Monthly Archive for February, 2010

Do you still want to work at Zynga?

redbull

Zynga is the most rapidly growing social gaming company in the world. But looks like if you want to work there you will have to work hard. I wonder how much they pay senior flash developers.

The comic about me

… at my new job.

6a00d8341d3df553ef0120a8b38156970b-800wi

via

Jobs was right. Flash does kill Macs after all.

flash_kernel_panic

Just witnessed this situation. True story.

ZOMG! Signals strike again!!!!1

Checked out TurboSignals by Jackson Dunstan today. Please stop sending me this link over and over again.

I see a lot of people don’t understand the point. “ZOMG IT’S ZILLION TIMES FASTER I MUST USE IT EVERYWHERE!!!!1″. No you don’t. Everything should be used where it fits. I saw a lot of people started using architectural frameworks like PureMVC or Swiz without understanding the theory behind them. Thus inventing hacks to overcome framework “constraints” while what they see as “constraints” come from their lack of knowledge.

A lot of people think that if something is advertised as being good and fast they must use it in their projects. STOP NOW! Think first if you really need all this stuff.

Same here. I am absolutely happy with Events and I love all sort of bubbling. Events are good for UIs and tree-like structures. I don’t have to reinvent the wheel. I just work with events everywhere in the same manner.

BUT! If I need greater performance somewhere in critical code chunks I’m using simple function calls. I know that I create obvious dependencies but I do it where it makes sense. You should not rush to change Events to Signals or whatever everywhere. Inventing hacks and making your app impossible to maintain.

Check out TurboSignals sources, there are like 20 lines of code which do stuff. You could implement such interface-based notifying yourself.

What you really should do is to read the whole Jackson’s blog. You’ll find a lot of information about AS3 optimization and stuff. Good job, man!

MediaTemple rocks!

Since when they give 100Gbs of space? I was sure I had a 1Gb limit. I almost started deleting big files to fit my podcast episodes when I decided to check how much they charge for extra space. And I was surprised to see that the limit is 100Gbs!

Great image distortion idea

Recently I wrote about my distortion effect. Believe me, I experimented with it a lot. And it was damn slow on big bitmaps. But here’s a funny way to do it through native jpeg decoding. And it runs smooth on relatively big bitmaps. The guy messes up with jpeg data in ByteArray many times in a row loading it over and over again. Letting Flash native jpeg decoder do the work for him. This is is a great example of creative thinking!

The power of JSFL

When you want to automate boring repetitive actions in Flash IDE, JSFL is your best friend. It’s basically AS1 for working with FLA contents. Recently I had to dig deeper in JSFL and here are the results.

(0,0) and transformation point.

Flash animators made lots of character animations for a new game. All character’s parts will be replaced in game engine with skinned ones for different characters. But animation stays the same, so essentially an animation is a bunch of moving empty MovieClips where skins will be added later. The problem was that they used Flash IDE transformation point not in anchor (0,0) point. I couldn’t find any reference to that magic point in AS3 help, so people would have to move all parts in all animations and symbols in each part manually. That looks like a very time consuming process. So I opened JSFL help and wrote this:

function run() {
	var hash = {};

	var items = fl.getDocumentDOM().library.getSelectedItems();
	for ( var u = 0; u < items.length; u++ ) {
		var item = items[u];
		var layers = item.timeline.layers.length;
		for ( var i = 0; i < layers; i++ ) {
			var frames = item.timeline.layers[i].frames.length;
			for ( var j = 0; j < frames; j++ ) {
				var element = item.timeline.layers[i].frames[j].elements[0];
				if ( element && element.libraryItem != undefined ) {
					if ( !hash[element.libraryItem.name] ) {
						hash[element.libraryItem.name] = element.getTransformationPoint();
					}
					element.x = element.transformX;
					element.y = element.transformY;
					element.setTransformationPoint({x:0, y:0});
				}
			}
		}
	}

	for ( var i = 0; i < fl.getDocumentDOM().library.items.length; i++ ) {
		var item = fl.getDocumentDOM().library.items[i];
		if ( hash[item.name] ) {
			var timeline = item.timeline;
			for ( var l = 0; l < timeline.layers.length; l++ ) {
				for ( var m = 0; m < timeline.layers[l].frames[0].elements.length; m++ ) {
					var insideElement = timeline.layers[l].frames[0].elements[m];
					insideElement.x -= hash[item.name].x;
					insideElement.y -= hash[item.name].y;
				}
			}
			delete hash[item.name];
		}
	}

}

run();

The script moves all body parts in all selected library animations to make transformation point and anchor point match and after that moves body parts’ inner graphics accordingly. First, it creates a hash of body parts not to move their content several times resulting in broken animation. After, it iterates through selected library symbols, their layers and frames, adds all instances of library symbols to the hash, moves them to (transformX, transformY) and resets transformation points. The next loop just moves inner content in separate direction by the same distance.

Problem solved! Spend 30 minutes to read manuals and 20 minutes to write actual code but saved several days of animators’ work.

Add names to MovieClips in named layers.

The next task was to add instance names to empty MovieClips in animations. Thanks God all layers with body parts were named uniformly everywhere. Here’s the code:

function run() {
	var map = {	hand_R_anim: "p04",
				leg_R_anim: "p06",
				foot_R_anim: "p08",
				head_anim: "p01",
				body_anim: "p02",
				leg_L_anim: "p05",
				foot_L_anim: "p07",
				hand_L_anim: "p03"
			};

	var items = fl.getDocumentDOM().library.getSelectedItems();
	for ( var u = 0; u < items.length; u++ ) {
		var item = items[u];
		var timeline = item.timeline;
		var layers = timeline.layers;
		for ( var i = 0; i < layers.length; i++ ) {
			var layer = layers[i];
			var name = map[layer.name];
			if ( name ) {
				for ( var j = 0; j < layer.frames.length; j++ ) {
					var element = layer.frames[j].elements[0];
					if ( element ) {
						element.name = name;
					}
				}
			}
		}
	}
}

run();

Split legs and feet.

And the last task was to split legs and feet animations because they should have been separate body parts but were drawn and animated as one MovieClip everywhere.

function run() {
	var path = "1/anim/";

	var items = fl.getDocumentDOM().library.getSelectedItems();
	for ( var u = 0; u < items.length; u++ ) {
		var item = items[u];
		var timeline = item.timeline;
		var layers = timeline.layers;
		var layerR = 0;
		var layerL = 0

		for ( var i = 0; i < layers.length; i++ ) {
			if ( layers[i].name == "foot_R_anim" ) layerR = i;
		}
		timeline.setSelectedLayers(layerR);
		timeline.copyFrames(0, layers[layerR].frameCount);
		var created = timeline.addNewLayer( "leg_R_anim" );
		timeline.setSelectedLayers(created);
		timeline.pasteFrames();
		for ( var i = 0; i < layers[created].frameCount; i++ ) {
			var element = layers[created].frames[i].elements[0];
			if ( element && element.libraryItem.name == path + "foot_R_anim" ) {
				element.libraryItem = fl.getDocumentDOM().library.items[fl.getDocumentDOM().library.findItemIndex(path + "leg_R_anim")];
			}
		}

		layers = timeline.layers;
		for ( var i = 0; i < layers.length; i++ ) {
			if ( layers[i].name == "foot_L_anim" ) layerL = i;
		}
		timeline.setSelectedLayers(layerL);
		timeline.copyFrames(0, layers[layerL].frameCount);
		var created = timeline.addNewLayer( "leg_L_anim" );
		timeline.setSelectedLayers(created);
		timeline.pasteFrames();
		for ( var i = 0; i < layers[created].frameCount; i++ ) {
			var element = layers[created].frames[i].elements[0];
			if ( element && element.libraryItem.name == path + "foot_L_anim" ) {
				element.libraryItem = fl.getDocumentDOM().library.items[fl.getDocumentDOM().library.findItemIndex(path + "leg_L_anim")];
			}
		}
	}
}

run();

Here we once again take selected items in library. Path variable is the folder with body parts. First we look for the needed layer number, select frames, copy and paste them to a new layer. After that we iterate through frames and existing instances to be of another symbols. We do it 2 times for both legs.

Good AS2 programmers are so rare these days

Who would expect it to be so hard to find a good ActionScript 2 (yes, ActionScript TWO) developer these days. Our company’s main project is a big flash MMO written in AS2 long time ago. It is still popular and brings a lot of money. But people come and go, so live team department is looking for an AS2 programmer without success so far.

There’re just no AS2 developers left. And that’s obvious why. You either go mainstream (if you are decent) and learn AS3 or work for a company coding banners in frame scripts (if you are bad or don’t want to learn). Nobody stays long (if at all) in AS2 world these days. As it has been so far, people who claim to know AS2 are just bad. They don’t know AS2, they know just a bit of programming. No OOP or design patterns. I’m not saying that AS2 can be tricky sometimes and you have to be good to support a large-scale project.

Personally, I should not mention AS2 knowledge in my resume because I totally forgot it. And don’t really want to return back to those days. But if offered 2x payment raise I’d think about it.

Parsing PDFs

Why do people keep making libraries which can only CREATE pdf files? I want one which can parse pdfs and export text/images with layout.

MXML in AS3 projects and fixing mxmlc

Not many people actually know that you can use MXML in pure AS3 projects. Here’s an example.

Create a new AS3 project, create a new file in package cp. Call it App.mxml. Flex Builder will not allow you to create an MXML component in a pure AS3 project, so you have to do it manually. Here’s my App.mxml.

<?xml version="1.0" encoding="utf-8"?>
<cp:Component xmlns:mx="http://www.adobe.com/2006/mxml" xmlns:cp="cp.*" >
    <cp:Component var1="123"/>
    <cp:Component var1="124111"/>
    <cp:Component />
</cp:Component>

Notice that I’m using my own namespace and no flex components. Now define Component class in cp/Component.as.

package cp {
import flash.display.Sprite;

[DefaultProperty( "children" )]
public class Component extends Sprite {
    public function Component() {
        super();
    }

    private var _children:Array;
    public function get children():Array {
        return this._children;
    }
    public function set children(value:Array):void {
        this._children = value;
        trace( value );
    }

    public var var1:String;
}
}

In main project file I put:

package {
import cp.App;
import flash.display.Sprite;

public class mxml_test extends Sprite {
    public function mxml_test()
    {
        this.addChild( new App() );
    }
}
}

To compile it you need to have framework.swc in library path though. And [DefaultProperty( "children" )] doesn’t work neither in 3.4 SDK nor in 4.0 for some reason. People say it should work in 4.0 but it doesn’t.

That’s weird that Flex SDK 3.4 and Flex SDK 4.0 produce different code from MXML files. 4.0 adds much more useless Flex stuff to resulting SWF. If you want you can add -keep-generated-actionscript compiler parameter to check converted code. Flex 4.0 adds such functions for every object in original MXML.

private function _App_Component2_i() : cp.Component {
    var temp : cp.Component = new cp.Component();
    temp.var1 = "123";
    _App_Component2 = temp;
    mx.binding.BindingManager.executeBindings(this, "_App_Component2", _App_Component2);
    return temp;
}

I don’t like that executeBindings thing in my code and useless mx.* classes it puts in SWF making it 3.5Kb in size. So I decided to patch Flex SDK since it’s kind of open source. Flex SDK SVN can be found at opensource.adobe.com/svn/opensource/flex/ and it contains everything you should need to rebuild your own version of SDK. These links helped me a lot too, and thanks God I found those Eclipse projects inside after trying to resolve libraries issues for an hour.

There are only 2 places where I found this executeBindings stuff, both classes are in flex2.compiler.mxml.gen package. I commented this code and compiled mxmlc.jar. I’ve been doing it all evening but couldn’t get rid of it. I can’t get why. I am totally sure that new mxmlc.jar is used but this stupid string is there anyway.

I consider the final result to be a failure but at least I now know that you can patch Flex SDK as you wish. But I didn’t have time to try to understand how the whole compiler code works and where it handles bindings exactly. I didn’t find much on the internet so I guess not many people actually tried to build their own versions of compiler.