
Archive for the 'Flash Player' Category

- 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 glare – Whaaaat? 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.
- 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!
Today I came across a really nice walkthrough by Lee Brimelow (@leebrimelow) of the Flash CS5 IDE:
http://gotoandlearn.com/play?id=118
He demos and discusses the features with some detail, or you can read my cliffs notes version below:
- Major upgrades to video support in the IDE
- Create cuepoints in the IDE
- Play the video while its on the stage
- Manipulate the video on the stage while its playing
- More video player skins
- Live video player skin switching
- Font Embedding Improvements
- New Panel UI
- Embedded fonts are globally managed through the new panel
- XFL Format
- Replaces FLA format
- FLA data is contained in multiple XML source files
- Can version control XML files rather than binary FLAs
- SWF File size History is tracked
- Code Snippets included to implement simple functionality quickly
- Editor now has code hinting and completion for all imported classes (just like Flash Builder)
- Selecting an error in the Compiler Errors brings you to the source
- Tight integration for code editing with Flash Builder
- New brushes for Deco tool (Designers will love these)
- SWFObject2 used as default embedding method (just like Flash Builder)
- TLF (Text Layout Framework) gives you tons of options for doing awesome things with text
- flow text between multiple TextFields, TextAreas
- Multi-column text fields
- Possibly automatically scrollable
- Easier Internationalization, including right to left (Arabic) and vertical (Japanese)
- Highlighting conforms to customized text flow
And a bonus! Here is a walkthrough of how to export your ActionScript project as a native iPhone application! http://gotoandlearn.com/play?id=116
Adobe has released betas for both Flash Player 10.1 and AIR 2.0 today! With this release, the Flash platform now fully supports the Open Screen Project. Earlier this year Adobe announced that they were working with TV manufacturers to get the Flash Player onto a chip that will be embedded in the next generation of TVs, and with this release of the Flash player, they’re addressing the needs of mobile devices. Here are some highlights:
- H.264 hardware acceleration
- Multi-touch
- Gestural and other mobile input models
- Accelerometer, Screen Orientation, Sleep Mode, and other common mobile device feature support
The best read for the details are the Release Notes, which cut through the marketing fluff and get right to the point
http://labs.adobe.com/technologies/flashplayer10/releasenotes.pdf
Official Release Page
http://labs.adobe.com/technologies/flashplayer10/
Fluffy Marketing Press Release:
http://www.adobe.com/aboutadobe/pressroom/pressreleases/200910/100509AFPforMobileDevicesandPCs.html