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	<title>NateJC.com - Flash &#038; ActionScript 3 info, source, &#038; experiments &#187; Network Programming</title>
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	<description>Flash &#038; ActionScript 3 info, source, &#038; experiments</description>
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		<title>Flash Player 9 Local swf Security</title>
		<link>http://natejc.com/blog/2007/05/flash-player-9-local-swf-security/</link>
		<comments>http://natejc.com/blog/2007/05/flash-player-9-local-swf-security/#comments</comments>
		<pubDate>Wed, 30 May 2007 20:50:26 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Network Programming]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=54</guid>
		<description><![CDATA[Let's say you had an external settings file that you wanted to load using the following code:
PLAIN TEXT
Actionscript:




protected var _loader:URLLoader = new URLLoader&#40;&#41;;


_loader.addEventListener&#40; Event.COMPLETE, function&#40;&#41;:void &#123; trace&#40;"settings.txt was loaded successfully"&#41;; &#125; &#41;;


_loader.load&#40; new URLRequest&#40;"settings.txt"&#41; &#41;; 






You finish writing your class, save your fla, and compile. After compilation completes, the code above properly trace s "settings.txt [...]]]></description>
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		<title>Registered Socket Functions</title>
		<link>http://natejc.com/blog/2007/05/registered-socket-functions/</link>
		<comments>http://natejc.com/blog/2007/05/registered-socket-functions/#comments</comments>
		<pubDate>Fri, 04 May 2007 00:28:21 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Network Programming]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=39</guid>
		<description><![CDATA[Now that you know how to dynamically cast variables at runtime, we can create a very cool static class I dub RegisteredSocketFunctions. The purpose of this class is to allow any function to be "registered," which, by doing so, allows global access to the function directly.
The goals of the RegisteredSocketFunctions class:

Any function in any class [...]]]></description>
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		<title>Dynamic Casting and * in ActionScript 3</title>
		<link>http://natejc.com/blog/2007/04/dynamic-casting-and-in-actionscript-3/</link>
		<comments>http://natejc.com/blog/2007/04/dynamic-casting-and-in-actionscript-3/#comments</comments>
		<pubDate>Fri, 27 Apr 2007 19:34:35 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Network Programming]]></category>

		<guid isPermaLink="false">http://blog.natejc.com/?p=32</guid>
		<description><![CDATA[This discussion is necessary in order to continue with our network programming lessons.
Casting (converting one variable type to another) in ActionScript 3 is very easy. The following code casts a uint as a String:
PLAIN TEXT
Actionscript:




var&#160; nNum:uint = 5;


var&#160; sNum:String = String&#40;nNum&#41;; 






But what if you don't know what the variable should be cast as? For [...]]]></description>
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		<title>Flash Network Programming via TCP/IP, part 2</title>
		<link>http://natejc.com/blog/2007/04/flash-network-programming-via-tcpip-part-2/</link>
		<comments>http://natejc.com/blog/2007/04/flash-network-programming-via-tcpip-part-2/#comments</comments>
		<pubDate>Thu, 26 Apr 2007 20:14:23 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Network Programming]]></category>

		<guid isPermaLink="false">http://blog.natejc.com/?p=31</guid>
		<description><![CDATA[Today, I give you a free utility class that handles everything you need to handle in order to establish a connection. Tomorrow, I give you the world a class that make it seem like you are calling functions directly on the server and visa versa.
Download the latest version of the ConnectionEstablisher class here.
Usage example:
PLAIN TEXT
Actionscript:




// [...]]]></description>
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		<title>Flash Network Programming via TCP/IP, part 1</title>
		<link>http://natejc.com/blog/2007/04/flashas-networking-over-tcpip-part-1/</link>
		<comments>http://natejc.com/blog/2007/04/flashas-networking-over-tcpip-part-1/#comments</comments>
		<pubDate>Mon, 23 Apr 2007 18:47:04 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Network Programming]]></category>

		<guid isPermaLink="false">http://blog.natejc.com/?p=10</guid>
		<description><![CDATA[A while back I led an ActionScript 2 project with two other classmates in a Network Programming class I was taking at EWU. We created a Flash game we called "Zelda Arena" in which multiple players on multiple computers would connect via TCP/IP to a C++ server. You could custom color your own hero (Link) [...]]]></description>
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