Flash Player 11, AIR 3, and Flex/Flash Builder 4.6

Today is a pretty big day for Adobe developers. We’re officially announcing Flash Player 11, AIR 3, and Flex 4.6 and Flash Builder 4.6. The bits will be available in early October, but we’re announcing things today to help provide developers with information on what’s coming. I’ve been at Adobe for 4 years now and it’s been a very interesting 4 years as the landscape has evolved. It’s definitely been an up and down ride for Adobe developers, but the world has never been a better place for interactive developers, and these set of releases provide a ton of functionality aimed at helping Adobe developers create content in the most cutting edge places.

Gaming

We’ve been doing a lot of work to help enable console-esque games on top of the Flash Platform. Flash Player 11 includes Stage3D, which is going to open up a whole new world for game developers. Zombie Tycoon and Tanki are initial examples of what can be done and I can’t wait to see what comes of it. I’m reminded very much of the early days of Flash where a bunch of creative people were given a technology that was pretty open-ended and poked and prodded to create a bunch of very cool things. I think we’ll see that kind of revolution with Stage3D because of the ubiquity of Flash and the creativity of our developer community. Also in the gaming bucket is a framework we’re working on called Starling, which leverages Stage3D to create a super-fast way of doing parts of 2D games. It’s a great merger between the underlying technology/performance benefits of Stage3D and the kinds of things people want to do in 2D games. I think it’s also going to see some traction beyond games as agencies start to use it to enhance 2D content.

Mobile Applications

Flex and AIR have really found a great place in mobile applications. The performance enhancements in 2.7 made building native-experiences with AIR possible and we’ve seen some great examples of that in action including Machinarium and Caltrain Times. I’ve been impressed with performance on my 100 Days of Exercise application on iOS. I’m incredibly, incredibly excited by what this means for Flash. There’s a definite need to create mobile apps that can be deployed to multiple application stores. The Flash Platform provides a way to create great looking, high-design applications with near-native performance that can run on multiple devices. That’s a big deal.

And this release of AIR 3 goes where we haven’t gone before on the Flash Platform with native extensions. Now if there are features that aren’t included in AIR, like access to a credit card reader, you can build those extensions in native code and then link them to your AIR applications and leverage those libraries. It’s a great mix of native for specific use cases and AIR/Flash for fantastic user interfaces. It’s a big, big, big deal to be able to extend the platform and it’s a huge step.

I also think we have one of the best mobile-tool chains out there. Flash Builder 4.6 is going to help with creating those native extensions while also enabling the use of captive runtime in AIR so your applications don’t need to rely on the external AIR runtime on Android. Combine that with the enhancements that are coming in Flex 4.6 and it adds up to a world class mobile development platform that lets you reach more devices that matter. Flex 4.6 is especially exciting because of the new components that have been added. Flex and AIR are far and away the best toolset for interactive developers or any mobile developer who needs to create content for multiple devices. The apps you can build with Flex and AIR are going to stand out from the boring, standard apps that have started to litter app stores. Creativity will win the day and creativity is at the core of Flex/AIR.

Beyond

So this is a huge release, and I’m excited. But I’m also excited about the future of Adobe and how we are responding and will continue to respond to the evolving marketplace. As Danny Winokur, VP and GM of the Flash Platform, said recently:

“We’re not so concerned about what the right technology is for that as long as we’ll be able to deliver those experiences. We’re working with Microsoft and other members of the HTML community including Google, Apple, and others to enable rich experiences on HTML5.”

This is not a technology war. Adobe is about enabling developers to build the best possible experiences with the technology they want. We want to build tools and services that cater to that ethos. That takes the form of cutting-edge gaming features like Stage3D and world-class mobile app features with Flex, AIR and Flash Builder. But HTML5 is exciting for a lot of reasons, and Adobe will help developers there as well. If you’re an interactive developer, the future is very, very bright for you.

So you better get a good pair of sunglasses.

Adobe Refresh – Australia, Seoul, Hong Kong and Singapore

I’m really excited to be joining up with the crew for Adobe Refresh, which will cover some of the latest and greatest features for the Flash Platform as well as show off Adobe’s HTML story over a couple of weeks in March. We’re hitting a total of 6 cities in Australia, Hong Kong, Seoul, and Singapore. I’ll be tagging along with Richard Galvan, Paul Burnett, and Michael Stoddart.

The sessions are going to cover Flash Pro, HTML5, Flex/Flash Builder, Digital Publishing, and a Q&A for answering any questions you might have about the Adobe stack. Plus we’ll be showing off some things that most people won’t have seen live yet, so if you come, you’ll get a first crack at seeing some very cool stuff coming up from Adobe.

Here’s the full list of cities:

I’m looking forward to being able to see all of the community members in those countries as well as getting to show off the latest and greatest with the Flash Platform. I’ll be talking about multiscreen development with Flex and Flash Builder and there is some VERY good stuff for developers on the horizon when it comes to building apps across devices. This will be a great event to see it all come together.

Using The PlayBook AIR SDK with Flex “Hero” Mobile Projects

When I first started doing PlayBook development with Flash Builder “Burrito” I found it kind of confusing how the PlayBook SDK installed itself. During the install process, the PlayBook AIR SDK installer prompts you for two locations; one is the location of your Flash Builder installation and the second is an existing AIR 2.5 SDK installation. If you’re using Burrito, it drops a new SDK into the sdk folder of the Burrito install (blackberry-tablet-sdk-0.9.x) and then defaults to the 4.5.0 sdk in the next screen as the AIR 2.5 SDK.

If you’re used to doing Android development then the first thing you probably did was go to create a new Flex Mobile or ActionScript Mobile Project using the PlayBook SDK. Unfortunately you’ll get this screen:

Luckily, when you selected the existing AIR 2.5 SDK (assuming you put it in the default 4.5.0 folder or any version of the “Hero” SDK with mobile components) the PlayBook installer has already linked the PlayBook SDK to that sdk. So when you create a Flex Mobile project with the Flex Hero SDK set you’ll see the required QNX .swc files already linked:

But I ran into an issue when I tried to upgrade. My colleague Mihai has a great runthrough of how to migrate from the 0.9.1 PlayBook SDK to the 0.9.2 SDK. But after I tried to upgrade all of my Flex Hero projects kept referring to the old 0.9.1 SDK. And any new Flex Hero projects I created would reference the old 0.9.1 installation. What I discovered was that something during the install process wasn’t overwriting the link in the 4.5.0 folder to the old SDK.

It seems like there is a bug that won’t overwrite the reference to the 0.9.1 correctly but the SDK is referenced in the Flash Builder preferences under Target Platforms. I just had to change it from 0.9.1 to 0.9.2 and all of my old projects as well as all of the new projects started using the new version.

Slides and Demos from FITC San Francisco

FITC was an absolutely awesome event. Props to Shawn, Rick and team for another great event. I’m looking forward to them coming back to San Francisco next year. Thanks to everyone who attended my talk. I got some great questions and as I said in the sessions, if you have anything cool you’re doing with mapping and Flash, drop me an email.

Below are the slides I used and I’ve also posted all of the code for the demos I did. I haven’t really cleaned them up at all, but if you have any questions, let me know.

Flash Builder for Dreamweaver CS5 Users

Thanks to everyone who stuck out the preso on Flash Builder for Dreamweaver CS5 users. Clearly this isn’t my month for demos. I’ve uploaded the slides as well as the (working) source code. There are two directories: the Flex directory, which includes the source code for the Flex projects, and the html directory, which includes the HTML code.

It’s got examples for using ExternalInterface, the Flex/AJAX Bridge, and FlashVars. You can grab it here.

Using Flash Builder 4 with your Flex 3 Projects

Flash Builder 4 has been out in public beta for a while and it’s been fun to see it progress. One of the things I noticed about the early betas was how some of the basic features like refactoring and event handler generation made a huge difference in my productivity regardless of whether I was using Flex 3 or Flex 4.

Now that Flash Builder 4 is out, it’s even more polished and you still get some of those benefits in your Flex 3 projects. If you’re currently in the middle of a Flex 3 application or you’re planning on targeting Flex 3 for a while, you can still get a lot out of Flash Builder 4. Andrew Shorten has a good rundown of how you can use Flash Builder 4 with Flex 3 projects. It’ll save you a lot of time and make your Flex experience that much better.

Flash Builder 4 and Flex 4 Released

It feels like a long road, but today we’re releasing the final versions of Flash Builder 4 and the Flex 4 SDK. If you were one of the attendees at Flash Camp Boston, you got the final versions on the DVD (but we had to call it a release candidate) so there’s no need to update. For the rest of you, make sure to grab the latest and greatest right now. If you’ve installed previous betas/prerelease versions, you will need to uninstall those before you install the new versions.

I’ve been a Flex developer for a long time, since version 1.5, and I genuinely think this is the most significant release in the history of Flex. We made some huge architectural changes in this version of the SDK. The new skinning model, which separates the logic of a component from the look and feel, is going to let you create some very complex and unique user interfaces. An improved states model along with a much more efficient transitions/effects engine mean that it will be easier to create multi-screen applications with meaningful rich transitions. And arguably the most important thing we did was optimize. The compiler is much faster, which means you’ll be spending less time compiling and more time building.

But the biggest thing about this release in my mind is Flash Builder. This tool has come such a long way and Flash Builder 4 is a home run. The added productivity enhancements like ASDoc support and event handler generation make it so much nicer to program. Throw in things like better refactoring and built-in unit testing and you’ve got a very powerful IDE on your hands. I’ve been using it for a while now, but when I step back and look at it, I’m very happy with what the team accomplished. Hopefully you also enjoy the new network monitor and the DCD features, which make it easy to connect to data and start building RIAs. And with the new leadership in place, the future of Flash Builder is only going to get better.

I’ve got a bunch of articles up on the Developer Center for using Flash Builder 4 with PHP. If you’re a PHP developer interested in testing the new features, these should get you pointed in the right direction. We’ve also got recordings up of all the talks at Flash Camp Boston, which cover a variety of Flex 4 and Flash Builder 4 features as well as some thoughts straight from developers who are going to be using Flex 4 and Flash Builder 4.

Congrats to the teams who made this happen. I hope you all enjoy the hard work that went into the release.

Flex Saving Flash

Interesting writeup over on PHPArchitect.

That is the most important thing that Flex brings to Flash: professional grade tooling. The Flex framework, which Adobe has open sourced, makes application development quick and painless for programmers familiar with event driven programming.

One of the things that fascinates me about the Flash Platform is the number of different types of web professionals it attracts. Those web professionals have very different goals so we largely try to stay out of the way and let them create what they want. But to make them productive we create tools and sell them. But trying to have one tool that does everything isn’t practical. Flex was always intended to be a developer-centric way to create Flash applications and I think Flash Builder 4 is going to show that off better than the previous versions.

Rundown of the MAX News

The press releases just crossed the wire and we have a ton of news coming out of MAX. Plus more surprises in store for tomorrow. For those of you not here you can still check the keynotes out. I’m hosting the online side of the MAX keynotes and we’re doing some fun stuff before and after the keynotes to give you a sense of what’s going on at MAX. As you can tell from the rundown, there’s some fun stuff today.

Flash Platform Runtimes

We’ve been saying all year that Flash on mobile devices is a push this year and we’ve made a lot of progress. Today at the keynotes we’re going to be showing off Flash Player 10.1 for smartphones. This is the version of the Flash Player that we’ve been working on so hard this year. We’ve been working with some great partners including Nvidia and ARM to optimize the player for those devices and create a quality mobile experience.

Possibly more important is that the number of companies committed to the Open Screen Project continues to grow. Today we announced that RIM is joining the Open Screen Project, which means that Blackberry will be supporting Flash Player 10.1. Google is also on board. We’ll have public versions of Flash Player 10.1 for Palm, and Windows Mobile later this year with Google Android and Symbian following shortly. Developers will have mobile bits in their hands soon.

We also announced AIR 2.0, which is going to give Flash developers a lot more native hooks into the operating system. A lot of the developers I talked to wanted it and so that’s what the team did. Mike Chambers talked about some of these features at Flash on the Beach. Another cool feature of AIR 2.0 is the ability to record from the microphone without going to a server. getMicrophone can now be a reality

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Tools

We also have public betas of both Flash Builder and Flash Catalyst that are available today. I’ve been really impressed with how far Flash Catalyst in particular has come from Beta 1 to Beta 2. It’s a lot more polished, has more functionality (including video) and feels a lot more fun to use. If you checked out Beta 1 and found it lacking, you should check out Beta 2. We’ve also made big progress on Flash Builder and I’ve been a very happy camper using the tool full-time.

Servers

Some very cool stuff is also happening on the server side. We’ve released ColdFusion 9, a spectacular release with some great features including the ability for you to consume ColdFusion as a service from inside of your Flex application without writing ColdFusion code. I’ve also been playing with the LiveCycle Data Services release and its modeler plug-in for Flash Builder. The team has focused on model-driven development making it easy to generate and create a model, and then link that model directly to your Flex application. It helps by generating all of the assemblers and you can directly modify the user interface just by changing the model.

Finally we’ve got some Flash Media Server news. We’re adding support for HTTP streaming, which will include support for content protection. We also have released the Collaboration side of Flash Platform Services and announced pricing so you can jump in and start adding collaboration to your application.

If you guys have any questions (sorry I don’t have more fleshed out info, it’s a lot of news), feel free to drop me an email – ryan@adobe.com and I’ll try and answer what I know.

Iterative Design/Development with Flash Catalyst and Flash Builder

As I talk to more and more designers and developers one of the things that comes up is whether Catalyst makes it easier or harder to do iterative design on a project. The workflow most people have seen is you start in a tool like Illustrator, Photoshop, or Fireworks; create a high fidelity visual design in that tool; and then import that into Flash Catalyst where you can start turning that artwork into visual components. I think that’s a pretty powerful workflow for designers of all stripes.

The issue that comes up most is that not everyone starts that way. In a lot of cases people create a skeleton application first in Flash Builder and then want to apply visual designs later. Themes are one option, and we’ve got a new Theme chooser in Flash Builder to help with that, but one of the great things about Flex 4 is that it’s easy to create very customized, unique skins for components. So without the ability to do round-tripping between Flash Catalyst and Flash Builder in the 1.0 version of Catalyst, what can designers do to iterate on a design alongside a developer? The answer is the Flex Library project.

I realize this is far from an ideal workflow, but I think for Flash Catalyst 1.0 and Flash Builder 4 it works okay and provides a way for teams of designers and developer to iterate together without stepping on each other’s toes.

Core Steps

  • Export assets to a Library Project in Flash Catalyst.
  • Import that Library Project as a Library Project into Flash Builder
  • Link the imported Library Project to your main Flash Builder project.
  • Make design changes in Flash Catalyst.
  • Re-export the Library Project and import it by overwriting the old Flash Builder Library Project
  • Your main Flash Builder project will be updated with the new design.

Detailed Walkthrough

So let’s say a developer has an application that they’ve created with the default components. I’ll start with something really basic:

<s:Button x="19" y="78" label="Button"/>
<s:HSlider x="210" y="31" />
<s:List x="152" y="108">
 
</s:List>
<s:TextInput x="10" y="31"/>
<s:Button x="152" y="77"/>

iterate_design_01

Clearly a great RIA in the making. But I take a lot of pride in my work and I want to use the power of Flex 4 to create a unique set of skins and components that stand out. In the ideal workflow I would be able to give this to my designer, they would open it in Catalyst, create some great components, and send it back to me. I can’t do that, but I can do some design in Catalyst and then bring in those designs in a special way. First I’ll create some great looking components in Catalyst by starting with a blank project and importing Illustrator/Photoshop assets, and then convert them to components.

itreate_design_03

After I turn all of my artwork into interactive components I am going to pop over to the library panel and start giving them usable names. By default Catalyst calls the created components “Button1″, “Button2″, “ItemRenderer1″, etc. I give them names that will mean something to the developer and help differentiate components.

iterate_design_02

Once I do that, all I have to do is export my library file into an FXPL file by right-clicking anywhere in Catalyst’s Library panel. With that done, I have the ability to import that FXPL file as a new Flex Library project in Flash Builder.

iterate_design_04

That library file contains all of the assets and skinned components I just created. In order to use those, I simply add that project to my main Flex project from the project Properties->Flex Build Path and I can start changing the skinClass attribute for my components to point to those new files.

<s:Button x="19" y="78" label="Button" skinClass="components.BlackPushButton"/>
<s:HSlider x="210" y="31" skinClass="components.MetallicSlider"/>
<s:List x="152" y="108" skinClass="components.GreyDataList">
 
</s:List>
<s:TextInput x="10" y="31" skinClass="components.MetallicTextInput"/>
<s:Button x="152" y="77" label="Button" skinClass="components.GreyButton"/>

iterate_design_05

But now the client tells us they want that black button to be an interstate sign (who knows). I have that asset in Illustrator so I can open my original Flash Catalyst file that I created the library project in and I have a couple of options. I could create a new button with a unique name or I can change the original button component using the round-tripping between Illustrator. I’ll do the latter.

iterate_design_06

Once that’s finished toggle back to the Library panel and re-export the assets making sure to overwrite the original file. Then switch back to Flash Builder and go through the import process again. By default, it will try to create a new project and just append “_1″ to the project folder. Make sure you overwrite your project by removing that. You’ll get a warning, but that’s fine.

This is where the magic happens. Without doing anything, you can run your application and you’ll automatically have those new assets. Any event handlers you’ve wired up to the button or any code you’ve created that use that button will remain unchanged; only the button graphics will change. Because the projects are linked, any change we make to our imported assets filter down to our core project.

The designer can use that original Catalyst file and the re-export process to make modifications to any asset we want. They can also create new components from artwork, create custom components, or add image assets and all of those will be available to the developer inside of that main Flex project.

iterate_design_07

This is all still kind of a work in progress, but I think this will work for some of the design-develop problems people need to solve. While the 1.0 version of Flash Catalyst will have some limitations around the Flash Builder workflow, there are still a lot of basics there that can be built on. If you’ve tried this or have other ideas on how this could work, definitely drop me an email. I’d love to hear feedback.