
Adobe recently made available Flex PMD a tool that lets you keep track of your code bad practices and helps you by auditing your source directory and displaying common errors such as:
- Unused code (functions, variables, constants, etc.)
- Inefficient code (misuse of dynamic filters, heavy constructors, etc.)
- Over-complex code (nested loops, too many conditionals, etc.)
- Over-long code (classes, methods, etc.)
- Incorrect use of the Flex component lifecycle (commitProperties, etc).
A report is produced describing the violations of a given rule set. FlexPMD includes a rule set that is broad ranging and continually growing. It is also straightforward to create your own new rules.
Originally Flex PMD can be called from: Ant, The Command Line and Maven, but thanks to the FlashDevelop (FD3 from now on ) community a plugin has been made available that lets you use FlexPMD in the FD3 IDE and throws the result right in the Output and Results window of FD3.

Installation
1. Download flashdevelopPMD from http://www.kemelyon.com/flashdevelop/flashdevelopPMD.zip
2. Copy PMD.dll into the plugins folder of your FD Application Files.


3. Download flexPMD from Adobe Labs (http://opensource.adobe.com/wiki/displa … /Downloads) and extract to your disk.

Set “PMD jar Location” in Tools -> Settings -> FlexPMD to your “flex-pmd-command-line-1.0.RC3.jar”

Usage
Press Ctrl-Shift-A to run FlexPMD in current Project. This version only checks code inside the “src” folder, so you don’t see warnings in your libraries.
To use your own ruleset, set “PMD Ruleset” in Tools -> Settings -> FlexPMD
Thanks again to the FlashDevelop community for spending time in making this useful plugins.
Published on
February 25, 2008 in
ACTIONSCRIPT 3.0, EXAMPLES, FLASH CS3, FLASH IDE, FLEX IDE and TUTORIALS.
Tags: ACTIONSCRIPT 3.0, Classes, Drawing API, Flex 3, FLEX IDE, MouseEvents, TUTORIALS.

Click on the image to see the example and get the code.
A pair of days ago I found the blog of Sorin Haidan in wish he post some very useful tutorials on Flash and Actionscript 3.0 in a very understandable way, I found one that caught my attention called Draw Custom shapes with ActionScript 3.0. In this tutorial he explains how to make a “Ball” appear on screen every time you click and move your mouse on the screen by using the Drawing API and MouseEvents, the change of the color on the ball was achieved doing a loop in a 10 frame movie clip with a ball of different gradient fill on each frame, so occurred to me to wrap that code on a class on a Flex 3 Actionscript Project and get rid of the Flash assets by drawing the ball in a dynamic way and this let me Change the color of the Ball more than the 10 times of Sorin example, so check the example be sure to check Sorin’s blog .
In my example if you right click on the file you get to see the source that it’s also included below this text here’s what I got: Drawing API Ball Example.
Thanks Sorin for letting me mess around with his code keep up with those good tutorials.
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| /*
/////---- Class by Dave Ga?mez (.swfgeek) 24-February-2008 http://www.swfgeek.net----\\\
///---- Original Example by: Sorin Haidan in his Draw Custom shapes with ActionScript 3.0. Tutorial ----\
///---- Found on his blog http://biochimistu.blogspot.com/ ---- \
*/
package {
import flash.display.GradientType;
import flash.display.SpreadMethod;
import flash.display.Sprite;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.events.MouseEvent;
import flash.geom.Matrix;
import com.adobe.viewsource.ViewSource;
[SWF(backgroundColor="0x000000",frameRate="31")]
public class DrawingAPI extends Sprite
{
private var sprite:Sprite;
private var holder:Sprite;
private var myCircle:Sprite;
private var fillType:String;
private var colors:Array;
private var alphas:Array;
private var ratios:Array;
private var matr:Matrix;
private var spreadMethod:String;
private var focalPointRatio:Number;
public function DrawingAPI()
{
init();
}
private function init():void
{
ViewSource.addMenuItem(this, "srcview/index.html");
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(MouseEvent.MOUSE_DOWN,prepareToDraw);
}
public function prepareToDraw(event:MouseEvent):void
{
stage.addEventListener(MouseEvent.MOUSE_MOVE,drawGraphics);
stage.addEventListener(MouseEvent.MOUSE_UP,stopDrawing);
}
public function drawGraphics(event:MouseEvent):void
{
fillType = GradientType.RADIAL;
colors = [0xFFFFFF, Math.random()*0xFFFFFF];
alphas = [1, 1];
ratios = [0x37, 0xFF];
matr= new Matrix();
matr.createGradientBox(100, 100, Math.random()*360, -40, 0);
spreadMethod = SpreadMethod.PAD;
focalPointRatio = 1;
holder = new Sprite();
addChild(holder);
myCircle = new Sprite();
myCircle.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr,spreadMethod);
myCircle.graphics.drawCircle(0,0,40);
myCircle.graphics.endFill();
holder.addChild(myCircle);
holder.x = mouseX;
holder.y = mouseY;
holder.scaleX = holder.scaleY = Math.random()*2+0.5;
holder.rotation = Math.random()*360;
holder.alpha = Math.random()+0.7;
}
public function stopDrawing(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE,drawGraphics)
}
}
} |
Here’s a little try on the new FuseFX:
( Based on the FuseFX Download Example )

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| import com.mosesSupposes.fuse.*;
import com.mosesSupposes.fusefx.*;
import com.mosesSupposes.util.*;
ZigoEngine.register( PennerEasing );
FuseFX.register( MixerFX );
var s:Sound = new Sound();
s.attachSound("librarySound");
s.start(0, 10);
volUp_mc.onPress = function():Void {
this._parent.fadeUp(0, 2);
this._alpha = 50;
ZigoEngine.doTween(this, "_alpha", 100);
}
volDown_mc.onPress = function():Void {
this._parent.fadeSound(0, 2);
this._alpha = 50;
ZigoEngine.doTween(this, "_alpha", 100);
}
function fadeUp(endVolume:Number, seconds:Number, ease:String):Void {
if (volume!=100) {
volume = 150;
}
ZigoEngine.doTween(s, MixerFX.VOLUME, volume, seconds, ease);
}
function fadeSound(endVolume:Number, seconds:Number, ease:String):Void {
if (volume !=null) {
volume = 0;
}
ZigoEngine.doTween(s, MixerFX.VOLUME, volume, seconds, ease);
} |