Judi+Progress+Log

code /**When the sound finishes, broadcast a onNarrationComplete event for more customized action function soundfinishedbroadcastmessage { this._parent.mySound.onSoundComplete = function { broadcastMessage("onNarrationComplete"); }; }

// you can code an onNarrationComplete function instead // presumably you have to add a listener for this to work properly this.onNarrationComplete=function{ } code http://mathfest.blogspot.com/2011/03/how-can-you-make-actionscript-2.html http://www.isenegger.ca/tapatoo/Common%20Source/Testers/ActivityTemplateDemoToolContainer.swf 

Archive 2009 Archive 2007-2008 return

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April 2011
May 12, 13, 16 - finished correcting issues AC found with Cluster 1; left some pause/play settings for AC to work on; back to 8.1.5 May 9 - revisions to 1.2.1 April 27, 28, 29 May 4, 5 - more work on 8.1.5 and some work on Cluster 1 Apr. 26 - more discussion with Crystal; anticipation guide functions correctly as follows - returning to scene 2 will reset all choices to no selection; skipping all or part of scene 2 will set guide to not sure but initialChoice is still not determined; once user clicks on an option it becomes their initialChoice; subsequent clicks will leave the initialChoice yellow; rollover will make the option peach unless it is the current selection (this includes the initialChoice when it is not current selection - roll out will reset it to yellow); user can change their mind multiple times (w/o impacting initialChoice); all of this appears to work now for scene 3 (duplicating in later scenes should be easy); need to code for input box and scene 3 will be done Apr. 19, 20 - refining anticipation guide; it leaves a ghost of original selection; then there was the question of multiple changes; spoke with Crystal and first click will be users initial choice and this will leave determine which option is ghosted; scene 3 is good upto the input box; need to revise anticipation guide as per discusssion with Crystal Apr. 11, 12, 14 - Get up to date all on of the CLIPS emails; Switch gears and take on task of finishing 8.1.5; located fla and storyboard; YN was off to a great start; added code to scene 2 so changes of a previous selection will not cause next ones to show unless it was the current question; scene 3; was able to tweak the code so that Not Sure shows if scene 3 skipped; happy faces are draggable; needed to play around with text so it would appear to be indented (this should be a property of ubComboMessage and ubFramedText Apr 7. - begin work on eliminating the big arrow which is displayed when resizing takes you off screen (this will be a challenge); added a Boolean to ubNumberLineWithStrip2.as so this is optional; need to add code to automatically resize down (Ross shared some examples) Apr, 4, 5 ,6 - added property createMessageBox so user can control whether it appears in an activity; move the message box to a pod which turned out to be a bit trickier than envisioned (with an assist from Ross it now works); revised so that the unit lines are double black lines and end of the area is bold black line

March 2011
Mar. 30 - added properties (stripAtTickDragging & stripSnapFactorDragging) to ubFractionStrip2 so that ? mark displays until close to a tick mark and then the tick mark displays; ran into issues strip2 referred to cursor_mc._x instead of _y in some places (hence tmpNum was always zero; took some time to ioslate this); will need to make similar adjustments to ubFractionStrip since strip2 handles vertical strip and strip 1 handles horizontal; not sure if I broke the ability to display ? mark as setMessage is invoked with proper information; commited changes to ubfractionNumberLineStrips and ubFraction; figured out that if I change <Number: to <TextFraction: then the ? mark will display; modelTextDescription is now a text fraction Mar. 25 - in my zeal to add the allowQMark I broke the ability to display the "?" in the modelDescription text; on a positive note I was able to get ? to appear in the ubFraction (red and blue boxes) on drag of the fraction strip when allowQMark and decimals on !allowQMark; I also changed all showQMark to allowQMark in ubFractionNumberLineStrip2; (don't think that showQMark should appear outside of ubFraction); changed some showQMark to allowQMark in ubFraction (only in places where ubFraction was invoking setFraction with "?"; need to add a tolerance with allowQMark as you can never be exactly on a whole numerator so ? will always display while dragging Mar. 24 - added a new property to ubFraction isShowingQMark; was able to use getProp to successfully display the question mark in the modelDescriptionText when one is showing in the ubFraction; was able with an assist from Greg to increase the size of the fraction in ubComboMessage (needed to pass a fraction init object with ht parameter); tried to set showQMark to true so that decimals would not be displayed in the numerators; seems showQMark does double-duty; after a consult with Greg I will revise ubFraction to add allowQMark and code so ? shows if allowQMark true and current conditions hold. Mar. 22 - Traced down issue with modelDescriptionText not visible initially (needed to put that code in the onEnterFrame to give ubComboMessage a frame to define) Began investigating how to display the question mark in the modelDescription; dug through the classes and had some trouble; Skype call (a bit lengthy) with Greg (turns out numerator is not current numerator but old one if ? displayed in text field) and we ironed out a possible resolution; create a new property isShowingQMark and use getProp to retrieve its value; next step it to implement and test Mar. 21 - tested the Booolean modelToggle and the property modelType, both work effectively, but testing led to discovery of errors with the modelTextDescription (not displaying properly on fraction strip update); revised ubComboMessage with a new property textSelectable; added a Boolean to control whether the unitResizer is created Mar. 8 & 9 - finishing touches to tool so Crystal can review, Skype with Crystal and list of new changes Mar. 4 (evening) - added the modelDescription movieclip; it successfully rotates through the 3 models; however the numerator displays as ? mark; put a call into Greg to figure it out why; also need to add broadcaster or something so that the modelDescription text updates as the fractions are changed; adjusted coding so that the model area will hide when pictorial rep clicked off; Mar. 4 - put the arrows back in original position as the shift caused them to off centre; began work on creating a modelDescription movie clip; programmer can set this Description to be a toggle so it will rotate through all reps; need to use ubComboMessage; recognized that I needed to revise how I created the class so that the user sets one variable to control the modelType ("area", "blue", "red") and modelToggle (Boolean which specifies whether or not the descriptive label acts as a toggle); of course this created a need to debug but it works now with new variables; next step is to add the Descriptor movie clip

February 2011
Feb. 28, Mar. 2, Mar. 3 - determined why changeUnitLengthUnderpad_mc has it arrows draw too far left, the arrows are always hard-coded to start at 0 so I moved arrows_mc to the right 20 pixels; the area model needs to resize (along with the points) with the resizer; eventually got this to work with some suggestions from Greg (had to add getYCoord and getValueAtY functions to ubfractionNumberLinewith Strip2); for some reason the horiztonal area model strip hiccups when resizing and can be out of step; weird given that the same code correctly adjusts the vertical component of model; decided that this would take many hours to fix and have decided to leave it alone since onRelease it correct itself; successfully tackled the reset buttons (one per strip and reset all) --> these now redraw the area model and put the points back to origin as needed; still having issues with resizerPad --> its onPress is in the way of the cursor for vertical strip (moved it back down since arrows fit in area model --> problem the onPress extends to outside of model); another brief chat with Greg and of course another function was hardcoding the position of the resizer and I needed to shift it in two places; on the bright side it does work now Feb 25. evening (changed location of message box [message_mc] - perhaps this should be moved to a pod so the user can determine its location; finished work with underpad except it starts to left of zero; not sure why yet) Feb 25 - determined why the point was not snapping (turns out it did not snap for the blue one either); setStripWidth was not checking to see if alwaysSnap was true so adjusted code to fix this; began digging to figure out how to move the changeUnitLengthUnderpad_mc to a new location Feb 16, 18 - adjusted the tool so that it represents the current model onMouseMove; model is correctly snapping except for the red point (need to investigate this further); was able to check in my changes for the 4 classes; good thing I commented by changes with JH (since I took the latest version from ftp site and added my code to it); figured out why the red point was disappearing showPics was "strip" which caused point to be hidden after returnfromtoolarge; still have to figure out why the red point does not snap Feb. 15 - adjusted code to draw lines correctly for red case; mockup of tool is far enough to show Crystal; discussion with Crystal leads to following: i) __when dragging cursor or point, the area and lines should update (ie old area is gone as well as old lines); new lines will extend to the ends of the areas__; ii) move the message to a pod so the user can drag it out of the way; iii) need a a double border between the units (1 pixel black, 1 pixel white and 1 pixel black); iv) __below the fractions on LHS add a statement of what is being represented [area 9/5 x 3/4; blue fraction first 3/4 of 9/5; red fraction first 9/5 of 3/4; blue is 9/5 and red is 3/4] - there will be an optional toggle feature so you can switch between the 3 representations - if toggle set to false then just one model is displayed__; v) t__he model should always snap to the nearest whole numerator__ - but make sure it functions for non-whole values; vi) move the change unit length arrow to top of blue fraction

NEED TO DETERMINE why the point disappears when the strip models non-whole numerators; is this a feature? Feb. 4 (1/4) 7(1/4) 8 9 - Working on fractionMultOpTool - Was able to determine source of error and now the blue area synchs with point and cursor (passed wrong _x); tested for the red strip and it does not synch; determined that ubFractionNumberLineWithStrip2 draws both a vertical and a horizontal strip (version one draws only one strip); ubFractionMultOpTool draws area only; need to find out why the second strip does not receive the broadcast to update (problem isolated failed to fix this broadcast when I adjusted the others); blue area looks fine now; red area: success drawing the area the correct width and height but must adjust the line segments What is the difference between ubFractionStrip and ubFractionStrip2?

January 2011
code import edu.clips.util.ubDebug;

var array1:Array = [{index:0, sortOrder:2}, {index:1, sortOrder:3},{index:2, sortOrder:1},{index:3, sortOrder:0.5}]; ubDebug.tracev2(array1,true);

trace("\nAfter");

array1.sortOn (["sortOrder"], [Array.NUMERIC]);

ubDebug.tracev2(array1,true);

//Output /* [{index: 0, sortOrder: 2}, {index: 1, sortOrder: 3}, {index: 2, sortOrder: 1}, {index: 3, sortOrder: 0.5}]

code

Maybe they are not even reading them and don’t know what ubDebug.tracev2 is? What if you forget the initObj format for your favourite class? Why not put code like this in? code import edu.clips.util.*; import edu.clips.fraction.ubFractionInput; import edu.clips.ui.ubFramedText;

ubDebug.help(ubFractionInput); ubDebug.help(ubFramedText); code Comment/Tag changes made to ubFractionStrip.as ubFractionStrip2.as ubFractionNumberLineWithStrip2.as ubFractionMultArea.as as others will be working on them as well (GPC and Bailey) Jan 26 - working on getting area to synch issues with broadcast (remember this.broadcast - this refers to object which is sending the broadcast not the object receiving it; you must set up a listener (for this object) on the object that you want to receive the message; success with help from Greg the broadcast works (area is the wrong size but at least it updates); Jan 25 - was finally able to get the point to move in unison with the cursor; turns out that ubFractionStrip.as draws the horizontal strip and ubFractionStrip2.as draws the vertical one (hence when I put traces in ubFractionStrip2 and moved the blue strip my traces did not show); in speaking with Greg it may be best if ubFractionStrip2 is solely used for multiplying tool so it may need to be revised to accommodate both vertical and horizontal strips); essentially added a line to ubFractionStrip.as files to broadcast a message (onCursorMove) to ubFractionNumberLineWithStrip2; in ubFractionNumberLineWithStrip2.as added onCursorMove function to reposition the point; next step is to have a message broadcast to uBbFractionMultAreaTool.as so it can update area as well Jan 11, 12, 14, 17, 18 - Met with Crystal to discuss how the tool should work; was able to decipher the nesting of as files to make some changes; the tool can work in area model mode; the tool also works in non-area mode blue fraction first - in this mode the horizontal divisions on red fraction extend to end of blue fraction not to end of the unit; (still have to find a way for the tool to set the modes depending on the initial interaction (was the white space divided into parts first - Area Model or was one of the two fractions represented first - nonArea model) and perhaps reset will allow mode to be changed or should there be an option button); began long process of getting point and cursor to move in unison Jan 7, 8 FlashFest - Finished Using Counters including latest issues it is good to go Jan 4, 5 - Add revised narration to Using Counters; work on last change

December 2010
Dec. 17, 21, 22- Counter Act - completed all of the requested changes to scenes 5 and 6; make new revisions to scene 2 and 3 as per JD google doc part 2; one change left (scenes 5 and 6 if user is incorrect on the first attempt they get the same signed integer again) Dec 14, 16 - Counter Act - revised scene 2, 3 and 4 to reflect new teaching direction as per JD google doc; Skype chat with JD to revise feedback for scenes 5 and 6

code new listeners array to be used for broadcaster listeners ListenersArray.push({objectAddedTo:this.myPicker_mc, listener:myListener}); Note: There is no SelectionListeners Array. use ListenersArray with objectAddedTo:Selection.

Additions to ubWait There is an onWaitForReleaseAfterCompleted method that implements Greg’s idea for broadcasting when the last element that needed to be pressed is actually released. Please find attached a new DragDropTester that illustrates how this can be used.

A drag interaction can now have a check_btn supplied as the second parameter, this button will be made visible and will have a wait started on it just before the onWaitForReleaseAfterCompleted is broadcast. This means the programmer’s event handler can override its visibility or clearWaitFor on it, if necessary.

Any animation that eventually uses an addFlash or addGroupFlash (that includes all ubWaitFor’s except the continue button) behaves much more intelligently to the pause/play button and to the visibility of its target. You should notice this when you are testing pause/play. It also allows for Judi’s idea to set up waits on all buttons and have them automatically turned off if the button is hidden.

Added a broadcast from the scene – “onAnimationPausedChange” – it is generated by wrapperCommon. The activities_0X.as files clean up scene listeners now too. To see an example of its use, search for “onAnimationPausedChange” in ubMovieClipTransform. code

code // new ubWait Methods ubWait.waitFor([[a_mc,b_mc,c_mc], afterRelease_btn],{interactionType:”drag”});

a_mc.getHighlightFromWait.onRollOver = function{ this._alpha = 10; }

a_mc.getHighlightFromWait.onRollOut = a_mc.getHighlightFromWait.onDragOut = function{ this._alpha = 75; }

code

Dec. 7, 8, 9 - Soccer Shootout - finished off scene 5 so that the part 2 feedback works, added tester fields to test all possibilities re: feedback (red wins, blue wins, tie, point differentials); added wait code to scene 5; issues with setting focus to the input text field; turns out (with help from Ross) that ubOptionButton works onPress and the mouse up or release takes focus out of the box; activity needs some more extensive testing esp tie case (but not sure that one is supposed to exist); code onWaitForReleaseAfterCompleted = function { ubWait.clearWaitFor([option_button_mc],true); // ubWait will set focus to the input field ubWait.waitFor([[points_txt], check_btn]); };

this.onWaitForSetFocus = function(which, oldFocus, newFocus) { //if (globalSoundEvents) pingWhoosh; trace("onWaitForSetFocus just whooshed with "+which+", "+oldFocus+" and "+newFocus+" with tabIndex "+newFocus.tabIndex);

} code

November 2010
Nov. 30 & Dec. 1st - Soccer Shootout - scene 5 table is complete with soccer balls in correct place; ubOption button and feedback work for first part of question; working on the second part of the question; the activity is currently set up so that a tie is not possible; story board indicates that a tie is so will need to check with TZ to see if there was a change; Nov 26 (3:30 - 6:00 and 7:00-10:30) Nov 27 (8:30-12:00 and 1:00-2:00) - added code to end game based on whether there are enough shots left for a team to catch up; issues with transform class in scene 2, onTransformComplete continually invoked and mutliple transforms were set up; cleaned up code a bit; added the blue shooter soccer player and he/she kicks the ball (will take some time to tweak the initial image to represent the other 4 players); added a red shooter (5 images which will need to be tweaked later); working on scene 5 Nov 26 - more work on soccer activity; shooting from all 3 positions works; red shooter works Nov. 19, 22, 23 - figured out how to get the coin flipper to work so scene 3 done but not pause/play and code waiting; working on scene 4; review code to understand what is happening; works for first shooter (shooting left or right); changed coding and storyboard so that goalie is not moving (goalie cannot move on a penalty kick until the ball is kicked) added text field to display goal or save (plus ball goes in net or goalie's hands) Nov. 17 - Start work on Soccer; review scene 2; works fine, add code waiting using Ross's brute force method code function addCheckVisibleToOnRelease( onReleaseObject, toBeVisibleObject ) function addCheckVisibleWaitForBtnToOnRelease( onReleaseObject, toBeVisibleObject , waitForButton) code

Nov. 16 - clipped the narration for the colours and it narration in scenes 2 and 3 is better now; last minute checking (details outlined on wiki page re:testing); discovered errors in scenes 5 and 6, onRelease events being deleted; spoke to Ross and problem was I should be clearWaitFor before I create a new one (major issue was enablecounters - it can be invoked w/o disable counters hence the problem with starting a new waitFor when old one existed code   ubWait.clearWaitFor([negCounter1_mc, posCounter1_mc, check_btn]);    ubWait.waitFor(negCounter1_mc, posCounter1_mc);    check_btn._visible = true;    ubWait.waitFor(check_btn); code

Nov. 10 - added ubWait to scene 6, went much faster I am getting better at this, one small issue but Ross helped me out, I forgot the events need to be onRelease rather than onPress, done now except for some tweaks to narration not happy with how they stitch together Nov. 9 - Added the ubWait to all the buttons in scene 5, the long way; lots of cases to consider; think I got it down now; one small issue is the yellow highlight rectangle still visible when user selects try another instead of continue; onto scene 6

October 2010
Oct 27, 29 Nov. 2-3 finish ubWait scene 4, chat with Agnes need to revise ubWait scene 5 and how the check button shows; scene 5 check button works as per suggested changes; ubWait scene 5 in progress; issues getting things to work; ghost text images; things working and then not (import must be up front); want to start ubWait immediately and hope it does not flash invisible buttons (unfortunately it does; need to pass a pause variable which is opposite of visibility) Oct. 26 - had a nice chat with Ross; turns out I was using ubWait incorrectly (it matters the order in which you define things); had to redo my ubWait in scenes 2 and 3 (still need to do scenes 4-6; further testing of 3 required; might have to clip sound in scene 3 Oct. 19-20 - reworking Counter Act to use ubWait (requires adding check buttons to each scene with text boxes); fix the narration by clipping some blank audio so it sounds more natural

Oct. 16 (8:30-3:30) - More work with Target Game; a little work on narration for Counter Act; work with Ross to get ubWait going (tested it a little in Counter Act) Oct. 15 (7:00-10:00 pm) Flashfest - Work with group on Target Game and some work on adding new narration files (sound was choppy) Oct. 12th-14th (evening work) 3 hours; work with Jessica to help her get the Storyboard Builder going for Target Game as well as trouble shoot issues with her and basic training on Flash; she was a very quick study Oct. 12-13 - add narration to all scene; the new function playNarrationSeries works like a charm; nice job Ross; only issue we need to crop dead air so it sounds natural perhaps less than our original estimate; narration done; but the script is different from storyboard so some narration must be rerecorded; Target Game setup Oct. 11 - One of the new functions created recently is below; need to remember to use it; code // will simulate a click on the play button and unpause wrapper simulatePlayClick; code

Oct. 8 Begin the process of adding narration to 5.3.2; takes a long time to upload all of that sound and set them up with a linkage name (too bad you cannot do it all at once). A function from Ross which helped him with narration issues code this.createEmptyMovieClip("debug_mc", this.getNextHighestDepth); this.debug_mc.onEnterFrame = function{ trace("frame: "+this._parent._currentframe+", narration position: "+this._parent._parent.mySound.position); } code

Oct. 5 and Oct. 6 - was able to make great progress, finished off the revisions required for scene 6; implemented max attempts and forcing user to do both +ve and -ve integers; send it to Agnes but not sure if Agnes or Judy should re-review

September 2010
Sept. 29 - got point poof to actually poof, team meeting Sept. 28 - made some tweaks as per Agnes's email re:feedback and some issues; work with Agnes re:5.1.3 and sound issues; review to make sure it is OK; successfully attached point poof (darn parentage issues) code //test Array var soundlink:Array = ["S3f4-1.mp3", "S3f4-2.mp3","S3f4-3.mp3","S3f4-4.mp3"];

//call to play a bunch of sounds in a row playNarrationSeries(soundlink, false, true, true, "play");

//plays a bunch of sounds and then sets the final soundFinishedSetting function playNarrationSeries(seriesArray:Array,pauseTimeline:Boolean, pauseSound:Boolean, pauseAnimation:Boolean,soundFinishedSetting:String){ //take the first linkage off the array and play it    trace("The array is "+seriesArray); startNewNarrationSound(seriesArray.shift); setPauseAndSoundFinished(pauseTimeline, pauseSound, pauseAnimation,"ignore");

this._parent.mySound.onSoundComplete = function { //play the next part of the narration - shift removes the first element above if (seriesArray.length <> 0){ playNarrationSeries(seriesArray,pauseTimeline, pauseSound, pauseAnimation, soundFinishedSetting); } else { setPauseAndSoundFinished(pauseTimeline, pauseSound, pauseAnimation,soundFinishedSetting); }    }; };

code

code function resetPauseButton { //reactivates the pause/play button, user obviously wants to continue if (_global.animationPaused){ this._parent.wrapperTarget.activity_navigation.bt_play.onRelease; } } code Sept. 23 (pm) - finished of scene 5; decided not to enforce one +ve and one -ve selection since it not be worth the additional effort (will ask Agnes to see what she thinks); work was interrupted by a fire alarm (should have seen me jump, scared the @#$% out of me); Sept. 21(pm) - tweaking in scene 5 to allow for max number of attempts; I need more than two periods to fix this one (amazing how one _parent can make all the difference in the world; undecided about whether or not to add the poof (sounds like it might be simple; however simple can generally lead to a few hours worth of work) Sept. 20 (pm) - Ross function call discovery, very powerful as you can always scope how the function will see this; too bad I did not know this when I was working on the fractionOpToolSimulation class; it had to listen to itself and I could not invoke functions from other functions since "this" was not the scene level; finished suggested changes for 7 rows from the review chart; only 20 more to go; might finish on Friday code // in a call method (notice .call after function name) the first parameter is the object you // want the function to recognize as "this" // you can pass other parameters as usual players_container_mc["deck_mc"].onRelease = function { deal_a_card.call(this._parent._parent); }

function deal_a_card{ trace("in deal_a_card with this: "+this); } code option button label interference code // change labelInitialization:{FTfitToFrame:false,FTwidth:250,FTheight:40 ...

// to

labelInitialization:{FTfitToFrame:false,FTwidth:250,FTheight:20, FTmargin:0 code

Sept. 17 (all day) - CLIPS meeting in Toronto - Flashers and Storyboarders Sept. 14 (pm) - Was able to setup with a monitor and an internet connection, continued work on the review for Counter Act - still issues with Transform Class (fish stop moving); adjusted size of scoop so fish stay inside of it;

June 2010
June 30 - HWCDSB Day June 29 - HWCDSB Day June 28 - HWCDSB Day

June 25 - help Mel with the "loonie" activity"; found a neat textfield highlighter class; only works in AS3 though (too bad) see link below; CS4 does not recognize text within bold html tags (link below has some hints) http://tom-lee.blogspot.com/2007/01/textfield-highlighter-class-for-flex.html http://webcache.googleusercontent.com/search?q=cache:5CEWDiykKlUJ:stackoverflow.com/questions/2079551/fonts-not-being-embedded-flash-cs4-as3+bold+tag+and+textfield+errors+in+Flash+CS4+AS2&cd=4&hl=en&ct=clnk June 24 - am Counter Act - add code waiting (realized in hindsight that setting up pause/play was not effective use of time; since pause must be active whenever there is code waiting); NOTE: do not set typeOfFlash to "alpha" when you want to flash a text field; reminder that textfields lose focus on flash so code below will reset focus after flash done; interesting learning pausing the wrapper with a flash set on a textfield mucks things up; the textfield never starts flashing again (not sure why); however when I switch to a groupFlash on a single item it works as expected (ie resumes flashing); there is an onGroupFlash event handler broadcast which can be used to reset focus code // the textfield loses focus when flashed so reset focus onFlash this.onGroupFlash = function(which, isVisible, alph, timesFlashed, numOfReps) { if (which == InputText_txt) { Selection.setFocus("InputText_txt"); Selection.setSelection(0,InputText_txt.length); } }; code June 23 - HWCDSB Day am; pm more work on Counter Act; finished off scene 2; tested everything and found some issues in scenes 5 and 6 (not displaying continue on show me); pause/play was set up for each scene as well June 22 - Work on scene 2 of Counter Act; TZ had the fish dropping nicely into the bowl and swimming, tacked my code onto the end (some issues with the copy to my library and replacing); scene 2 is good now; helped Mel with her coloured Loonies activity wrt flashing; we added a groupFlash and discovered that typeOfFlash is a property for the Transform class; the documentation needs to be updated to include this as well as groupFlash methods; had a little trouble understanding which properties need to be passed to the class but in the end the issue was the groupFlash was called at the same time a fade was so the initial alpha was 0; hence final alpha was 0 as well on endGroupFlash; made some great progress on scene 3 (thanks TZ for adding the random number of fish and getting them to swim); some issues with elliptical Pong (some fish will not swim); sent Greg an email to see if he can tweak it; scene 3 is almost done and with one last testing of the entire swf it should be done by weeks end; feel free to check it out on isenegger and see if you can break it June 21 - HWCDSB Day

June 18 - Revise progress log; create a Judi progress log page; archive page for each year; move all of the code snippets to the code snippets page and create appropriate links (that took quite some time I need a lesson on how to create anchors and link to anchors on a page; I resort to using the text rather than the visual editor and copying other links which work); finalize method which will be used for scooping out fish (when net is in place the correct number of fish will be told to swim to the net (unlike Finding Nemo); when this transformation ends this fish will be made invisible and the fish in the net movie clip will be made visible; the fish in the net will be attached and hidden; the net should probably look more like a glass scoop so the fish won't die while waiting for continue to be clicked; pm visit St. Mary to pick up booklets for MFM1P and MHF4U June 17 - CLIPS team meeting June 16 - HWCDSB Day June 15 - Work on Counter Act; ubPod works fine in all scenes; finished scene 6; was much faster than scene 5 since I could duplicate the code; may want to retest all of the cases in Feedback; review other activities for ideas/consistency on how to scoop out fish June 14 - HWCDSB Day

June 11 -HWCDSB Day - summoned into office to work on BIP monitoring strategies - Ross fixed ubPod and it seems to work now but does require further testing in all scenes; June 10 - tested the Transform class by passing a movieclip which does not exist; it will setIntervals and transform anyway; "end" functions cannot kill the intervals but replay scene does presumably because the instance of the transformer class was removed; perhaps a warning should be issued when objects which do not exist are transformed; scene 5 looks good, duplicate it for scene 6 and begin tweaking; issues with ubPod on replay scene; sometimes it shrinks; sent note to Ross June 9 - review CL005 C02 A07 - Comparing Integers Quiz review for Agnes (looks great send it back with minimal suggestions); Counter Act finished off the feedback and actions for scene 5 (represent the integer in the ball by dragging counters); some of the interactions were complex; will require further testing tomorrow before I duplicate it to next scene June 8 - HWCDSB Day June 7 - HWCDSB Day am - pm Counter Act; Crystal help with pause/play

June 4 - HWCDSB Day - Coaches' Meeting; Mel help with Exploring Mathotel June 3 - (21st Anniversary) HWCDSB Day; Mel help with dark circles and arrows in Exploring Mathotel June 2 - brainstorm FractionStripTool with Crystal; give Mel a little bit of help; 5.3.5 Counter Act - dragging and keeping track of the number of counters in the bin works correctly; added all of the buttons that will be required for the scene (thanks Greg love the button swf); began work on the check_btn function--> it works for dragging the correct number of the correct counter and the Try Another button appears as desired (until all balls have been selected), continue button appears as directed in storyboard; the feedback is correct for "correct sum" but extra zero pairs; need to add the Show Me button which will get rid of the extra counters; added the bouncing to the balls; had some issues with the Transform class on returning to previous frame to replay the bouncing balls --> the ball currently represented as removed via removeMovieClip and for some reason it seems to exist (given that my != undefined check failed) perhaps via a pointer hence the Transform class tries to move it but it does not exist so endPerpetualMotion does not work on it (traces show gravity helper running with no name for the target); I am wondering if the Transform class should issue a warning if an object name gets passed and the object does not really exist; my fan was going crazy and I am wondering if there are other Transform class setIntervals going wild (due to similar thing; an instance name is passed to the class but the object does not exist); sometimes on isenegger my fan goes nuts; in the end I resolved the issue but changing the visibility of the object to false (it bounces in the background but the user cannot see it and thus endPerpetualMotion on the object works) June 1 - HWCDSB Day May 31 - completed the renovations to the elevator interior in 2.1; added code so the elevator interior would broadcast onMovieClipTransformComplete so I could use Greg's original coding (ran into some troubles with the broadcaster but found a site which illuminated my error; broadcast on the broadcaster object (instead of to listener object); review Mel's activity "What's My Integer" for standard integer error input checking (forgot to do it first time around) code // this needs to be delayed a frame otherwise the listener is created before the broadcast object is onEnterFrame = function {    // add a listener on the scene to the door        // the door will broadcast onMovieClipTransformComplete so existing code can work    this.elevatorInterior_mc.elevatorDoor_mc.addListener(this);    delete onEnterFrame; };

// initialize the elevator interior doors as a broadcaster AsBroadcaster.initialize(this);

// when doors are open broadcast message but message is broadcast to this door object and not the scene which is listening this.broadcastMessage("onMovieClipTransformComplete","doorR_mc");

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May 2010
May 28 - trouble shooting with Crystal on why her changes to the ubButton class were not working on isenegger; compiling InitClasses with new classes did not work; figured out that the wrapper imports ubPod (and ubPod imports ubButton) hence the wrapper must be recompiled as well; begin work on renovations to the elevator interior for 2.1 May 27 - HWCDSB Day - Gauss Marking May 26 - HWCDSB Day - HHPE-P1 MFM1P planning May 25 - team meeting re:coaching trip to NY; Skype call with Agnes and Crystal; helped to figure out where the dancing diamond was coming from (alas it was another rogue setInterval); figured out why the scene controls were still visible even though the Boolean was false: you also need to ensure that inDebugMode is false; maybe we should add this to the documentation in the activity template; reviewed What's My Integer for Mel: looks pretty good (not sure how Mel will feel about the 8 page review given that it is her first official one). May 24 - Victoria Day

May 21 - HWCDSB Day May 20 - HWCDSB Day - HHPE-P1 MFM1P planning May 19 - specialist appt am; team meeting (it was a long one, I think we broke the record); last stage revisions to 5.3.1 Elevator Ride; I think it is safe to give it the red check mark; reviewed last stage revisions to Agnes's temperature activity and it is given the "radical" seal of approval as well May 18 - HWCDSB Day May 17 - Counter Act

May 14 - OAME Conference May 13 - OAME Conference May 12 - OMCA meeting pm May 11 - Conference Agnes - re-OAME presentation; review material and print out notes required for OAME; review LGPs with numPad to see if there are issues (emailed issues to GH; work in stand alone but not in big wrapper); May 10 - HWCDSB Day

May 7 - HWCDSB Day - TPA meeting am; HHPE-P1 grades 7 & 8 proposal May 6 - HWCDSB Day - HHPE-P1 MFM2P day 2 planning at STM May 5 - HWCDSB Day (NMC community day and lockdown) May 4 - conference with Ross – using ubDisplayPod added to my scene to track the number of counters in the bin; works great much better than using trace window; four simple lines of set-up (see below); also discussion on best ways detect double clicks; pod needs to be created on the activity level but must push to movieclipsarray so it will be unloaded on next scene code // create the pod at the activity level import edu.clips.ui.*; MovieClipsArray.push(ubPod.create(this._parent.PodLayer_mc, "changeCounterPod_mc", {_x:475, _y:140, Podlinkage:"shapeColour_mc", PodfitToFrame:false, PodhtmlText:"Change Counter Shape or Colours", _visible:false}));

// code to add a display pod import edu.clips.util.*; MovieClipsArray.push(ubDisplayPod.create(this._parent.PodLayer_mc, "display1_mc", {_x:100, _y:0, verbose:true})); this._parent.PodLayer_mc.display1_mc.addPropertyTextField(this,"posCountersBin"); this._parent.PodLayer_mc.display1_mc.addPropertyTextField(this,"negCountersBin" ); code Changed to the code Ross found for double click detection since it does not require use of mouse listener and it knows what was clicked w/o special coding code // double click detection to display shapeColour change posCounter_mc.onPress = function { if (lastclick - (lastclick = getTimer) + 300 > 0) { //do doubleclick action this._parent._parent.PodLayer_mc.changeCounterPod_mc._visible = true; } } code Got Greg’s poly addition to ubShape to work (had to debug a little since I presumed its name would be poly5; changed it everywhere but forgot one movieclip sitting on the stage (funny how that screwed things up); success with the counters; the double click works properly and only open the changer pod (does create a new one); a single click and hold for at least 250 ms will create a new counter; counters dragged out of bin are deleted; the number of counters in bin are tracked properly; all in all a very productive day May 3 - 5.2.2 --> Review pause/play changes for Agnes (they look great); Agnes is putting us to shame as she has tested her settings with and w/o narration; 5.3.1 finished second round of revisions, back to Agnes for final approval; working on 5.3. counter act; working on creating counters which clone themselves; needed to tweak logic of shapeColour changer to address all counters; new counters were appearing over top of shapeColour changer; realized need to be at the activity level; this completely screwed it up will have to fix it tomorrow

May 2 - Moved the double click detection function to activity level; realized I forgot to push the mouse listener to the array (makes me wonder if I forgot to push key listeners to array in other activities -- should check and look at setIntervals and setTimeouts); my integer ball has a nice 3D effect; scene 5 is well on its way; randomization of integer balls complete with onPress events and fade outs; need to add bounce effect While trying to figure out how to make a nice 3D ball I discovered that Flash has a Tweening, Easing and Transition class ... http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000964.html http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000965.html http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000963.html http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000961.html ... see the tweening class in action http://www.republicofcode.com/tutorials/flash/tweenclasseasing/ ... and I found a very cool action script tweening engine for AS2 and AS# for Flash called TWEASE -- Oh and its free http://play.visualcondition.com/twease/ May 1 - Working in Counter Act scene 4; able to create a tool to change the counter colour and shapes; tool sits in ubPod and you double click on a shape to open pod; used hitTest with _xmouse _ymouse to see if double click was on the counters code // detect a mouse double click var double_click_wait = 300; var lastClick = 0; var mouseListener:Object = new Object; mouseListener.onMouseUp = function { if ((getTimer - previousClick) < double_click_wait) { trace("mouse double click on: " + this); mouseOnCounter; previousClick = 0; }   previousClick = getTimer; }; Mouse.addListener(mouseListener);

// was mouse over the counters function mouseOnCounter { if ((posCounter_mc.hitTest(this._xmouse, this._ymouse, true)) || (negCounter_mc.hitTest(this._xmouse, this._ymouse, true))) { my_pod_mc._visible = true; } }

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April 2010
Apr. 30 - Agnes sound challenge --> narration not playing in one scene and pause/play not being activated in another; the following code is problematic if it sits in frame 2 of globals; startNewNarration begins the narration but defineNewSoundEffect stops all sounds code if (this._parent.usingNarration) { startNewNarrationSound("InsertSoundFileNameHere.mp3"); setPauseAndSoundFinished(true,true,true,"ignore"); } else { setPauseAndSoundFinished(false,false,true,"ignore"); }

right = defineNewSoundEffect("right"); function pingCorrect(doStopAllSounds:Boolean) { // call this function when a correct answer has been selected - or positive feedback needed // only needs to be defined once per scene if (doStopAllSounds == undefined) { doStopAllSounds = true; }   if (doStopAllSounds){ stopAllSounds; }   right.startSoundEffect(0,0); }

code the following code works better for displaying the continue button when animation may be playing; showcontinue(false) does not impact pause/play button code if (this._parent.usingNarration) { showcontinue(false); } else { showcontinue; }

code Apr. 29 - am 5.3.1 optimized (as much as I could w/o redoing it; deleting unused variables etc.) code and commented code (in case someone else needs to look at code); fixed scenes 4 and 5 so that counting animation can be paused properly; pm doctor's appt. Apr. 28 - HWCDSB Day - Solving Equations Cross-Panel Session SJB Apr. 27 - Agnes re: reset button in 5.1.2 (we also found a whole slew of other errors which were missed during the testing phase - YIKES!!); complete revisions to 5.1.3; updated it to reflect new buttons standards and other mathcots; noticed that pause/play was not active for scenes 3-5; during testing (what a surprise!!) noticed it did not pause the animation properly; conclusion do not use setTimeouts to control timing of animations since they cannot be impacted by _global.animationPaused (working on fixing this up); Agnes re:bad advice I gave her about activating an inactive or paused pause/play button (sample below is more appropriate); during our discussion we realized that we need team standards for code waiting and active traces; an email was sent out to poll team code // wrapper is paused with sound playing so set button mode to pause if ((_global.animationPaused) && (this._parent.usingNarration)) { setPauseAndSoundFinished(false,true,true,"ignore"); // pause/play is inactive so activate it for animation only } else if (_global.globalPause == "scenepause") { setPauseAndSoundFinished(false,false,true,"ignore"); }

// code use in LGP 4.1.3 -- not sure which one is better if (_global.globalPause == "scenepause") { animationonlypause; } else if (_global.globalPause == "soundonlyplay") { unPause; }

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Apr. 26 - HWCDSB Day - planning session for HHPE MFM2P writing project - Linear Relations strand; Ross shared with me how to go back up the tree structure; now I have one folder for classes and actions with flas in folder organized by cluster (very slick); the new directory structure is below along with the include statements; to work properly activities_01.as and wrapperCommon.as must be in the actions folder within classes. code code
 * 1) include "../classes/edu/clips/actions/activities_01.as"
 * 2) include "../classes/edu/clips/actions/wrapperCommon.as

Apr. 24 - FlashFest - Working away on counter act; used Heather's idea and coding to have the fish swim and turn (perpetual pong motion on the fish and when the fish triggers an onBounce - because it hot the boundary use the Transform class to turn it -- change xscale to -ve xscale); used Heather's ubTable class to make the tables; very nice and effective; was able to create the table in under 5 minutes; love Greg's ubButton swf, design it drag it to the stage and then go back and copy the code (very slick); a very great work day Teresa and I were able to complete one scene Apr. 23 - Office am - papers for Wed session; pm drive to Barrie and OAME prep meeting; late pm and eveing Flashfest; tested runtime bitmap caching for any ill effects; the graphic images are still sharp and the fan does not whir away anymore scenes 2 and 6 of 5.3.1; Ross and Heather showed their new classes/tools; very cool; love the ubPodConfig and hope it assist in the understanding of methods/properties of our classes. //http://www.adobe.com/devnet/flash/articles/bitmap_caching_02.html// Apr. 22 - Chat with Agnes re:plans for Flashfest, OAME and code waiting; revise CL005 Other Resources document; dr appt - eyeglasses fitting Apr. 21 - HWCDSB Day - Solving Equations Cross-Panel Session SM Apr. 20 - HWCDSB Day Apr. 19 - HWCDSB Day

Apr. 16 - HWCDSB Day Apr. 15 - HWCDSB Day Apr. 14 - more revisions to 5.3.1; conference with Agnes re: highlighting floors w/o flashing; revised scenes 3-5 as per our discussion; scene 6 is all that is left Apr. 13 - revise 5.3.1 --> created a new interior for the elevator (check it out; Sarah Richardson and Colin & Justin gave it high style points); revised scene 2, changed code waiting in scenes 2 and 3; started on scene 3 reviewed OAME site for Greg before he went live Apr. 12 -eye doctor appt in morning; created other Resource document for CL005; no Other Resources ready for CL003 or CL006; sent the document to Agnes for review; begin review of 5.2.2; finished review and sent it to Agnes

Apr. 9 - HWCDSB Day - coaches' meeting in pm Apr. 8 - HWCDSB Day Apr. 7 - Spoke with Mel re:5.3.1 (cleared up issue re:fla not following storyboard); Meeting with Crystal, Agnes and Mel re: OAME planning; created Other Resources documentation for CL001, CL002 and CL004, began a little work on scene 2 of 5.3.1 (cleared out any unnecessary layers and movie clips) Apr. 6 - Revise the error checking for 5.1.2 to reflect new changes, copy Agnes' new scenes to 5.1.3, redo the graphics for scene 6 in 5.3.1 using the files forwarded by Trish (still required lots of tweaking, would be best if we could break the Word pics apart, MACs do not like wmf so had to download a free WP called NeoOffice which can convert -- will also open WordPerfect files but loses the graphics [I think it is due to the fact that WordPerfect has its own graphics interface]); replace this._parent.SetNumPadMode with setNumPadMode in the aforementioned activities; familiarize myself with Counter Act (review existing fla and storyboard)

Apr. 2 - Good Friday Apr. 1 - HWCDSB Day

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March 2010
Mar. 31 - make revisions to 5.1.3 scene 16, revise error checking all scenes with input boxes, discuss changes to error checking with Agnes (word changes) Mar. 30 - HWCDSB Day - prep for Solving Equations, Homework Help Application, St. Mary prep for coaching display Mar. 29 - finish off 5.3.1

Mar. 26 - HWCDSB Day - am with MJ plan next coaching session, pm St. Mary - JING for coaches Mar. 25 - HWCDSB Day Mar. 24 - Funeral - Great Aunt Mar. 23 - 5.3.1; scene 6 (elevator opens to show features) Mar. 22 - HWCDSB Day - am meeting re:Coaching Model; pm meeting SCT update

Mar. 12 - HWCDSB Day - STM changes to unit #3 MFM2P - use GSP to explore "m" and"b" Mar. 11 - Completed the feedback chart which Marian will use to review 5.1.3, this was a rather long and drawn out process and I am happy to be done with it; but as I see my note above I have to do the same thing for 5.1.2 :( DRAT!!); conference with Ross re:ubNumberLine2 (he is closer to where it needs to be); now onto feedback chart for 5.1.2 Mar. 10 - finished off revisions to scenes 14 and 17; mini-pow-wow with Agnes to finalize scene 14 interactions; MJ help with 5.2.7; 5.1.3 is sent back to Agnes for final approval; Ross made some revisions to ubNumberLine2 to allow me to change size of extra labels (need a little more tweaking; the ubConfigPod is really powerful); Ross will look into revising ubNumberLine 2 so that the number line is on its own movie clip which will allow it to be manipulated on its own (ie flash line only) Mar. 9 - HWCDSB Day - am EROs, email Solving Equations, pm SMART Board session at SM Mar. 8 - conference with Mel re:5.2.7, second round revisions to 5.1.3 scenes (only 14 and 17 remain); had to re-conference with Agnes since I lost my electronic notes for 5.1.3 (suspect they were in that damn temporary folder that FirstClass puts downloads in and they were deleted when I shut the computer down); read Ross's blog (Prezi is cool I need to figure out how to use it; loved that math game presentation)

Mar. 5 - HWCDSB Day Mar. 4 - HWCDSB Day Mar. 3 - more revisions to 5.1.3; 5.3.1 migrate to new template, code waiting and pause/play for scene 2; begin scene 3; chat with Agnes re: reworking scenes 16 and 17 and other o/s issues in 5.1.3 Mar. 2 - Secondary revisions to 5.1.3; all but scenes 11, 13, 14, 16, 17; late pm St. Mary to update OS on TI-Nspire CAS Mar. 1 - HWCDSB Day - BIP update am; coaches PD pm

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February 2010
Feb. 26 - HWCDSB Day Feb. 25 - HWCDSB Day Feb. 24 - made re-re-revision tweaks to 5.1.2 and I think we can say it is done; re-review 5.1.1 for Agnes (well done; it is ready to go); migrate 5.1.2 to new template; revisions to 5.1.3 (upto and including scene 15) Feb. 23 - more work on 5.1.3 (on page 9 of 11; the work is becoming more complicated as I progress and hence slowing me down; page 11 may be too scary to look at), tried to help Crystal with her slow key issues (discovered that vector images may not be so great as they can slow the flash player down); Feb. 22 - review 5.1.1 after revisions; looks great but a few more tweaks may still be needed; made re-revisions to 5.1.2 and sent 5.1.2 back to Agnes for post-revision review; start revisions for 5.1.3 (made it to 7 of 11; go me!!)

Feb. 19 - conference with Greg re:numPad changes (+/- overrides maxChars one extra character; "No input boxes" can be stored in an field when Enter is pressed; Greg will write a function to allow programmer to execute TAB or CLEAR key on numPad to clear the display so "No input boxes" cannot be passed to a textfield in error; programmer will need to CLEAR once an text field exists); need a showcontinuewithfocus function; Agnes re:narration; wrote showcontinueSetFocus function; added it to activities_01; tested it out and it works fine; sent it to Greg so that he could approve it and then recompile wrapper with new code; made necessary revisions to my scenes in 5.1.6.2 (the quiz) Feb. 18 - Make revisions to 5.1.2 with exception of numPad ones; Agnes Conference re:Bitmap tracing; fireworks and registration points; Feb. 17 - HWCDSB Day Feb. 16 - HWCDSB Day Feb. 15 - FAMILY DAY

Feb. 12 - HWCDSB Day Feb. 11 - HWCDSB Day Feb. 10 - 5.1.3 make some revisions to scenes 16 and 17 as per Crystal's suggestions; send 5.1.3 to Agnes for review; review 5.1.1 for Agnes (looks great); begin change process for 5.1.6.2 (scenes I did in the quiz); Feb. 9 - Skype meeting with Greg re:sound issues (found a fix for sound effects playing undesireably on unpause; added soundActive Boolean so sound will only play on unpause if the Boolean true; stopSoundEffect will stop sound and change Boolean to false so it will not restart on unpause) and fixes to 5.1.6.2 quiz as per Agnes's comments (Greg will make some revisions and then pass it along to us 5.1.3 pause-play settings and code waiting; Greg took diligent notes so we would remember what we discussed) Feb. 8 - Skype chat Crystal and Greg re: 5.1.6.2; team PD led by Ross; Ross showed us how to use his ubPodConfigurer; a very powerful tool will make life easier for us; it certainly is capable of lots; some of it went over my head so I will have to review it later; I have used it in its simplest form and found it to be highly effective; 5.1.3 pause-play settings

Feb. 5 - HWCDSB Day Feb. 4 - HWCDSB Day Feb. 3 - chat with Greg re:Changes to scene 11 football drag; will make it work more like scene 14; should also add bubbles to integers in scene 14 to make them stand out; chat with Ross who showed me how to work ubConfig Pod (will be very useful for retweaking my number lines using unNumberLine2); downloaded ubNumberLine2 and revised code to use it instead; checked that no intended effects in scenes 2-7; tested scenes 8-10 to ensure that feedback is correct and it follows storyboard; adjusted scenes 8-10 so that pause/play settings are correct; changed scene 11 so that the footballs snap to nearest marker; get stuck to field and drag above number line; football will kick back when a new one is dragged down Feb. 2 - 5.1.3; tweaked scene 2 so that ticks go above/below number line; tested scenes 2-7 to ensure that feedback is correct and it follows storyboard; adjusted scenes 2-7 so that pause/play settings are correct and that pause actually work; issues with the mask on the wrapper not working properly; tried to solve them and deferred the issue to Greg, Heather and Ross; got the Department Headship at St. Mary; back to teaching in the classroom in September (looking forward to it); Feb. 1 - Marian Small - multi-disciplinary workshop on effective questioning

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January 2010
Jan. 29 - used Ross's string functions to remove white space and "-" from the feature text in Mathotel; tacked_mc on the end and used [] instead of dot notation and voila was able to show the correct icon w/o need for a complicated if structure (cool find Ross!!) Another technique (from Ross), besides evocative naming of objects, that we have found useful is assigning them new properties to contain information that later will be necessary to have. imageBall vs. image.type = "Ball" image.numeral = 5 code import edu.clips.util.RegExp;

p1 = new RegExp("\\s", "g"); p2 = new RegExp("-", "g");

var iconName:String = this._parent["floor" + (thisfloor) + "_txt"].text; iconName = iconName.replace(p1, "") + "_mc"; iconName = iconName.replace(p2, ""); code Jan. 28 - completed the football scene in quiz (more complicated than expected); one new learning today --> figured out how to indent the text after a number; use the paragraph button to access format options; increase the left margin and make the indent negative --> see picture below



also worked on the mathotel scene; needed to shuffle the floors; found a function (which I do not totally understand but it works) which will shuffle or randomize an array (code below) code Array.prototype.shuffle = function { for (i = 0; i < this.length; i++) { var tmp = this[i]; var randomNum = random(this.length); this[i] = this[randomNum]; this[randomNum] = tmp; } };

floors[0] = "Parking"; floors[1] = "Electrical Room"; floors[2] = "Housekeeping"; floors[3] = "Arcade"; floors[4] = "Restaurant"; floors[5] = "Lobby Check-in"; floors[6] = "Conference Room"; floors[7] = "Vending Machines"; floors[8] = "Fitness Centre"; floors[9] = "Pool"; floors[10] = "Gardens"; trace("floors before: " + floors); floors.shuffle; trace("floors after: " + floors); code

Jan. 27 - 1.3 revise to reflect standards for error checking in an input text field as well as instructions, add foot to kick the ball, football scenes are done; add the football scene to quiz (still need to work out some wrinkles); interview for math department headship in the afternoon Jan. 26 - HWCDSB - Instructional Coaching --> Jim Knight London Jan. 25 - HWCDSB - Instructional Coaching --> Jim Knight London

Jan. 22 - begin work on last football scene (ball is punted to a location); used Heather's Transform class to implement this (very sweet) Jan. 21 - HWCDSB Day Jan. 20 - 5.1.2 and 5.1.3 revise as per Heather's fix to Transform class (puts and end to pesky flashing); 5.1.3 put in new template and add scenes from Agnes's fla, continue work on football scene; add additional trials Jan. 19 - 5.1.3, football scene, chat with Agnes re: more fulsome feedback (including visuals); tweak number line so it fits perfectly (need Greg to hide 0); draw football Jan. 18 - am Board Office (coaching and application); pm 5.1.3 add code waiting to scene 8, start coding scene 9; email (clear out inbox); draw helmets

Jan. 15 - SCOS part of am; 5.1.3 scene 8 Jan. 14 - HWCDSB Day Jan. 13 - Oma Funeral Jan. 12 - am finish testing of 5.1.2 and fix errors re:sizing send to Agnes for review pm Visitation Jan. 11 - am 5.3.1, add key effect to 5.1.2, Skype Chat with Greg, usingNarration issue with 5.1.2 (big wrapper overrides activity setting) MRI pm

Jan. 9 - 5.3.1 and assisting as needed Jan. 8 - Ross and activities.as presentation; 5.3.1; assisting as needed Jan. 7 - meeting with Myrna in morning; brainstorm with Ross issues with scene selector and RollOver in activity template; works now; all activities with numPad need to be updated Jan. 6 - HWCDSB Day Jan. 5 - HWCDSB Day Jan. 4 - team meeting; activity template