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AS3 Concurrency/Workers use cases, best practices, and link roundup - Paul Robertson's words, punctuatedLeif Wells responded to my presentation slides on ActionScript 3 Workers/Concurrency with a great question: Is there a discussion somewhere on practical use cases for AS3 Workers? Best Practices? ( Leif Wells on Twitter )
FlasCC and Link Time Optimization The FlasCC toolchain is closely modeled after a typical native C/C++ development toolchain. It contains all of the tools you would expect from such a toolchain, including a compiler (with preprocesser), an assembler, a linker, an nm symbol lister, an ar archiver, etc. Continue reading… FlasCC 1.0.1 Released FlasCC 1.0.1 has been released containing fixes for some commonly experienced bugs.
Now that we have just launched AIR 2, I figured it would be a good time to look back at all the AIR code I've written over the last few months and pick out some of the best snippets and concepts to share with the community. This article describes ten techniques I've used to improve performance, usability, and security of AIR applications, and to make the development process faster and easier. Now that we have just launched AIR 2, I figured it would be a good time to look back at all the AIR code I've written over the last few months and pick out some of the best snippets and concepts to share with the community. This article describes ten techniques I've used to improve performance, usability, and security of AIR applications, and to make the development process faster and easier: Requirements
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Posted on June 15, 2006 by Grant Skinner UPDATE: These findings are not relevant in more recent versions of the player. Please see this article for more recent results, and to run the tests for yourself. Sho just posted a really interested article on why he won’t be using the int data type very frequently in ActionScript 3. Up until reading it, I had believed that as in other languages, there were large performance benefits to using ints and uints appropriately in AS3. Turns out that isn’t the case.
Event Performance in Flex , the next episode in the gripping and suspenseful series CodeDependent , is now available from Adobe TV . This episode covers the use of the updateAfterEvent() function to get better rendering performance for time-sensitve operations like mouse-interaction visuals and animations. By default, changes to the graphics that the Flash player displays happen at the frame rate of the player (by default, 24 frames per second). This frame rate, which updates the screen every ~42 milliseconds, is fine for most visual changes on the screen. But when you need motion to be smoother, like in some animations, or need the visuals to respond quickly to user interactions, like changes in component state based on mouse movement or presses, then 24 fps may not cut it. In this case, you need to know about the updateAfterEvent() function found on some event objects.
As we all know, a wide variety of factors impact the performance of Flex applications, just as for any software. Some factors are under programmer's control, such as the architecture, design and implementation choices. Other factors purely depend on the runtime configuration, such as the speed of the hardware.
I've spent several days presenting the new Flex 4 features for many of our enterprise clients. As it's simple to understand, most of the time is dedicated to the brand-new Flex 4 List based components. Spark List-based components bring a lot of new topics to consider when developing Flex 4 applications: the DataGroup container, virtualization, the dropdown list, custom item rendere and more. One cool thing about DataGroup is that it supports virtual layouts. As each time I show this topic I get many questions, I've promised myself to write some posts to explain what a virtual layout is.