Wednesday, December 16, 2009

Address Book

Title : Address Book

Description:
Address Book has been developed using Flex where it is a desktop application working with an Adobe Air plug-in. It is used to store person full name, photos, E-mail IDs, phone numbers, date of birth, address, and important note. Able to view all entry's in one click.


This is my small project work on adobe Flex (AIR) using local database sql lite .
To download this project file for testing click here (http://public.blu.livefilestore.com/y1pf5GTyuTNXLSNVDHEoFixcDwk9g6NHCwdLYn2JhPGCy_3NND9wJhRs1pcqJx8qDgZEOzL9eJQw8mAN-_Vgcvk9w/AddressBook.air?download).

Search Engine Optimization

Title : Search Engine Optimization


Description:
Search Engine Optimization was developed using Adobe Flex where it is a desktop application working with an Adobe Air plug-in.It is used to optimize search engine, Increases Page ranking, web site ranking, tell file not found errors which are in the web page links,


Note:
This is my small project work on Adobe Flex(AIR) using content management.
To download Search engine optimization project file  for testing click here (http://cid-8fc78358ed20dc6a.skydrive.live.com/self.aspx/.Public/projects/SEO.air).

Google Talk (Gmail Messenger)

Title : Google Talk (Gmail Messenger)


Description:
Google Talk is simple Adobe air application developed at RamsCode.
  • Unlimited, version download able messenger with single file.
  • No need further upgrading version.
  • Daily server files are only upgrades.  
Requirments
This is my small project working using Adobe Flex(AIR) on run time page interaction.

Wednesday, November 25, 2009

Links to other Important blogs

 A collection of links on the Adobe Flex SDK team, Flash Builder team, Flash Catalyst team, evangelism team, and other resources.

Top Ten Flex Tools and Resources


Top Ten Flex Tools and Resources

When developing Flex and/or AIR applications there are a handful of tools that really make the difference between a good project and a great project. They are all very valuable and provide stability and clarity for the RIA development process; or at least they have for me. From Unit Testing to SVN utilities to frameworks and libraries I’ve found the following ten items to be very useful and helpful. I’d even go so far as to say these are critical for quality Flex RIA development; but as Les says: “It’s just a matter of opinion.” ;)
Cairngorm
Cairngorm is the lightweight micro-architecture for Rich Internet Applications built in Flex or AIR. A collaboration of recognized design patterns, Cairngorm exemplifies and encourages best-practices for RIA development advocated by Adobe Consulting, encourages best-practice leverage of the underlying Flex framework, while making it easier for medium to large teams of software engineers deliver medium to large scale, mission-critical Rich Internet Applications.
http://opensource.adobe.com/wiki/display/cairngorm/Cairngorm

Download:
 http://download.macromedia.com/pub/opensource/cairngorm/cairngorm2_2_1-bin.zip

Flex Unit

FlexUnit is a unit testing framework for Flex and ActionScript 3.0 applications and libraries. It mimics the functionality of JUnit, a Java unit testing framework, and comes with a graphical test runner.
http://opensource.adobe.com/wiki/display/flexunit/FlexUnit

Download:
 http://download.macromedia.com/pub/opensource/flexunit/flexunit0_9.zip

Subclipse

Subclipse is an Eclipse Team Provider plug-in providing support for Subversion within the Eclipse IDE. The software is released under the Eclipse Public License (EPL) 1.0 open source license.
http://subclipse.tigris.org/

Eclipse update site URL:
 http://subclipse.tigris.org/update_1.6.x

Eclipse

Eclipse is a multi-language software development platform comprising an IDE and a plug-in system to extend it. It is written primarily in Java and is used to develop applications in this language and, by means of the various plug-ins, in other languages as well - C, C++, COBOL, Python, Perl, PHP and more.
http://www.eclipse.org

Download:
 http://www.eclipse.org/downloads/

ASDoc

ASDoc is a command-line tool that you can use to create API language reference documentation as HTML pages from the classes in your Adobe® Flex® application. The Adobe Flex team uses the ASDoc tool to generate the Adobe Flex Language Reference.
http://livedocs.adobe.com/flex/3/html/help.html?content=asdoc_1.html


Flex Ant Tasks

The Adobe® Flex® Ant tasks provide a convenient way to build your Flex projects using an industry-standard build management tool. If you are already using Ant projects to build Flex applications, you can use the Flex Ant tasks to replace your exec or java commands that invoke the mxmlc and compc compilers. If you are not yet using Ant to build your Flex applications, you can take advantage of these custom tasks to quickly and easily set up complex build processes for your Flex applications.
http://livedocs.adobe.com/flex/3/html/help.html?content=anttasks_1.html

Installation:
 http://livedocs.adobe.com/flex/3/html/help.html?content=anttasks_2.html#224215

Degrafa

Degrafa is a declarative graphics framework open source licensed under MIT.
http://www.degrafa.org

Download:
 http://www.degrafa.org/code/

as3corelib

The corelib project is an ActionScript 3 Library that contains a number of classes and utilities for working with ActionScript 3. These include classes for MD5 and SHA 1 hashing, Image encoders, and JSON serialization as well as general String, Number and Date APIs.
http://code.google.com/p/as3corelib/

Download:
 http://as3corelib.googlecode.com/files/as3corelib-.92.1.zip

Flex SDK coding conventions and best practices

Coding standards for writing open-source Flex framework components in ActionScript 3. Adhering to these standards makes the source code look consistent, well-organized, and professional.
http://opensource.adobe.com/wiki/display/flexsdk/Coding+Conventions


Flex Language Reference

The Flex 3.3 Language Reference provides syntax and usage information for every element in the ActionScript™ language. It documents all elements in Adobe® Flash® Player and Adobe® AIR™ that are officially supported by Adobe.
http://livedocs.adobe.com/flex/3/langref/

Sunday, October 25, 2009

Flash CS5 on the iPhone, Apps

Flash CS5 on the iPhone, Apps

At the MAX conference yesterday, Adobe announced that designers and developers will be able to use Adobe Flash Professional CS5 to create rich, interactive applications for the iPhone and iPod Touch.
This is NOT Flash Player running on the iPhone. There is no new information about Flash Player on the iPhone. This announcement means that Flash designers and developers can use Flash Professional CS5 and ActionScript 3 to build native applications that can be distributed and downloaded via the Apple App Store.
This new feature was demonstrated in a sneak peak of Flash Professional CS5. The new features of Flash Professional CS5 also include a new text engine for creative freedom and control with text, XML based FLAs to boost team collaboration on projects, prebuilt code snippets for rapidly adding interactivity, as well as integrations with Adobe Flash Builder to improve ActionScript editing. A beta of Flash Professional CS5 will be available later this year via Adobe Labs.
Adobe announces ability to publish ActionScript 3 projects to run as native iPhone apps. More info at http://www.adobe.com/go/iphone
Adobe Flash Pro CS5 beta coming, supporting native iPhone apps. Sign up and more info at http://www.adobe.com/go/flashprobeta
You can learn more about this announcement in the FAQ below as well as in the following places • Adobe News Room (http://www.adobe.com/aboutadobe/pressroom/) •
Information about apps for iPhone on Adobe Labs (http://www.adobe.com/go/iphone) • Information about Flash Professional CS5 on Adobe Labs (http://www.adobe.com/go/flashprobeta)
More about Flash Professional CS5
What did Adobe announce at MAX regarding Flash Professional?
Adobe previewed an early version of the next major version of Flash, Adobe Flash Professional CS5. Adobe also announced that a public beta of Flash Professional CS5 will be available for download from Adobe Labs later this year. That beta will include support for the ability to compile ActionScript 3® projects in Adobe Flash Professional to run as applications for iPhone. Interested designers and developers can go to Adobe Labs to sign up and to be notified when the beta is available.
What are the new features of Flash Professional CS5?
There are many new and exciting features in Flash Professional CS5. These include
• New text capabilities via the Text Layout Framework (TLF). Get unprecedented control and creativity with text in Flash projects. Advanced styling and layout, including right to left text, columns, threaded text blocks let you work with text in Flash like never before.
• XML based FLA files let you manage and modify project assets using source control systems, and enable teams to easily collaborate on files.
• Code Snippets panel provides pre-built code that can be injected into projects for greater interactivity and also reduces the ActionScript 3 learning curve. The panel includes code for timeline navigation (ie: click to go to the next scene) actions (ie: drag and drop), animation (ie: move with keyboard arrows), audio and video, event handlers (ie: mouse events) and loading and unloading of assets.
• Flash Builder integration. Use Flash Builder to write ActionScript code within Flash projects.
• Improved ActionScript editor, including custom class code-hinting and completion
When will the Flash Professional CS5 beta be available for download?
The beta will be available for download from Adobe Labs before the end of 2009. How much will Flash Professional CS5 or Creative Suite cost? We are not announcing any pricing at this time. Where can customers go to be notified when the beta is available? You can sign up to be notified: https://www.adobe.com/cfusion/mmfor/index.cfm?name=fpcs5_notify
More information about applications for iPhone
Q: When will Adobe Flash Platform tooling support building applications for iPhone?
A public beta of Flash Professional CS5 including support for building applications for iPhone is planned for later this year. Sign up to be notified when the beta is available.: https://www.adobe.com/cfusion/mmform/index.cfm?name=fpcs5_notify
Q: How does the Flash Platform tooling update help developers?
The tooling update allows developers to use Flash technologies to develop content for iPhone and iPod touch, devices that were previously closed to them. Developers can write new code or reuse existing web content to build applications for iPhone. Because the source code and assets are reusable across the Flash Platform runtimes,—Adobe AIR and Flash Player—it also gives developers a way to more easily target other mobile and desktop environments.
Q: How is this different from Adobe Flash Player 10 coming to iPhone? Will iPhone users be able to view web content built with Flash technology in the iPhone browser?
The new support for iPhone applications in the Flash Platform tooling will not allow iPhone users to browse web content built with Flash technology on iPhone, but it may allow developers to repackage existing web content as applications for iPhone if they choose to do so. Flash Player uses a just-in-time compiler and virtual machine within a browser plug-in to play back content on websites. Those technologies are not allowed on the iPhone at this time, so a Flash Player for iPhone is not being made available today. Flash Professional CS5 will enable developers to build applications for iPhone that are installed as native applications. Users will be able to access the apps after downloading them from Apple’s App Store and installing them on iPhone or iPod touch.
Q: Can applications for iPhone built with Flash Platform tooling be delivered through Apple’s App Store?
Yes. Developers can deliver applications built with Flash Platform tooling just like any other iPhone application. This will require the developer to be a member of the iPhone Developer Program and follow the program guidelines.
Q: Do developers need to participate in Apple’s iPhone Developer Program in order to develop or deploy applications for iPhone using the Flash Platform tools?
Yes. A developer certificate from Apple is required in order to test and deploy applications to iPhone. Apple provides information on its developer programs at http://developer.apple.com/iphone/.
Q: Are applications for iPhone built with Flash Platform tools interpreted at runtime?
No. iPhone applications built with Flash Platform tools are compiled into standard, native iPhone executables, just like any other iPhone application.
Q: Can applications load SWF files or other code at runtime, such as a module from a website?
No. iPhone applications built with Flash Platform tools are compiled into standard, native iPhone executable packages and there is no runtime interpreter that could be used to run ActionScript bytecode within the application.
Q: Which version of the iPhone SDK/operating system is supported by the applications?
Applications can be built targeting iPhone OS 3.0 and later.
Q: Will applications built with Flash Platform tools work on iPod touch? iPhone 1.0? iPhone 3G? iPhone 3GS?
Applications should work on all iPhone and iPod touch devices. However, as the hardware specifications of the devices are widely divergent, content performance may vary between devices and device generations.

5 new Flex and AIR books for Fall and Winter 2008


Here are five great Flex 3.0 and AIR books that are worth checking out in the next several months. Programming Flex 2 is an outstanding book and the updated Programming Flex 3 is sure to please. Creating Visual Experiences with Flex 3.0 by Juan Sanchez and Andy McIntosh is a must read and these AIR books also look really awesome. I’m putting these books on my radar for those cold winter (stay-at-home) nights approaching…

Programming Flex 3: The Comprehensive Guide to Creating Rich Internet Applications with Adobe Flex
Authors: Chafic Kazoun, Joey Lott
Available: September 24, 2008
Publisher: Adobe Dev Library
Description:
If you want to try your hand at developing rich Internet applications with Adobe’s Flex 3, and already have experience with frameworks such as .NET or Java, this is the ideal book to get you started. Programming Flex 3 gives you a solid understanding of Flex 3’s core concepts, and valuable insight into how, why, and when to use specific Flex features. Numerous examples and sample code demonstrate ways to build complete, functional applications for the Web, using the free Flex SDK, and RIAs for the desktop, using Adobe AIR. This book is an excellent companion to Adobe’s Flex 3 reference documentation.

Adobe AIR: A Guide for Developers
Authors: Mark Blair, Andrew Muller, Andrew Spaulding
Available: February 1, 2009
Publisher: Adobe Dev Library
Description:
The only authoritative resource on Adobe AIR’s first full release, with content created, reviewed, and critiqued by Adobe’s AIR team. Lots of resources exist for Adobe AIR and more are on the way, but most try to cover too much information for a technology that’s changing rapidly. What most developers need right now is a definitive introduction to Adobe AIR: How it works and how to develop for it. Written and approved by Adobe experts who know the real story behind AIR, the information in this book comes straight from the source.

Professional Adobe Flex 3
Authors: Joseph Balderson, Peter Ent, Jun Heider, Todd Prekaski, Tom Sugden, Andrew Trice, David Hassoun, Joe Berkovitz
Available: February 24, 2009
Publisher: Wrox
Description:
With Professional Adobe Flex 3, put your prior experience with Flash, Actionscript and XML-based language to good use and learn how to use the Flex 3 platform to create rich Internet and Apollo applications. Understand the potential of the Flex 3 platform through practical examples and hands-on advice on topics like developing applications in MXML, creating custom flex components, charting, targeting Apollo runtime, and data interconnectivity. In addition, this book addresses the ways that you can contribute to the development of Flex 3, which is open source.

Creating Visual Experiences with Flex 3.0
Authors: Juan Sanchez, Andy McIntosh
Available: November 17, 2008
Publisher: Addison-Wesley Professional
Description:
Don’t settle for Flex’s boring, standard user interface: set your Flex applications apart with the breakthrough skinning and programming techniques found in Creating Visual Experiences with Flex 3.0. Leading Flex developers Juan Sanchez and Andy McIntosh show how to build Flex and AIR applications that are stunningly beautiful — and amazingly usable. You’ll learn how to apply state-of-the-art branding and visual design techniques that add value to all your Flex applications, no  matter what they do or who you’re building them for.

Adobe AIR Cookbook: Solutions and Examples for Rich Internet Application Developers
Authors: David Tucker, Marco Casario, Koen De Weggheleire, Rich Tretola
Available: November 20, 2008
Publisher: Adobe Dev Library
Description:
The hands-on recipes in this cookbook help you solve a variety of tasks and scenarios often encountered when using Adobe AIR to build Rich Internet Applications for the desktop. Thoroughly vetted by Adobe’s AIR development team, Adobe AIR Cookbook addresses fundamentals, best practices, and topics that experienced web developers and application designers have inquired about most. This collection also includes solutions for using this runtime environment to build truly innovative applications.

Sunday, October 18, 2009

Reducing CPU usage in Adobe AIR


Reducing CPU usage in Adobe AIR

Let's be honest. AIR gets a bad rap for being a bloated runtime, using up a lot of precious memory and CPU. Although a lot of AIR applications seem to fall into this trap, it doesn't have to be this way. There are a number of techniques you can use to develop a lightweight application that rivals native programs in terms of performance.
One simple and easy way to drastically reduce CPU usage is through framerate throttling. In this article, I will explain what framerate throttling is and how best to implement it in your application.
Note: To make the most of this article, you should have general knowledge of ActionScript and AIR application development.

WHAT IS FRAMERATE THROTTLING?

Framerate throttling is the technique of controlling an application's framerate to increase performance when in use and reduce resource usage when idle. As of ActionScript 3, developers have an extremely useful property in their possession—Stage.frameRate. This gem lets you change the framerate on the fly. In previous versions of ActionScript, we were stuck with what we set it to in the IDE. Thankfully, times have changed and there's no longer an excuse for processor-heavy applications lingering in the background.

HOW DO YOU IMPLEMENT FRAMERATE THROTTLING?

Since framerate throttling is essentially a matter of setting the Stage.frameRate property to a lower or higher value, it's up to the developer to decide how involved or advanced it will be. It also depends on the application itself—some allow for more integration than others.
Note: The performance results in the following examples are done on a Macbook Pro 2.8 GHz Intel Core 2 Duo. Since CPU usage is in terms of percent, results will vary from computer to computer.




Novice

The rawest form of throttling is by using the NativeApplication Event.ACTIVATE andEvent.DEACTIVATE events—increase the framerate when active, decrease it when inactive. With a single blank window, this results in 1.8% CPU usage when active and .4% when inactive. You can actually set the framerate to .01 on deactivate for .2% usage, but in testing I discovered the window chrome never loses focus.
package {
   import flash.desktop.NativeApplication;
   import flash.display.Sprite;
   import flash.events.Event;
 
   public class Application extends Sprite {
      public function Application () {
         __init ();
      }
      
      private function __init ():void {
         NativeApplication.nativeApplication.addEventListener
           (Event.ACTIVATE, __activate__);
         NativeApplication.nativeApplication.addEventListener
           (Event.DEACTIVATE, __deactivate__);
      }
      
      private function __activate__
         ($event:Event):void {
         stage.frameRate = 50;
      }
      private function __deactivate__ ($event:Event):void {
         stage.frameRate = 1;
      }
   }
}

Intermediate

Certain applications allow more advanced framerate throttling—for example, an application that still needs a level of interaction, even when in the background. Let's say your application has scrollable content to reference and since AIR allows mouse wheel scrolling while in a different application, you need a higher framerate at that time.
In this example, if the application is in the background, but the mouse wheel is scrolling, theMouseEvent.MOUSE_WHEEL handler increases the framerate and sets up anEvent.ENTER_FRAME event that will reduce the framerate half a second after scrolling. In cases like these, it's best to have a buffer in place, so you won't change the framerate with every scroll, but also because there's no event for when the mouse wheel is idle.
package {
   import flash.desktop.NativeApplication;
   import flash.display.Sprite;
   import flash.events.Event;
   import flash.events.MouseEvent;
   import flash.utils.getTimer;
 
   public class Application extends Sprite {
      public static const ACTIVE:int = 50;
      public static const INACTIVE:int = 1;
 
      public var active:Boolean;
      public var scrolling:Boolean;
      public var buffer:int;
      
      public function Application () {
         __init ();
      }
      
      private function __init ():void {
        NativeApplication.nativeApplication.addEventListener
        (Event.ACTIVATE, __activate__);
        NativeApplication.nativeApplication.addEventListener
        (Event.DEACTIVATE, __deactivate__);
        stage.addEventListener 
        (MouseEvent.MOUSE_WHEEL, __mouseWheel__);
      }
      
      private function __activate__ ($event:Event):void {
         active = true;
         stage.frameRate = ACTIVE;
      }
      private function __deactivate__ ($event:Event):void {
         active = false;
         stage.frameRate = INACTIVE;
      }
      private function __mouseWheel__ ($event:MouseEvent):void {
         if (!active) {
           if (!scrolling) {
              stage.addEventListener 
                (Event.ENTER_FRAME, __enterframe__);
           }
           stage.frameRate = ACTIVE;
           scrolling = true;
           buffer = getTimer () + 500;
         }
      }
      private function __enterframe__
         ($event:Event):void {
         if (buffer < getTimer ()) {
           stage.frameRate = INACTIVE;
           scrolling = false;
           stage.removeEventListener
            (Event.ENTER_FRAME, __enterframe__);
         }
      }
   }
}

Expert

If performance optimization is what you live for, you can impress your friends with some intricate framerate throttling. (Note: This won't impress girlfriends.)
In my applications, I like to have transitions from one state to the next for both a smoother environment and a better feel. Because of this, I like to use a high framerate (50). Unfortunately, the higher the framerate, the higher the CPU usage. Therefore, I set the framerate to 50 only when a tween is active. When one isn't, I reduce the framerate to 24. On top of that, there are instances when a loader is animating while the application is in the background. A loader doesn't need 50 fps, so I'll set the framerate to 5 when the application is visible in the background and 1 when not visible.
Note: For this example, I'm using an animate() method to call at the beginning of each tween. Ideally, you would want to build the framerate throttler into your tweening engine, so you wouldn't need to call animate() manually.
package {
   import flash.desktop.NativeApplication;
   import flash.display.Sprite;
   import flash.events.Event;
   import flash.utils.getTimer;
 
   public class Application extends Sprite {
      public static const ANIMATING:int = 50;
      public static const ACTIVE:int = 24;
      public static const INACTIVE_VISIBLE:int = 5;
      public static const INACTIVE_INVISIBLE:int = 1;
      
      public var active:Boolean;
      public var animating:Boolean;
      public var buffer:int;
      
      public function Application () {
         __init ();
      }
      
      private function __init ():void {
        NativeApplication.nativeApplication.addEventListener
        (Event.ACTIVATE, __activate__);
        NativeApplication.nativeApplication.addEventListener 
        (Event.DEACTIVATE, __deactivate__);
      }
      
      public function activate ():void {
         if (!animating) {
           stage.frameRate = ACTIVE;
         }
      }
      public function deactivate ():void {
         if (!animating) {
           stage.frameRate = (stage.nativeWindow.visible) ? 
              INACTIVE_VISIBLE : INACTIVE_INVISIBLE;
         }
      }
      public function animate ($duration:int = 1000):void {
         stage.frameRate = 50;
         buffer = getTimer () + $duration;
         animating = true;
         
         if (!animating) {
           stage.addEventListener (Event.ENTER_FRAME, __checkBuffer__);
         }
      }
      
      private function __activate__ ($event:Event):void {
         active = true;
         activate ();
      }
      private function __deactivate__ ($event:Event):void {
         active = false;
         deactivate ();
      }
      private function __checkBuffer__ ($event:Event):void {
         if (buffer < getTimer ()) {
           stage.removeEventListener
           (Event.ENTER_FRAME, __checkBuffer__);
           animating = false;
           if (active) {
             activate ();
           } else {
             deactivate ();
           }
         }
      }
   }
}
Framerate throttling is a small chapter in the optimization of your AIR application's performance. It's a basic way to get your foot in the door and in the mindset of keeping resource usage low. This mentality and practice can easily lead to more responsive applications that enhance the user's experience while leaving a light footprint. Let's face it—no one likes bloatware.










Friday, September 4, 2009

Adobe Flex Frameworks

Adobe Flex Frameworks
Frameworks and APIs
            The Flash Platform, specific to the Flex ecosystem, encompasses a multitude of APIs and frameworks.
Flash Player APIs
            The Flash Player APIs are considered to be the base frameworks necessary to compile an Action Script 3.0 application and include the core Action Script 3.0 classes and functionality built into the VM, and the playerglobal.swc class library, which is required by both the Flash and the Flex compiler.


Flex Framework
The Flex frameworks is a composite of the core visual components, enhancements to the event flow, metadata tags for compiler declarations, and utility and communications classes. It is also composed of several “sub frameworks” or APIs offering specialized functionality they are…
Ø  Flex charting and data visualization components – Although not a part of the open-source Flex SDK, the charting components are licensed with Flex Builder and are considered to be a part of the Flex Framework.
Ø  Deep linking framework – This enables enhanced state-integration functionality in the browser.
Ø  Logging framework – This allows an application to capture and log messages to text components, class objects, or text files, functioning like an enhanced trace() method.
Ø  Automation framework – This allows for automated testing, gathering metrics on application performance and multiple client application synchronization and browsing.
Ø  Messaging API – These classes are used to communicate with BlazeDS data services.


The AIR APIs
Adobe AIR consists of two main APIs
Ø  The Flash AIR API, which extends the core Flash Player APIs enabling AIR applications to be authored in Flash CS4
Ø  The Flex AIR API, which is a part of the Flex Framework, available for Flex AIR application compilation.
Other Adobe Frameworks
Other Adobe frameworks that can assist in the development of Flex or AIR applications include the following:
Ø  As3corelib is an action script 3.0 library that contains a number of helper classes and utilities for working with MD5 and SHA 1 hashing, image encoding, and JSON serialization, as well as extensions to the String, Number and Date APIs. http://code.google.com/p/as3corelib/ for more information.
Ø  Cairngorm is an architectural framework or “micro-architecture,” composed of several recognizable J2EE design patterns, that encourages best practices in Flex application development, as endorsed by Adobe Consulting. Cairngorm is considered to be a standard for coding enterprise level architectures in Flex http://opensource.adobe.com/wiki/display/cairngorm/Cairngorm for more information.
Ø  Flex Unit is a unit-testing framework for Flex and action script 3.0 applications and libraries. It mimics the functionality of JUint, a Java unit0testing framework, and comes with a graphical test runner, http://opensource.adobe.com/wiki/display/flexunit/FlexUniti for more information.
Ø  Adobe AIR Update Framework is a collection of best practices and APIs that assist in the development of AIR application auto update functionality, which includes checking for downloadable updates to the AIR application, alerting the user of a newer version of the application, and displaying information about the application version and the opt-in choices for updating the application http://labs.adobe.com/wiki/index.php/Adobe_AIR_Update_Framework for more information.
Ø  Adobe Spry Framework, although slightly outside of the scope of the Flex ecosystem, is an AJAX framework noteworthy for its use in AJAX AIR applications http://labs.adboe.com/technologies/spry/home.html for more information.
Ø  Adobe Data Services Stress-Testing Framework helps developers using Live Cycle Data Services ES 2.6 load test the server-side implementation of their LCDS applications. This framework is not currently compatible with BlazeDS, although BlazeDS support is planned for future versions of the tool. http://labs.adobe.com/wiki/index.php/Flex_Stress_Testing_Framework for information.


Third-Party Frameworks and Components
Popular third-party components and frameworks for Flex include:
Ø  ILOG Elixir is a set of advanced data visualization components. Built in partnership with Adobe, ILOG offers high-performance visualization components with unique with rich UI for Adobe Flex applications. See www.ilog.com/products/ilogelixir for more information.
Ø  Zend PHP Framework brings together the flexibility and enterprise reliability of the Zend PHP platform with the advantages of Adobe technologies such as an AMF implementation for PHP. This is the result of collaboration between Adobe and Zend to add Adobe technologies to the open-source Zend Framework Project. See http://framework.zend.com for more information.
Ø  FlexLib is an impressive open-source community effort to create additional UI components for Flex 2 and 3. Adobe has contributed a few components and libraries, such as the Flex Scheduling Components, to FlexLib. See http://code.google.com/p/flexlib for more information.
Ø  OpenFlux is an open-source component framework for Flex that offers a radically different way of building components in Flex. Inspired by the upcoming Flex 5 beta (“Gumbo”) specification, OpenFlux is a component framew0ork that uses intrinsic view and controller properties to control each component’s display and behavior, respectively. This offers a very flexible MVC approach each component’s display and behavior, respectively. This offers a very flexible MVC approach to component usage for Flex3 applications. See http://code.google.com/p/openflux for more information.
Ø  Other architectural frameworks include the EasyMVC framework (http://projects.simb.net/easyMVC), the PureMVC framework(http://puremvc.org), the Mate framework (http://mate.asfusion.com), and the swiz framework (http://code.google.com/p/swizframework ), to name but a few.
Ø  Papervision3D (www.papervison3d.org) is an impressive 3D rendering framework for Action Script 3.0 and is considered the gold standard of 3D frameworks in Flash; it is popular Away 3D (http://away3d.com), Sandy (www.flashsandy.org), and Alternative3D (http://alternativaplatform.com/en/alternativa3d).
Ø  Degrafa, which stands for Declarative Graphics Framework, is an open source initiative that enables Flex developers to create shapes with the Flash Drawing API in MXML using an intuitive XML-based declarative markup similar to the SVG format. Seewww.degrafa.com for more information.




Links to Frameworks



  • BlazeDS, in the /blazeds directory





  • Cairngorm, in the /cairngorm directory





  • Durango, in the /durango directory





  • Flex SDK, in the /flex/sdk directory





  • FlexPMD, in the /flexpmd directory





  • FlexUnit, in the /flexunit directory





  • Open Source Media Framework (OSMF), in the /osmf directory





  • Text Layout Framework (TLF), in the /flex/sdk/trunk/frameworks/projects/textLayout directory.




  • Summary

    BlazeDS
    Access as: http://opensource.adobe.com/svn/opensource/blazeds
    Commits forum: http://www.adobeforums.com/webx/.3c061bb9
    Cairngorm
    Access as: http://opensource.adobe.com/svn/opensource/blazeds
    Commits forum: http://www.adobeforums.com/webx/.59b5b4ec/
    Durango
    Access as: http://opensource.adobe.com/svn/opensource/durango
    Flex SDK
    Access as: http://opensource.adobe.com/svn/opensource/flex/sdk
    Commits forum: http://www.adobeforums.com/webx/.3c061177
    FlexPMD
    Access as: http://opensource.adobe.com/svn/opensource/flexpmd
    FlexUnit
    Access as: http://opensource.adobe.com/svn/opensource/flexunit
    Commits forum: http://www.adobeforums.com/webx/.59b62b94
    Open Source Media Framework (OSMF)
    Access as: http://opensource.adobe.com/svn/opensource/osmf
    Commits forum: http://forums.adobe.com/community/opensource/osmf/commits
    Text Layout Framework (TLF)
    Access as:http://opensource.adobe.com/svn/opensource/flex/sdk/trunk/frameworks/projects/textLayout


    Projects

    Adobe is active in Open Source projects. The following are a number of our contributions and commitments to open source.

    BlazeDS

    BlazeDS is the server-based Java remoting and web messaging technology that enables developers to easily connect to back-end distributed data and push data in real-time to Adobe® Flex™ and Adobe AIR™ applications for more responsive rich Internet application (RIA) experiences. Previously available only as part of Adobe LiveCycle® Data Services ES, Adobe is announcing its plans to contribute the proven BlazeDS technologies to the community under the LGPL v3. BlazeDS gives the rapidly growing Adobe developer community free access to the powerful remoting and messaging technologies developed by Adobe.

    Cairngorm

    Cairngorm is the lightweight micro-architecture for rich Internet applications built in Flex or AIR. A collaboration of recognized design patterns, Cairngorm exemplifies and encourages best-practices for RIA development advocated by Adobe Consulting, encourages best-practice leverage of the underlying Flex framework, while making it easier for medium to large teams of software engineers deliver medium to large scale, mission-critical rich Internet applications. Previously available only as Adobe Consulting releases through labs.adobe.com, Cairngorm is now evolving towards a project that will invite community leaders and enterprise adopters to partner with Adobe Consulting in the ongoing development of Cairngorm.

    Durango

    Durango is a framework that allows developers to build Adobe AIR applications that can be customized by end-users. Durango allows developers, designers and end-users to easily mashup independent components to create new applications or extend existing Durango-enabled applications. These "mashable" components can be visual or non-visual (e.g., web services). Designers and developers can rapidly create prototype applications and then generate Adobe Flex MXML source projects for further development. End-users can take parts of their favorite applications and bring them together in new ways.

    Extensible Metadata Platform (XMP)

    Adobe's Extensible Metadata Platform (XMP) is a labeling technology that allows you to embed data about a file, known as metadata, into the file itself. With XMP, desktop applications and back-end publishing systems gain a common method for capturing, sharing, and leveraging this valuable metadata—opening the door for more efficient job processing, workflow automation, and rights management, among many other possibilities. The XMP SDK is available as open source.

    Flash Ajax Video Component

    The Flash Ajax Video (FAVideo) component is a small, open source Flash component that you can use to provide video playback within an Ajax application. It exposes all of the formatting and video playback controls necessary to build a video player customized entirely using HTML and Javascript.

    Flex SDK

    Adobe® Flex™ is a cross platform, open source framework for creating rich Internet applications that run identically in all major browsers and operating systems. The Adobe® Flex™ SDK is the foundation of Flex, providing the core Flex compilers, component library and debugger. Using only the free SDK and an IDE of your choice, you can build and deploy rich Flex applications.

    FlexPMD

    FlexPMD is a tool that helps to improve code quality by auditing any AS3/Flex source directory and detecting common bad practices, such as Unused code (functions, variables, constants, etc.), Over-complex code (nested loops, too many conditionals, etc.), Over-long code (classes, methods, etc.), and Incorrect use of the Flex component lifecycle (commitProperties, etc.).

    FlexUnit

    FlexUnit is a unit testing framework for Flex and ActionScript 3.0 applications and libraries. It mimics the functionality of JUnit, a Java unit testing framework, and comes with a graphical test runner.

    Generic Image Library

    Generic Image Library (GIL) is a C++ generic library which allows for writing generic imaging algorithms with performance comparable to hand-writing for a particular image type.

    Open Source Media Framework

    Open Source Media Framework enables developers to easily assemble pluggable components to create high-quality, full-featured playback experiences. The open aspect of the framework enables collaborative development for web video monetization, with lower costs and faster turnaround.

    Adobe Media Gallery

    The Adobe Media Gallery (AMG) is a Flash web photo and video gallery whose appearance and behavior can be customized via XML files.

    Adobe Source Libraries

    The Adobe Source Libraries (ASL) are a collection of C++ libraries building foundation technology to allow the construction of commercial applications by assembling generic algorithms through declarative descriptions. Updates monthly.

    Tamarin

    The Tamarin project, which is based on code contributed from Adobe, is designed to implement an open engine for ActionScript. Tamarin will be used by Mozilla within the next generation of SpiderMonkey, the core JavaScript engine embedded in Firefox®, Mozilla's free Web browser, as well as within the ActionScript™ Virtual Machine within Adobe® Flash® Player. Developers interested in working on Tamarin code in the Mozilla CVS repository via the project page located at www.mozilla.org/projects/tamarin/. Contributions to the code will be managed by a governing body of developers from both Adobe and Mozilla.

    Text Layout Framework

    The Text Layout Framework is an extensible ActionScript library, built on the new text engine in Adobe Flash Player 10 and Adobe AIR 1.5, which delivers advanced, easy-to-integrate typographic and text layout features for rich, sophisticated and innovative typography on the web. The framework is designed to be used with Adobe Flex or Adobe Flash Professional and is included in Flex 4, code named "Gumbo". Developers can use or extend existing components, or use the framework to create their own text components.

    Webkit

    The WebKit library is used to render HTML and execute JavaScript in Adobe® AIR™. Adobe AIR allows web developers to deploy rich Internet applications on the desktop. Our plan is to contribute our changes back to the WebKit community in the near future. We are currently working on getting the code smoothly integrated into the WebKit source tree. We hope to make our contributions included in the WebKit open source project soon.

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