Hello,
I am trying to figure out which I should put most focus into. My understanding which may be completely wrong is both can basically accomplish the same thing using different methods...
If i want to create interactive interfaces which also contain animations, which route would I go and does actionscript work the same in each program?
I know the answer will vary based on who is answering, but if you knew both programs what would cause you to choose one program over the other for specific projects?
Thank you in advance for any and all replies
FlashBuilder is more of a programmers approach to Actionscript and I don`t think both programms can actually do the same: Flash Professional is a catastrophy when you want to handle large projects (with multiple co-workers) and Flash Builder is a pain when it comes to animations. Best of both worlds is of course: do your coding in FlashBuilder and your Designing in Flash. I found a good alternative to FlashBuilder in FlashDevelop, but there is really no Altrernative to Flash Professional.
Quick additional question however. You say do my designing in flash and my coding in flashbuilder, does this mean I can easily switch back and fourth between programs? Like create my animations in flash then add functionality in flash builder ... or program functionality in flash builder and then switch to flash to add animations to the functionality?
Well, you can't do Round trip Editing between both frameworks. If you want to develop any application bigger than requires some animation, you will have a little problems doing it on Flash Builder, because is much hard than if you do it on Flash Professional.
Yeah, Flash Builder do not have a timeline, but have a design view. Flash Builder is for robust applications that you can't do on Flash Professional. If you create a class on actionscript and you want use it in two different projects, the first developed on FB and the second one on FL, the class will not work in the same way.
Someone who has never used an IDE before will be easily get overwhelmed by the sheer amount of functionality FB offers, even experienced developers I know prefer some opensource tools like FlashDevelop which are for free, and can be expanded/enhanced based on your current skill-level.
To add in one more avenue, Flash Builder is built upon Eclipse. It should have been mentioned as an option. Eclipse with the FDT plugin is far superior to FlashDevelop (although I use all 3). It's a very usable and inexpensive solution.
I myself prefer as others have said, Flash Pro for factorizing objects and animation, Flash Builder to put it all together. Less efficient than Flex in overall project speed but far more device performance optimal when Stage3D is utilized.
i don't really understand mxml and css though. it reminds me of dreamweaver for application development. I prefer action script much more. In fact I really don't understand the usefulness of flash builder at all. The only thing that kind of sucks is sometimes people develop stuff that is supposed to be used in flash-builder that can't be run in flash pro. Also flash pro is missing components that builder has. like radio buttons/ check boxes/ scroll box..etc etc.
The initial question in this topic wasn't correct, at least based on the answers. It makes more sense if the question was whether to use Flash Pro or Flex. Flex is the thing that gives MXML and layout components, and it is well suited to making apps that are mostly forms and liquid layout pages. One small hitch is that after 2011 Adobe put Flex out to open source, and so you have to look to Apache for updates.
The other part of the question is where to do your coding. I choose to do all of that inside Flash Pro, and I petition Adobe to improve things there! A lot of people can't wait for Flash Pro to improve, and so use Eclipse with add-ons, or Flash Builder (which is Eclipse with a particular add-on) to do their coding.
There are still at least two options when you do use Flash Builder. You could make a SWC in Flash Pro and include that in a Flash Builder ActionScript or Mobile project, or you could work entirely in Flash Pro for the graphics, and set Flash Builder as the code editor in the Flash Pro preferences. That way you still get all the advantages of having Flash Pro for graphics and animations, but you get the fancy Eclipse features for the code editing.
I'd recommedn, in order to find out what both programs are like, searching online (or YouTube) for videos about them. look for things like "intro to flash" or "intro to flash builder". It seems basic, I know, but for being a new comer to both programs, I think seeing some of the hundreds of videos that are out there could have some value.
I'm a Flash developer, and have very little experience with Flash Builder, so I'd be biased with saying "go with Flash". But, I do think it's a simple arropach that gives you a bit more design & animation freedom, and is easier to initially learner "the basics" compared to a professional development environment like Flash Builder.
Both will take time to learn. Flash Builder might "only" be a fairly easy thing to learn if you're already a developer who is familiar with other Eclipse-based programming environments and have experience with Object Oriented Programming.
If you want a basic interface with some basic functionality, Flash Builder seems more like a "swatting a mosquito with a canon" to me versus doing something similar in Flash Professional. But, again, I'm pretty biased, and others here could speak to Flash Builders defense I'm sure.
I m currently using adobe flash builder 4.6 n there is java heap space error. i cleaned my project every time but it's not working is there any permanent solution for this issue, plz help as soon as possible.
java heap error comes for several reason like a build a project which has too much library in it build path for this type of project you have to build individual library and then build main Project.
Follow these instructions to use Flash Builder 4.7 for developing FlexJS applications. These instructions assume you have installed the Apache FlexJS SDK via one of the methods described in "Getting Started".
Flash Builder does not have a default Application template for a FlexJS project. The recommended way to create a new Flex JS application is to create a Flex Project specifying the FlexJS SDK and then use a launch config to modify the project. Another alternative is to copy in an existing working example and modify it as follows:
As you edit and save changes to the code, the new compiler known as FalconJX is compiling not only a SWF, but also cross-compiling your source code into JavaScript, and reporting any errors it finds. FlexJS uses a "common denominator" approach to its libraries. Where there are differences in the APIs between Flash and Javascript runtimes, the FlexJS library API will present a new common API that will work for both runtimes, but also expose the runtime-specific APIs as well. This makes it possible for the library code to be as fast as possible. Instead of calling APIs on instances of objects that wrap runtime objects, your code can directly access the runtime object itself. The danger is that if you are porting existing Flash-specific code, you won't know if you are still calling APIs that only exist on Flash. Each FlexJS library is actually two libraries, one for Flash, one for JavaScript and when your code is cross-compiled, the cross-compiler (or transpiler) will look in the JavaScript version of the library and realize that some of those Flash-specific APIs are not implemented for JavaScript.
To run or debug the JavaScript version, use a browser to open the index.html in the bin/js-debug of the project, or the minified version in the bin/js-release folder. Each browser has its own JavaScript debugging tools. You can also create a External tool to open the debug index.html using the settings below (on Mac)
Please ask questions on the d...@flex.apache.org mailing list. Please start the subject of your email with "[FlexJS (legacy)]". You may file bugs at under the component "FlexJS". Remember, Apache projects like Apache Flex is mostly staffed by volunteers so response times may vary and any contributions like patches are welcome.
1. Please let me know if FlexJS can convert AS/MXML into Sencha EXTJS files. If I use EXTJS core library instead of Google Closure Library...(Just guessing...)
2. We have many large projects developed in Flex 3 and now we want to convert them into EXTJS, does FlexJS coverts Flex3 code bases as well?
FlexJS doesn't currently support ExtJS, but we would love for someone to help us make it work. FlexJS uses only a limited subset of Google Closure (mainly just goog.require and the event model) and we most likely need to find a way to support RequireJS.
A little note for those using other IDE's then FB 4.7
I have been running Flex Builder 3 & do not want to invest in FB 4.7, a simple way to get up & running was to using external tool option
On the overlaid FlexJS SDK go to ide\flashbuilder folder & open the .launch file corresponding to type of project you want to build, for an application it would be FlexJS (Release Build).launch
Watch out for org.eclipse.ui.externaltools.ATTR_LOCATION & org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS variables, the former is the location of your java executable inside JDK & the latter is the argument you pass to it, copy the value part of org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS paste it inside a text editor & find/replace " with "
"
Replace the resource location with your flex application file location, its easy to miss it in eclipse; resource_loc point to the selected file & if you don't have your application file highlighted the compilation will fail