Anyone using a CMS with a DAM back-end for Asset Management?
Date : March 29 2020, 07:55 AM
I wish did fix the issue. Our company uses a system that does just that. It is Day Communique 5. The management UI allows you to manage your templated web content in much the same way as the digital content. You can store any kind of binary, including movies, graphics, PDFs, or flash. Whether the content is textual (templated) or binary, you can render your site via components that pull from either. You can tag assets and use the tags in search queries to render your site. Some sections of our site are rendered via search queries straight into the DAM - it looks like a static HTML page, but it is dynamically generated prior to being cached in our edge cache.
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Asset Management in Adobe Air for a 2d Game
Tag : flash , By : matthew
Date : March 29 2020, 07:55 AM
this one helps. it sounds to me like it's time to break up your assets into separate files and load them at runtime from the disk. That should free up some space while you're editing code so that FB4 doesn't freak out. I just finished a Facebook game that had a ton of assets, and I ended up putting all of the sounds in their own SWF, all of the heavy graphics in their own SWF, and then loading them up at runtime. Here's a breakdown of the key points : For me, I was using Flash CS5 to generate the assets, and exporting the symbols for actionscript in the first frame. I'd just export the movie, Flash would hand me my assets SWF, and I was good to go. Alternatively, you could have simple AS file with a ton of embed tags and compile that to it's own SWF using ant or FB4. It's really the same thing at the end of the day as long as you get your assets into a SWF. //GraphicalAssets.as
//the linkage for this asset in your asset swf would need to match 'hero_guy_graphic'
public static var HERO_GUY_GRAPHIC:String = "hero_guy_graphic";
//AssetFiles.as
public static var CHARACTER_ASSETS:String = "thePathToTheCharacterAssetsFile.swf";
var loader:Loader = new Loader();
var loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleAssetsLoaded);
//add some error event listeners here too...
var request:URLRequest = new URLRequest(pathToMyAssetsFile);
loader.load(request);
private function handleAssetsLoaded(evt:Event):void {
//hang on to this for later
var appDomain:ApplicationDomain = (evt.target as LoaderInfo).applicationDomain;
//a good way to do that would be have a private array where you hang on to them
//_appDomains["TheNameOfMyAssetFile.swf"] = appDomain;
}
public function getAsset(assetName:String, fileName:String):* {
var assetFileAppDomain:ApplicationDomain = _appDomains[fileName] as ApplicationDomain;
var assetClassDefinition:Class = assetFileAppDomain.getDefinition(assetName) as Class;
return new assetClassDefinition();
}
//assuming AssetManager is a singleton that we can get with AssetManager.instance ...
var heroGuyGraphic:MovieClip = AssetManager.instance.getAsset( GraphicalAssets.HERO_GUY_GRAPHIC, AssetFiles.CHARACTER_ASSETS ) as MovieClip;
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PHP 5.2.x Asset management library
Date : March 29 2020, 07:55 AM
like below fixes the issue Your best bet is probably to backport Assetic to PHP 5.2. The use and namespace statements would need to be replaced with an autoload function and a call to spl_autoload_register(). It looks pretty comprehensive, although it might lack the ability to reference an externally hosted script, like calling jQuery from a CDN.
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What's the best way to do asset management with node?
Date : March 29 2020, 07:55 AM
this one helps. connect asset manager (click the link to the docs) will combine separate CSS/JS files into a single file, compress them, convert images to base64 for embedding with data URIs into your CSS files, minify the code, etc From the README:
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Nodejs asset management
Date : March 29 2020, 07:55 AM
I hope this helps you . For each of the point you mentioned I give you a few module examples that might fit your need. Remember that at every point there are much more modules serving the same purpose:
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