I'm trying to do some research on flash objects in browsers. For example memory usage etc.
With Adobe Flex Builder 3 im trying to do some profiling on swf files but the problem is that I can only do this on debug swfs. Almost all adds/games/video are release version. Is there a way to some testing on those?
There's a similar question, posting in here too as it's just as relevant in this thread:
It's important to note that the Flash Player implementation is different on each platform and to an extent each browser, so expect notable speed differences. So if you're developing a resource intensive application you should be using profiling tools specific to each OS you're targeting, like for example Instruments on OS X and of course test the performance in each browser.
I would say you will need to get the source. You could try a decompiler.
Look at the flash.sampler. You will need to run your content in the debugging version of the Flash player, but the content itself doesn't need to have been compiled with debugging symbols.
You can use the PreloadSWF option to inject an agent that can monitor. If you just want memory usage, that's a cheap API to call.
Related
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.
Suppose I develop an application with the logic as a CLI program that can be compiled to various platforms. To add a GUI, I could develop native versions separately for each platform or I could use a cross-platform tool like Tcl/Tk, wxLua, or PyGTK. Some people, like Bruce Eckel and James Ward, promote Flash/Flex on Adobe AIR for this.
I've looked into it, but haven't been able to find clear answers to these basic issues.
Native look and feel
The Spark architecture in Flex 4 improves support for skinning to the extent that you can match any L&F, it seems. What resources are available for implementing Windows/GTK+/Cocoa L&F and how much work is it?
Responsiveness
I would rank these popular toolkits from most to least snappy: FLTK, FOX, GTK+, Tcl/TK, Swing, Qt. Where does AIR fit in this range?
Stability
For a long-running app with extensive user interaction, how are the stability and memory management? I've read that memory leaks have been a significant issue with AIR.
Local system access
I think the biggest complaint about AIR 1 was its isolation from the local system. Now, AIR 2 adds communication via stdin/stdout with the NativeProcess class. How well is this working out for implementing the functionality you typically want in a GUI?
Package size
Ranging from a minor interface with a few buttons and textboxes up to something like an IDE, how big would an AIR version be, compared to say, something in Tcl/Tk or wxPython?
Hand coding
If you don't use Flash Builder, how hard is it, relatively, to create or maintain a nontrivial project?
Native look and feel: It's possible to skin a Flex app to make it look native. And load a different skin depending on the OS. There are already Windows and Mac skins (not sure if they are Flex 4 compatible yet) available on www.scalenine.com. But these skins will never be a 100% match since it's replicating the l&f, not actually using native widgets.
Responsiveness: I'd guess it's probably somewhere between Swing and GTK+. But I don't have benchmarks to back that up - just my personal experience.
Stability: As long as the code is good and objects are being GC'd then things should be fine. AIR 2 fixed some memory leaks that caused the issues you reference.
Local system access: NativeProcess allows you to do pretty much anything. But more complex use cases probably need something like Merapi.
Package size: The entire UI component set in Flex is around 2MB. Then any custom code will add to that number. Usually the bitmap assets are what really bloat SWF files. You can look at Apparat as a way to reduce the size of SWF files.
Hand coding: I hand code all of the time with just the open source Flex SDK, AIR SDK, and vim (my text editor of choice). That's all you really need. But you will lose out on code completion, visual debugging, etc. But there are some other open source tools out there for doing these things.
How good is a Flex app in handling large amount of data (say, for a reporting kind of application)
Are there any memory management issues that need to be kept in mind while developing for such an app
Are there any issues in running a Flex app on a Mac?
1) great as long as you're not transferring huge amounts of data at one time using HTTPService. A good AMF remoting like amfPHP runs super fast.
2) Flash player runs on the clients machine, you would need to make sure you aren't using more memory than they have available.
3) If I remember right flash player is kind of weak on the mac, much slower than PCs but I haven't bench-marked them in a while
Flex can use a lot of memory in a poorly written application. A well written application will manage it's assets well and will not use more memory than needed. Flex is wonderful for a reporting application since you can do data manipulation on the client and do a lot of client side analysis and re-presentation of data.
Profiling. Flex Builder has a decent memory profiler so make sure you use it and don't leave dangling references around. Event handlers can keep references you don't realize if you don't clean them up. States can also cause problems if they're used inappropriately--to manage the state of the whole application for example instead of in a small scale within individual application components.
Flex is slower on the mac. This is largely due to the limited api provided by browsers on the mac. On PC the Flash Player has access to GPU acceleration and other low level API's which can make it faster. This is going to get better when Flash Player 10.1 is released since it will take advantage of new core animation api's available in Safari 4 on OSX 10.6.
Is there already a ubiquitous/general framework to target multiple smartphone OS, i.e. like a QT for Android/iPhone/Symbian? Or would be technically too hard to write such a framework?
Technically it would be pretty much impossible (at least very difficult).
The first problem is that the mentioned platforms don't share a common language, so you wouldn't be able to directly share source code. Second is that your abstraction layer would have to be so big that it would probably kill performance.
The closest thing that I'm aware of is something like OpenGL es (you can almost copy & paste OpenGL code across platforms).
A more realistic option is targeting the web layer with an HTML5 application.
Phonegap if it fits your needs. Packages a web app with limited access to device services as an installable.
I have seen a few blog entries on this and have had a discussion or two with my team mates but I would like to see what the stack overflow community thinks.
So why does the Adobe Alchemy Tool create so much faster running flash byte code than the flex compiler?
Also, when will the flex compiler be able to make similar performance gains?
Will it require programmer specific use of special Array's or something of that nature to get the same performance?
Alchemy is an implementation of LLVM in ActionScript. Simply put, it's an virtual machine that uses a ByteArray as it's memory store.
The C code compiled by Alchemy has direct access to "memory" (via some opcodes introduced in Flash 10), allowing it to chunk memory around at it's leisure (including pointers to objects). This results in some, but by no means all, code running faster. Some types of code will actually run slower in Alchemy due to it being a VM running on top of the AVM (another VM).
Additionally, Alchemy does not have native access to ActionScript classes and must access them through interop classes.
The alchemy tool creates code that uses instructions in the flash player that aren't available to the regular compiler (and the talk is that these instructions were exposed especially for alchemy).
Whether the regular compiler will eventually make similar gains, hopefully. It's been proven a few times that the compiler creates substandard code, and there are a couple of projects which optimise the generated code. These may shame Adobe into improving.
Chances are, no, there won't be anything special a programmer needs to do to get these performance gains (though check out the optimising blogs, writing loops in a particular way means they can be optimised better).