Presenting at the Portland Adobe User Group January 20th

PDX RIAI’ll be doing a presentation on the very diverse world of mobile and the Flash Platform at the Portland Adobe User Group on January 20th. I’ll be covering the iOS Packager for Flash Professional, Flex Mobile, AIR for Android, and the RIM tablet. It’s going to be a mix of hello world samples so that you can see the workflows as well as some techniques I have found for optimizing applications to get the best performance out of your apps. It will probably focus mostly on RIM and Flex Mobile/Android because that’s what I’ve spent the most time on.

So if you’re in Portland, come out and join us. I’m hoping to be able to answer any questions people have about building mobile apps with AIR and Flash, so if you’ve got questions, come armed with those as well. It’s also my birthday so we’ll be finding a place to grab beers and geek out afterwards (it is a PDX RIA meeting after all).

Creating Custom List Skins for the BlackBerry PlayBook

Disclaimer: I’m fairly certain this isn’t best practice. There is a ton of stuff going on with List and CellRenderer that I don’t fully understand. I’m hoping to sit down with the QNX team at some point and figure out how this might be done correctly, but for now I’ve found a way that works so I wanted to share it for anyone who is having issues.

Skinning a List is quite a bit different than skinning something simple like a Button or a TextInput box (which I talked about in my post here). It seems like the correct way to customize the look and feel of a list would be to create a CellRenderer which gives you access to the label for the list, and then swap out the graphics by creating a skin specifically for that CellRenderer. But my particular code didn’t rely on the label field so I skipped the first step and just created a CellRendererSkin that extends UISkin and implements ICellRenderer. By implementing ICellRenderer I get access to the data methods, but as you’ll see, that created some issues.

First off, here’s the list I wanted to create. It’s got an image and a few lines of text. You can see the regular state (white) and what it looks like when it’s selected (grey). I wanted a little bit more of a custom look so I put some space between each item and drew a rounded rectangle with a border around the content.

List Screenshot

To skin a list this way, the most important method is still initializeStates(). That method has to be overridden just like if we were skinning any other component, and it’s where we call setSkinState to associate a graphic with a state. A list has basically 8 different SkinStates: SkinStates.UP, SkinStates.UP_ODD, SkinStates.DOWN, SkinStates.FOCUS, SkinStates.DISABLED, SkinStates.SELECTED, SkinStates.DOWN_SELECTED, and SkinStates.DISABLED_SELECTED. I have no idea what FOCUS does, I’m not alternating my rows so I don’t care about ODD, and I decided I could live with my DOWN, SELECTED, and DOWN_SELECTED being the same. So here’s the code for my initializeStates() method

override protected function initializeStates():void
{
     _upSkin = new Sprite();    
     setSkinState(SkinStates.UP,_upSkin);
 
     _downSkin = new Sprite();    
     setSkinState(SkinStates.DOWN,_downSkin);
     setSkinState(SkinStates.DOWN_SELECTED,_downSkin);
     setSkinState(SkinStates.SELECTED,_downSkin);
 
     SkinStates              
     showSkin(_upSkin);
}

Here’s where things get a bit messier. With normal skinning, I could just start adding graphics to my sprites and then set the skin state accordingly. But what I found was that when the initializeStates() method got called, the width and height of the component hadn’t been set yet. So when I tried to draw a rectangle that used the height/width of the component, it would look scrunched. If you know the exact dimensions you want, you can just hard-code the values. But I wanted to be able to use this on different sized lists, so I wanted those dynamic values.

What I found was that if I overrode the setState(state:String) method, I could get the values for width/height there and then draw the correct graphics depending on whatever state was being set based on the height/width of each cell.

override protected function setState(state:String):void
{
     super.setState(state);
 
     var matrix:Matrix = new Matrix();
     matrix.createGradientBox(width,height,90/180*Math.PI);
 
     if(state == SkinStates.UP)
     {                   
          _background.graphics.clear();
          _background.graphics.beginGradientFill(GradientType.LINEAR,
                    [0xffffff,0xf2f2f2,0xffffff],[1,1,1],[0,127,255],matrix);
          _background.graphics.lineStyle(2,0x221206);
          _background.graphics.drawRoundRect(20,10,width-35,height-20,7,7);
          _background.graphics.endFill();
     }
     if(state == SkinStates.DOWN ||
          state == SkinStates.DOWN_SELECTED ||
          state == SkinStates.SELECTED)
     {                        
          _background.graphics.clear();
          _background.graphics.beginGradientFill(GradientType.LINEAR,
                    [0xaaaaaa,0xcfcfcf,0xaaaaaa],[1,1,1],[0,127,255],matrix);
          _background.graphics.lineStyle(2,0x221206);
          _background.graphics.drawRoundRect(20,10,width-35,height-20,7,7);
          _background.graphics.endFill();
     }              
}

Here I ran into another odd issue. Notice that I’m not adding the graphics to the state, but rather adding them to a _background Sprite. What I found is that when I would try to draw the graphics right on the skin sprite it would either overwrite my other content when the state changed and I couldn’t get it back, or the graphics wouldn’t display at all. I’m still not entirely sure why those two things happened and I went through so many iterations that I don’t remember the code that caused it. But what I found was that if I created a background Sprite and added that to the display list first, I could alter it depending on the state and it would draw correctly. That’s also why I have a _background.graphics.clear() call because the _background Sprite is in every state, it just needs to be redrawn when the state changes.

The next step was to add everything to the cell renderer and then to clean it up when the cell renderer goes away. All of the QNX components have an onAdded() and onRemoved() method that gets called when the object is added to or removed from the stage. So I just overrode those methods and added my content.

override protected function onAdded():void
{
     super.onAdded();
     addChild(_background);
     addChild(_image);
     addChild(_name);
     addChild(_brewery);
     addChild(_beerType);
     addChild(_ratingText);
     addChild(_avgRating);
}
 
override protected function onRemoved():void
{
     super.onRemoved();
     removeChild(_background);
     removeChild(_image);
     removeChild(_name);
     removeChild(_brewery);
     removeChild(_beerType);
     removeChild(_ratingText);
     removeChild(_avgRating);
}

There’s just one final step. As you’ll see in my code below, I set up most of the properties of the labels and the image in the constructor. But I don’t set any of the dynamic data. That’s because I had a really hard time finding out when I could access the data property of the cell renderer. There isn’t any data on init(), onAdded(), or initializeStates() so trying to set the dynamic data in those methods threw an error. I could access it in the setState() method, but I found that when I tried to set it there, the list wouldn’t display the values correctly. I finally figured out that it was because of the way the list is virtualized. The setState() method doesn’t get called when you initially scroll the list because the state hasn’t changed, just the data has. So I was seeing the values repeat when I’d scroll the list and didn’t see the correct value until I clicked on it and forced setState() to be called.

The solution was just to embrace the fact that I was implementing ICellRenderer and set all of the data in the data setter method. That set the data correctly for each cell and didn’t depend on the state at all. I also had to set the width of the Label objects there so that the text wouldn’t be cut off.

public function set data(data:Object):void
{
     _beer = data;
 
     _image.setImage(data.thumb);
 
     _name.text = data.beerName;
     _name.width = width-150;
 
     _brewery.text = data.brewerName;
     _brewery.width = width-150;
 
     _beerType.text = data.styleName;
     _beerType.width = width-150;
 
     if(data.avgRating > 3)
     {
          _avgRatingFormat.color = 0x4c9d17;
     } else if (data.avgRating < 1)
     {
          _avgRatingFormat.color = 0x9d1717;
     }
 
     _avgRating.text = data.avgRating;
     _avgRating.format = _avgRatingFormat;
}

Again, I want to stress that this probably isn’t the ideal way to do this. Especially if you have a pretty basic label you could just extend CellRenderer and override the draw() and drawLabel() method to do what you want. Or, like I said above, apply a special skin to that CellRenderer that handles all of the states for the list correctly. This was the rabbit hole that I went down though, and I found it to be kind of handy because I killed all of my birds with one class. Even if it’s an ugly class. Here’s the full code.

package com.pintley.components.listClasses
{
     import flash.display.GradientType;
     import flash.display.Sprite;
     import flash.filters.DropShadowFilter;
     import flash.geom.Matrix;
     import flash.text.TextFormat;
 
     import qnx.ui.display.Image;
     import qnx.ui.listClasses.ICellRenderer;
     import qnx.ui.skins.SkinStates;
     import qnx.ui.skins.UISkin;
     import qnx.ui.text.Label;
 
     public class BeerCellRendererSkin extends UISkin implements ICellRenderer
     {
          protected var _beer:Object;
          private var _row:int;
          private var _column:int;
          private var _section:int;
          private var _index:int;    
 
          private var _yOffset:int = 12;
          private var _xOffset:int = 35;
 
          /**
           * Skins
           **/
          protected var _upSkin:Sprite;
          protected var _selectedSkin:Sprite;
          protected var _downSkin:Sprite;
          protected var _disabledSkin:Sprite;
 
          /**
           * Cell Renderer content
           **/
          // I use a background sprite because I want to
          // make sure it's the lowest layer. Then I can just
          // modify the lowest layer without overwriting the text.
          protected var _background:Sprite;
          protected var _name:Label;
          protected var _brewery:Label;
          protected var _beerType:Label;
          protected var _ratingText:Label;
          protected var _avgRating:Label;
          protected var _image:Image;
 
          /**
           * TextFormats
           **/
          protected var _nameFormat:TextFormat;
          protected var _breweryFormat:TextFormat;
          protected var _beerTypeFormat:TextFormat;
          protected var _ratingTextFormat:TextFormat;
          protected var _avgRatingFormat:TextFormat;
 
          public function BeerCellRendererSkin()
          {
               super();
 
               /**
                * TextFormats
                **/
               _nameFormat = new TextFormat();
               _nameFormat.color = 0xbd5251;
               _nameFormat.size = 16;
               _nameFormat.bold = true;
 
               _breweryFormat = new TextFormat();
               _breweryFormat.color = 0x525252;
               _breweryFormat.size = 14;
               _breweryFormat.bold = true;
 
               _beerTypeFormat = new TextFormat();
               _beerTypeFormat.color = 0x525252;
               _beerTypeFormat.size = 14;
 
               _ratingTextFormat = new TextFormat();
               _ratingTextFormat.color = 0x79523e;
               _ratingTextFormat.size = 12;
               _ratingTextFormat.bold = true;
 
               _avgRatingFormat = new TextFormat();
               _avgRatingFormat.color = 0x000000;
               _avgRatingFormat.size = 14;
               _avgRatingFormat.bold = true;
 
               /**
                * CellRenderer Content
                **/
               _image = new Image();
               _image.x = _xOffset;
               _image.y = 20;
               _image.filters = [new DropShadowFilter(3,45,0x000000,.5,4,4,.5)];
 
               _name = new Label();
               _name.x = _xOffset+80;
               _name.y = _yOffset;
               _name.format = _nameFormat;
 
               _brewery = new Label();
               _brewery.x = _xOffset+80;
               _brewery.y = _yOffset+20;
               _brewery.format = _breweryFormat;
 
               _beerType = new Label();
               _beerType.x = _xOffset+80;
               _beerType.y = _yOffset+35;
               _beerType.format = _beerTypeFormat;
 
               _ratingText = new Label();
               _ratingText.x = _xOffset+80;
               _ratingText.y = _yOffset+55;
               _ratingText.format = _ratingTextFormat;
               _ratingText.text = "AVG Rating";
 
               _avgRating = new Label();
               _avgRating.x = _xOffset + 150;
               _avgRating.y = _yOffset+54;
 
               _background = new Sprite();
          }
 
 
 
          /**
           * Getters/Setters
           **/
 
          public function get data():Object
          {
               return _beer;
          }
 
          public function set data(data:Object):void
          {
               _beer = data;
 
               // Set the text and images for the
               // label after we get data from the list.
               _image.setImage(data.thumb);
 
               _name.text = data.beerName;
               _name.width = width-150;
 
               _brewery.text = data.brewerName;
               _brewery.width = width-150;
 
               _beerType.text = data.styleName;
               _beerType.width = width-150;
 
               if(data.avgRating > 3)
               {
                    _avgRatingFormat.color = 0x4c9d17;
               } else if (data.avgRating < 1)
               {
                    _avgRatingFormat.color = 0x9d1717;
               }
 
               _avgRating.text = data.avgRating;
               _avgRating.format = _avgRatingFormat;
          }
 
          public function get index():int
          {
               return _index;
          }
 
          public function set index(value:int):void
          {
               _index = value;
          }
 
          public function get row():int
          {
               return _row;
          }
 
          public function set row(value:int):void
          {
               _row = value;
          }
 
          public function get column():int
          {
               return _column;
          }
 
          public function set column(value:int):void
          {
               _column = value;
          }
 
          public function get section():int
          {
               return _section;
          }
 
          public function set section(section:int):void
          {
               _section = section;
          }
 
          public function get isHeader():Boolean
          {
               return false;
          }
 
          /**
           * Overriden Functions
           */
 
          override protected function initializeStates():void
          {
               // Set up the skin states
               _upSkin = new Sprite();    
               setSkinState(SkinStates.UP,_upSkin);
 
               _downSkin = new Sprite();    
               setSkinState(SkinStates.DOWN,_downSkin);
               setSkinState(SkinStates.DOWN_SELECTED,_downSkin);
               setSkinState(SkinStates.SELECTED,_downSkin);
 
               showSkin(_upSkin);
          }
 
          override protected function setState(state:String):void
          {
               super.setState(state);
 
               var matrix:Matrix = new Matrix();
               matrix.createGradientBox(width,height,90/180*Math.PI);
 
               // Check to see what state is being set and then draw
               // the graphics on the background Sprite accordingly.
               if(state == SkinStates.UP)
               {                   
                    _background.graphics.clear();
                    _background.graphics.beginGradientFill(GradientType.LINEAR,
                              [0xffffff,0xf2f2f2,0xffffff],[1,1,1],[0,127,255],matrix);
                    _background.graphics.lineStyle(2,0x221206);
                    _background.graphics.drawRoundRect(20,10,width-35,height-20,7,7);
                    _background.graphics.endFill();
               }
               if(state == SkinStates.DOWN ||
                    state == SkinStates.DOWN_SELECTED ||
                    state == SkinStates.SELECTED)
               {                        
                    _background.graphics.clear();
                    _background.graphics.beginGradientFill(GradientType.LINEAR,
                              [0xaaaaaa,0xcfcfcf,0xaaaaaa],[1,1,1],[0,127,255],matrix);
                    _background.graphics.lineStyle(2,0x221206);
                    _background.graphics.drawRoundRect(20,10,width-35,height-20,7,7);
                    _background.graphics.endFill();
               }              
          }
 
          override protected function onAdded():void
          {
               super.onAdded();
               addChild(_background);
               addChild(_image);
               addChild(_name);
               addChild(_brewery);
               addChild(_beerType);
               addChild(_ratingText);
               addChild(_avgRating);
          }
 
          override protected function onRemoved():void
          {
               super.onRemoved();
               removeChild(_background);
               removeChild(_image);
               removeChild(_name);
               removeChild(_brewery);
               removeChild(_beerType);
               removeChild(_ratingText);
               removeChild(_avgRating);
          }
     }
}

David Pogue on Flash on Devices

There is a really good blog post by David Pogue of the New York Times on his experience with Flash up today:

Occasional videos (unfortunately, including my own, on nytimes.com) looked blocky and blotchy. But most of the time, videos looked great and games played smoothly — where you could play them at all without mouse or keyboard. That’s amazing, considering Flash for Mobile uses only one-fifth the processing power of a computer’s Flash.

One of the best things about the article is that I think it’s 100% accurate. Some stuff isn’t going to work. Some videos will stutter and others aren’t going to play (Hulu currently doesn’t allow you to stream their content to smartphones with their Flash player). But a lot of stuff does work. We’ve put a ton of effort into the mobile player and I’ve personally been pretty happy with how much existing content works.

But it won’t all work. And all kinds of developers (HTML, Flash, native) need to think about how to optimize their content for mobile devices. We’ve created a pretty damn impressive runtime on mobile devices that enables some great experiences. But developers who think mobile first are going to be the ones who really succeed. You can head over to m.flash.com on your phones to see some of the mobile-optimized experiences in action.

RIM’s PlayBook and Adobe AIR

Yesterday RIM announced their tablet computer, the PlayBook, with an impressive set of specs and what looks like a great form factor. But what I thought was the coolest part of the announcement is that Adobe AIR is going to play a central role in application development on the tablet. While there will be support for Java eventually and developers can use C++ to tie into things like OpenGL, Adobe AIR is the primary way to develop applications for the tablet.

In fact, a lot of the work on the tablet is already being done in AIR. The browser, the application launcher, and a lot of the default applications have been built using Adobe AIR. One of the cool things is that this is just one step in a long evolution of Flash. The company behind the tablet OS, QNX, was acquired by RIM back in April. QNX has long been a partner of Adobe and is one of the experts on porting Flash to different pieces of hardware. So they’ve got a ton of experience working in the guts of Flash and it sounds like a lot of that knowledge went into the AIR integration on the PlayBook.

So if you’re building AIR applications then this is one more place you’ll be able to bring those skills. You can get a jump on development by heading over to the labs page we have set up for the BlackBerry and of course, there will be a lot more good stuff at MAX, so you’ll want keep an eye on news coming out of LA for the latest.

Android, Flash, Free Beer, Pizza

If you’re in San Francisco this week you’ll want to swing by the free Droid Does Flash event that we’re putting on with Motorola on Thursday, September 16th, at the Adobe offices in San Francisco.

Droid Does Flash

It’s going to be a chance to check out some of Motorola’s new devices, win some software, drink free beer, and hear about optimizing content for Flash and devices. I’ll be talking about where Flash is in the mobile world and how we got here including some of the things we did to make the runtime sing on Android. After that, it’s all about networking, hanging out with some of the folks from Adobe, and drinking free beer. We’ve also got a pretty cool beer mug for all of the attendees that lets you show your malty-enthusiasm for Flash and Android.

Registrations are starting to fill up, so I encourage you to hit the Eventbrite site and sign yourself up.

Helping Out with the Drupal Services Module

I’ve been on vacation since mid-last week and still have a couple of days left, but I was really excited about this so I wanted to make sure I posted about it. I’ve gotten some budget from Adobe to help contribute to the Drupal Services module to help get it ready and compatible for Drupal 7.

If you’ve done any work with Drupal and Flash you know that the Services module is a pretty key part of the integration. After talking to Greg Dunlap, the mastermind behind Services, it was pretty apparent to me that helping contribute to his effort would go the longest way towards making sure Drupal 7 works really well with Flash in addition to helping the wider Drupal community.

I think there are a lot of places where Drupal can benefit from Flash. My colleague Mihai has done a couple of blog posts around creating Flex apps for Drupal and I think that LiveCycle Collaboration Service integration is something that a lot of Drupal users would benefit from.

So I’m stoked about Drupal 7. I want to give a big thanks to Josh Kopel and Jared Stoneberg for making the initial introductions and being so helpful with my Drupal questions. The Seattle Drupal community is fantastic. And this wouldn’t be possible without the great folks at Palantir, especially Tiffany Ferriss who dealt with my delays and back and forths.

Me on the Android Central Podcast

I did a quick semi-informal podcast today with the guys from Android Central on Flash Player and Android. It was a lot of fun to do and special thanks to Phil and Jerry for having me on.

The feedback after the Android Summit we had has been great and I have to say, I think the Android community is as great as the Flash community when it comes to smart, passionate and fun people.

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.

New Flash Player with H.264 GPU Decoding for Mac

Thibault Imbert just blogged about the release of Flash Player 10.1.82.76, which includes support for H.264 GPU decoding on the Mac.

You should notice now a nice difference when playing H.264 content on your Mac in terms of CPU usage. We rarely enable new features in security releases but we really wanted to enable such a cool feature. For more details about it, Tinic already posted about this.

Some of you may remember talk of a Flash Player “Gala” that was put out as a beta right before Flash Player 10.1 was released. The GPU decoding didn’t make it into the 10.1 release so we had to wait for a security release to add it. That security release is here and it should make quite a bit of difference for Mac users who are playing H.264 video through Flash Player.

The Problem with Technology Silos and Where Flash/HTML can Lead

There is a cool workshop being given by Jamie Kosoy called No Flash? No Problem and he had a great quote in the description:

There’s a long list of common complaints about the use of Flash, but many of the criticisms just aren’t true. Detractors say that Flash isn’t search engine friendly; Screen readers can’t understand Flash content; You can’t deeplink to specific pages…

You know what? They’re wrong. These criticisms are symptoms of misunderstanding by developers on the ways different technologies work together.

I think this is one of the biggest problems that Adobe has. Technology and development choices tends to be borderline religious in nature. And technology in general loves to have good guys and bad guys. That means the communities are very siloed and there is some resistance to incorporating or looking at other technologies. It’s HTML5 versus Flash, Microsoft versus Google, .NET versus Java, etc.

It’s also become a lot harder to be a generalist. Developers get rewarded (at least in terms of attention) for becoming experts in their niche. They’re asked to speak at conferences, they get better gigs, so becoming an expert has direct financial and publicity benefits. Who has time to dive into other technologies when there are so many advantages to drilling down into your own?

Because of that, I don’t think we’re seeing technology at its best. And it’s not limited to Flash. PhoneGap has been very successful by combining the iPhone with HTML/JS. But Flash suffers more than most. There are a lot of great integration points between HTML and Flash. We’ve got the Flex/Ajax bridge for Flex that lets you expose Flash methods to JavaScript and vice versa. We’ve got deep-linking support with SWFAddress that uses JavaScript and Flash. There are a lot of integration points but they don’t seem well publicized or well used. And there are no shortage of areas where Flash can augment JS/HTML to solve problems. File uploading, Webcam/Mic support, and charting.

But I also think Adobe is at fault. I don’t think we’ve done a good enough job of making it easy to integrate Flash and HTML. Even now internally you hear things like “HTML strategy”, or “HTML versus Flash” and I haven’t heard a lot of talk about how we’re going to take what we know about RIAs and web apps and apply that to both Flash and HTML.

But I think that’s changing. So part of the post is to give heart. We recently had a big re-organization and most of the Creative Suite web tools and the Platform (Flash/AIR/Flex,etc) are together in one business unit. I think that means you’re going to see a lot of Flash-knowledge applied to our HTML tools and hopefully you’ll see a lot more about using Flash and JavaScript together so we don’t need sessions like Jamie’s a year from now.

With the web design tools and developer tools in one place, I’m looking forward to talking a lot more about rich web solutions that provide some innovative examples of technology working together and encouraging HTML/JS developers to look at Flash where appropriate and Flash developers to think about HTML/JS when it makes sense. The easier we can make that for developers the more success we’ll have and the better applications we’ll see.