Flash Player 11 Links

If you’re in a hurry, just read Ryan’s blog entry:


Flex 4.6 SDK

Some example code that shows how Captive runtime can package external, device specific code:

Basically, Captive runtime means AIR apps on iOS or Android are now simple binaries with no need for AIR to be downloaded separately by the user first.

Starling Framework (2D GPU accelerated graphics API for AS3)

Example of how Starling works:

vs. using shaders and bytecode assemblers (which is awesome or horrible depending):

Video on how Stage3D came to be:

…and marketing hoopla all in one place:

Don’t forget, 11 comes with additional features too, like:

  • cubicCurveTo to do beziers more easily
  • finally can do H264 encoding via Cameras
  • Bitmaps are no longer limited to 16 megapixels
  • my favorites; DiplayObjectContainer.removeChildren and MovieClip.isPlaying (been asking for the later since 2001; #persistencePaysOff)
  • TLS secure sockets

One strange thing. Adobe put years of work into the new AVM and DisplayList model, and re-invented everything to support GPU (StageVideo, StageText, Stage3D, etc). Extremely disappointing. Others like Papaya and Moai and Corona have figured this out, but apparently Adobe had too much legacy code to support I guess… in a brand new AVM & DisplayList model… *face palm*. #grr

Blaarggg… Tinic explains why they didn’t use the existing DisplayList. Thanks for the heads up Veronique.

Either way, the mobile features + performance will ensure we won’t have to learn the HTML Dom or Objective C or Java for Android for another 5 years at least. *whew* Hot stuff, Adobe! Great job.


5 Replies to “Flash Player 11 Links”

  1. Huh? There was no legacy code, when “Starling framework” can leverage 2D graphics API and UI that hide away much of the Stage3D code. In fact, Papaya and Moai and Corona are going to have a competition.

    1. I hear you, but why not just put Sprite on the GPU? Why do we have to create a new one? Richard Leggett brought up a good point on G+ about the insane amount of features that Sprite and other DisplayObjects can do such as layering filters, etc. that most GPU’s nowadays just can’t do. It’s easier to start from scratch, matching the DisplayObject API’s to what the GPU’s can actually do making it simpler and more powerful.

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