Flash Platform Rundown – Week of October 20th, 2013

Feathers 1.2 BETA This beta release includes a few new components, including Alert, Drawers, and LayoutGroup as well as many new minor features and a number of bug fixes. Read up on the details over at the Feathers discussion forum. 360|Flex 2014 After 360|Stack this past Summer, it seems there was enough interest in Flex voiced to warrent the return of 360|Flex… 360|Flex LIVES!!! Check out the website at http://360flex.com/ to see what has been scheduled so far. Great to see 360|Flex back! 360|Stack Web Session: FlexJS On Wednesday, October 23 – Alex Harui of Adobe and Apache Flex gave a great overview

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Flash Platform Rundown – Week of October 13th, 2013

This is an experiment – we’ll see how it goes… but I plan on doing a weekly or semi-weekly rundown of happenings in the Flash Platform community on this blog in the spirit of what Brian Rinaldi used to do a few years back (and continues to do for JavaScript, HTML & CSS). I’m still seeing lots of activity around the Flash Platform both within Adobe and through the work of the community – so will find time to note down everything that catches my eye over the week and create a simple digest like this every Monday. For more

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360|Stack 2013 : Slides

Apache Flex is great for application UI… but it isn’t GPU-accelerated :( New versions of Adobe AIR perform quite spectacularly on mobile and really blaze when tapping into the device GPU. If your mobile application requires this sort of performance – there is a solution to be found in the Starling framework along with Feathers (a fully-skinnable, open source component and layout framework)! This session will demonstrate how to use Feathers to create great, performant mobile interfaces for not only games but applications as well!

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Notes around Starling and the Display List

I learned a couple of neat things while working on TelemetryEASY that have to do with some limitations of Starling and also communication between Starling and the traditional display list. You might wonder… why bother using Stage3D frameworks at all for a simple utility app? Mostly to increase my familiarity with Starling and especially to discover some of the little trouble points I’m writing about here, along with some solutions. Problem #1: NativeDragManager TelemtryEASY allows for a user to drag and drop files onto the utility app from the desktop or file system. Using AIR, this is pretty easy using

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AS3 Quickie – drawWithQuality()

Since Flash Player 9, we’ve been able to use the BitmapData.draw() method in order to capture visual data from a display object. The major limitation of using this method, is that it will render the visual at the stage quality with which the swf has been embedded/compiled. One trick to get around this is to switch the stage quality on the fly, via ActionScript – yet this is not a supported workflow. With Flash Player 11.3 we have a new method with which to render drawn visuals at any desited stage quality: BitmapData.drawWithQuality(). In the example below, the swf is

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Flash Builder 4.7 and Adobe Scout 1.0 Released

Two new major Flash Platform releases have occurred: a new version of the Flash Builder development tool and a brand new product: Adobe Scout! This is part of the larger Adobe Game Developer Tools initiative – part of the Creative Cloud. Flash Builder 4.7 After two beta releases on Adobe Labs, Flash Builder 4.7 has now been released! This release introduces new development features and enhancements to Flash Builder and provides support for the new Apache Flex SDK and the new ActionScript Compiler 2.0. So what are the new features in this version of Flash Builder? Flash Builder is now

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AS3 Quickie – Event.VIDEO_FRAME and Camera.drawToBitmapData()

In the past, if we wanted to copy some data from a camera object to a bitmap, we would need to draw the data from the display object using flash.display.BitmapData.draw() and then manipulate it in some way. This is problematic at times… if there is no way of knowing whether we have valid bitmap data to draw from! Using Flash Player 11.4, we have a number of alternatives to this workflow which allow us to both listen for an event to fire once a frame is available to have its data harvested, and a number of methods from retrieving the

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