Tag Archive for 'FLASH'

Adobe Flash Media Playback

The new Adobe Flash Media Playback is a free, standard media player for the flash platform, it can be used in any site with only a few lines of HTML, enabling playback of video and other media in minutes. Its extensible plug-in architecture enables easy integration with content delivery networks. There’s a easy to use configuration page to set up the look and feel of Your Player. A thing to note it’s that this is not the Open Source version  Strobe Media Playback. so if you want to dive in to the code of the player itself that’s probably a best solution, but if you are looking for a fast way to deliver video content in your blog or site try Adobe Flash Media Playback

Features

Easy configuration
Easily configure the standard functionality of Adobe® Flash® Media Playback. Control capabilities such as autoplay, autohide controls, poster frame definition, control bar positioning, and more — without the use of Adobe Flash authoring tools.

Custom look and feel
Completely replace each of the existing elements of the standard user interface with your own custom artwork.

Streamlined standard functionality
Eliminate duplicate efforts by leveraging the logic built into Flash Media Playback. Enjoy support for standard playback functions such as play/pause/stop, rewind, fast forward, DVR, multibitrate switching, and video navigation.

Integration of latest Adobe Flash Platform features
Enable quick integration of the latest Flash Platform features such as HTTP Dynamic Streaming and DVR functionality.

High-quality, multiprotocol support
Deliver the highest quality playback experience for the given bandwidth, detect and recover from error conditions, and improve overall user experience by working with the latest features of Adobe Flash Player 10.1 and Flash Media Server 3.5 software and HTTP Dynamic Streaming.

Open source file specifications
Achieve a live streaming experience using the MP4 fragment format, the industry standard for adaptive bitrate delivery, including open file format specifications for the media and manifest formats.

Plug-ins for advertising, analytics, and content delivery networks
Enhance your media player to monetize and track your content by utilizing plug-ins for advertising, analytics, and content delivery networks. Flash Media Playback allows you to load plug-ins hosted by partners dynamically, allowing your services to be upgraded without any changes to your website.

Using HYPE Framework's ContextSavePNG

One of the first things You want to do when playing with the HYPE framework is to output your creations to a printable file and guess what?  Joshua and Branden have already think on that, hype includes a the class ContextSavePNG that will let you output your hype generated images to a printable .png. Here’s a simple example on how to use the ContextSavePNG class of the hype framework.

For this short example i’m using one of the files included in the hype framework zip that You can download here “\hype-hype-605a391\examples\Flash\SimpleBallistic\02_simpleBallistic.fla”

Here’s the ActionScript code of that file:

?View Code ACTIONSCRIPT3
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/***********************************************
 
	HYPE
	http://www.hypeframework.org
	developed by Branden Hall and Joshua Davis.
 
************************************************/
 
import hype.extended.behavior.SimpleBallistic;
import hype.extended.color.ColorPool;
import hype.extended.trigger.ExitShapeTrigger;
import hype.extended.trigger.RandomTrigger;
import hype.framework.core.ObjectPool;
import hype.framework.core.TimeType;
import hype.framework.display.BitmapCanvas;
import hype.framework.rhythm.SimpleRhythm;
 
MyExitShape.visible = false;
 
var myWidth = stage.stageWidth;
var myHeight = stage.stageHeight;
 
var bmc:BitmapCanvas = new BitmapCanvas(myWidth, myHeight);
addChild(bmc)
 
var clipContainer:Sprite = new Sprite();
 
var color1:ColorPool = new ColorPool(
	0x587b7C, 0x719b9E, 0x9FC1BE, 0xE0D9BB, 0xDACB94, 0xCABA88, 0xDABD55, 0xC49F32, 0xA97409
);
 
var color2:ColorPool = new ColorPool(
	0xFFFFFF, 0xCCCCCC, 0x999999, 0x666666
);
 
var pool:ObjectPool = new ObjectPool(MyCircle, 800);
 
function addNextClip(r:SimpleRhythm) {
	var clip:MyCircle = pool.request() as MyCircle;
 
	if (clip != null) {
		clip.x = myWidth / 2;
		clip.y = 100;
 
		clip.scaleX = clip.scaleY = 0.05 + (Math.floor(Math.random() * 3) * 0.3);
 
		color1.colorChildren(clip);
 
		// target Object, drag, minForce, maxForce, gravity, gravityAngle
 
		var ballistic:SimpleBallistic = new SimpleBallistic(clip, 0.97, 2, 3, 0.25, 90);
		ballistic.start();
 
		// exit callback function, target Object, shape, shapeFlag
 
		var onExit:ExitShapeTrigger = new ExitShapeTrigger(onExitShape, clip, MyExitShape, true);
		onExit.start();
 
		var randomSplit:RandomTrigger = new RandomTrigger(onSplit, clip, 50);
		randomSplit.start();
	}
}
 
function onExitShape(clip):void {
	clipContainer.removeChild(clip);
	pool.release(clip);
}
 
function onSplit(parentClip):void {
	var clip:MyCircle = pool.request() as MyCircle;
 
	if (clip) {
		clip.x = parentClip.x;
		clip.y = parentClip.y;
 
		clip.scaleX = clip.scaleY = 0.05 + (Math.floor(Math.random() * 3) * 0.05);
 
		color2.colorChildren(clip);
 
		// target Object, drag, minForce, maxForce, gravity, gravityAngle
 
		var ballistic:SimpleBallistic = new SimpleBallistic(clip, 0.97, 4, 6, 0.2, 90);
		ballistic.start();
 
		// exit callback function, target Object, shape, shapeFlag
 
		var onExit:ExitShapeTrigger = new ExitShapeTrigger(onExitShape, clip, MyExitShape, true);
		onExit.start();
	}
}
 
var rhythm:SimpleRhythm = new SimpleRhythm(addNextClip);
rhythm.start(TimeType.TIME, 1);
 
pool.onRequestObject = function(clip) {
	clipContainer.addChild(clip);
}
 
bmc.startCapture(clipContainer, false);

The first thing you need to save your actionscript generated visuals to an image file is to import the ContextSavePNG class.

?View Code ACTIONSCRIPT3
1
import hype.extended.util.ContextSavePNG;

Then just before the line were you start capturing your clip into the bitmap canvas you call the setupLargeCanvas method of the BitmapCanvas class, by setting the argument to 10 you are telling hype that the output image will be the orginal size of your swf times 10, so in this example the original .fla size is 640 px width x 360 px height the exported .png will be 6400 px width x 3600 px height, pretty cool right ? with a file this size you could print a poster once you export the file to. png that in other form will be very hard to output an image that size.

?View Code ACTIONSCRIPT3
1
bmc.setupLargeCanvas(10);

Next you need to create an instance of the ContextPNG class and pass it the parameter of the BitmapCanvas you want to encode in this case the bmc. Now at the time that you run your .swf and hit the right click you will get the EncodePNG button when you click it your hype animation will pause and a small progress bar will appear in the center of your .swf indicating that the bmc is being encoded after that the button will change to SavePNG and when you hit that button vuala you have an scaled up transparent .png file out of your .swf.

?View Code ACTIONSCRIPT3
1
2
var savePNG:ContextSavePNG = new ContextSavePNG(bmc);
bmc.startCapture(clipContainer, false);

Don’t forget to check out http://www.hypeframework.org/blog for more information and the latest updates on HYPE.

See You around and happy coding.

Flash Builder 4 & Flex 4 Framework have been released

Adobe Flash Builder 4 has been released and with it the Flex 4 framework some of the features listed below:
Powerful coding tools ENHANCED
Develop using a powerful Eclipse™ based IDE that includes editors for MXML, the ActionScript® language, and CSS, as well as syntax coloring, statement completion, code collapse, interactive step-through debugging, and automatic generation of common code.
Rich visual layout ENHANCED
Visually design and preview user interface layout, appearance, and behavior using a rich library of built-in components. Extend the built-in Flex framework components or create new ones as needed. Import functional application UI created using the Adobe Flash Catalyst™ interaction design tool.
Data-centric development NEW
Introspect Java™, PHP, Adobe ColdFusion®, REST, and SOAP services to display methods and properties in the new Data/Service Explorer. Bind methods to UI components using a simple drag-and-drop approach.
Interactive data visualization ENHANCED
Create data dashboards and interactive data analysis by simply dragging and dropping a chart type and linking it to a data source using the Flex Charting library. Use the powerful Advanced Datagrid to enable users to explore complex data.
Skinning and styling ENHANCED
Customize the appearance of an application using CSS and graphical property editors. Quickly set the most commonly used properties and preview the results in Design View. Browse available themes and apply them to your project using the new Theme Browser.
Integration with Adobe Creative Suite design toolsENHANCED
Import design assets created using Adobe Flash Professional, Illustrator®, Photoshop®, or Fireworks® software, or import a complete application user interface created using Flash Catalyst. A new workflow between Flash Professional and Flash Builder facilitates importing and updating custom Flex components.
Native support for Adobe AIR
Create applications for the Adobe AIR® runtime with Flash Builder 4, including all the tools required to build, debug, package, and sign AIR applications. Adobe AIR lets you quickly develop RIAs for the desktop using the same skills and codebase you use to build RIAs for the browser.
Code refactoring ENHANCED
Quickly navigate through code or restructure it by renaming all references to a class, method, or variable. Flash Builder 4 adds move refactoring.
Powerful testing tools ENHANCED (Premium edition only)
Accelerate application performance using memory and performance profilers that monitor and analyze memory consumption and CPU cycles. Support for automated functional testing tools such as HP QuickTest Professional is also available.
Network Monitor NEW (Premium edition only)
Generate a detailed audit trail of all data passed between the local Flex application and the back end, assisting with debugging and performance tuning.
Advanced data services ENHANCED
Use open source BlazeDS to add binary, high-performance, HTTP-based data transport, or add the Adobe LiveCycle® Data Services ES2 module for real-time data push and pub/sub messaging.
Command line build NEW (Premium edition only)
Use the new command line build capability to automate your build process.
Flex unit testing integration NEW (Premium edition only)
Automate functional testing using the Flex unit testing framework.
ASDoc support NEW
Display comments in MXML and ActionScript editors using ASDoc.

More info at :

Adobe’s official Flash Builder 4 Product Page

The Official Flex Team Blog post

Flash Platform Game Technology Center is Live

Flash game development has been around almost as long as Flash itself I remember the first thing I did with Flash was a very short animation and the second a little spaceship game I must have that .swf laying around in a backup somewhere, I’m really glad to see Adobe’s efforts in pushing the various “sections” of Flash development inside of the devnet.

The Flash Platform Technology Center aims to reach for those developers interested in Game Development using Adobe technologies( Aka: Flash, Flex, AIR  and AS3 ) it includes several beginner-advanced tutorials and links to various resources as documentation, cookbooks an other related development centers, the only thing I wonder is why this Technology Center wasn’t opened earlier being the Flash game development community as  big as it is( Hope some of the great Open Source Game related APIs get some spotlight in this place ), anyways it’s here now so get ready to start developing your first game if you haven’t already,  here are some excerpts and links from the Adobe Flash Platform Game Technology Center:

The Adobe Flash Platform is the leading platform in the world for developing games on the web. The Flash Platform Game Technology Center is a great place to start learning how to develop your very own Flash games.

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Adobe Flash Platform ActionScript 3.0 Reference

Flash Platform ActionScript 3.0 Reference

This is a short post but a helpful one in case You haven’t noticed it The ActionScript 3.0 reference for the Adobe  Flash Platform it’s out of beta and works great letting You select and filter out your results by APIs, frameworks, platform and more, and its information it’s not only of ActionScript 3.0 but also for Flex, TLF,  AIR, LiveCycle, ColdFusion and more. So if you need help in finding some information and see the inner works of those API’s be sure to check it out, it’s a must have in any Developer library.