want to achieve &#8211; if you&#8217;re planning to render huge graphs with tens of thousands of vertices, a binary tree will probably speed things up. However, for real time stuff in flash, where you&#8217;d probably have less than a thousand vertices, a double linked list, with approximative lookup of a &#8216;nearest&#8217; arc before intersection tests kick in could be cheaper than the tree reorganisation logic.</p>
<p>This said, I have little to no experience with binary trees, so I might be wrong.</p>
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		<title>Comment on Speedy Voronoi diagrams in as3/flash by edwin</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-128</link>
		<dc:creator>edwin</dc:creator>
		<pubDate>Wed, 23 Dec 2009 15:33:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-128</guid>
		<description>I am curious to know if you used the double linked list or the binary tree implementation? 

I actually did refer to the same double linked list reference implementation, tried to get some sample output, and I realized that it wasn&#039;t exactly giving all the edges as required.

So I tried to do one in c\c++ with the binary tree instead since it was hard to visualize the double linked list. I won&#039;t say that the binary tree one is working completely well either. I managed to get some of the missing edges but just that not all the end points of the edges are correct at the moment.</description>
		<content:encoded><![CDATA[<p>I am curious to know if you used the double linked list or the binary tree implementation? </p>
<p>I actually did refer to the same double linked list reference implementation, tried to get some sample output, and I realized that it wasn&#8217;t exactly giving all the edges as required.</p>
<p>So I tried to do one in c\c++ with the binary tree instead since it was hard to visualize the double linked list. I won&#8217;t say that the binary tree one is working completely well either. I managed to get some of the missing edges but just that not all the end points of the edges are correct at the moment.</p>
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