Can a Flex application that was designed for use on a PC be run on an iPad, iPhone, or Android-based mobile device?
Seems like a simple enough question. Visiting http://www.adobe.com/products/flex.html yields a picture of a dude running a (presumably) Flex application on an Android. So at first glance, the answer would appear to be "yes." End of story.
but yet…
There is so much (mis)information out there on various tech sites that suggest Flash-based technologies simply won't run on iOS or other mobile platforms. Why is this? Perhaps they mean to say that Flex won't run "out of the box" and requires a plugin? Or do they mean it won't run at all?
Every time I think I've reached a definitive conclusion, some post on SlashDot or CNET directly contradicts it. So what's the scoop? Can one take an existing Flex application and run it on iOS/Android? (I realize there are screen size issues to consider so the app might not run effectively. I just want to know if the runtimes are available on the mobile devices to allow the Flex app to launch at all.)
Sorry for the noob question. My background is WPF / HTML5. Adobe technologies are completely foreign to me.
I wrote a lot below if you'd like to read it enjoy, if not sorry for taking your valuable bytes :) I directly answered the questions up here first:
Why is this?
It's a confusing matter read below for the why details.
Perhaps they mean to say that Flex won't run "out of the box" and requires a plugin?
Or do they mean it won't run at all?
Using the flash builder tools (the bin folder in the SDK) you can compile for native desktop application, desktop web browsers, native iOS application, native Android application. Android with FlashPlayer plugin installed will show Flash content within the web browser, iOS will only run the ones compiled with AIR, not in the the web browser but as a native app.
Every time I think I've reached a definitive conclusion, some post on SlashDot or CNET directly contradicts it. So what's the scoop? Can one take an existing Flex application and run it on iOS/Android?
Yes, if using AIR and run as a native app on all three platforms (the desktop Flex API is for the most part a superset of the web Flex API), your other points about performance and form factor are valid and should be considered though. The nice thing is you can write your model/controller code in a common library in AS3 then write separate presentation layer interfaces that all share the library.
Here's the very long version:
Using the flash compiler results in "bytecode" in the form of a file with a swf extension using the swf format, you can read a ton more about that here:
http://www.adobe.com/devnet/swf.html
To interpret the file you need some sort of run-time similar to some degree to running WPF/XAML/C# within a .NET framework context (either desktop or using silverlight on the web). In the case of adobe technologies (rough equivalence):
AS3 = C#
MXML = XAML
Flex = WPF+WCF (client side RPC not server side)
Flash Player = Silverlight
AIR (Adobe integrated runtime) = .NET
Framework Redistributable .dll(s)/.so(s) for desktop OSes
(Read this list very loosely please, I know XAML is preserved in the MSIL or whatever which is different because MXML is compiled to AS3 and only if a debug flag is set on the compiler does it include the debugging symbols, there's certainly tons of differences but I think this is an easy and correct enough model to use)
On iOS the browser does not allow for plugins in the traditional sense of netscape browser plugins or ActiveX plugins. For this reason you'll not be able to execute a plugin ie flashplayer or silverlight in the browser. Since Adobe did release a flashplayer for Android devices that does run in the browser it will work on those devices in the browser, however they have essentially thrown in the towel for supporting this long term, as they have to support the majority mobile device platform, iOS, in order to remain relevant (this was I think more a collective throwing in of the towel by Google, device manufacturers, carriers, Microsoft, all just following suit and trying to make the best business decision, WebKit and V8 or SpiderMonkey can probably do 99% of what Flash can do and better in some cases and WebKit will hopefully not splinter and will remain open source... frameworks and the browsers just need to get fleshed out and stabilized).
If the user installs AIR (or the runtime is packaged with the app) then a Flex/Flash (that is stuff coded in AS3 and/or MXML and compiled to a swf) can be transcoded/packaged to be interpreted by the run-time for that device correctly (be it iOS or Android or whatever RIM did, I don't think they have AIR for Windows Phone 7 and Win8 on ARM won't support browser plugins either). Part of the confusion is possibly from the fact that Apple denied the distribution of Apps that were "cross-compiled" which kept AIR out of the list of options for iOS for a good year, just after Adobe started announcing it was usable for that purpose (kicking Adobe while their down). Another part of the confusion probably comes from real vids of people who have 1 hacked their device or 2 were able to get open source alternatives to the flash player run-time to work on their iOS device (gnash was one I'm aware of from some occasional Linux tinkering, also possibly FAKE vids).
You can run Flex applications on mobile devices, but you cannot simply run any Flex project.
In Flash Builder ( Flex Ide) or in Flash Professional you can create mobile projects. These projects generate native applications for iOS and Android.
Last time I tried, the result and the available components where less than what I expected. So, if you can, I'll much recommend you go for something like Appcelerator.com or similar, which turns HTML5/Js code into native apps. I tried them, worked a lot better than Flex.
Short answer: No
Long answer: You can use Adobe's tools to compile your Flash/Flex app for use as a native iOS app. So you won't be able to embed the app in a web page like you normally could with Flex, but you can build it as a native app. Note you have to have Flash Builder 4.5 to do this.
It won't run on iPhone as a .swf file, but it will run on Android based devices that have adobe flash installed. It will also run on the BB playbook, which also has flash.
Flex is a framework.( Anyway it is very beutiful one which even sometime looks like complete different language ).
As soon as you are building AIR application it can run on various platforms like : Windows, iOS, Android, upcomming TV's, PlayBook, even .. into the future ( maybe/hopefuly ) on Windows Phone, plus Linux ( which AIR future is not very clear anyway ( but hopefuly Adobe will reconsider ) ).
So - application created with Flash Builder 4.5+ would probably run everywhere as soon as it is AIR application.
The compilation methoods is really simple, and you almost simultaneously compiling for everything you wanna to.
And one of the most important things here - your applications will run, work, look and feel the same way you were designed on one device. Flex is the thing which is responsible for everything to looks beutiful on each platform it is running.
For instance i am compiling currently for Android, and without even test i can clearly say that it will looks and feel the same way under iOS and Windows, and it will.
Ive tried asking on the blackberry forums with no luck... Maybe there are some Blackberry/Adobe experts here...
Im just about to start a project using Adobe AIR/flex for the Blackberry Playbook, I have a few questions:
If I develop an application for the playbook, will the same application be able to run on a desktop? If so will there be any differences?
What is the difference between the desktop and mobile libraries? Can I only access a subset of the SDK on the mobile device compared to the desktop?
Can I create a playbook application that can call methods to a JAVA back end, located on my server?
Thanks
Phil
What’s different about developing a
mobile application versus a web or
desktop application? While many
existing Flex concepts and patterns
carry over directly to mobile
development, developers will need to
take into account the differences in
interaction patterns, screen real
estate, and performance
characteristics of mobile devices
compared to desktop computers. As a
result, we recommend using the new
mobile features in Flex to craft UIs
specific to mobile devices, while
sharing underlying model and data
access code with your desktop or web
application. Additionally, we
recommend certain best practices when
developing mobile applications with
Flex, such as using ActionScript and
FXG rather than MXML for creating item
renderers and skins.
Taken from http://labs.adobe.com/technologies/flex/mobile/faq.html#differences
As per my usual qualifying statement: I haven't tried this. Since this is of some interest to me and I've got a bit of free time I'll give making a hero app and running it as a desktop app versus as a mobile app a shot and post back here once I have it working or find a wall.
The runtime: Adobe AIR 2.5 on mobile
devices The initial versions of the
mobile development features in "Hero"
and "Burrito" are targeted at creating
standalone installed applications
using the Adobe AIR runtime for mobile
devices. By focusing on AIR, Flex can
take full advantage of the integration
AIR provides with each mobile
platform, such as the ability to
handle hardware back and menu buttons
and to access local storage.
Running on AIR Finally, it's important
to realize that in addition to all the
mobile Flex components listed above,
you can also directly take advantage
of all the APIs that are available in
AIR on mobile devices—geolocation,
accelerometer, camera integration, and
so forth. While some of these features
are not exposed as Flex components,
they are easy to access directly using
ActionScript. For more information on
developing using the APIs provided by
AIR on mobile devices, see AIR mobile
docs.
http://www.adobe.com/devnet/flex/articles/mobile_development_hero_burrito.html
Basically it's looking like the answer to all the questions is positive.
Yes and likely yes. (as they re-iterate throughout anything I've found on the topic the controls in Hero were made specifically for touch, taking into consideration the fat finger vs the mouse pointer, my guess is it will render slightly differently on the desktop and it's best to actually develop the UIs separately, although the web-services/model can be combined into a shared library/project)
You should have access to everything provided to the desktop (plus info from GPS/accelerometer etc., but obviously wouldn't get those on desktop), but don't have nearly as good a processor so what will work on the desktop may not on a lower performance computing device, but for low resource consumption tasks this shouldn't be a worry.
Yes this is a core feature of Flex, I don't see how it would be possible to make a (useful) RIA without web services. For confirmation on this one look no further than Adobe TV: http://tv.adobe.com/watch/adc-presents/flex-mobile-part-1-beginning-a-mobile-application/ <-- that app is using a web service (doesn't really matter to Flex what the underlying server technology is so long as it can make HTTP requests against it, RemoteObject/AMFService should serve your purpose)
If I develop an application for the
playbook, will the same application be
able to run on a desktop? If so will
there be any differences?
Depends. the Air file for both desktop and Playbook is exactly the same, however for Playbook development, RIM has provided an Air library so that Flex developers can take advantage of the hardware further than just the normal Air capabilities. With that said, if your application is dependent on that extra library, it will not work on desktop.
What is the difference between the
desktop and mobile libraries? Can I
only access a subset of the SDK on the
mobile device compared to the desktop?
Desktop and mobile libraries? Do you mean the Playbook Air Library or something else? See above for the latter. Comment on this if you can clarify.
Can I create a playbook application
that can call methods to a JAVA back
end, located on my server?
Yes, you can, as long as you have internet connectivity on the Playbook.
I am looking to get into Flash game development (coming from XNA), but I'm not so sure I'm willing to dish out for the pricey Adobe Flash software. I've noticed there is the free "Flex" SDK.
What's the difference? Would I be able to develop a Flash game using the free Flex SDK and submit it to a game portal in the same way I would, if I had developed a Flash game using Adobe Flash?
If you use Windows, FlashDevelop may be an option. It is free and open source.
I believe you can use it in conjunction with the compiler that comes free with the Flex SDK from Adobe, also to compile ActionScript projects that doesn't include the Flex component framework, in other words, to develop stuff like games and such, in pure ActionScript, rather than Flex based RIA's.
There are 3 different things here, I think.
The platform in itself : the flex sdk is a compiler that targets the flash player, and is perfect for game development, and you won't have any problem to submit a game developped this way.
The IDE : If you are a programmer you'll be disappointed by Flash Professional, which is clearly aimed at graphists. That leaves you with 4 main options : Flash Builder, the IDE offered by Adobe, FDT, developped by PowerFlasher, FlashDevelop which is free and open-source, and IntelliJ which now has decent AS3 support. Or, you can of course develop in any text-editor and compile with the Flex SDK
The framework : for game development, you probably don't want to use the flex framework, which is rather heavy and won' bring much in terms of functionnality.
There are a number of confusing* terms surrounding your question:
Flash - An interactive content development tool that has lots of vector drawing and animation capabilities, can incorporate interactive elements programmed in ActionScript, and publishes to SWF files.
Flash Player - A browser plugin that runs SWF files.
Flex - A framework for developing rich internet applications by programming in ActionScript and laying out UI in MXML.
Flex SDK - A set of freely downloadable compilers for ActionScript and MXML that generate SWF files.
Flash Builder (formerly Flex Builder) - An IDE sold by Adobe for programming ActionScript code.
Flash Develop - An open source IDE for programming ActionScript.
Long story short, a "Flash game" is a SWF file that runs in the Flash Player.
*Most of the confusion is because Adobe purposely made the terms confusing. Part of the problem is that they occasionally change things, like when they renamed Flex Builder to Flash Builder or when they changed Flex SDK from an IDE to the underlying compilers (and actually I'm not even entirely clear about that last one.)
I have used FlashDevelop earlier..
FD IDE great for AS3 developement..
Even they support Haxe which is one more open source programming language..
You can compile a Haxe program to a .swf file. Haxe can compile for Flash Players 6 to 10.
http://haxe.org/doc/intro
I think you should try Haxe and you will love using the FlashDevelop IDE as well.
You can:
1) use Flex SDK to compile pure AS3 code, which is convenient. It helps organizing your code and debugging, unlike Flash CS.
2) if you are making a game that involves a lot of drag'n'drop, GUI manipulations and so on, I would recommend the Flex Framework.
I have seen flex used well for games, altough it requires a bit more ground work in terms of sprite and cast organisation. Making games even in flash mx and 2004 was an absolute breaze, it really depends on the nature and complexity of the game, I find making games a little easier in the old flash 8 workflow, if we are talking cheezy pop cap games, but I have seen many casino's do perfectly decent work in flex on gaming engines.
As someone who also comes from a heavy MS dev background having gui dev tools is a plus once you have used RAD Tools you will never go back to linux style text editing and tools.
Flash Builder (flex 4) is a very very nice tool compable to visual studio in allot of ways.
Altough if I were to describe Flex Builder the workflow is identical to VB 6 its like VB for the web, except instead of vbscript you got a full oop language instead.
I would recommend using it (even in 60 day trial) I would recommend it.
I have seen some very good flex game engines even a port of quake 2, so depending on how sexy you want to get it can handle very well.
I know am replying late to this question, But just wanted to add my view on Flex 4.6,
Its wort upgrading to Flash builder 4.6 where mobile development on Blackberry, Android and IOS is supported. Its much simpler to develop and build applications for mobiles using Flash builder 4.6.
You can also refer to
http://www.adobe.com/devnet/flash-builder/articles/whatsnew-flashbuilder-46.html
http://www.adobe.com/products/flash-builder/features.html
Flex isn't really for games. It's more for RIA (Rich Internet Application), which isn't really the same thing.
You can program against the Flex SDK itself, and it's free, but you'll be 1/10 as productive than if you use Flash Builder. It does a whole lot for you. But, anyway, I think you should look into Flash development - not necessarily Flex.
I'm pretty familiar with using Adobe Flex & AS3, and compared with writing apps in JS/HTML I think it's very cool. However, since AIR is essentially a non-browser version of Flex with benefits like local storage, it seems to be competing as a cross-platform desktop application platform... and in that space it's much less mature than more established desktop technologies.
So what's the advantage of creating a desktop application using AIR compared to something like Java (or C++ using a cross-platform GUI library like wxWidgets)? Java's equally capable of communicating with the server for instance, I'm not quite sure what AIR adds when competing head-to-head in the desktop development world?
In my opinion the biggest advantage is productivity (if you are interested only on desktop)- it's much more faster to build a nice UI using Flex compared with Java Swing for example (try to build a transition in Swing). Also the new components from Flex4 allows to do component skinning much easier.
However (as written by Groky) you should take into account also the disadvantages. It would help if you write down what are the main features of your planned app and check how they are handled by various platforms. For example if multithreading is needed AIR is a bad choice.
AIR takes the goodness of Flash Platform cross-platform and as of 10.1 across many cutting edge mobile platforms as well not to mention that Google is actively working with Adobe on the mobile AIR for Android. That's the key perspective here and I think you don't doubt the fact that Google's open-source platform will be big. Android devices make the fastest growing chunk of mobile platforms already. Also, think of the upcoming Chrome OS. Is AIR going to have a role there? I bet it will.
IMHO AIR makes it a lot easier to deploy rich applications across platforms. Rich Applications as in terms of Flash Platform.
See what Wired has done with Adobe on ePublishing. That should answer this question well.
In my experience there is only one advantage:
Cross-platform
However there are a number of disadvantages:
No communication with native platform except by installing a separate server!
Native window handling is very primitive (no modal dialogs!)
Less mature (i.e. buggy)
Fair Question. Well to begin with AIR is not "a non-browser version of Flex" or "a non-browser version of Flash" ADOBE AIR is a run-time that hosts applications created in a variety of protocols including: HTML, JavaScript, AS3. If one is so inclined tools like ADOBE Alchemy will let users who prefer C++/ JAVA to compile code into SWCs and SWFs.
From a designer's perspective ADOBE FLASH, DREAM WEAVER, and FLASHBUILDER provide seamless desktop application development. While from a developers stand point the same code used for web based content becomes available creating desktop application with little to no recoding. This is all without mentioning the ability to leverage existing E-commerce and web based marketing APIs and SDKs; creating a dynamic intelligent experience for the end user on the desktop.
For me and my company, the main advantage is that it's the same code on our website as in our AIR app. This could be a Flex app or HTML/JS app, but you keep the same single codebase.
AIR 2.0 will address Groky's issues, with access to native applications, better window handling, and much less memory intensive, which led to lots of bugs in 1.0/1.5.
If you don't have a web app already, and you're not locked into AS/JS, then there's no real reason to go with AIR over Java/.Net/PxWidgets... unless you like the look of the latest Flex 4 components, which is quite nice.
I think it's because:
Cross platform
Very easy to develop - learning AS/JS/HTML is much easier than learning C++/Java/MFC. Most of the requirements are not that strict. I developed many tools with AIR/Flash for myself to save me hours of work. If I do that in C++, I will surely waste more.
Question
Alright, I'm confused by all the buzzwords and press release bingo going on.
What is the relationship between flash and flex:
Replace flash (not really compatible)
Enhance flash
The next version of flash but still basically compatible
Separate technology altogether
???
If I'm starting out in Flash now, should I just skip to Flex?
Follow up
Ok, so what I'm hearing is that there's three different parts to the puzzle:
Flash
The graphical editor used to make "Flash Movies", ie it's an IDE that focuses on the visual aspect of "Flash" (Officially Flash CS3?)
The official name for the display plugins (ie, "Download Flash Now!")
A general reference to the entire technology stack
In terms of the editor, it's a linear timeline based editor, best used for animations with complex interactivity.
Actionscript
The "Flash" programming language
Flex
An Adobe Flash IDE that focuses on the coding/programming aspect of "Flash" (Flex Builder?)
A Flash library that enhances Flash and makes it easier to program for (Flex SDK?)
Is not bound to a timeline (as the Flash IDE is) and so "standard" applications are more easily accomplished.
Is this correct?
-Adam
The term Flash can include any of the other terms defined below, and I find that saying "Flash" without specifying exactly what you mean can be confusing and misleading. Case in point: I'm not sure what you specifically mean when you say "Flash" in your question. Is it Flash Player? The authoring tool? Or the whole collection of technologies that fall under what Adobe calls the "Flash Platform"? To help clear all this up, let me define the technologies involved in creating Flash and Flex content so that we're all using the same terminology here:
Flash Player is a runtime for rich media content in the browser. There is also Flash Lite to run Flash content on older or low-end mobile devices, and Adobe AIR extends Flash Player to allow content authors to publish native desktop and mobile applications that can integrate with things like the file system, windowing systems, and device sensors like the accelerometer and camera. Collectively, Adobe refers to these as the Flash runtimes.
Flash Professional (often called the Flash authoring tool or the Flash IDE) has traditionally been the primary application used to create content that runs on Flash Player. It is very designer oriented with timelines, layers, and visual drawing tools. Software developers may find this application disorienting and limited compared to other development tools that focus more on code, like Flash Builder (see below). When someone says, "I built something with Flash", they often mean the Flash authoring tool, but that's not always the case. For that reason, it's good to always clarify to avoid any confusion.
ActionScript is the primary programming language supported by Adobe to target Flash runtimes. The current version is ActionScript 3 (abbreviated as AS3), which has been supported since Flash Player 9. Content created with older versions of ActionScript can still be run in the latest versions Flash Player, but new features are only supported when using ActionScript 3 to create new content.
Flex is a collection of technologies designed to create rich applications that target the Adobe's Flash runtimes. Though saying "Flex" previously had the same ambiguity as "Flash", the Flex brand name is becoming more and more focused on the Flex framework and SDK, described below.
The Flex SDK consists of compilers, a command-line debugger, and the Flex framework. The included compilers are:
1. MXMLC, an ActionScript and MXML compiler to output the final SWF file for deployment to Flash Player.
2. COMPC, a static library compiler for ActionScript that outputs SWC files.
3. ASDOC, a documentation generator built on the compiler technology.
The Flex framework is a collection of ActionScript classes designed to build Rich Internet Applications. It includes things like user interface controls, web services and other connectivity classes, formatters and validators, drag and drop, modal windowing, and component states. These classes are in the mx.* package. Generally, when developers say "Flex" without any clarifying information, they mean the Flex framework and not the product formerly known as Flex Builder.
In 2011, Adobe donated the Flex SDK to the Apache Software Foundation. It is now called Apache Flex and it is fully managed by the community rather than Adobe. However, Adobe employees continue to contribute to the project, and Flash Builder (see below) continues to support new SDKs released by the Apache Flex project.
MXML is an XML-based markup language used by the Flex compilers to make layout and placing components into containers easier. The tree-like structure of XML make the containment hierarchy easier to visualize. MXML is actually converted to ActionScript during the compilation process.
Flash Builder (formerly known as Flex Builder) is a development environment that allows developers to build different project types to create SWF files that are deployed to Flash runtimes. It is built on the Eclipse platform and is more familiar to software engineers. Flash Builder supports projects built with Flex or pure ActionScript. Flex projects include the Flex framework. ActionScript projects are the most basic you can work with, starting with a single class and an empty canvas, and the Flex framework is not included.
Flash Builder does not replace Flash Professional. Some people who have traditionally used Flash Professional may now choose to use Flash Builder instead. Often, these are software engineers who appreciate or require the advanced development tools offered by Flash Builder or don't work heavily with assets designed in a visual tool. Some developers may write their code in Flash Builder, while choosing to compile their projects in the Flash authoring tool. Often, these developers are also designers, or they are working with other people who are designers. In this situation, there may be many graphical assets created in the Flash authoring tool, and it could be difficult or simply inappropriate to bring them into another environment.
The Flex framework is specifically designed to build applications. It includes many traditional form controls (buttons, lists, datagrids, etc) and much of the code runs on an advanced component framework written in ActionScript. Not everyone is building the sort of content that Flex is designed to create, and Flex does not replace traditional Flash development practices for everyone. It is a better approach for some developers, but may not be right for others. More design-heavy websites, such as those created for movies, music, energy drinks, advertising campaigns, and things like that probably shouldn't use the Flex framework. These types of content might be better suited to Flash Professional or a pure ActionScript project in Flash Builder. Similarly, little widgets you put into the sidebar of your website or on your profile in a social networking website may need to be built with pure ActionScript (without the Flex framework) because they require a smaller file size and they probably don't need a big complex component architecture designed for larger applications. When targeting Flash runtimes, your development environment, frameworks, and workflow should be chosen based on your project's requirements and goals.
Adobe Flex Builder is Adobe's IDE for developing applications that will run in the Flash plugin. The Flex SDK refers to the libraries that developers uses to write the applications.
Essentially, the term 'Flex' is the development side and 'Flash' is the run time side of Adobe's technology.
Correction: The term 'Flash' is also used to refer to the Flash IDE which designers use.
Yeah, I was confused by this for quite a while too.
Flex seems to be thier name for the 'Flex Builder' IDE (based on Eclipse), and the general approach of building flash files using mxml and ActionScript rather than the normal flash tools.
I think the mxml and ActionScript approach (i.e. Flex) is designed to appeal much more to programmers, where as the Flash side is designed more to appeal to graphic designers.
The end result of either approach is a .swf file which can be run in the browser's flash player plugin (although with Flex you can target the Adobe Air runtime instead if you want access to the file system and to run offline etc).
My advice would be, if you're coming from a programming background, to start with Flex.
What is the difference between Flex and Flash?
The way I keep it clear in my mind and explain it to others is as follows:
Choose the right tool for what you want to create.
If you want to write an APPLICATION using Flash technology, use Flex.
If you want to create an ANIMATION using Flash techology, use traditional Flash.
Flex is optimized for application construction (but you can create primitive animations using states) and it compiles into a SWF.
Flash is optimized for animation construction but you can also create applications with some extra work, and it compiles into a SWF.
Once you have your SWF you can play in your Flash player, although Flex requires Flash 9 or higher.
In conclusion
Application -> Flex -> SWF
Animation-> Flash -> SWF
Hope this helps.
Part of the confusion is that "Flash" means multiple things. Flash can mean one of a multitude of applications, OR the general technology behind SWFs.
There's the Flash CS3 product that Adobe sells. This is generally targeted at designers and uses a Timeline-based approach to creating SWFs. Previously the Flash product was the only way to create SWFs, and SWFs generally were just used for animations and other visual effects not possible in a browser otherwise.
Then there's the Flash Player. This is the application/plugin used to run SWFs. SWFs can also be wrapped in a "Projector" which allows them to run as a standalone app, but that's not as common.
At some point (I don't know when) Flash started to be used for more interactive applications. The Flash product wasn't very well suited for kind of work, as it was designed to create animations. Recognizing this, Macromedia created Flex. Flex is another development environment for creating SWFs, but it targeted more at developers than designers. The latest version is Flex 3. The Flex SDK is freely available and includes a command line compiler, debugger, and the class libraries. Adobe also provides (for purchase) the Flex Builder app, an Eclipse-based IDE for creating SWFs using Flex. There are some free IDEs for using Flex, most notably FlashDevelop, though I don't know of any that provide a visual designer for MXML, the markup language used by Flex to define UIs, or a visual wrapper for the debugger.
If you're approaching Flash from a developer's perspective then you're going to want to use Flex. It's probably a lot closer to what you're used to dealing with, and seems to be the direction Adobe is pushing Flash in general.
Flash is a Runtime Environment - you use the Flash Authoring tool to make some Flash content, and the Flash player processes your content, executes the scripts, and draws the appropriate pictures onto the screen.
Flex is a Development Framework - you use the Flex development tools to define how your component-based content should work, and then Flex generates the Flash content for you. You could have made the same thing with the Flash Authoring tools, but using Flex may let you avoid reinventing some wheels.
In functional terms, Flash is an extremely versatile runtime; it gives you lots of freedom to do anything you want. But if you're building a loan simulator, you probably don't need the freedom to define precisely how all the pulldown menus and screen transitions work. Probably you'd rather that you could just use premade components for that stuff so you can concentrate on the loan stuff. Flex lets you do that, with the cost that it may turn out to be a lot of work if you decide that you do need a lot of freedom to change all the fine details.
Here's another simple view based on how you describe an application you want to develop.
Do you want it to have the highly granular UI capabilities you expect from a workstation (e.g. Windows) application, with a fairly complete set of controls (listbox, combobox, grid, etc.)?
Flex gives you that.
Do you want to deliver it to run in most browsers (i.e. anywhere Flash is installed/installable)?
Flex gives you that, because it runs in the Flash virtual machine.
Do you also want to be able to offer it to run in the OS, not in a browser (with minimal coding changes?)
Flex can give you that, by allowing you run it, not in the Flash VM, but instead in the Adobe AIR VM (which has versions for Windows, Mac, and Linux) which provides wrappers for common OS resources like the filesystem, OS dialog-box UI components (e.g. "Open/File/ etc.)
Are you OK using javascript as the development language? You need to be, because it's the only language supported, in the form of ActionScript, which is a proper superset of javascript - it accepts javascript code directly.
So the partioned pieces are:
A runtime environment, either the Flash browser plugin, or the AIR runtime (the native OS equivalent).
Actionscript as the development language.
A bunch of libraries of controls and other resources, i.e. the typical Window, Frame, Combobox, Listbox, Image container, TextBox, TextArea, a wysiwyg-y RichTextArea, etc.) These are the province of Flex.
With the above resources alone, you can use the free command-line compiler to build applications in the same fashion as you would with any other command-line-compiler language with libraries.
Then, if you want a fancy IDE, there's Flex Builder, which is a set of extensions to good-ol' Eclipse (for several hundred $$). Or there are several other IDE's that are more or less equivalent.
Flex is a framework FlexBuilder is an IDE
(in an attempt to resolve the confusion between the 2, adobe is renaming FlexBuilder to FlashBuilder)
if you do not know what a Framework is:
Flex is to Flash as what CodeIgniter is to PHP
or like what .net is.
I like to think of a framework as extending a language like you would extend a class in OOP.
Flex is a development framework that compiles xml and actionscript into a SWF, which runs on a client machine accessing a website. It can also run as a desktop application using Adobe AIR. Flash uses a drawing canvas instead of xml. Compiled SWFs can be referred to as Flash, which adds to the confusion. You may find Flex similar to ASP.NET, which takes xml and c# (vb.net, etc) and compiles into a dll. Of course, ASP.NET runs on the web server.
If you are choosing between Flex and Flash for an application, consider whether the application will be based around data. If you want to make a pretty spreadsheet application, Flex would be the way to go. If you are creating a video game or some sort of presentation, you would probably want Flash.
Following up on this, I found a very useful article on the subject:
Adobe Flash and Flex—Which Makes the Most Sense for Your Project?
The Flash Integrated Development
Environment (IDE), otherwise known in
its current version as Flash CS3, is
an ideal tool for developing character
animation or linear animation
projects. These are projects that
require little coding and can be
effectively implemented with the Flash
IDE timeline.
In other words, Flash CS4 is very tightly bound to the timeline - good for linear sequences or animations. While one can add loops and interactivity in the form of jumping to new points on the timeline, it is limiting for projects which cannot easily be mapped out in terms of progression over time.
It is, in simplistic terms, an animation tool with very powerful interactive features - creating and composing new elements on the fly, and jumping around on the timeline allows one to create applications, and the Flash CS4 IDE makes this relatively easy, but it's not a great platform for application style software.
Flex was built as an answer to that - while it makes use of the same elements and exposes the code, it is not bound to a timeline, and has more in common with object oriented programming languages than animation languages.
The Flex Builder IDE includes both the programming IDE, as well as a GUI designer for quickly building interfaces, and a few other tools for developing applications that run on the flash player.
Flex and Flash have different target audiences. Flex is more geared towards developers where as Flash is more geared towards designers and artists.
Flashdeveloper has been mentioned as a free tool to develop flex applications. I just want to add a free tool to design applications (create an MXML file using a designer): designview. It's available directly on the adobe website, it's an air application that is basic but that give the possibility to take a look freely and easily to the possibilities of flex.
Flex is a free and open source framework based on ActionScript to develop SWFs and AIR applications. Flex Builder (now renamed to Flash Builder as of version 4, to avoid the confusion) is a commercial IDE from Adobe to develop SWF/AIR using the flex framework. While flash (CS3) is good for animation related stuff, flex is good for application/ui related stuff. Adobe positions flex as an RIA (Rich Internet Application) framework.
Flex runs on Linux, too, while Flash doesn't.
Flex is kinda Flash CS 4 second edition.
Flex is less graphical, as it separates compiler and IDE, which allows for command line compilation (makefiles, large projects so to say) which allows for alternative IDE's to Flash.
Edit:
Flex lacks some classes that Flash CSX has (e.g. fl.controls), while Flash lacks some classes that Flex has (e.g. mx.controls or mx.alert).
All in all:
You can have your own Flash compiler for free by downloading Flex 4 SDK and FlashDevelop.
But it is no substitute for Flash.
Flash produces much smaller files (e.g. Flash compiles a project to 100 kB while Flex is compiles the same project to 500kB). So Flash is for internet multimedia applications, while Flex is for desktop multimedia applications.
Flex Builder 3 --> Flash Builder 4, even though you use it for Flex. You can also use it for Flash. If you really want to learn about all this stuff, you should just buy a veteran lunch for a day because it will save you MONTHS. Adobe makes some cool products, but is also well-known to be a lazy company, and this leads to extremely poor documentation. Unless you are a fan of "livedocs," which is a term Adobe coined to describe "slow and bloated HTML."
"Adobe Flex is a collection of technologies released by Adobe Systems for the development and deployment of cross platform rich Internet applications based on the proprietary Adobe Flash platform."
Adobe Flex
Flash is a programming language rather similar to JavaScript but with support for static types.
Flex is a flash library that is intended to help people program in Flash on a much higher level.
It may be helpful to some to think about this as Flex over Flash being like MFC over C++.
Flex is basically a language that compiles down to a flash "movie" or "applet", that will run in the Adobe Flash player plugin.
In very simple terms, Flex technology uses MXML to create applications. MXML is analogous to HTML and Flash components is analogous to something like form elements.
MXML basically allows you to specify what Flash components (such as a table, dropdown list, or something custom that you build in Flash) go on an application screen.
This is a very simplified answer, but that's how I tend to explain Flex.
(Flex Builder is an environment for you to develop Flex apps and Flash apps)
Flex is not a programming language.
flex is a Framework for developing Rich Internet Applications over the Flash runtime and includes ActionScript & MXML as language.
Flex is a collection of Technologies, Tools and Frameworks for building cross platform Rich Internet Applications.
The best answer I've found for "What is Flex" is at this page:
http://www.adobe.com/products/flex/faq.html#flex-flash
Search for "How is Flex different from Flash?"
My interpretation of this is that if your application was generated from Flash Professional, it is a "Flash" application. If it was generated with the Flex SDK (Flash Builder, Flash Develop, or straight code & command line tools) it is a "Flex" application. Both "Flash" applications and "Flex" applications compile into bytecode that can be run by the "Flash Player" or by "Adobe AIR". Both types of applications can include "Actionscript" code.