I know there is a built-in update framework inside AIR but finding valid code samples for the latest versions proves to be hard. Some code for simple updating (assuming ActionScript 3, AIR 2.7 and Flex 4.5) would be deeply appreciated (nothing fancy, default styles etc).
This is the code I used to get this working: http://www.adobe.com/devnet/air/articles/air_update_framework.html. It's a good overview (even down to doing a custom update window), and is trivial to implement.
Related
I want to migrate from Flex 3.1 to Flex 3.5, but I can't find any useful release notes on the differences between the two. I found the official Adobe website but it is more focused on the difference between 2 and 3, and not different versions of 3. Can someone help me out?
Thanks
In theory there isn't a lot of difference. Have you tried to just change the SDK on your project(s) and then see what works or doesn't?
Msot of the issues you'll run into, I expect, will relate to your custom component development that extend the existing components. The Flextras AutoCompleteComboBox, for example, had issues because the way the drop down is handled in the Flex ComboBox changed from 3.4 to 3.5. Since our component is a highly customized ComboBox; we inherited this change which "Broke".
However, my experience is probably a fringe case as in the course of normal development you wouldn't be customizing things so heavily.
Try it and see.
I just started making games and I decided for my next project to use either flashdevelop or flex builder. Reason being is because you can embed just about everything and for licensing purposes and it recommended the the game is compiled into one file. flex sdk is good with that type of stuff.
As of right now I decided to use flashdevelop. but recently it's been kicking my behind. First I wasnt able to use ui class (e.i. buttons, and textboxes) probably because of something stupid I did. Now for some reason I can not compile my applications. When I compile, nothing happens, no errors, no nothing. below is a screenshot of what happens when I compile.
Yes i installed debugger and yes I installed sdk
So now I was thinking about just going with flex builder. Not sure which one is more easier to assemble and use. But I do know the flex builder community is bigger, and they have a much better documentation. I am good with actionscript, but I am not so good with using flex.
My ultimate question is...
Which one is easier to assemble
which one is easier to use
which one is BETTER overall
as far as not compiling goes, looks like it compiled just fine.
I don't know what you're expecting to see from the code other than the "Hello"
to see that open up your output window (under View)
Whether you use flex or flashdevelop, you end up using the same compiler.
Like Adam, I find flashdevelop easier to use than flex, but that's because I've used it more (flex trial expired and FD didn't)
And plus I'm fast with FD, like really fast :)
Try some of the shortcuts:
to create getter and setter or
generate function press 'ctrl shift ~' and PRESTO
or for a for loop or for each loop type in the first few
letters and press 'ctrl B'
to find instances of any string in code you
can do F3 and shift F3, whereas F4
will find the object or function
declaration(even in separate files)
FD also adds a lot of the classes as
needed (sometimes I have to do it manually)
and the latest version lets
you generate classes which extend
another class easier.
I'm sure that flax does most of this as-well, but when you're already used to this then switching slows you down.
I had the same issues when I started working with FD. What it boils down to is that flex has a bunch of libraries that it's using that FD doesn't unless you link to them, and sometimes even then.
But once you start compiling your libraries and assets into SWCs you will be able to compile them through Flash and Flex. Which can be handy (like when you're working with other developers)
FD doesn't have a profiler, but this has not prompted me to stop using it. When I need some debugging and trace isn't enough I add the demonsters debugger class: http://www.monsterdebugger.com/ it's pretty powerful, but you still can't step through your code.
** Update - Flash Develop has had a profiler for a few versions now, It's good for watching memory use, but I still end up using monster debugger a lot. You can use debug in Flash Develop as-well and step through your code.**
FD doesn't have the UI that flex does, and for developing mxml it is a bit more tedious, but at pure as3, I find FD is all I need. Well than and Flash to create my SWCs
I think a lot of it is personal preference, and what you have previously used. Some people do have strong opinions though.
Personally I like FlashDevelop, but only because I am use to it, and can get things done a lot faster e.g. setting up projects, workflow, shortcuts etc. But I am sure If I forced myself to only use FlashBuilder (formally FlexBuilder) that I would soon come to grips with its nuances.
Here are a few of my points for either side:
FlashDevelop:
I like how FlashDevelop is so simple,
where as Flash Builder is rather
bulky.
FlashDevelop is totally free, where Flash Builder actually cost quite a bit.
Flash Builder:
Built on Eclipse, so has a massive community, tons of plug-ins etc.
Source control intergrated into the IDE (very important in large projects).
Also might want to check out this article on ActionScript Editors.
I know it's an old topic, but in case someone finds it, here is an interesting thing I've noticed:
I am using pixel fonts in my project, and by default Flash Player blurs part of it (it is a known problem). One solution is to use a bitmap text (some kind of custom class) and the other is to use Text Renderer with some of its related elements to force Flash to render the font correctly. When compiling under the same version of Flex SDK in Flash Builder 4+ the font rendered correctly. But when I compiled with Flash Develop (latest version) the text was really ugly, with missing pixels at random places. It might be caused by the fact that Flash Develop or Flash Builder are sending some hidden arguments to the compiler which either make it work/break.
This is a long running question that has been repeated a few times. Review this question and see if it answers yours.
Web-based Game Development: Flex Builder or Flash CS3?
Is there an alternative ActionScript 3 lightweight framework out there similar to Flex, but not as huge. Flex is fairly large, and SWF's being no less than 150Kb big, I'm just thinking it must be possible to get something that have smaller SWF files as an end result.
I've come accross AS Wing, and was curious if there's more.
Thanks for the replies in advance!
This may be what you're looking for :
http://code.google.com/p/flit/
I haven't tested it yet so I can't really say if it's worth it or not
You can change some settings when compiling to reduce the size of your .swf. Here is a blog posting showing how.: Reduce Flex 3 File Size. Basically you compile the sdk into a separate .swf that gets cached by the flash player.
http://www.openlaszlo.org/ is an open source alternative that can generate swf8, dhtml, or swf9.
The GraniteDS framework provides a clean-room re-implementation of the MXML->SWF compiler, and it may possibly give you options to generate smaller SWF files. It can also do that compilation on the fly, which is pretty cool.
Why don't just use Flash? You can dump your logic in AS class file.
Swf from Flash can be pretty small, can down to 8kb, or even smaller.
Correct me if I am wrong, I see Flex as a Flash with XML Layout Manager (which can position components well during resizing). If you are willing to spend time on designing a Layout Manager for Flash, i think Flash is a good choice. Flash supports AS3, pureMVC.
Of course, Flex is free :)
check out http://www.weaverfx.com/index.php?option=com_content&view=article&id=13&Itemid=6
they claim that applications built with there framework are of the tune of 20 to 100Kb
AS3Commons UI Invalidation & LifeCycle provides an entire component life cycle framework similiar to that of Flex but written in pure AS3 an hence small and independent. If you are about to create your own components you should give this library a try.
Edit: self-plug
Another component libary:
AS Data Provider Controls is a new set of standard UI components built with plain ActionScript. Open source.
Edit: self-plug
Thanks for all the helpful replies. I'm busy experimenting a bit with an ActionScript 3 project in Flex Builder, and I think I might just create the components I need myself and make them modular for re-use in other projects.
That way, I can include exactly and only that what my application is using, and not worry about an additional x00000Kb of data that gets dragged along either as an RSL, or merged in my code.
I am new to this term JavaFX Script, just want to know more on the use of JavaFX Scripts.
thanks you.
JavaFX is a RIA framework, which is something similar to Silverlight and Flash. just check out the JavaFx and will get an idea about what exactly is,.
Well, being as Oracle issued an 'end of life' statement pronouncing javafx 1.3 (and javafx script) dead come September 20, I would say that 'javafx script is of no use whatsoever, except perhaps for dealing with some legacy code'.
That's what I would say if I took your question literally and wanted to be a smart ass. Java fx script was a UI language that went along with javafx 1.3, suns original javafx user interface multimedia oriented development kit. It had its own scripting language interoperable with java.
This, many believed (mysself included) was a terrifically stupid move on suns part. We wanted to code in java and didn't want to have to dick around with some stupid scripting language. Oracle answered our prayers with JavaFX 2.0. It is to put it simply, the user interface toolkit that replaces the old standard, Swing. It's more than that -- it's based on it's own graphics engine Prism, so it pretty much replaces all of the old java multimedia classes, AWT, SWING, GRAPHICS 2D, etc. etc. And you can write it in pure Java code.
It's also correct, as the user above pointed out, that it's a flash competitor. Basically it's an SDK for producing rich cllient interfaces for the web or for the desktop... maybe even for mobile platforms but I'm not sure there.
Hope this helps -- if you want to learn more I suggest Apress publishings Pro JavaFX 2.0 Best book avbailable on Javafx 2.0 ( actually one of only two in print to date, but still damn well written)
It's supposed to be a Flash compete.
I recently started to develop using Flex 3 and Adobe Air and I wanted to know what features you want to be in futures releases of Adobe Air ?
The ones that I miss are:
Cross-systems way of launching a local file (shellExec) right from an Air application (although you can do this using workaround at least under Windows)
Ability to setup dynamic paths for Embed statement (e.g. Embed[(variable+"/path/to/file")] ). I didn't find any way to do this properly.
Some way of setting Flex object's positions with absolute values from CSS (that sounds more Flex related by the way)
Don't hesitate to add your workarounds to theses limitations if you know somes.
Ability to call out to native code - you currently have to ship a server written in another language and make calls to that to do anything more than Air gives you.
Modal windows. There's a hack you can do which involves setting Application.application.enabled = false, setting dialog.nativeWindow.alwaysInFront = true and then re-enabling the application when the dialog closes, but this is long-winded and doesn't disable any native menus you may have! It's crazy that something so simple is made so difficult.
A usable way to set the application's icon. I spent 2 hours trying to do this the other day and gave up after persistent "303" errors that gave me no idea of what I was doing wrong. Again, really basic stuff.
"Call native code", "Modal windows", agree-agree.
loadLibrary would be really great :)
ps.:
if we can not have this features in AIR, if would be awesome to have an opportunity to embed flash(AIR) graphics engine into your own app. in that case we'll get great performance improvement and liberty of choice what to write (not only small gadgets).