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	<title>Comments for Hiraash&#039;s Blog</title>
	<atom:link href="http://blog.hiraash.org/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.hiraash.org</link>
	<description>The voice of a Technology Enthusiast</description>
	<lastBuildDate>Tue, 07 Feb 2012 09:23:22 +0000</lastBuildDate>
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	<item>
		<title>Comment on Do your Time Machine backups really work? by additional info</title>
		<link>http://blog.hiraash.org/2011/07/26/do-your-time-machine-backups-really-work/#comment-149</link>
		<dc:creator><![CDATA[additional info]]></dc:creator>
		<pubDate>Tue, 07 Feb 2012 09:23:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=321#comment-149</guid>
		<description><![CDATA[hmmm...have been a Time Machine user since long but never really thought this could happen. I agree with you. This is a critical feature that should be a part of every recovery software. After reading this, I am having second thoughts :-)

Great job sharing this with everyone. Its definitely an eye opener for the majority of TM users like me.]]></description>
		<content:encoded><![CDATA[<p>hmmm&#8230;have been a Time Machine user since long but never really thought this could happen. I agree with you. This is a critical feature that should be a part of every recovery software. After reading this, I am having second thoughts <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Great job sharing this with everyone. Its definitely an eye opener for the majority of TM users like me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Startup Weekend &#8211; Bangalore by Hiraash</title>
		<link>http://blog.hiraash.org/2012/01/24/startup-weekend-bangalore/#comment-148</link>
		<dc:creator><![CDATA[Hiraash]]></dc:creator>
		<pubDate>Thu, 26 Jan 2012 05:30:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=351#comment-148</guid>
		<description><![CDATA[:)]]></description>
		<content:encoded><![CDATA[<p> <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Startup Weekend &#8211; Bangalore by Jagat Iyer</title>
		<link>http://blog.hiraash.org/2012/01/24/startup-weekend-bangalore/#comment-147</link>
		<dc:creator><![CDATA[Jagat Iyer]]></dc:creator>
		<pubDate>Thu, 26 Jan 2012 04:53:20 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=351#comment-147</guid>
		<description><![CDATA[\m/]]></description>
		<content:encoded><![CDATA[<p>\m/</p>
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	<item>
		<title>Comment on How to find the Curve Length in AS3 by Hiraash</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-146</link>
		<dc:creator><![CDATA[Hiraash]]></dc:creator>
		<pubDate>Wed, 25 Jan 2012 07:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-146</guid>
		<description><![CDATA[amcc, glad that you solved your problem. Thanks for sharing all the details :)]]></description>
		<content:encoded><![CDATA[<p>amcc, glad that you solved your problem. Thanks for sharing all the details <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on How to find the Curve Length in AS3 by amcc</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-145</link>
		<dc:creator><![CDATA[amcc]]></dc:creator>
		<pubDate>Tue, 24 Jan 2012 18:18:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-145</guid>
		<description><![CDATA[one more thing - there&#039;s lots more about parseBeziers and methods to draw the curves and plot the points here:
http://forums.greensock.com/viewtopic.php?f=1&amp;t=1495]]></description>
		<content:encoded><![CDATA[<p>one more thing &#8211; there&#8217;s lots more about parseBeziers and methods to draw the curves and plot the points here:<br />
<a href="http://forums.greensock.com/viewtopic.php?f=1&#038;t=1495" rel="nofollow">http://forums.greensock.com/viewtopic.php?f=1&#038;t=1495</a></p>
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		<title>Comment on How to find the Curve Length in AS3 by amcc</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-144</link>
		<dc:creator><![CDATA[amcc]]></dc:creator>
		<pubDate>Tue, 24 Jan 2012 17:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-144</guid>
		<description><![CDATA[Ok i&#039;ve figured it out - if you&#039;re using the TweenMax bezier tool to move things, which is very handy....

xA, and yA are arrays of the points you want to pass through (can be as many as you like i believe. Then do this
[code]
        var bezierObj:Object=BezierPlugin.parseBeziers({&quot;x&quot;:xA,&quot;y&quot;:yA},true);

	var pointCount:int=0;
	while(pointCount&lt;bezierObj[&quot;x&quot;].length)
	{
		graphics.curveTo(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1],bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);
		
		pointCount++;

                // here&#039;s the curve length calculation
                var p1 = new Point(bezierObj.x[pointCount][0],bezierObj.y[pointCount][0])
		var p2 = new Point(bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);
		var cp = new Point(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1]);
		curveLength ( p1, p2, cp, 20 );
	}
[/code]

hope this helps someone]]></description>
		<content:encoded><![CDATA[<p>Ok i&#8217;ve figured it out &#8211; if you&#8217;re using the TweenMax bezier tool to move things, which is very handy&#8230;.</p>
<p>xA, and yA are arrays of the points you want to pass through (can be as many as you like i believe. Then do this</p>
<pre class="brush: plain;">
        var bezierObj:Object=BezierPlugin.parseBeziers({&quot;x&quot;:xA,&quot;y&quot;:yA},true);

	var pointCount:int=0;
	while(pointCount&lt;bezierObj[&quot;x&quot;].length)
	{
		graphics.curveTo(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1],bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);

		pointCount++;

                // here's the curve length calculation
                var p1 = new Point(bezierObj.x[pointCount][0],bezierObj.y[pointCount][0])
		var p2 = new Point(bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);
		var cp = new Point(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1]);
		curveLength ( p1, p2, cp, 20 );
	}
</pre>
<p>hope this helps someone</p>
]]></content:encoded>
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	<item>
		<title>Comment on How to find the Curve Length in AS3 by amcc</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-143</link>
		<dc:creator><![CDATA[amcc]]></dc:creator>
		<pubDate>Tue, 24 Jan 2012 15:52:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-143</guid>
		<description><![CDATA[thats exactly right, I am using points on the curve and am throwing them into your function. A simplified version of my code is below:

//I make some random points and put them in arrays:
xA=[xAStart,xASecond,xAThird];
yA=[yAStart,yASecond,yAThird];

//then do some tweening:
TweenMax.to(obj,time,{bezierThrough:[{x:xA[1],y:yA[1]},{x:xA[2],y:yA[2]}]});

/*
the white curve in the picture is drawn as so and your curveLength function is used to spit out the lengths, but i&#039;ve modified your function to use my arrays, this is a mistake i think - see below:
*/
function drawCurve(xA, yA):void
{
	trace(&#039;length = &#039; + curveLength ( xA, yA, 50 ));
	
	holder.graphics.lineStyle(1, 0xFFFFFF, 0.5);
	holder.graphics.moveTo(xA[0], yA[0]);

	var bezierObj:Object=BezierPlugin.parseBeziers({&quot;x&quot;:xA,&quot;y&quot;:yA},true);

	var pointCount:int=0;
	while(pointCount&lt;bezierObj[&quot;x&quot;].length)
	{
		holder.graphics.curveTo(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1],bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);
		
		addMarker(xA[pointCount], yA[pointCount]);
		
		pointCount++;
	}
	trace(&#039;pointcounnt = &#039; + pointCount);
	addMarker(xA[xA.length -1], yA[yA.length -1]);
}

It looks like the tweenmax BezierPlugin.parseBeziers function might provide the answer to this, im just playing with it now. I&#039;ve modified the curveLength function like so where xA and yA are arrays of x,y values:
function curveLength ( xA, yA, f : int ) : Number {
	
	var p1:Point = new Point(xA[0], yA[0]);
	var p2:Point = new Point(xA[2], yA[2]);
	var cp:Point = new Point(xA[1], yA[1]);
...

I think the only valid points here are p1 and p2. 
From the drawCurve function which i&#039;ve got from the greenSock forums it seems like 
bezierObj.x[pointCount][1] and bezierObj.y[pointCount][1] (see above in the drawCurve function) are the control points. I&#039;ll try modifying what i&#039;ve got and i&#039;ll post the whole thing up if you&#039;re interested.

thanks]]></description>
		<content:encoded><![CDATA[<p>thats exactly right, I am using points on the curve and am throwing them into your function. A simplified version of my code is below:</p>
<p>//I make some random points and put them in arrays:<br />
xA=[xAStart,xASecond,xAThird];<br />
yA=[yAStart,yASecond,yAThird];</p>
<p>//then do some tweening:<br />
TweenMax.to(obj,time,{bezierThrough:[{x:xA[1],y:yA[1]},{x:xA[2],y:yA[2]}]});</p>
<p>/*<br />
the white curve in the picture is drawn as so and your curveLength function is used to spit out the lengths, but i&#8217;ve modified your function to use my arrays, this is a mistake i think &#8211; see below:<br />
*/<br />
function drawCurve(xA, yA):void<br />
{<br />
	trace(&#8216;length = &#8216; + curveLength ( xA, yA, 50 ));</p>
<p>	holder.graphics.lineStyle(1, 0xFFFFFF, 0.5);<br />
	holder.graphics.moveTo(xA[0], yA[0]);</p>
<p>	var bezierObj:Object=BezierPlugin.parseBeziers({&#8220;x&#8221;:xA,&#8221;y&#8221;:yA},true);</p>
<p>	var pointCount:int=0;<br />
	while(pointCount&lt;bezierObj[&quot;x&quot;].length)<br />
	{<br />
		holder.graphics.curveTo(bezierObj.x[pointCount][1],bezierObj.y[pointCount][1],bezierObj.x[pointCount][2],bezierObj.y[pointCount][2]);</p>
<p>		addMarker(xA[pointCount], yA[pointCount]);</p>
<p>		pointCount++;<br />
	}<br />
	trace(&#039;pointcounnt = &#039; + pointCount);<br />
	addMarker(xA[xA.length -1], yA[yA.length -1]);<br />
}</p>
<p>It looks like the tweenmax BezierPlugin.parseBeziers function might provide the answer to this, im just playing with it now. I&#039;ve modified the curveLength function like so where xA and yA are arrays of x,y values:<br />
function curveLength ( xA, yA, f : int ) : Number {</p>
<p>	var p1:Point = new Point(xA[0], yA[0]);<br />
	var p2:Point = new Point(xA[2], yA[2]);<br />
	var cp:Point = new Point(xA[1], yA[1]);<br />
&#8230;</p>
<p>I think the only valid points here are p1 and p2.<br />
From the drawCurve function which i&#039;ve got from the greenSock forums it seems like<br />
bezierObj.x[pointCount][1] and bezierObj.y[pointCount][1] (see above in the drawCurve function) are the control points. I&#039;ll try modifying what i&#039;ve got and i&#039;ll post the whole thing up if you&#039;re interested.</p>
<p>thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on How to find the Curve Length in AS3 by Hiraash</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-142</link>
		<dc:creator><![CDATA[Hiraash]]></dc:creator>
		<pubDate>Tue, 24 Jan 2012 14:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-142</guid>
		<description><![CDATA[Hi amcc, thanks for your interest and comment. If I am understanding you right, what you need to do is interpolate a curve you have? the interpolateCurve function I have provided requires the cp (Control Point) of the curve and this point is not on the curve it is the control point that defines the curve. The first diagram explains this.

From your image it seems to me that you are using a point on the curve as cp on my function which defines a whole other curve. all you will need to use is the actual control point of the curve to get this right. 

Please let me know if I understood you wrong. I&#039;d try and help

Best of luck]]></description>
		<content:encoded><![CDATA[<p>Hi amcc, thanks for your interest and comment. If I am understanding you right, what you need to do is interpolate a curve you have? the interpolateCurve function I have provided requires the cp (Control Point) of the curve and this point is not on the curve it is the control point that defines the curve. The first diagram explains this.</p>
<p>From your image it seems to me that you are using a point on the curve as cp on my function which defines a whole other curve. all you will need to use is the actual control point of the curve to get this right. </p>
<p>Please let me know if I understood you wrong. I&#8217;d try and help</p>
<p>Best of luck</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on How to find the Curve Length in AS3 by amcc</title>
		<link>http://blog.hiraash.org/2011/08/29/how-to-find-the-curve-length-in-as3/#comment-141</link>
		<dc:creator><![CDATA[amcc]]></dc:creator>
		<pubDate>Tue, 24 Jan 2012 13:44:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=330#comment-141</guid>
		<description><![CDATA[cheers for the functions they&#039;re very helpful. I&#039;m using it to calculate the length a sprite travels along beziers. I&#039;m using tweenmax (Greensock) BezierThroughPlugin, what this does with the 3 points is a little different as the middle point (cp in your function) is on the curve not a control point at all. So using your function plots a much shallower curve than the interpolate function. Here&#039;s an image that shows the curve the sprite follows (white line with 3 markers) - the tweenmax curve and the curve that is measured shown by lots of coloured markers (i set the steps to 50):

http://twitpic.com/8b54iu

is there a different way to interpolate the curve, or perhaps i can find a function within tweenmax that suits my needs. I&#039;m automatically making a sprite move around the screen like a bee so that each curve joins onto the last with approximately the same angle, so tweenmax is very helpful for that...]]></description>
		<content:encoded><![CDATA[<p>cheers for the functions they&#8217;re very helpful. I&#8217;m using it to calculate the length a sprite travels along beziers. I&#8217;m using tweenmax (Greensock) BezierThroughPlugin, what this does with the 3 points is a little different as the middle point (cp in your function) is on the curve not a control point at all. So using your function plots a much shallower curve than the interpolate function. Here&#8217;s an image that shows the curve the sprite follows (white line with 3 markers) &#8211; the tweenmax curve and the curve that is measured shown by lots of coloured markers (i set the steps to 50):</p>
<p><a href="http://twitpic.com/8b54iu" rel="nofollow">http://twitpic.com/8b54iu</a></p>
<p>is there a different way to interpolate the curve, or perhaps i can find a function within tweenmax that suits my needs. I&#8217;m automatically making a sprite move around the screen like a bee so that each curve joins onto the last with approximately the same angle, so tweenmax is very helpful for that&#8230;</p>
]]></content:encoded>
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		<title>Comment on How we Converted our Online App into a Plugin &#8211; Creately by MacLover</title>
		<link>http://blog.hiraash.org/2010/06/19/how-we-converted-our-online-app-into-a-plugin-creately/#comment-140</link>
		<dc:creator><![CDATA[MacLover]]></dc:creator>
		<pubDate>Thu, 29 Dec 2011 10:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.hiraash.org/?p=59#comment-140</guid>
		<description><![CDATA[Remote desktop for the Mac computer is not a tool that many people are interested in. However if it is a tool you need than you should check out www.applemactoday.com. They have a good resource for this as well as an explantion of whats involved.]]></description>
		<content:encoded><![CDATA[<p>Remote desktop for the Mac computer is not a tool that many people are interested in. However if it is a tool you need than you should check out <a href="http://www.applemactoday.com" rel="nofollow">http://www.applemactoday.com</a>. They have a good resource for this as well as an explantion of whats involved.</p>
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