Categories Displayed in Flash

Archive for the 'fdt' Category

Flash: FDT and AIR 1.0

Recently upgraded from FDT Professional to FDT Enterprise. I was excited to see that AIR is now supported. Of course it's been out for several months, just haven't paid any attention to it. Updating since a few things have changed since AIR went 1.0

  1. Download + Install the AIR runtime (now released)
  2. Download the Flex SDK (now open sourced),
  3. unzip the Flex SDK to someplace reasonable e.g. C:\CodeProjects\AS3.0\Flex3.0.0.47\
  4. Go to 'Window>Preferences' then click on the 'AS3 Core Libraries' Tab, then the 'Add' button
    FDT Linked Libraries after adding Path VariableFDT Path Variable
  5. This will get you to the Define a New Path Variable
  6. Choosing Core Library you’ve just created
  7. Finally you'll want to update the Core Library for the package you are using via right clicking over the project and selecting 'properties' then the 'Change Core Library' button on the bottom right:
  8. Update FDT Core Project Library
  9. After you select the Core Library you created earlier, it will update and rebuild all the projects, and here's what it will look like after:Updated Core Libraries
  10. I typically add the CS3CoreComponents too, as I do lots of project that are Flash First instead of Flex Based.
  11. Past that follow the instructions starting with step 5. on adding the sample AIR resources folder,
  12. download and replace the HelloWorld Application Descriptor, else you will get a series of errors like here
  13. modify the HelloWorld to match whatever you are using.
  14. Open up the Build_AIR.xml for editing
  15. change the 'sdk_dir' to point to the Flex3 path on your harddrive you downloaded earlier,
  16. change the 'app_name' to whatever you called your app, e.g.
  17. Then follow steps 8 and on, to build the swf and package it for AIR, if successful, you should then get something that looks like this. Congratulations!.
    Building the AIR file with ANT and Successful Output.

If your curious about what else has changed since the original article check the devnet.

Using fl.controls.* with FDT (and Flash CS3)

I Recently upgraded to FDT 3.0 Professional...I highly recommend if you're doing heavy actionscript projects. It's pricey, but will pay for itself quickly.

Using fl.controls with the syntax checking took a bit of research. Turns out you have to follow the steps as

  • Create a new FLA, name it CS3Controls
  • drag all the components you need into the Library
  • In File> Publish Settings > Flash > checkmark "Export SWC"
  • publish it
  • copy the CS3Controls.swc to someplace you'll remember (e.g. a common classpath or whatever app that uses them's lib folder)
  • - Now in FDT, add your SWC to your project, and in the Flash Explorer panel, right-click and add that SWC file to your classpath
  • once that swc is visible in the FDT Flash Explorer, right click over it. "Source Folder">"Add to Classpath"
  • after a moment you will see it above the packages, if successful, clicking the plus will show you all the classes inside it...very cool FDT team!
  • in your AS class just proceed as normal eg.: <code> import fl.controls.*</code>

Found this post

Tools: FDT + Eclipse vrs FlashDevelop

So after another round of flux in my development environment, I resorted to using Eclipse (for coding) AND FlashDevelop (for compiling and quick projects) in tandem (along with SOS for trace debugging).  Talk about a lot of desktop space!

This is because FDT+Eclipse, my favorite tool for ActionScript development is still in Beta (still a great code editor!) and in general building requires Ant tasks in Eclipse, which doesn't support the Flex Compiler Shell (huge speed increases), while FlashDevelop is an good editor, but has great compiler support.
About 2 months ago, with significant trepidation.  I finally bit the bullet and made the move to AS3. It's been about 2 pretty turbulent months since. Learning the IDE of 2 major tools (Flash CS3, Flex 3.0 beta ), the massive syntax changes, new workflow,  starting to get large libraries converted....breaking across the rocks of different paradigms.    Then midway the Flex beta license ran out (30 days is after all reasonable),. It wasn't worth it spending $300-$500 for a license to FlexBuilder 2.0 to keep going.

  • I'm going to Max in October, I know 3.0 is out in a few months,
  • The code editor is an order of magnitude weaker than FDT, and still quirky enough to make it unuseable at times in the beta, I guess some of my code does some tricky things which causes Flex's language parser to barf.
  • I don't plan on using FlexBuilder/Flex on most of my projects...we aren't that data/standard control centric.

This created a window of no reasonable workflow. FlashCS3 does compile AS3 well (I first started having to use it with FlexBuilder 3.0, when running into quirks in it's parser). But the editor isn't much better than a plain text editor, for dealing with large libraries and components.  So I started investigating other platforms, Sepy and FlashDevelop...etc.  Which is about as motivating as looking at a bicycle after driving an F1,...but admittedly better than walking barefoot or standing still.    I was hoping that in my lack of paying attention that the years since I last reviewed would have some new releases, and while I didn't have time to investigate Sepy, I was pleased with FlashDevelop Beta 3. In a sunday afternoon I got from ground zero to building an AS2, and an AS3 project both using the Flash CS3, and separate the Mxmlc.exe, which nicely prompted me to look for the 'Flex Compiler Shell', which I hadn't heard of before.
http://labs.adobe.com/wiki/index.php/Flex_Compiler_Shell

The compiler shell is designed to startup once then talk with it, telling it to recompile files, typically by getting an id back on the first compile then recompiling. This can amount to huge timesavings. Once installed and incremental compiling is on, It's similar the speed jump to me from using Flash to using MTASC.
YAY!!!!

Incremental compiling has been high on my list of things I've been looking for out of AS3,  Java has had this for almost a 8 years, and I grew to depend on it.  Java is still way ahead...you can hot fix code running in the VM without restarting...while debugging, even remotely (if allowed)!.
FlashDevelop Beta 3 supports the Flex Compiler Shell without anything special, just drop in and go (very nice!).  Sadly for Eclipse/Ant/FDT it won't work well, as the major performance increase is from not having to startup the mxmlc.exe everytime, but ant starts up and closes down as soon as it's finished, and there is no easy way to modify Ant/Eclipse to keep the process/dialog open.  But since it's not terribly difficult to have both open, that's what I've done.
The biggest thing that I miss via this is the errors output by the compiler (both the syntax check, and full compile errors) show up in FlashDevelop, which clicking on lets you jump to, when I'd rather do it in Eclipse.  Both tools are smart to watch for file changes, so it's possible to edit in both places. If a bit more UI to wrangle than idea;