Flash CS3 vs. Flex Builder 2
Here's the $64,000 question: should we be developing in Flash
CS3 or should we shift over to Flex Builder 2? I maintain that AS
3.0 is a pain in the proverbial, but I've been researching and
finding as much help as possible online about it, and I've found
that by and large people are using Flex Builder 2 as the basis of
tutorials about AS 3.0. Does anyone have an official slant on this
question? Should we abandon Flash for Flex? Will it help? Will it
mitigate the difficulties non-programmers are experiencing with AS
3.0 - or as I call it simply ***? Would I be getting more responses
to my *** questions if I post them over in the *** forum under Flex
Builder?
Any thoughts on this matter would be most welcome, thank
you.
Beatie3,
>> Help please.
Sorry about that ... some days are crazier than others. :-/
[From an earlier reply ...]
> Thank you very much, that's exactly the sort of answer I
> needed. Hmmm, cheque's in the mail. ;)
Heh, good on ya! :)
> I'm definitely a 'deseloper' and will stick with Flash.
I wish
> I had the luxury of only dipping into AS3.
I don't know that I'd call it a luxury, really. Work is
work. ;) As
you might imagine, though, Flex Builder 2 provides a number
of scripting
improvements over the Actions panel (there's really no
comparison; if you've
tried them both, the Actions panel barely feels useful) and
the Flex
framework offers significantly more UI Components. Ideally,
if the pocket
book allows it, using both applications is the killer setup.
> My problem is that I built a little program that draws
scale bars
> on uploaded images that can then be printed. It did
everything
> it needed to, but in AS2.0 you can't control the quality
of the
> imported jpgs.
When you say imported, you mean dynamically loaded (loaded
at runtime),
right? Otherwise, I'm confused. The Flash IDE itself allows
you to
determine the quality of imported JPGs. In ActionScript 3.0
... are you
talking about the Stage.quality property?
> I'm experimenting with Sprites and I have something
appearing
> as the line is drawn but I can't crack the new way to
express
> coordinates.
Not sure what might be tripping you up, actually. The
coordinate grid
is the same. Horizontally, higher numbers move toward the
right;
vertically, higher numbers move toward the bottom. That's the
same as it's
been.
> I just want a blue hair line with a nice green dot at
each end
> that can be seen while the line is drawn. Once the
mouseUp
> happens the drawing guide should disappear and the black
> line appear.
Having heard what you're after, I just started a quick
experiment from
scratch. Here's my version, below. Note: I've made no effort
to optimize
my code. This is just a first draft to achieve a blue line
segment with
green dots on each end that becomes a black line segment when
the mouse
lifts.
var startX:Number;
var startY:Number;
var canvas:Sprite = new Sprite();
addChild(canvas);
canvas.stage.addEventListener(MouseEvent.MOUSE_DOWN,
mouseDownHandler);
canvas.stage.addEventListener(MouseEvent.MOUSE_UP,
mouseUpHandler);
function mouseDownHandler(evt:MouseEvent):void {
startX = mouseX;
startY = mouseY;
var dot:Sprite = new Sprite();
dot.name = "dotStart";
dot.graphics.beginFill(0x00FF00);
dot.graphics.drawCircle(mouseX, mouseY, 5);
dot.graphics.endFill();
canvas.addChild(dot);
dot = new Sprite();
dot.name = "dotEnd";
dot.graphics.beginFill(0x00FF00);
dot.graphics.drawCircle(0, 0, 5);
dot.graphics.endFill();
canvas.addChild(dot);
canvas.addEventListener(Event.ENTER_FRAME,
enterFrameHandler);
function enterFrameHandler(evt:Event):void {
var dot:DisplayObject = canvas.getChildByName("dotEnd");
dot.x = mouseX;
dot.y = mouseY;
canvas.graphics.clear();
canvas.graphics.lineStyle(1, 0x0000FF);
canvas.graphics.moveTo(startX, startY);
canvas.graphics.lineTo(mouseX, mouseY);
function mouseUpHandler(evt:MouseEvent):void {
canvas.removeEventListener(Event.ENTER_FRAME,
enterFrameHandler);
canvas.removeChild(canvas.getChildByName("dotStart"));
canvas.removeChild(canvas.getChildByName("dotEnd"));
canvas.graphics.clear();
canvas.graphics.lineStyle(2, 0x000000);
canvas.graphics.moveTo(startX, startY);
canvas.graphics.lineTo(mouseX, mouseY);
There's a lot of repeated code there, and this isn't how I'd
leave the
above in an actual project, but by spilling out a rough cut
like this, I'm
hoping it gives you something to work with -- showing the
mechanics of how
this might be done.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."
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Hope somebody can help me...for your time thanks..."Jorge EdOardo" <[email protected]> wrote in
message
news:gfcfcr$9s2$[email protected]..
> Hey hello...well, my question is: how can i comunicate
Flex Builder 2 with
> Flash CS3?
>
> this is my code on Flex Builder 2:
> <mx:Script>
> <![CDATA[
> import mx.controls.*;
> import mx.events.*;
> public function CargaCompleta(e:Event):void
> {
> try
> {
>
e.target.content.objeto_salida.addEventListener(Event.COMPLETE,uno);
> }
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> }
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>
>
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> aliza"]);
> s1.source = null;
> s1.source = "recursos/reactivos/208M-1R.swf";
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> }
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> complete="CargaCompleta(event)"
> source="recursos/interactivos/208M-1I.swf">
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>
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> the
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>
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> de
> una referencia a un objeto nulo.
> at 208M_fla::MainTimeline/frame1()
>
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AIR Intrinsic Classes-Tried and Proven Approach to building AIR applications in the Flash CS3 IDE
Hi everyone,
For all of you out there who would like to develop AIR
applications
from the Flash CS3 IDE but aren't sure how to get those pesky
intrinsic
classes working, I have a technique that you can work with to
create
your classes and make fully functional AIR applications.
First of all, those solutions out there that list
"intrinsic" functions
in their class definitions won't work. That keyword has been
taken out
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because
Flash will reject it. The solution is to do dynamic name
resolution at
runtime to get all the classes you need.
Here's a sample class that returns references to the "File",
"FileStream", and "FileMode" classes:
package com.adobe{
import flash.utils.*;
import flash.display.*;
public class AIR extends MovieClip {
public static function get File():Class {
try {
var classRef:*=getDefinitionByName('flash.filesystem.File');
} catch (err:ReferenceError) {
return (null);
}//catch
return (classRef);
}//get File
public static function get FileMode():Class {
try {
var
classRef:*=getDefinitionByName('flash.filesystem.FileMode');
} catch (err:ReferenceError) {
return (null);
}//catch
return (classRef);
}//get FileMode
public static function get FileStream():Class {
try {
var
classRef:*=getDefinitionByName('flash.filesystem.FileStream');
} catch (err:ReferenceError) {
return (null);
}//catch
return (classRef);
}//get FileStream
}//AIR class
}//com.adobe package
I've defined the package as com.adobe but you can call it
whatever you
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this
package contains the "getDefinitionByName" method. Here I'm
also
extending the MovieClip class so that I can use the extending
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Again, this is
entirely up to you. If you have another type of class that
will extend
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whatever else
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Now, in the extending class, the Document class of the FLA,
here's the
class that extends and uses it:
package {
import com.adobe.AIR;
public class airtest extends AIR{
public function airtest() {
var field:TextField=new TextField();
field.autoSize='left';
this.addChild(field);
field.text="Fileobject="+File;
}//constructor
}//airtest class
}//package
Here I'm just showing that the class actually exists but not
doing much
with it.
If you run this in the Flash IDE, the text field will show
"File
object=null". This is because in the IDE, there really is no
File
object, it only exists when the SWF is running within the
Integrated
Runtime. However, when you run the SWF as an AIR application
(using the
adl.exe utility that comes with the SDK, for example), the
text field
will now show: "File object=[object File]". Using this
reference, you
can use all of the File methods directly (have a look here
for all of
them:
http://livedocs.adobe.com/labs/flex/3/langref/flash/filesystem/File.html).
For example, you can call:
var appResource:File=File.applicationResourceDirectory;
This particular method is static so you don't need an
instance. If you
do (such as when Flash tells you the property isn't static),
simply
create an instance like this:
var fileInstace:File=new File();
fileInstance.someMethod('abc'); //just an example...read the
reference
for actual function calls
Because the getter function in the AIR class returns a Class
reference,
it allows you to perform all of these actions directly as
though the
File class is part of the built in class structure (which in
the
runtime, it is!).
Using this technique, you can create references to literally
*ALL* of
the AIR classes and use them to build your AIR application.
The beauty
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reference,
all of the methods and properties are automatically
associated with it
so you don't need reams of code to define each and every
item.
There's a bit more that can be done with this AIR class to
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friendlier and I'll be extending mine until all the AIR
classes are
available. If anyone's interested, feel free to drop me a
line or drop
by my site at
http://www.baynewmedia.com
where I'll be posting the
completed class. I may also make it into a component if
there's enough
interest. To all of you who knew all this already, I hope I
didn't waste
your time.
Happy coding,
PatrickWow, you're right. The content simply doesn't show up at all.
No
JavaScript or HTML parsing errors, apparently. But no IE7
content.
I'll definitely have to look into that. In the meantime, try
FireFox :)
I'm trying to develop a panel to output AIR applications from
within the
Flash IDE. GSkinner has one but I haven't been able to get it
to work
successfully. Mine has exported an AIR app already so that's
a step in
the right direction but JSFL is a tricky beast, especially
when trying
to integrate it using MMExecute strings.
But, if you can, create AIR applications by hand. I haven't
yet seen an
application that allows you to change every single option
like you can
when you update the application.xml file yourself. Also, it's
a great
fallback skill to have.
Let me know if you need some assistance with AIR exports.
Once you've
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Patrick
GWD wrote:
> P.S. I've clicked on your link a few times over the last
couple of days to
> check it out but all I get is a black page with a BNM
flash header and no way
> to navigate to any content. Using IE7 if that's any
help.
>
>
>
http://www.baynewmedia.com
Faster, easier, better...ActionScript development taken to
new heights.
Download the BNMAPI today. You'll wonder how you ever did
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Available for ActionScript 2.0/3.0. -
Using CS3 Libraries in flex builder
Hi,
Im fairly new to Flex and im a starting out with flex builder
3. I am trying to add the CS Libraries as I would have done via
Preferences->Actionscript->ActionScript 3.0 Settings in Flash
CS3 so that projects can reference these packages.
I have complie errors when using import
mx.transitions.easing.*; and I cant seem to get flex to reference
that libray.
thanks for your helpthanks Greg,
Followed your instructions and added the path D:/Program
Files/Adobe/Adobe Flash CS3/en/Configuration/ActionScript
3.0/Classes/playerglobal.swc but still get the same compile error
1172: Definition mx.transitions.easing could not be found.
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Use Flash CS3 component in Flex
As a bit of a n00b, this may be a stupid question...
If I were to get a component made for use with "Flash CS3",
once it's compiled to a swf & fla, is it entirely usable in
Flex [Builder] 3 ? Say I didn't want to re-skin it, and it was
fully programable via AS?
Is this a "it depends"? Is it a "absolutely, you just need
CS3 to compile it first"?
Thanks in advance,
AJ"GuinnessIsGoodness" <[email protected]>
wrote in message
news:gbe131$c20$[email protected]..
> As a bit of a n00b, this may be a stupid question...
>
> If I were to get a component made for use with "Flash
CS3", once it's
> compiled
> to a swf & fla, is it entirely usable in Flex
[Builder] 3 ? Say I didn't
> want
> to re-skin it, and it was fully programable via AS?
>
> Is this a "it depends"? Is it a "absolutely, you just
need CS3 to compile
> it
> first"?
I think you need to either use it as an as file or compile it
as a swc,
unless you want to load it into a swfloader.
HTH;
Amy -
Flex obselete with the release of Flash CS3?
Flash cs3 and its new components feature pretty much give the
same functionality as flex's components.
The only reason why i used flex was because of the
components, ive only created a few applications but i cant see why
i couldnt just make them with CS3 now?You could certainly make that attempt. Our goal is to give
you as much choice as possible. Some people like the Flash IDE,
others like Flex because you can use any text editor, not just Flex
Builder. With Flash CS3, you need the Flash IDE to work with the
FLA files.
When you choose to work with Flex you can put your source
files into a source code control system - you can do that with
FLAs, but you lose change management. In other words, every time
you edit your FLA, it changes so it is always going back into
source code repository. With Flex and MXML and AS files, you save
only those files which have changed.
Flex provides a more traditional way to build SWFs. You can
use Flash to supplement it. You'll find with Flex 3 that the
reverse will be true, too - use Flex to supplement Flash.
Anyway you want to do it, that makes you comfortable and
successful, is the best way to go. We're glad to be able to offer
you choices. -
How do I use a Flex swc in Flash CS3?
My engineering team has used Flex to create a nice little swc
for me to use inside of Flash CS3, but now I'm having trouble
finding any documentation on how to actually import it. Placing it
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-- JeremyUse these links
Modular Applications
http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7f22.html
Creating Flex Libraries
http://help.adobe.com/en_US/Flex/4.0/UsingFlashBuilder/WS6f97d7caa66ef6eb1e63e3d11b6c4d0d2 1-7fe6.html
-Pramod
http://www.flexmycode.com -
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First to emphasize that never had such issues with Flex
Builder 2 Beta 2 and Flash Player 9.0.47 Debug version.
I downloaded Flex Builder 3 Beta 3 and installed it. Then
trying to debug any Flex app (old or newly created) does not work.
I don’t get any errors, but after some research I saw
it’s nagging up on trying to connect to the Flash Player
debug version.
1. Uninstalled old versions of Flash Player (FP).
2. Downloaded latest debug version of FP 9 (9.0.115) and
installed it both for IE and Opera (Netscape-compatible).
3. Installed Flex Builder 3 Beta 3.
4. Created a simple Flex app.
5. Ran it in debug mode.
6. Showed a small window with title “Progress
Information” and a progress + text: Waiting for Flash Player
to connect to debugger…
7. Two minutes later I got the error: “Failed to
connect; session timed out. Ensure that: 1. You compiled your Flash
application with debugging on. 2. You are running the debugger
version of Flash Player.”
Any idea what is wrong? I tried to download an older debug
version but then FB 3 Beta 3 raises the error it’s expecting
version 9.0.115. I searched to download FB3 Beta 2 (because I
deleted it after downloading Beta 3) but unfortunately Adobe did
their best to wipe it out from their links.
Any help is welcome.
System Specs:
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Flex Builder 3 Beta 3 Standalone
JRE 1.6 Update 3
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Did you close all the browsers (and applications which use
Flash Player) when you install Flex Builder 3 Beta 3 or Flash
Player? You can try manually installing it from <FB install
location>/player/ directory. Here're some
installation/unintallation instructions of Flash Player:
http://labs.adobe.com/wiki/index.php/Flex_3:Release_Notes#Installing_Flex_SDK_3_Beta_3
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This question has also been asked on this forum twice, but
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