Users are exposed to promotional thumbnails within the Messenger conversation window. Users select a content menu (wink, emoticon, display picture, background) where advertiser thumbnails display in a “Featured” menu.
When a user clicks on a promotional thumbnail, the selected content is downloaded and inserted into their “most recently used” menu. In the case of the background image or display picture, clicking on a promotional thumbnail will automatically replace the user’s existing background/display picture with the selected content.
After downloading selected content, users may insert emoticons and winks into a conversation. They may also change their background or display picture from the default selection using the “most recently used menu”.
Users may send content to Messenger Contacts during a conversation by inserting a wink or emoticon into the conversation stream or by selecting the “Share Background” option.
Once the ad campaign has expired, it will no longer be visible in the content drop-down menus. Any installed items will still be visible in a user’s “Most Recently Used” menu as this content is physically saved on the user's machine.
*Note: Only the Display Picture (96x96) is shown in the example above.
Ad Specifications
A Personal Expression campaign includes four types of branded elements accompanied by a promotional thumbnail (a static 32x32 image).
Ad Components
Below is a summary of all ad components that an advertiser must provide as a part of their Personal Expression package.
Product Type
Quantity
Max Width
Max Height
Max Weight of Each File
MSN Served File Types
Animation Max Length (in seconds)
Loop Limit
Alt Text Limit
Background Featured Thumbnail
1
32
32
10kb
gif (static), jpg (preferred)
Animation not allowed
N/A
65
Conversation Window Background
1-3
800
600
75kb
gif (static), jpg (preferred)
Animation not allowed
N/A
N/A
Display Picture Featured Thumbnail
1
32
32
10kb
gif (static), jpg (preferred)
Animation not allowed
N/A
65
Static Display Picture
1-3
96
96
20kb
gif (static), jpg (preferred)
Animation not allowed
N/A
N/A/a
Dynamic Display Picture
1 (up to 5 moods)
98
142
500kb (300kb suggested)
swf (Flash 6 preferred, or lower), and source .fla file
Background Image - Displayed as a backdrop in a conversation window
Display Picture - A static image that a user can select for their personal user tile
Dynamic Display Picture - Animated Flash file. Animation usually dependent upon “moods”.
Winks - A dynamic over-the-page experience using sound and animation that is displayed over a user’s Messenger window.
Emoticons - Personalized theme characters that can be inserted into a conversation to show moods and emotions.
Content Drop-Down Menu – The four menus which expand in a Messenger conversation window when a user clicks on the icon for a wink, emoticon, display picture, or background. Each menu contains a row of eight featured thumbnails denoted by a dedicated row and a subsequent “Frequently Used” menu.
Featured Thumbnail – A thumbnail image that displays in the “Featured” section of each Content Drop-Down Menu.
Product Thumbnail – A thumbnail image that displays in the “Frequently used…” section of each Content Drop-Down indicating the individual components downloaded after a user clicks on a Featured Thumbnail.
Alt Text – The text that appears when a user hovers over a “Featured” or “Product” thumbnail
Key Sequence – The set of characters that the user may type into a conversation window to insert an emoticon.
General Information (Flash):
Personal Expression content must meet the following Flash requirements.**
Published Version: Must be published in Flash 4.0, 5.0 or 6.0 (preferred)
Frame Rate: Verify that the Flash creative does not exceed 18fps. Settings greater than 18fps will result in poor performance for many of our users and is not permitted.
File Weight: Verify that each creative element does not exceed weight requirements detailed below
Video: Flash components may not include streaming video. Embedded video may be included in Winks and Dynamic Display Pictures as specified in the “Creative Technical Requirements” section.
Interaction: Anything that requires user input or interaction, such as buttons, is strictly prohibited within the Flash file.
**See “Creative Technical Requirements” section for additional information.
Featured Thumbnail:
Each content type (wink, emoticon, display picture, background) must include a featured promotional thumbnail which will appear in the associated conversation window menu. There may be one featured thumbnail per content type.
Featured Thumbnail – Background Featured Thumbnail (Quantity: 1), Display Picture Featured Thumbnail (Quantity: 1), Emoticon Featured Thumbnail (Quantity: 1), Wink Featured Thumbnail (Quantity: 1)
File Type: .gif (static), .jpg (preferred)
File Dimensions: 32w x 32h (pixels)
File Weight: 10K
Animation: No
Alt Text: 65 characters including spaces
Background Images (Quantity: 1-3):
Display pictures are images applied to a personal user tile within the Messenger conversation window. Display pictures must be a static image. Advertisers should provide a single static display picture.
Additional guidance regarding ActionScripting can be found in the “Creative Technical Requirements” section.
Display Picture (Quantity: 1 Dynamic Display Picture and 1-2 Static Display Pictures, OR 3 Static Display Pictures) Display pictures are images applied to a personal user tile within the Messenger conversation window.
Display pictures can be dynamic or static.
Static Display Picture
File Type: .gif (static), .jpg,
File Dimensions: 96w x 96h
Maximum File Weight: 20kb (each)
Animation: No
Dynamic Display Picture - User selects a DDP from the menu as shown below. If selected, the standard static Display Picture is replaced with a taller animated Flash file. This file has up to five different animated states that can be selected by the user or triggered by either emoticons or character sequences mapped via xml. For example, the characters ":)" could be mapped to an animation sequence of a character smiling. These animations will display on both the user’s machine and anyone who communicates with the user and chooses to view Display Pictures.
Note: A DDP element will incorporate up to five distinct emotional states –intended to be mapped directly to the Personal Expression emoticons.
File Type: single .swf published for Flash 6 (file compression enabled)
File Dimensions: 98w x 142h
Maximum File Weight: 500kb / 300kb (recommended)
Audio: Limit one sound file per animated state. No looping. (MP3 files may be embedded into frames when creating the .swf file)
Scripting "Moods": Utilizing the fla template provided, Dynamic Display Pictures will be able to provide a single swf file containing multiple emotional states/moods associated with an animation sequence.
When a user selects a different state or uses a linked trigger, the Messenger client reloads the Flash file while passing it a variable. This variable tells the Flash file which state has been selected and, if coded properly, will jump to that point on the timeline. This variable is defined as displayMood in our supplied template and should not be altered for any reason. The names you give your individual states can be altered as these are established via Frame Labels.
Frame Labels One for each animated state (up to five including the default). Please note the name of each label and supply this information to whoever completes the submission documentation. Also note that the use of the word “default” as a label will cause problems as this is reserved for use with Actionscripting. In our supplied template, the states are “none” (for the default state) and “state001” through “state004”. The order in which the states appear on the timeline is irrelevant with the exception that the default state should always occur first.
_root.gotoAndPlay(displayMood); This code should be present no later than the third frame on the main timeline and before any animation displays. (a consistent background image is recommended for all states in order to make the transitions as seamless as possible.)
Building Your Flash File: Here is a screenshot of the supplied template’s main timeline. The first frame in which Actionscript occurs uses the script [ _root.gotoAndPlay(displayMood); ]. This looks for a variable that is passed to the Flash file via the Messenger client and then jumps to the corresponding label. If no variable is passed, the DDP will automatically play the default state.
Insert image
The second frame with Actionscripting is a [ stop(); ] command immediately followed by another frame with the same code as the first scripted frame. This redundancy is there to help the client by ensuring that the correct state is displayed.
If built properly, the published DDP will switch between moods within the Flash Player by pressing CTRL+ENTER or selecting the Play option from the Control menu.
Building Your Flash File:
Here is a screenshot of the supplied template’s main timeline. The first frame in which Actionscript occurs uses the script [ _root.gotoAndPlay(displayMood); ]. This looks for a variable that is passed to the Flash file via the Messenger client and then jumps to the corresponding label. If no variable is passed, the DDP will automatically play the default state.
The second frame with Actionscripting is a [ stop(); ] command immediately followed by another frame with the same code as the first scripted frame. This redundancy is there to help the client by ensuring that the correct state is displayed.
If built properly, the published DDP will switch between moods within the Flash Player by pressing CTRL+ENTER or selecting the Play option from the Control menu.
Down-level Experience: If the user has not installed the latest version of the Windows Live Messenger client, a static Display Picture will be delivered instead of a Dynamic Display Picture.
File Type: .gif (static), .jpg
File Dimensions: 96w x 96h
Maximum File Weight: 20kb
Animation: No
Display Picture Product Thumbnail - Thumbnail images that are inserted into the “Most Recently Used” menu after a Display Picture is downloaded by a user. The featured thumbnail image will be populated into this space.
File Type: gif (static), .jpg
File Dimensions: 32w x32h
Maximum File Weight: 10kb
Animation: No
Alt Text: 65 characters maximum (including spaces)
Emoticons (Quantity 1-5):
Personalized theme characters/icons that can be inserted into a conversation to typically show moods and emotions (can be animated). Note: the most effective emoticons are those that can frequently be applied in the context of a chat conversation (eg smiley character, lunchtime icon, going to bed now icon etc). They are not intended to always tie directly to brand logos/imaging.
If a Dynamic Display Picture is created, emoticons should map directly to each emotional state within the Dynamic Display Picture. This can be done by creating emoticons that display the same emotions as the “moods” implemented in a dynamic display picture. The “moods” and associated emoticons should utilize the same “Key Strokes.”
Emoticon
File Type: gif (static or animated), .jpg
File Dimensions: 50w x 50h
Maximum File Weight: 10kb (each)
Animation: Yes
Key Strokes: Not to exceed 6 characters
Emoticon Key Strokes indicate the short key sequence which may be used to insert an emoticon into a conversation window without the use of the drop-down menu.
Winks (Quantity 1-3):
A user selects a Wink from the menu as shown to the right. Upon selection, an animated Flash file displays for 7 seconds over the chat window (see second image). This animation is viewable by all chat participants unless a recipient has chosen to block Wink animations. In these instances, the text link that appears in the chat history window allows the user to play the Wink manually. The animation will automatically unload from the client upon completion of the animation or after 7 seconds, whichever occurs first. Any user can replay the animation by clicking the text link as many times as they like.
Additional guidance regarding ActionScripting can be found in the “Creative Technical Requirements” section.
Wink
File Type: single .swf file published for Flash 6 (preferred) or Flash 5 (file compression enabled)
File Dimensions/Stage Size: 640w x 480h (maximum) / 400w x 300h (Recommended)
Note: By default, a Wink will scale uniformly to fit the chat window until one of the two dimensions hits the border of the display area. That’s why we recommend using stage dimensions that are taller than they are wide as most users extend the chat client vertically rather than horizontally.
File Weight: 150k (maximum) / 75k (recommended)
Animation Length: 7 seconds maximum
Audio: Non-User Initiated Sound in an integrated .wav format. Audio must be integrated into the .swf file (not as a separate wav file). Streaming only, no event sounds.
Scripting Guidance: Only three pieces of Actionscripting may be used in Winks. Any files submitted using code that is not listed below will be rejected by the client and will not display.
stop();
Used to stop playback.
fscommand(“quit”);
Must be placed on the last frame of the main timeline. Instructs the Messenger client to unload the Flash animation
No Scale Script - If your Wink is reliant on bitmap imagery, you can use the following script to prevent the Wink from being scaled any larger than the base stage size, although the file will be scaled down if displayed in a chat window that has been minimised by the user.
var originalX;
var originalY;
Stage.scaleMode = "showAll";
originalX = Stage.width;
originalY = Stage.height;
Stage.scaleMode = "noScale";
if (Stage.width < originalX || Stage.height < originalY){
Stage.scaleMode="showAll";
}else{
Stage.scaleMode="noScale";
}
Building Your Flash File:
As stated in the DDP section, no Actionscripting is permitted outside of the three commands listed. The simplest and most common method of creating a Wink is to manually tween [J1] all of the elements on the main timeline, only nesting elements in movie clips that have repeating animation or play a limited number of times then stop. Building on the main timeline also ensures that you do not exceed the maximum playback time of 7 seconds.
Place the “No Scale Script” on the first frame if you wish to prevent the user’s chat window from scaling the Wink larger than the default stage dimensions. Place the stop and fscommand on the last frame.
Remember to output the file in Flash 6 format, ensuring that the file size does not exceed 150kb.
Wink Product Thumbnail - Thumbnail images which are inserted into the “Most Recently Used” menu after Winks are downloaded by a user. There should be a unique thumbnail for each Wink created.
·
File Type: .gif (static), .jpg
File Dimensions: 50w x 50h
Maximum File Weight: 10k
Animation: No
Alt Text: 65 characters maximum (including spaces)
Common Design/Validation Issues Backgrounds Typical Issues:
Often submitted as compressed JPGs (GIF or uncompressed JPG only)
PNG format is not accepted
Exceeds file size limits
Bad placement of sponsor logo within the image (ensure logo is visible in conversation window)
Often treated like one big banner ad
No thumbnail image provided
Display Pictures Typical Issues:
Often submitted as compressed JPGs (GIF or uncompressed JPG only)
PNG format is not accepted
No thumbnail image provided
Dynamic Display Pictures Typical Issues:
Often produced without proper Actionscripting
Only the white-listed actionscripts may be used
User selected states loop indefinitely or revert to a generic branding state.
Exceeds file size limits
Clients try to embed video (causes failure during validation)
No thumbnail image provided
Winks Typical Issues:
Created using unauthorized Actionscripting
Exceeds file size limits
Missing Actionscripting that closes the animation
Animation has too many moving elements, creates choppy or slow playback
Animation uses compressed bitmaps that distort in larger/smaller chat windows
No thumbnail image provided
Thumbnail images are the wrong dimensions
Fonts (characters) are not traced. The fonts must always be outlined in the flash file, before exporting to swf.
Emoticons Typical Issues:
Exceeds file size limits
First frame of animation is blank (translates to a blank thumbnail)
Featured Thumbnail Typical Issues:
Exceeds file size limits
Submitted as an animated GIF (uncompressed JPG is standard)
Image dimensions are too large
Other Specifications
Creative Business Requirements:
General Functionality
Creative
No Forms allowed
Flash must only be published in Flash 5.0 or 6.0 (including security code)
Audio must be user-initiated and never automatic.
Respect the user
The Messenger Client should remain easy to use
Creative should focus on being educational and/or entertaining
Creative should be clever and engaging while conforming to user expectations of the MSN experience
Never use pulsing or garish colours
Theme Creative Dimensions and Weight
Verify that Flash components such as Winks and DDPs never prompt the user to download Flash or any other plug-in
Verify that the Flash files are the correct dimensions
Animations
Keep animation smooth and fluid, using slow motion and gentle fades. Fast and abrupt motion is highly irritating for the user.
Avoid experiences that 'break-through' the client or abuse the content
Not allowed
Animation that does not tie into the messaging/product/offer
Repetitive, rapid flashing, or blinking- no animation in excess of 10 seconds (see the individual product creative specs)
Cycling of sequences/looping/repeat animation
Cross-Media Campaigns
Allowed with restrictions
Advertisements that are part of a cross-media campaign are permitted. Advertisements featured across advertising media provide a level of predictability and familiarity. The expectation of these brands is consistent for all viewers. Ads that carry an industry acceptance may run on the Microsoft network.
Imagery
Not allowed
Pixilated or unclear design/logo/ image
Imagery that appears to have functionality but does not (drop-down menus, radio buttons etc)
Microsoft, MSN, or Windows Live imagery/logo/theme cannot be used or called out in the ad.
Racy imagery that is not representative of the products being offered.
Arbitrary imagery which has no association with the product/offering. This type of imagery is unpredictable and misleading to users.
Messaging
Not allowed
Ads that do not incorporate the advertiser's logo.
Destination pages linked from an ad that do not include the products/offers shown in the ad.
Messaging or offers that mislead the user.
Racy content that is not representative of the products/services being offered.
Text that is not representative of the products/services being offered. Text that can be interpreted as misleading or that invites a user to an experience which is not predictable in relation to the product/service being offered.
Allowed with restrictions
Non-branded Pharmaceutical advertisers who are promoting informational data about a product or drug.
Non-branded Pharmaceutical advertisers who mention the drug brand name but do not mention the disease or condition. (brand-building)
Functionality
Not allowed
Creative submitted by or on behalf of an advertiser may not:
Utilise deceptive advertising or misleading user experience to drive user clicks on an ad. For example; when a user clicks on a specific state for an ad that says "Click your state for more information" the landing page must meet the user’s expectation providing information for that state.
Utilise fake html or images that elicit unexpected behaviour. Examples include but are not limited to:
Static images of: drop-down menus, text boxes, scroll-down menus, radio buttons etc that are not fully functional
Text that animates or changes color that presents users with an expectation of functionality (eg text that functions like a hyperlink or expanding ad components)
Utilize any element designed to generate a click without relevant information or content at the destination.
Utilize 'Focus' commands to make the ad the active window
Utilize 'fake' "Close" icons (for example: when you close an ad, it should close it and not trigger 'unexpected' behavior such as another ad, page, etc.)
Utilize 'mouse trapping' whereby the advertiser does not allow users to use their 'back button' and traps them on their site
Appear to be part of the UI
Imitate Microsoft Windows operating system messages, look and feel and/or behavior such as, but not limited to, error messages, dialog boxes, OS boxes, DOS boxes, and Windows icons
Imitate in look and feel or functionality the site/section on which it is running (for example, an ad on MSN Search should not look or feel like the Search box)
Appear as though it is part of the content/site on which it appears. White and/or ads with a similar color as the background of the site must have a border or otherwise clearly stand out (see the individual product creative specs for details)
Imitate presupposed knowledge about the functionality of your personal computer
Pretend to know details about a user's computer/system, including what is/is not installed, whether it has discovered viruses, worms, corrupted files, etc. (for example, scare tactics to make users buy/download software etc.)
Promote or contain viruses, worms, corrupted files, cracks or other material that is intended to or may damage or render inoperable software, hardware or security measures of Microsoft, any user of MSN.com and/or the Microsoft network of services, or any third party
Appear to make the ad page look broken or as if something is not working
Contain text reference on an ad or on the landing page to a group of Microsoft customers to entice them to view the ad as special for them (for example, "Attention MSN users")
Contain the MSN butterfly logo without a trademark license from LCA
Have a pop-up ad or a pop-under ad launched from within an ad or from the landing page whether real or imitated behaviour
Perform an automatic download of anything to a user's system or present a download dialog box without first presenting detailed information to the user about the download and then requiring the user to click to download the product.
Creative Technical Requirements
The technical capabilities of both Winks and Dynamic Display Pictures are detailed below. These parameters relate to the capabilities enabled within Flash for these ad products.
As a general rule, Winks and Dynamic Display Pictures DO NOT allow the following:
Access to input/output of any sort; this include to/from a server, the local hard disk, or any device (including web cams etc)
Any action scripts that would cause Messenger to exhibit unacceptable behaviour (such as a wink popping open a browser window to a web page)
Any ActionScripts or Flash features in versions of the Flash file format that are released after FlashBang is released. Only when FlashBang is updated to handle new Flash file versions will those higher versions be allowed to proceed?
Anything that is not explicitly defined in the Macromedia Flash (SWF) file format
ActionScript methods below are the actual ActionScript functions or methods that a user would type into the Macromedia Studio MX application. Action opcodes are the binary numbers (which represent particular actions) that are generated by Studio MX when you export to a *.swf file.
NOTE: For all restriction levels, embedded video (i.e. mpeg-type video) is never permitted.
General Rules
You cannot assign to or from a user-defined function so: “Movie.OnEnterFrame = myFunction” is not allowed. This also applies to events. What is recommended for events (such as onEnterFrame) is to do Movie.OnEnterFrame { //do stuff } as opposed to using assignment (as above)
You must declare a function/method/class before calling/using it
You cannot assign to or from an allowed listed function/object, i.e. Color.setRGB = myFunction() { } is not permitted.
You cannot use exceptions
You cannot use static methods
DDP Allow List
These ActionScript methods are permitted:
User Defined Functions/Objects
Allow All
Colour
Allow Create
String
Array
Date
Allow Create
Allow Create
Allow Create
Object
Allow Create
getLocal
Allow Call
floor
Allow Call
getFocus
Allow Call
indexOf
Allow Call
getBeginIndex
Allow Call
getEndIndex
Allow Call
substring
Allow Call
AttachMovie
Allow Call
max
Allow Call
setRGB
Allow Call
gotoAndPlay
Allow Call
gotoAndStop
Allow Call
substr
Allow Call
split
Allow Call
setTransform
Allow Call
stop
Allow Call
getDepth
Allow Call
createEmptyMovieClip
Allow Call
sort
Allow Call
push
Allow Call
moveTo
Allow Call
lineTo
Allow Call
beginFill
Allow Call
endFill
Allow Call
setMask
Allow Call
charAt
Allow Call
getInstanceAtDepth
Allow Call
getUrl(“FSCommand:Quit”)
reverse
slice
localToGlobal
play
random
getHours
getMinutes
round
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
These Action Opcodes are permitted (opcodes only exist in the compiled, *.swf, files). These usually correspond to an ActionScript method with a very similar name:
ActionCall = 0x9E,
ActionDefineLocal = 0x3C,
ActionDefineLocal2 = 0x41,
ActionSetMember = 0x4F,
ActionAdd = 0x0A,
ActionAdd2 = 0x47,
ActionAnd = 0x10,
ActionAsciiToChar = 0x33,
ActionBitAnd = 0x60,
ActionBitLShift = 0x63,
ActionBitOR = 0x61,
ActionBitRShift = 0x64,
ActionBitURShift = 0x65,
ActionBitXor = 0x62,
ActionCharToAscii = 0x32,
ActionCloneSprite = 0x24,
ActionConstantPool = 0x88,
ActionDecrement = 0x51,
ActionDelete = 0x3A,
ActionDelete2 = 0x3B,
ActionDivide = 0x0D,
ActionEndDrag = 0x28,
ActionEnumerate = 0x46,
ActionEnumerate2 = 0x55,
ActionEquals = 0x0E,
ActionEquals2 = 0x49,
ActionGetMember = 0x4E,
ActionGetProperty = 0x22,
ActionGetTime = 0x34,
ActionGetVariable = 0x1C,
ActionGotoFrame = 0x81,
ActionGotoFrame2 = 0x9F,
ActionGoToLabel = 0x8C,
ActionGreater = 0x67,
ActionIncrement = 0x50,
ActionInitArray = 0x42,
ActionInitObject = 0x43,
ActionInstanceOf = 0x54,
ActionLess = 0x0F,
ActionLess2 = 0x48,
ActionMBAsciiToChar = 0x37,
ActionMBCharToAscii = 0x36,
ActionMBStringExtract = 0x35,
ActionMBStringLength = 0x31,
ActionModulo = 0x3F,
ActionMultiply = 0x0C,
ActionNextFrame = 0x04,
ActionNone = 0x0,
ActionNot = 0x12,
ActionOr = 0x11,
ActionPlay = 0x06,
ActionPop = 0x17,
ActionPreviousFrame = 0x05,
ActionPush = 0x96,
ActionPushDuplicate = 0x4C,
ActionRandomNumber = 0x30,
ActionRemoveSprite = 0x25,
ActionReturn = 0x3E,
ActionSetProperty = 0x23,
ActionSetTarget = 0x8B,
ActionSetTarget2 = 0x20,
ActionSetVariable = 0x1D,
ActionStackSwap = 0x4D,
ActionStartDrag = 0x27,
ActionStop = 0x07,
ActionStopSounds = 0x09,
ActionStoreRegister = 0x87,
ActionStrictEquals = 0x66,
ActionStringAdd = 0x21,
ActionStringEquals = 0x13,
ActionStringExtract = 0x15,
ActionStringGreater = 0x68,
ActionStringLength = 0x14,
ActionStringLess = 0x29,
ActionSubtract = 0x0B,
ActionTargetPath = 0x45,
ActionToggleQuality = 0x08,
ActionToInteger = 0x18,
ActionToNumber = 0x4A,
ActionToString = 0x4B,
ActionTrace = 0x26,
ActionTypeOf = 0x44,
ActionWaitForFrame = 0x8A,
ActionWaitForFrame2 = x8D,
ActionWith = 0x94,
ActionCallFunction = 0x3D,
ActionCallMethod = 0x52,
ActionNewMethod = 0x53,
ActionNewObject = 0x40,
ActionDefineFunction = 0x9B,
ActionDefineFunction2 = x8E,
ActionIf = 0x9D,
ActionJump = 0x99,
Wink Allow List
These ActionScript methods are permitted for Winks:
getURL(“FSCommand:Quit”)
stop
Also permitted is the following ActionScript if it is included on the first frame of a wink. This ActionScript can be included in winks with raster (bitmap) graphics to ensure they are not stretched larger than their original size (because they pixilate).
var originalX;
var originalY;
Stage.scaleMode = "showAll";
originalX = Stage.width;
originalY = Stage.height;
Stage.scaleMode = "noScale";
if (Stage.width < originalX || Stage.height < originalY)
Stage.scaleMode="showAll";
else
Stage.scaleMode="noScale";
Wink and Dynamic Display Picture Allow List
These ActionScript methods are now permitted for Winks (as well as Dynamic Display Pictures):
User Defined Functions/Objects
Allow All
Colour
Allow Create
String
Array
Date
Allow Create
Allow Create
Allow Create
Object
Allow Create
getLocal
Allow Call
floor
Allow Call
getFocus
Allow Call
indexOf
Allow Call
getBeginIndex
Allow Call
getEndIndex
Allow Call
substring
Allow Call
AttachMovie
Allow Call
max
Allow Call
setRGB
Allow Call
gotoAndPlay
Allow Call
gotoAndStop
Allow Call
substr
Allow Call
split
Allow Call
setTransform
Allow Call
stop
Allow Call
getDepth
Allow Call
createEmptyMovieClip
Allow Call
sort
Allow Call
push
Allow Call
moveTo
Allow Call
lineTo
Allow Call
beginFill
Allow Call
endFill
Allow Call
setMask
Allow Call
charAt
Allow Call
getInstanceAtDepth
Allow Call
getUrl(“FSCommand:Quit”)
reverse
slice
localToGlobal
play
random
getHours
getMinutes
round
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
Allow Call
These Action Opcodes are permitted (opcodes only exist in the compiled, *.swf, files). These usually correspond to an ActionScript method with a very similar name:
ActionCall = 0x9E,
ActionDefineLocal = 0x3C,
ActionDefineLocal2 = 0x41,
ActionSetMember = 0x4F,
ActionAdd = 0x0A,
ActionAdd2 = 0x47,
ActionAnd = 0x10,
ActionAsciiToChar = 0x33,
ActionBitAnd = 0x60,
ActionBitLShift = 0x63,
ActionBitOR = 0x61,
ActionBitRShift = 0x64,
ActionBitURShift = 0x65,
ActionBitXor = 0x62,
ActionCharToAscii = 0x32,
ActionCloneSprite = 0x24,
ActionConstantPool = 0x88,
ActionDecrement = 0x51,
ActionDelete = 0x3A,
ActionDelete2 = 0x3B,
ActionDivide = 0x0D,
ActionEndDrag = 0x28,
ActionEnumerate = 0x46,
ActionEnumerate2 = 0x55,
ActionEquals = 0x0E,
ActionEquals2 = 0x49,
ActionGetMember = 0x4E,
ActionGetProperty = 0x22,
ActionGetTime = 0x34,
ActionGetVariable = 0x1C,
ActionGotoFrame = 0x81,
ActionGotoFrame2 = 0x9F,
ActionGoToLabel = 0x8C,
ActionGreater = 0x67,
ActionIncrement = 0x50,
ActionInitArray = 0x42,
ActionInitObject = 0x43,
ActionInstanceOf = 0x54,
ActionLess = 0x0F,
ActionLess2 = 0x48,
ActionMBAsciiToChar = 0x37,
ActionMBCharToAscii = 0x36,
ActionMBStringExtract = 0x35,
ActionMBStringLength = 0x31,
ActionModulo = 0x3F,
ActionMultiply = 0x0C,
ActionNextFrame = 0x04,
ActionNone = 0x0,
ActionNot = 0x12,
ActionOr = 0x11,
ActionPlay = 0x06,
ActionPop = 0x17,
ActionPreviousFrame = 0x05,
ActionPush = 0x96,
ActionPushDuplicate = 0x4C,
ActionRandomNumber = 0x30,
ActionRemoveSprite = 0x25,
ActionReturn = 0x3E,
ActionSetProperty = 0x23,
ActionSetTarget = 0x8B,
ActionSetTarget2 = 0x20,
ActionSetVariable = 0x1D,
ActionStackSwap = 0x4D,
ActionStartDrag = 0x27,
ActionStop = 0x07,
ActionStopSounds = 0x09,
ActionStoreRegister = 0x87,
ActionStrictEquals = 0x66,
ActionStringAdd = 0x21,
ActionStringEquals = 0x13,
ActionStringExtract = 0x15,
ActionStringGreater = 0x68,
ActionStringLength = 0x14,
ActionStringLess = 0x29,
ActionSubtract = 0x0B,
ActionTargetPath = 0x45,
ActionToggleQuality = 0x08,
ActionToInteger = 0x18,
ActionToNumber = 0x4A,
ActionToString = 0x4B,
ActionTrace = 0x26,
ActionTypeOf = 0x44,
ActionWaitForFrame = 0x8A,
ActionWaitForFrame2 = x8D,
ActionWith = 0x94,
ActionCallFunction = 0x3D,
ActionCallMethod = 0x52,
ActionNewMethod = 0x53,
ActionNewObject = 0x40,
ActionDefineFunction = 0x9B,
ActionDefineFunction2 = x8E,
ActionIf = 0x9D,
ActionJump = 0x99,
Date Class
The full Date class has been added to both the Winks and DDP AllowLists.
The definition of the Date class shown below is taken from: http://livedocs.macromedia.com/flashlite/2/main/00000468.html
Object
|
+-Date
public class Date
extends Object
The Date class lets you retrieve date and time values relative to universal time (Greenwich Mean Time, now called universal time or UTC) or relative to the operating system on which Flash Player is running. The methods of the Date class are not static but only apply to the individual Date object specified when the method is called. The Date.UTC() method is an exception; it is a static method.
The Date class handles daylight saving time differently, depending on the operating system and Flash Player version. Flash Player 6 and later versions handle daylight saving time on the following operating systems as below:
Windows - the Date object automatically adjusts its output for daylight saving time. The Date object detects whether daylight saving time is employed in the current locale and, if so, it detects the standard-to-daylight saving time transition date and times. However, the transition dates currently in effect are applied to dates in the past and the future, so the daylight saving time bias might calculate incorrectly for dates in the past when the locale had different transition dates.
To call the methods of the Date class, you must first create a Date object using the constructor for the Date class, described later in this section.
The following ActionScript tags have been added to both the Winks and DDP AllowLists:
VideoFrame
DefineVideoStream
[The information below on the VideoFrame and DefineVideoStream tags has been taken from Macromedia_v7_flash_file_format_specification.pdf .]
Certified Rich Media Vendors
None
Data Reported
Data is reported for each type of content individually. Winks, emoticons, backgrounds, and display pictures provide separate reporting metrics. This information may be accessed through our Ad Reports tool.
Impressions – The number of times users are exposed to the Featured thumbnail in the content drop-down menu within the Messenger conversation window.
Clicks – The number of times a user clicks on the Featured thumbnail and downloads the file associated with a specific type of content.