Archive for the 'ActionScript' Category

Tweenlite ThrowProps Plugin

Want to add flicking and tossing behavior to your UI like iOS and Google Map? Tweenlite has just added support for those types of tweens.

Usually when you’re creating tweens, you have to know a lot of information up front. You have to supply parameters to the tween such as where it starts, where it ends, and how long it should take. Those are the kinds of parameters that you don’t know ahead of time when it’s dependent on how and when a user drops a scrolling list.

Although it’s not impossible, or even overly difficult to figure out those values when it’s time to create the tween, the real power of TweenLite is that it simplifies the process for you in an excellent API that’s easy to understand and super quick to leverage.

The plugin is available now to paying Club Greensock members.

http://www.greensock.com/throwprops/

Introduction to MXML

If you’re here because you’ve just heard about MXML for the first time and have NO clue what it is, you should start by reading Wikipedia’s MXML article.

Some Background
MXML is an XML-based language that is functionally equivalent to ActionScript. When MXMLC compiles MXML, first it translates it to ActionScript, then compiles that ActionScript into bytecode. In fact, if you pass the -compiler.keep-generated-actionscript argument to MXMLC, you can actually see the ActionScript that is generated from your MXML class. There’s a common misconception that using MXML requires using the Flex Framework, or that Flex is MXML and vice versa. Those are not true. MXML is a declarative language, like HTML. Flex is Adobe’s UI component framework. The two are not dependent on each other, which the South Park project demonstrates.
MXML in a Nutshell

Here’s an example of a default MXML file, which we’ll examine below:

<?xml version=”1.0″ encoding=”utf-8″?>

<s:Application

xmlns:fx=”http://ns.adobe.com/mxml/2009 xmlns:s=”library://ns.adobe.com/flex/spark

xmlns:mx=”library://ns.adobe.com/flex/mx

minWidth=”955” minHeight=”600>

<fx:Declarations>

<!– Place non-visual elements (e.g., services, value objects) here –>

</fx:Declarations>

</s:Application>

Doctype Declaration

<?xml version=”1.0″ encoding=”utf-8″?>

The first line is required for all XML documents. It’s not unique to MXML and is essentially telling any parsers that read this file what to expect. You can basically take it for granted and not have to worry about it as long as you’re creating and working with MXML files within Flash Builder. If you’re using another editor, just make sure that you’re saving your files using utf-8 or you’ll run into nasty compilation problems.

Root Node

<s:Application minWidth="955" minHeight="600">

...

</s:Application>

There can only be 1 root node of any MXML document, and all other nodes must be contained by the root node. You can’t have 2 top level nodes in an MXML file, just like you can’t have 2 public classes in a single ActionScript class file. Also, the root node is normally a DisplayObjectContainer so you can place DisplayObjects within it. You could potentially create non-visual classes/components in MXML, but MXML’s strengths are laying out UI elements and rigging up event handling, so you would probably be better off using ActionScript in that case.

Namespace Declarations

xmlns:fx="http://ns.adobe.com/mxml/2009"

xmlns:bd="com.bdement.*"

Namespace declarations are equivalent to import statements in ActionScript, but they are a special attribute that must be present in the root node. The default namespace is http://ns.adobe.com/mxml/2009, which is required to make MXML “work,” regardless of whether you’re using the Flex Framework or not. xmlns:fx means “use a namespace called ‘fx,’” which lets you write tags that begin with <fx: and gives you access to all of the classes within that namespace. You can also import any package as a namespace by specifying it like the 2nd example.

The actual namespace (fx or mtvn, in the above lines) is arbitrary. For example, in the 2nd line I used “bd” as my namespace, but I could name it anything. Namespaces aren’t globally defined, so you can change them from class to class, although as a best practice you should name them consistently throughout your project.

Nodes

Every element within an (M)XML document is known as a node. Nodes are equivalent to declarations in ActionScript. Every time you specify a node like <ns:Object />, the resulting ActionScript will look like “new Object().”
Attributes

MXML gives you access to all of the public attributes exposed by a class. They’re set by declaring a value for them in MXML, like this:

<s:Application width="955" height="600">


This is the functional equivalent to the following ActionScript:
var myApp:Application = new Application();
myApp.width = 955;
myApp.height = 600;

Even in this simple example you can already see how MXML’s declarative structure is well-suited for “declaring” UI layouts.

Dynamic Attributes

Often you’ll want a particular value to change at runtime, and for that change to have some kind of effect on your UI. For example, a label that changes text when you click something.
To specify a dynamic attribute, wrap a reference to it in curly braces, as shown here:
<fx:Declarations> <fx:String id=”labelText>My Label</fx:String>

</fx:Declarations>

<s:Label text=”{labelText}/>

In this example we declared a String called “labelText,” and a Label that uses labelText’s value. The String is wrapped in a “Declarations” tag because it’s a non-visual element. All properties declared like this are given a public scope and are “bindable.” We’ll discuss more about data binding below.
As an alternative, you could also specify properties in script:

<fx:Script>

<![CDATA[

[Bindable(event="labelChanged")]

private var labelText:String = "My Label";

]]>

</fx:Script>

<s:Label text="{labelText}"/>

Here you’ll notice that instead of a Declarations tag, we used a Script tag, which contains a CDATA enclosure. The CDATA enclosure tells the MXML parser that content within the enclosure is “character data,” and will not follow (M)XML syntax.
The [Bindable] metadata tag means that the next property is available for data binding. Data binding is a handy, but often misused feature in MXML. For complete information on data binding, read Adobe’s Bindable Metatag Documentation.
Key Point: The key thing to know about data binding is that when you write a [Bindable] tag, always, 100% of the time, include a unique event name. If you don’t, your performance when using data binding will get really bad, really fast.
The reason is that if you don’t supply an event name, it defaults to “propertyChanged.” Then every time a property changes, Flash has to figure out which property changed, which becomes more expensive as you have more properties that are all dispatching that event. Also, if you view the ActionScript files generated from your MXML classes you can actually see how vastly different the generated code is when you do and don’t supply a property name.

Event Handlers

Event Handlers are specified in MXML very similarly to how attributes are specified, except they refer to a function rather than a property. For example:

<fx:Script>

<![CDATA[

protected function button1_clickHandler(event:MouseEvent):void

{

trace("Clicked!");

}

]]>

</fx:Script>

<s:Button id="button1" click="button1_clickHandler(event)"/>

You can probably see the connection pretty easily here, but notice that there are no curly braces in this case. Also notice that the magic variable “event” is being passed to the handler. “Event” is the naming convention used in MXML for the event that will be passed to your event handling function. You could also write event handlers like this, although I do not advocate it in all but the most trivial programs, I’m only showing this as a reference to show how the magic “event” comes out of nowhere:
<s:Button click="trace(event.type)"/>

FITC San Francisco

FITC held it’s first ever event in San Francisco last week where they brought together some of the most creative and innovative minds from Flash’s design and development communities.  I had heard about previous FITC events and their increasing reputation for great speakers, educational sessions, and never-before-seen demos experiments, so when I heard they were coming to my new home, San Francisco, I have to admit I got a little giddy.
They sent out an early call for volunteers which I jumped on in a heartbeat.  Being a volunteer was a no-brainer for me, it saved a ton of money and for just a little bit of my time I got access to most of the sessions as well as an inside look into how FITC works and what it takes to put it together.  I met several of the FITC staff and chatted with them about their jobs of putting on these events all across the world.  It’s an impressive feat for them to orchestrate so many moving parts remotely, fly to a new city and have them all fall into place, then turn and do it all over again just a couple months later in another new city!  I also thought it was really funny how all these Canadians were caught totally by surprise by San Francisco’s chilly Summer weather, it was warmer in most parts of Canada than it was in SF!
I went to several sessions including the Adobe Keynote with Kevin Lynch, Flex 4 Lifecycle Best Practices with Aaron Pedersen & James Polanco, and High Performance Mobile Content with Flash with Mike Chambers
The Adobe Keynote was great and renewed my confidence that Flash is and will be an integral part of the Internet for a long time to come.  For example, cell handset makers are starting to advertise that their devices support Flash, even putting the Flash Player logo on their packaging.  I also asked Kevin Lynch a question that has been burning in my mind for a while about the capabilities of CS5’s Device Central.  His answer was really, really impressive.  Normally you would expect the first iteration of a major feature like Device Central to be somewhat underwhelming, but not so in this case, just a few of the features are:
  • Simulation of all input types and layouts – In Device Central you can see a little picture of the actual device your testing and play with each and every one of the buttons and input controls it suppors
  • Memory and CPU Simulation – What’s more important on a mobile device than performance?  (See below!)  Device Central actually simulates the capabilities of the device you’re testing to let you know how your content will do.
  • Radio interference – Kevin told a story about how some developers were actually taking test devices into elevators to test how their application performs with degraded reception, so they built this into Device Central!
  • Screen glareWhaaaat? Does your application have enough contrast to be seen when the device is being used outdoors?  Device Central can help you find out.

Device Central is powerful, but no tool can guarantee that your app will work as designed in real world scenarios, so don’t forget to test yourself, on a real device, because as we all know: ain’t nothing like the real thing, baby.

And finally, I attended Mike Chambers’ session on mobile application performance.  I was going in hopes of picking up tips to apply to my day job as a game developer, and I wasn’t disappointed, as most of Mike’s tips could be applied to virtually any application, but is especially important when running in under-powered mobile environments.  Here are my Cliff’s notes:
  • Air 2.5 beta open – Open to anyone who registers.  Repurposes most of the work done for iPhone development and applies it to Android.
  • Bit.ly/as3performance – Grant Skinner’s performance testing framework
  • Github.com/MikeChambers – Mike Chambers’ Simple Game Framework, a set of utility classes to perform various game related functions like a Centralized Game Loop, Object Pooling, Caching, etc.
  • Mobile support coming to next version of Flash Builder (don’t know any details of what this means)
  • ALL vector rendering in AIR 2.5 is done via the GPU, which improves performance on all devices and improves battery life on mobile devices
  • All vectors on stage are rendered, regardless of screen position.  i.e. If you move an object off-screen, it is still iterated over in the rendering phase, wasting resources.  To improve this, set visible = false.
  • A new property called “cacheAsBitmapMatrix” is now available in AIR 2.5, and will be available in the Flash Player in a near release.  Right now when you set cacheAsBitmap=true, and then scale or rotate the bitmap, it has to be redrawn.  By setting the cacheAsBitmapMatrix to a matrix (usually just the identity matrix), you enable bitmap caching and greatly increase the performance of any redraws that occur.
  • Performance tip:  Do anything you can to prevent redraws (check the redraw regions to figure out what’s being redrawn).  Things that force redraws are: Using the drawing API, changing/moving an object or it’s children, removing an object/child, or occluding non-cached objects.
  • Setting Array/vector.length = 0 is faster than setting array/vector = new Array/Vector
  • Object instantiation is very expensive, so instead of disposing objects, you can put them back in the pool and reuse them later.
  • Mouse events are cheaper than touch events on mobile devices, and single finger touch events are automatically translated to mouse events.  You should use these mouse events instead of the touch events to improve performance.
  • Avoid using mouse move which is fired really, REALLY fast, and can cause lots of extra calculations that are made but go unused between frames.  Instead, do your updates at the framerate by using ENTER_FRAME
  • In certain areas where performance is super-important, consider using callbacks rather than events. Event objects have to be created and propagated, which is expensive.
  • If you’re listening to an object that is deeply-nested in the display list, stop its propagation
  • Bytearray.org/?p=1363 – A whitepaper called “Optimizing Performance for the ADOBE® FLASH® PLATFORM” (attached), this is the single greatest resource for performance tweaks I’ve ever come across.  It validates a lot of the techniques I’m already applying for game development, and points out a few others to consider.

All in all, the 1st annual FITC SF was a resounding success, and you can bet I’ll be back next year!

Flex Formatter Plugin

Code formatting is the reason for many a jihad between developers all over, and spending any time at all discussing it is a waste of time.  (So should I stop writing here?  No!  There is an answer!  Press on…)  Unfortunately this is one issue where it’s impossible to make everyone happy, so you have to settle for making everyone equally UNhappy.

A really painless way to do make everyone equally unhappy is to automate the formatting, and that’s where the amazing little gadget, the Flex Formatter plugin for Flex and Flash Builder comes in.

The plugin adds a few buttons to the toolbar area of Flex Builder.  These buttons are:

  • Generate ASDoc Comments – For your whole file!  In one click!
  • Generate ASDoc Comment – For one item (also in one click!)
  • Format Flex Code – Formats your entire MXML file (or selected lines) ….with one click
  • Indent Flex Code – Not sure why you’d use this and not just the previous button, it seems to do the same thing
  • Rearrange AS Code – Same as Format Flex Code, but for your AS files

To install it, go to “Help, Software Updates, Find and Install” and install from the new remote site:

http://flexformatter.googlecode.com/svn/trunk/FlexFormatter/FlexPrettyPrintCommandUpdateSite/

Grant Skinner has a nice post on this, as well as a settings file that he has exported for use: http://www.gskinner.com/blog/archives/2009/12/indispensable_p.html

Love Thy Flex Builder Keyboard Shortcuts

It never ceases to amaze me how after all the time I spend using Adobe’s tools, they always have a few more features that I’m not using but should be. So every now and then I go brush up on the keyboard shortcuts in Flex Builder, so here are a few highlights (Command = CTRL if you’re on Windows):

  • CTRL + 0 (even on Mac) – Quick Outline.  Hit this, then start typing to jump right to any variable or method definition in the class
  • Shift + Command + R – Open Resource.  Hit this, then start typing any file name to open it.  Works on all file types in your project
  • Command + L – Go To Line.  Opens a dialog where you type in a line number
  • Shift + Command + C – Puts a block comment around the selected text

Strangely there doesn’t seem to be a definitive guide to shortcuts in FB, even the LiveDocs look rather incomplete:

http://livedocs.adobe.com/flex/3/html/help.html?content=code_editor_9.html

But a search for “flex builder keyboard shortcuts” returns results from tons of blogs.  Here are a few more gems that weren’t in the LiveDocs:

  • Command + D – Deletes a line
  • Command + / – Comment/Uncomment a line
  • Shift + Command + D – Inserts an ASDoc-style comment, including parameter and return declarations!
  • Shift + Command + L – Opens an outline of all the keyboard shortcuts available

Also, if any of these don’t suit you, you can always go change them!  In the main menu, click Flex Builder -> Preferences -> General -> Keys (or just type “Keys” in the filter).  Coincidentally, this is the most definitive list I could find.

What keyboard shortcuts do you use that you can’t live without?

#FollowFriday Flash Edition

Twitter has quickly become the best source of up to date information about our beloved technology, Flash. If you’re on Twitter already, here are a few things you might be interested in. If you’re not on Twitter, here are a few links that should be enough to convince you why you should be!

If you have any more suggestions, please share in the comments!

https://twitter.com/InsideRIA
InsideRIA.com is a community site from O’Reilly and Adobe for Rich Internet Application development and design.

https://twitter.com/CreativeTweet
A prolific tweeter who posts random but useful tips, tutorials, and links relevant to Flash and the rest of the Adobe Creative Suite

http://listorious.com/Adobe/adobe-evangelists
A list of Adobe Flash Platform Evangelists, most post great links and info

http://listorious.com/pixelhandler/flash
A hand-picked list of people who post about Flash, overlaps somewhat with the evangelists list

https://twitter.com/adobeflash
The PR face of Flash. Rarely posts about tech stuff, but if you want to ask a question or have a comment, they’re a good starting place

https://twitter.com/gskinner
Probably the most well known Flash developer in the world. Ranked “Most Influential” in the ActionScript category by http://wefollow.com/twitter/actionscript

https://twitter.com/fwa
Cutting edge website award news, inspiration, latest trends and more from FWA (Favourite Website Awards) founder, Rob Ford.

Enforcing Abstract Classes in AS3

One of the most common criticisms of ActionScript is that it doesn’t include some of the more advance features of other object-oriented languages. For example, Abstract classes. Abstract classes are similar to Interfaces in that they provide a common API for: implementers of the interface or subclasses of the Abstract class. At the same time, Interfaces and Abstract classes guarantee this common API for classes from other packages to work against. The Abstract class takes it one step beyond the Interface in that it also adds real functionality to the base class which can reused in its subclasses.

So if ActionScript doesn’t enforce the Abstract class, how can you guarantee that someone down the line doesn’t start abusing it? A passable answer to this question is the seldom-used “self” keyword, as seen here:

public function AbstractClass(self:AbstractClass)
{
	if(self != this)
	{
		throw new Error("Whoa!  You can't instantiate AbstractClass directly suckah!");
	}
}

The drawback to this method is that it’s not enforced at compile-time. Instead, the error will be thrown at runtime and alert the developer that they did something wrong. Further, there’s nothing stopping the developer from then catching the error and ignoring it. Ruh roh. So there is no real solution that guarantees the Abstract nature of the class is respected, but at least this little warning will deter all but the most irresponsible of programmers.

AS3 Reference on Your iPhone

This has flown under my radar since January, but now that I know it exists, its a must-have! I’ve played with it only briefly so far and noticed that it only includes the class references, more obscure things like keywords aren’t included, but it’s still super handy nonetheless.

Because all the data is stored locally, you can use it while you’re on the go without connectivity, and searching is super fast, even faster than opening a browser and searching if you have your phone handy.

http://www.mikechambers.com/blog/2009/01/26/actionscript-3-reference-for-iphone/

AS3 Reference for iPhone

Flash Camp Atlanta

I just signed up for Flash Camp Atlanta! It’s been a while since my last conference, the Adobe onAir Tour, so I’m very excited to spend another day geeking out with fellow Flash developers. Although I’d like to see more Adobe employees, the guests, speakers, and sessions do look like they’ll be interesting.

The networking opportunities are what’s really gotten me excited though. Most of the people I work with are all much more experienced than I am and have been around the block a few times, so they know all the names around the interactive industry in Atlanta. I want to put some faces with those names, as well as spread my own around a bit.

Flash Camp Atlanta Badge
FlashCampAtlanta.com

Using a Simple PHP Proxy to Load Data Across Domains

The Flash Player doesn’t allow you to load and use data from other domains, even a subdomain of where you SWF is being served from. Normally this can be worked around by editing the policy file, crossdomain.xml, of the domain where the data is located, but what can you do when the data you want to load is owned by someone like Facebook or Twitter? Chances are that you don’t have the kind of pull it would take to get them to change their policy files, so it’s time to implement a web service on the domain where the SWF is hosted.

I ran into this problem while working with the Twitter and Facebook APIs on my site. Their APIs allow you to get names, URLs, and other interesting data points, but I wanted to load images, which aren’t delivered through the API. To solve this problem, I wrote this dead-simple PHP script which simply forwards GET requests to a URL specified in the “url” parameter and displays the result back to the requester:

<?php
     $content = file_get_contents($_GET['url']);
 
     if ($content !== false) 
     {   
          echo($content);
     } 
     else 
     {  
          // there was an error
     }
?>

Of course this is the most simple of examples of a web service that you can get, and is really only useful for simple content like XML, HTML and images. Anything more complicated than this and you would want to create a proper web service with input validation, caching, etc., but this is a quick way to get up and running.

Note that your browser won’t render the proxy-ed image correctly because it doesn’t receive the correct content-type header, which tells the browser to expect an image. What you’re seeing is actually the ASCII representation of the image’s binary data, known as BitmapData to the AS3 world.

Bonus! It can be slow to go through your proxy when not needed, so I use this simple class to create URLRequests with the proper URL as determined by the SWF’s security sandbox:

package com.bdement.proxy
{
import flash.net.URLRequest;
import flash.system.Security;
 
public class ProxyService
{
	public static const PROXY_URL:String = "http://www.brandondement.com/proxy.php?url=";		
 
	public function ProxyService()
	{
		throw new Error("All methods of ProxyService are static, do not instantiate!");	
	}
 
	public static function getProxyRequest(url:String) : URLRequest
	{
		if(url == null) return new URLRequest();
		return new URLRequest((isLocal ? "" : PROXY_URL) + url);
	}
 
	public static function toProxySource(source:String) : String
	{			
		if(source == null) return null;
		return (isLocal ? "" : PROXY_URL) + source;
	}
 
	public static function get isLocal() : Boolean
	{
		return	(	Security.sandboxType == Security.LOCAL_TRUSTED 
			||	Security.sandboxType == Security.LOCAL_WITH_NETWORK);
	} 
}
}