Flash Builder 4.6 Free Serial Number

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Rivka Licklider

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A Flex application consists primarily of code written in two different languages: ActionScript and MXML. In its 3.0 incarnation, ActionScript went from a prototype-based scripting language to a fully object-oriented, strictly typed language. MXML is a markup language that will feel comfortable to anyone who has spent time working with Hypertext Markup Language (HTML), Extensible Markup Language (XML), or a host of newer markup-based languages.

Many newcomers to Flex wonder how MXML and ActionScript relate to one another. The MXML compiler (mxmlc), after parsing through the different idioms, translates them into the same objects, so that this:

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produce the same object. The major difference is that while creating that object in ActionScript (the second example) creates the button and nothing else, creating the object in MXML adds the button to whatever component contains the MXML code. The Flex Framework handles calling the constructor of the object described in MXML and either adding it to the parent or setting it as a property of the parent.

Flash Builder is built on top of Eclipse, the venerable and well-respected integrated development environment (IDE) most strongly associated with Java development. Although Flash Builder certainly is not necessary for Flex development, it is the premier tool for creating Flex applications and as such, provides a wealth of features to help you design and develop applications more effectively. You can use Flash Builder either as a standalone application or as a plug-in to an existing installation of Eclipse.

Enter an application name and, below, a location where the files will be stored on your system. The default location is C:/Documents and Settings/Username/Documents/workspace/Projectname on a Windows machine, and Users/Username/Documents/workspace/Projectname on a Mac. You can, of course, uncheck Use Default Location and store your files wherever you like. The name of the project must be unique. The Application Type section lets you select whether you are making an Adobe Integrated Runtime (AIR) application or an application that will run in a browser via the Flash Player plug-in. Finally, the Server Technology settings let you indicate whether the application will be connecting to a server, and if so, what server type and separate configuration type are needed.

If you have nothing more to add, click Finish now. If you need to include files, assets, or other SWC files, including the Adobe AIR libraries, click Next and select them from the resulting screen. To set the path to assets or classes that you would like to add to the library, first browse to a source path you would like to include and then specify the classes or graphical assets to compile into the library. Click Finish to create the project.

The MXML compiler, also called mxmlc, is the application that compiles ActionScript and MXML files into a SWF file that can be viewed in the Flash Player. When you run or debug a Flex application in Flash Builder, the MXML compiler is invoked and the files are passed to the compiler as an argument to the application. When you debug the player, an argument to create a debug SWF is passed to the MXML compiler. Flash Builder lets you pass other arguments to the compiler, as well; for example, you can pass arguments to specify the location of an external library path, allow the SWF to access local files, or set the color of the background.

In the resulting Project Properties dialog box (Figure 1-9), select Flex Compiler. Here you have several options to control how the SWF file is compiled. In the input field labeled Additional Compiler Arguments, you can add multiple options; simply type a hyphen (-) in front of each option and separate the options with spaces.

Specifies whether the SWF will include line numbers and filenames when a runtime error occurs. This makes the generated SWF larger. Note that a SWF with verbose-stacktraces enabled is not the same as a debug SWF.

Specifies directories or files to be added to the source path that contain MXML or ActionScript you want included. You can use wildcards to include all files and subdirectories of a directory. Also, you can use += to append the new argument to the default options or any options set in a configuration file. For example:

Specifies a SWC file to be compiled into the application and links all the classes and assets in the library into the SWF. This option is useful if the application will load in other modules that may need access to the classes in a SWC that the SWF will not be using.

Indicates whether the SWF will have access to the local filesystem and is intended for use on a local machine, or whether the standard Flash Player security will apply. For example, use -use-network=false to specify that the SWF will have local filesystem access but will not be able to use any network services. The default value is true.

Enables you to add asset factories that stream in after the application and then publish their interfaces with the ModuleManager class. The advantage of doing this is that the application starts faster than it would have if the assets had been included in the code, but it does not require moving the assets to a external SWF file.

Ensures that all style information, even if it is not used in the application, is compiled into the SWF. This is important if the application will be loading other components that require style information. The default value is false, which means that style information not used in the application is not compiled into the SWF.

Although Flash Builder is a powerful tool for Flex development, it is certainly not a requirement for creating Flex applications. The MXML compiler (mxmlc) is free to anyone and can be downloaded from the Adobe website. To compile a Flex application outside of Flash Builder, open a command prompt (Windows) or a terminal window (Mac OS X), invoke the MXML compiler, and pass the file containing the application as an argument, using a command such as the following:

This will compile the MXML file into a SWF that by default resides in the folder where the MXML file is located. Any warnings or errors from the compiler will be displayed in the terminal or command-prompt window. To add further options to the MXML compiler, you append arguments to the call to the compiler. For example, this command:

To invoke the MXML compiler directly from the command line without providing the full path to your SDK installation (which in this example is C:\flex_sdk_4), you will need to add the /bin directory the compiler resides into the Path systems variable. On a Windows machine, do the following:

This generates the FlexTest.swf file within C:\Documents\FlexTest, just as the first command presented in this section does. Setting the path to the /bin directory of the Flex 4 SDK installation lets you invoke the compiler from any directory, including, in this example, your current project directory.

you must manually enter the path to the directory in which the Java Runtime Environment (JRE) is installed on your machine. To manually enter the path, navigate to the /bin directory of your Flex 4 SDK installation, open the jvm.config file in a text editor, and append the path to your JRE installation directory to the variable java.home. Assuming the Java installation is on the root of your drive, you would enter the following:

Flex components dispatch events whenever an action occurs, such as a user clicking a button, the selected item in a combo box changing, or data loading. To listen to these events being broadcast, simply add a reference to a function that will handle the events. For example:

You can also pass the event object itself to the function. Every time a component dispatches an event, the component sends an object of type Event that any object listening to the event can receive. For example:

By telling the event listener to listen for an object of type Event, you can have a child component send the event to the event listener method and then respond to that event in different ways depending on the type of event, where the event originated, or data included with the event. In this example, the response depends on where the event originated.

The event object and the event dispatching system in Flex are some of the most important things to understand. All events have a type that is used when those events are being listened for; if an event is of type click, for example, the event-listening method will be added to the click event of the child:

Notifications about user interactions, messages sent to an application from a server, and timers are all sent via events. The event object defines several properties that you can access in any listening function:

Understanding bubbled events requires looking at several classes. Several types of events can be bubbled up: mouse-down events, click events, and keyboard events, among others. The term bubbling up refers to the event working its way up through the display list to the application container, like a bubble rising to the surface through water. When the user clicks on any component, that event is passed up through the hierarchy. This means that the parent of a component can listen on that component for a click event, and if one is dispatched, the parent will be notified. To listen for all events of a certain type within a child component, the parent simply needs to add an event listener to that child to receive all bubbled-up events.

This component contains a button that will dispatch a click event up the display list to any component that contains an instance of BubblingComponent. To listen to this event, use the click handler in a component that contains BubblingComponent:

The sequence of events in a MouseEvent sends information about the event, such as a click and its location, up the display list through all the children, to the child that should receive the event, and then back down the display list to the stage.

At times, you may need to dispatch data objects with events, enabling listeners to access that data without accessing the objects that dispatched the events. Renderers or deeply nested objects that are dispatching events up through multiple components to listeners will frequently want to send data without requiring the listening component to find the object and access a property. As a solution, create an event type and add any data types that you need to include with the event to the constructor of the event. Remember to call the super() method of the Event class so that the Event object is properly instantiated. For example:

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