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SWF::Builder::ActionScript 0.15
SWF::Builder::ActionScript is a SWF ActionScript object. more>>
SWF::Builder::ActionScript is a SWF ActionScript object.
SYNOPSIS
$mc->frame_action(1)->compile( on(KeyPress, )->compile(move_mc(-5));
$mc_i->on(KeyPress, )->compile(move_mc(5));
$mc_i->on(EnterFrame)->r_rotate(15);
<<lessSYNOPSIS
$mc->frame_action(1)->compile( on(KeyPress, )->compile(move_mc(-5));
$mc_i->on(KeyPress, )->compile(move_mc(5));
$mc_i->on(EnterFrame)->r_rotate(15);
Download (0.16MB)
Added: 2007-01-02 License: Perl Artistic License Price:
1037 downloads
Revealicious 1.0
Revealicious project is a set of graphic visualizations for your del.icio.us account. more>>
Revealicious project is a set of graphic visualizations for your del.icio.us account.
Revealicious is a set of three interactive visualizations to browse the tags and posts from your del.icio.us account.
It is an experimental project that tries to demonstrate the importance of interactive graphical representations when it comes to understanding a set of information.
The visualizations are implemented in ActionScript 2.0 and use an MTASC port of Ladislav Zigos Tweening Prototypes, included with the source code.
All applets are in the Sources directory, where you only have to type "make" in
the subdirectories to compile a fresh version of the applets (but this is not
needed, as they are already compiled).
There is a "bookmark.xml" file, which is the one used in the demo. You can
replace it with your own by using CURL:
curl --user LOGIN:PASSWORD -o bookmarks.xml
-O http://del.icio.us/api/posts/all
This will retrieve all your posts from del.icio.us.
<<lessRevealicious is a set of three interactive visualizations to browse the tags and posts from your del.icio.us account.
It is an experimental project that tries to demonstrate the importance of interactive graphical representations when it comes to understanding a set of information.
The visualizations are implemented in ActionScript 2.0 and use an MTASC port of Ladislav Zigos Tweening Prototypes, included with the source code.
All applets are in the Sources directory, where you only have to type "make" in
the subdirectories to compile a fresh version of the applets (but this is not
needed, as they are already compiled).
There is a "bookmark.xml" file, which is the one used in the demo. You can
replace it with your own by using CURL:
curl --user LOGIN:PASSWORD -o bookmarks.xml
-O http://del.icio.us/api/posts/all
This will retrieve all your posts from del.icio.us.
Download (0.51MB)
Added: 2007-02-01 License: BSD License Price:
995 downloads

Apache ActiveMQ for Linux 5.0.0
open source Message Broker and Enterprise Integration Patterns provider more>> Apache ActiveMQ is the most popular and powerful open source Message Broker and Enterprise Integration Patterns provider.
Apache ActiveMQ is fast, supports many Cross Language Clients and Protocols, comes with easy to use Enterprise Integration Patterns and many advanced features while fully supporting JMS 1.1 and J2EE 1.4. Apache ActiveMQ is released under the Apache 2.0 License
Grab yourself a Download, try our Getting Started Guide, surf our FAQ or start Contributing and join us on our Discussion Forums.
Features
Supports a variety of Cross Language Clients and Protocols from Java, C, C++, C#, Ruby, Perl, Python, PHP
OpenWire for high performance clients in Java, C, C++, C#
Stomp support so that clients can be written easily in C, Ruby, Perl, Python, PHP, ActionScript/Flash, Smalltalk to talk to ActiveMQ as well as any other popular Message Broker
full support for the Enterprise Integration Patterns both in the JMS client and the Message Broker
Supports many advanced features such as Message Groups, Virtual Destinations, Wildcards and Composite Destinations
Fully supports JMS 1.1 and J2EE 1.4 with support for transient, persistent, transactional and XA messaging
Spring Support so that ActiveMQ can be easily embedded into Spring applications and configured using Springs XML configuration mechanism
Tested inside popular J2EE servers such as Geronimo, JBoss 4, GlassFish and WebLogic
Includes JCA 1.5 resource adaptors for inbound & outbound messaging so that ActiveMQ should auto-deploy in any J2EE 1.4 compliant server
Supports pluggable transport protocols such as in-VM, TCP, SSL, NIO, UDP, multicast, JGroups and JXTA transports
Supports very fast persistence using JDBC along with a high performance journal
Designed for high performance clustering, client-server, peer based communication
REST API to provide technology agnostic and language neutral web based API to messaging
Ajax to support web streaming support to web browsers<<less
Download (1.85MB)
Added: 2009-04-04 License: Freeware Price: Free
210 downloads
as2api 0.4
as2api parses ActionScript 2 class and interface definitions and creates HTML reference pages. more>>
as2api project is a JavaDoc-a-like for ActionScript 2.0.
It began it because there dont seem to be any complete, free (GPL or simmilar), API documentation tools, as of November 2004.
The scripts are implemented in Ruby, and work under Windows, Mac OSX, and Linux. An exe is provided for windows users who dont want to install Ruby.
Enhancements:
- A DHTML search widget allows finding a class by typing its name.
- Output can now optionally include a syntax-highlighted copy of the source code.
- ActionScript parsing is now slightly faster.
- Many small bugs were fixed and minor features added.
<<lessIt began it because there dont seem to be any complete, free (GPL or simmilar), API documentation tools, as of November 2004.
The scripts are implemented in Ruby, and work under Windows, Mac OSX, and Linux. An exe is provided for windows users who dont want to install Ruby.
Enhancements:
- A DHTML search widget allows finding a class by typing its name.
- Output can now optionally include a syntax-highlighted copy of the source code.
- ActionScript parsing is now slightly faster.
- Many small bugs were fixed and minor features added.
Download (0.037MB)
Added: 2006-02-06 License: GPL (GNU General Public License) Price:
1357 downloads
MTASC 1.11
MTASC (Motion-Twin ActionScript2 Compiler) is an ActionScript2 cross-platform compiler. more>>
MTASC is the first ActionScript 2 Open Source free compiler.
MTASC project can compile large number of .as class files in a very short time and generate directly the corresponding SWF bytecode without relying on Macromedia Flash or other tools.
You can download it now and please read the comparison between MTASC and Macromedia compiler that is sold with Flash. If its your first time using MTASC, please read how to install and use MTASC.
INSTALL
Theses install notes are for windows user unfamiliar with commandline tools usage.
First download the MTASC package corresponding to your system and install/unzip somewhere on your computer. Then add the path of the installed executable to your PATH environment variable (see http://www.chem.gla.ac.uk/~louis/software/faq/q1.html if you dont kwnow how to do).
For example if youve installed into c:program filesmtasc you might add c:progra~1mtasc to your PATH. Now the executable is accessible everywhere. You can then write a compile.bat file containing the following text :
mtasc.exe YourFiles.as... -swf YourProject.swf
pause
Put the compile.bat file with your source files and run it when you want to compile.
USAGE
MTASC is a commandline compiler, it can then be better integrated into [Your favorite editor] by configuring it to compile .as files with MTASC. The general usage of mtasc tool is : mtasc (your .as class files) -swf (you project swf). Please note that if you have two classes Point and Line with Line.as using Point for its code, you dont need to ask MTASC to compile Point.as when compiling Line.as since it will do it automatically for you. Then if you want to include the minimal set of classes needed by your program to run, you can simply compile using mtasc Main.as where Main.as is your "main" class, the entry point of your program (if you have any).
Now that you know how to call MTASC, lets have a look at how it works : MTASC takes the SWF file specified with the -swf flag, compile all .as specified files, and update the SWF file by replacing all classes that are present inside it by the newly compiled classes. To use MTASC instead of Macromedia Flash Compiler, its simple. Open your project and publish it normally (for example project.swf). Now run MTASC using the published SWF as input : mtasc (your as files) -swf project.swf. This will compile your classes and update the SWF that you can use for your website. Please note that MTASC add the compiled classes to the SWF in replacement of ALL classes compiled by Flash.
If you have an error such as class not found, file not found, or class name mistake, you should use the -cp flag in order to add a ClassPath to MTASC (that means a directory where it will look for .as files). For example if your classes are in the /code directory, do not call mtasc code/Hello.as because it will look for the class code.Hello (with package code), but call instead mtasc -cp code Hello.as.
Additional arguments are the following :
-swf file : specify input SWF which contains assets.
-cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories.
-main : will automaticaly call static function main once all classes are registered.
-header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value.
-mx : use precompiled MX classes (see section on V2 components below).
Some other arguments, for advanced users :
-version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features.
-v : activate verbose mode, printing some additional informations about compiling process.
-out file : change output swf file.
-msvc : use Microsoft Visual Studio errors style formating install of Java style (for file names and lines number).
-strict : will use strict compilation mode which require that all variables are explicitely typed.
-exclude file : exclude code generation of classes listed in specified file (format is one full class path per line).
-trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces.
-keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC).
-frame f : will export AS2 classes into target frame of swf.
-pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:flashcodemyapp do mtasc -cp c:flashcode -pack my/app).
-group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if youre using -keep or -mx).
Enhancements:
- Several small fixes.
- Strongly typed arrays have been added.
<<lessMTASC project can compile large number of .as class files in a very short time and generate directly the corresponding SWF bytecode without relying on Macromedia Flash or other tools.
You can download it now and please read the comparison between MTASC and Macromedia compiler that is sold with Flash. If its your first time using MTASC, please read how to install and use MTASC.
INSTALL
Theses install notes are for windows user unfamiliar with commandline tools usage.
First download the MTASC package corresponding to your system and install/unzip somewhere on your computer. Then add the path of the installed executable to your PATH environment variable (see http://www.chem.gla.ac.uk/~louis/software/faq/q1.html if you dont kwnow how to do).
For example if youve installed into c:program filesmtasc you might add c:progra~1mtasc to your PATH. Now the executable is accessible everywhere. You can then write a compile.bat file containing the following text :
mtasc.exe YourFiles.as... -swf YourProject.swf
pause
Put the compile.bat file with your source files and run it when you want to compile.
USAGE
MTASC is a commandline compiler, it can then be better integrated into [Your favorite editor] by configuring it to compile .as files with MTASC. The general usage of mtasc tool is : mtasc (your .as class files) -swf (you project swf). Please note that if you have two classes Point and Line with Line.as using Point for its code, you dont need to ask MTASC to compile Point.as when compiling Line.as since it will do it automatically for you. Then if you want to include the minimal set of classes needed by your program to run, you can simply compile using mtasc Main.as where Main.as is your "main" class, the entry point of your program (if you have any).
Now that you know how to call MTASC, lets have a look at how it works : MTASC takes the SWF file specified with the -swf flag, compile all .as specified files, and update the SWF file by replacing all classes that are present inside it by the newly compiled classes. To use MTASC instead of Macromedia Flash Compiler, its simple. Open your project and publish it normally (for example project.swf). Now run MTASC using the published SWF as input : mtasc (your as files) -swf project.swf. This will compile your classes and update the SWF that you can use for your website. Please note that MTASC add the compiled classes to the SWF in replacement of ALL classes compiled by Flash.
If you have an error such as class not found, file not found, or class name mistake, you should use the -cp flag in order to add a ClassPath to MTASC (that means a directory where it will look for .as files). For example if your classes are in the /code directory, do not call mtasc code/Hello.as because it will look for the class code.Hello (with package code), but call instead mtasc -cp code Hello.as.
Additional arguments are the following :
-swf file : specify input SWF which contains assets.
-cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories.
-main : will automaticaly call static function main once all classes are registered.
-header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value.
-mx : use precompiled MX classes (see section on V2 components below).
Some other arguments, for advanced users :
-version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features.
-v : activate verbose mode, printing some additional informations about compiling process.
-out file : change output swf file.
-msvc : use Microsoft Visual Studio errors style formating install of Java style (for file names and lines number).
-strict : will use strict compilation mode which require that all variables are explicitely typed.
-exclude file : exclude code generation of classes listed in specified file (format is one full class path per line).
-trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces.
-keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC).
-frame f : will export AS2 classes into target frame of swf.
-pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:flashcodemyapp do mtasc -cp c:flashcode -pack my/app).
-group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if youre using -keep or -mx).
Enhancements:
- Several small fixes.
- Strongly typed arrays have been added.
Download (0.29MB)
Added: 2005-12-23 License: GPL (GNU General Public License) Price:
1403 downloads
ASLib 1.2.0
ASLib provides an ActionScript 2.0-based library that implements common data structures. more>>
ASLib provides an ActionScript 2.0-based library that implements common data structures.
ActionScript is a scripting language based on ECMAScript, primarily used to develop software for the Adobe Flash .
ActionScript first appeared in its current syntax with the release of Flash 5, which was the first thoroughly programmable version of Flash. This ActionScript release was named ActionScript 1.0. Flash 6 (MX) then further broadened the utility of the programming environment by adding a number of built-in functions and allowing better programmatic control of movie elements.
Flash 7 (MX 2004) introduced ActionScript 2.0, which added strong typing and class-based programming features such as explicit class declarations, inheritance, interfaces, and Strict Data Typing. ActionScript 1.0 and 2.0 share the same compiled form within Flash SWFs.
Enhancements:
- Simpliefied the Stack and Queue structures
<<lessActionScript is a scripting language based on ECMAScript, primarily used to develop software for the Adobe Flash .
ActionScript first appeared in its current syntax with the release of Flash 5, which was the first thoroughly programmable version of Flash. This ActionScript release was named ActionScript 1.0. Flash 6 (MX) then further broadened the utility of the programming environment by adding a number of built-in functions and allowing better programmatic control of movie elements.
Flash 7 (MX 2004) introduced ActionScript 2.0, which added strong typing and class-based programming features such as explicit class declarations, inheritance, interfaces, and Strict Data Typing. ActionScript 1.0 and 2.0 share the same compiled form within Flash SWFs.
Enhancements:
- Simpliefied the Stack and Queue structures
Download (0.20MB)
Added: 2007-03-16 License: LGPL (GNU Lesser General Public License) Price:
956 downloads
Flasm for liunx 1.62
Applies your changes to the original SWF, replacing original actions. more>> Flasm disassembles your entire SWF including all the timelines and events. Looking at disassembly, you learn how the Flash compiler works, which improves your ActionScript skills. You can also do some optimizations on the disassembled code by hand or adjust the code as you wish. Flasm then applies your changes to the original SWF, replacing original actions.
Its also possible to embed Flasm actions in your ActionScript, making optimizing of large projects more comfortable.
Flasm is not a decompiler. What you get is the human readable representation of SWF bytecodes, not ActionScript source. If youre looking for a decompiler, Flare may suit your needs. However, Flare cant alter the SWF.
Page too long? You dont have to read it all. First, make yourself familiar with usage. Then read flash virtual machine topic to understand the concept of registers and stack. Disassemble some of your SWFs, starting with simpler ones, to see the inner workings of the Flash compiler. The rest of this page tries to address questions you may have at this point.<<less
Download (85KB)
Added: 2009-04-26 License: Freeware Price: Free
180 downloads
SWF::Builder::Character::EditText 0.16
SWF::Builder::Character::EditText is a SWF dynamic editable text object. more>>
SWF::Builder::Character::EditText is a SWF dynamic editable text object.
SYNOPSIS
my $text = $mc->new_dynamic_text( $font )
->size(10)
->color(000000)
->text(This is a text.);
my $text_i = $text->place;
my $field = $mc->new_input_field;
$field->place;
^This module creates dynamic editable text objects, which can be changed at playing time.
Basic dynamic editable text object
$etext = $mc->new_edit_text( [$font, $text] )
returns a new basic dynamic editable text object. It has interfaces to raw DefineEditText tag. $font is an SWF::Builder::Font object.
$etext->font( $font )
applies the font to the text. $font is an SWF::Builder::Font object. Unlike static text, the font is applied to the whole text. If the text will be changed in the playing time, you should add glyph data of all characters which will be used to the font by $font->add_glyph or turn off the embed flag of the font.
$etext->size( $size )
sets a font size to $size in pixel. Unlike static text, the font size of the whole text is changed.
$etext->color( $color )
sets color of the text. The color can take a six or eight-figure hexadecimal string, an array reference of R, G, B, and optional alpha value, an array reference of named parameters such as [Red => 255], and SWF::Element::RGB/RGBA object. Unlike static text, the color is applied to the whole text.
$etext->text( $string )
writes the $string.
$etext->leading( $leading )
sets the vertical distance between the lines in pixel.
$etext->box_size( $width, $height )
sets the bounding box of the text and stops auto-sizing the box. When either $width or $height is undef, it is unchanged. Fixing bounding box may cause unexpected text clipping. You should set DefineEditText flag Multiline and/or WordWrap. See SWF::Element.
$etext->draw_border
draws the border.
$etext->align( left / right / center / justify )
sets the text alignment.
$etext->methos for SWF::Element::Tag::DefineEditText
You can control details of the texts to call methods for DefineEditText tag. See SWF::Element.
Preset dynamic text object
The following objects are inheritants of the basic dynamic editable text. These are preset some proper flags of DefineEditText tag.
$dtext = $mc->new_dynamic_text( [$font, $text] )
returns a new dynamic text. It is read-only, multiline text enabled, and auto-sized its bounding box.
$htmltext = $mc->new_html_text( [$html] )
returns a new HTML text. It is read-only, multiline text enabled, and auto-sized its bounding box. The text is treated as a subset of HTML. Supported tags are < a >, < b >, < br >, < font >, < i >, < img >, < li >, < p >, < span >, < u >, and two special tags, < tab > and < textformat >. See Macromedia Flash File Format Specification and ActionScript Reference Guide for further information.
$htmltext->use_font( $font, ... )
tells $htmltext what fonts are used in the HTML. In general, upright, italic, bold, and bold italic font are in the different TrueType font files. You should prepare 2-4 fonts if you use < b > and < i > tags, like this:
my $fp = $ENV{SYSTEMROOT}./fonts; # for Windows.
my $font = $m->new_font("$fp/arial.ttf");
$font->add_glyph(a, z);
my $fonti = $m->new_font("$fp/ariali.ttf");
$fonti->add_glyph(a, z);
my $ht = $m->new_html_text;
$ht->text(test < i >string< /i >< /font >);
$ht->use_font($font, $fonti);
$mc->new_text_area( $width, $height )
returns a new editable text area. It takes area width and height in pixel.
$mc->new_input_field( [$length] )
returns a new one-line input field. $length is a max length of input string.
$mc->new_password_field( [$length] )
returns a new one-line password field. $length is a max length of input string.
<<lessSYNOPSIS
my $text = $mc->new_dynamic_text( $font )
->size(10)
->color(000000)
->text(This is a text.);
my $text_i = $text->place;
my $field = $mc->new_input_field;
$field->place;
^This module creates dynamic editable text objects, which can be changed at playing time.
Basic dynamic editable text object
$etext = $mc->new_edit_text( [$font, $text] )
returns a new basic dynamic editable text object. It has interfaces to raw DefineEditText tag. $font is an SWF::Builder::Font object.
$etext->font( $font )
applies the font to the text. $font is an SWF::Builder::Font object. Unlike static text, the font is applied to the whole text. If the text will be changed in the playing time, you should add glyph data of all characters which will be used to the font by $font->add_glyph or turn off the embed flag of the font.
$etext->size( $size )
sets a font size to $size in pixel. Unlike static text, the font size of the whole text is changed.
$etext->color( $color )
sets color of the text. The color can take a six or eight-figure hexadecimal string, an array reference of R, G, B, and optional alpha value, an array reference of named parameters such as [Red => 255], and SWF::Element::RGB/RGBA object. Unlike static text, the color is applied to the whole text.
$etext->text( $string )
writes the $string.
$etext->leading( $leading )
sets the vertical distance between the lines in pixel.
$etext->box_size( $width, $height )
sets the bounding box of the text and stops auto-sizing the box. When either $width or $height is undef, it is unchanged. Fixing bounding box may cause unexpected text clipping. You should set DefineEditText flag Multiline and/or WordWrap. See SWF::Element.
$etext->draw_border
draws the border.
$etext->align( left / right / center / justify )
sets the text alignment.
$etext->methos for SWF::Element::Tag::DefineEditText
You can control details of the texts to call methods for DefineEditText tag. See SWF::Element.
Preset dynamic text object
The following objects are inheritants of the basic dynamic editable text. These are preset some proper flags of DefineEditText tag.
$dtext = $mc->new_dynamic_text( [$font, $text] )
returns a new dynamic text. It is read-only, multiline text enabled, and auto-sized its bounding box.
$htmltext = $mc->new_html_text( [$html] )
returns a new HTML text. It is read-only, multiline text enabled, and auto-sized its bounding box. The text is treated as a subset of HTML. Supported tags are < a >, < b >, < br >, < font >, < i >, < img >, < li >, < p >, < span >, < u >, and two special tags, < tab > and < textformat >. See Macromedia Flash File Format Specification and ActionScript Reference Guide for further information.
$htmltext->use_font( $font, ... )
tells $htmltext what fonts are used in the HTML. In general, upright, italic, bold, and bold italic font are in the different TrueType font files. You should prepare 2-4 fonts if you use < b > and < i > tags, like this:
my $fp = $ENV{SYSTEMROOT}./fonts; # for Windows.
my $font = $m->new_font("$fp/arial.ttf");
$font->add_glyph(a, z);
my $fonti = $m->new_font("$fp/ariali.ttf");
$fonti->add_glyph(a, z);
my $ht = $m->new_html_text;
$ht->text(test < i >string< /i >< /font >);
$ht->use_font($font, $fonti);
$mc->new_text_area( $width, $height )
returns a new editable text area. It takes area width and height in pixel.
$mc->new_input_field( [$length] )
returns a new one-line input field. $length is a max length of input string.
$mc->new_password_field( [$length] )
returns a new one-line password field. $length is a max length of input string.
Download (0.16MB)
Added: 2007-08-13 License: Perl Artistic License Price:
808 downloads
Adobe Flex 2.0 Beta1
Flex 2.0 delivers an integrated set of tools and technology for build and deploy scalable Rich Internet Applications. more>>
Adobe Flex is the complete solution for building cross-platform Rich Internet Applications within the enterprise and across the web.
Flex 2.0 delivers an integrated set of tools and technology enabling developers to build and deploy scalable Rich Internet Applications.
Flex provides a modern, standards-based language supporting common design patterns and includes a client runtime, programming model, development environment, and advanced data
Main features:
- Flex Framework 2.0
- Flex Builder 2.0
- Flex Enterprise Services 2.0
- Flex Charting Components 2.0
- ActionScript 3.0
- Flash Player 8.5.
Enhancements:
- The Flex 2.0 product line enables developers to build rich, engaging web-based applications based on the ubiquitous Macromedia Flash runtime from Adobe and includes a complete solution for building Rich Internet Applications. Macromedia (now Adobe) originally coined the phrase Rich Internet Application (RIA) to describe a trend in the web development community toward building more engaging web experiences using Flash and HTML.
- The first generation of RIAs combined graphic-rich user interface controls that reduced or eliminated page refreshes. They have since evolved into sophisticated desktop-like applications that integrate rich data visualization components, such as data grids and graphical charts, multimedia audio and video, collaborative features like whiteboards and cobrowsing experiences, and real-time data push. As the complexity of such applications increased, so too did the cost of building and maintaining RIAs. Adobe responded to this need with Flex, which has become the industry-leading RIA development solution.
- Developers are a major focus of the Flex 2.0 release. To ensure that we take the product in a direction that meets your needs, the Flex team is excited to announce the public beta release of the Flex 2.0 product line. If youre not already familiar with Flex 2.0, you can find a complete overview in the David Wadhwanis article, Flex 2.0: Enabling the Next Generation of Rich Internet Applications. Read on to learn more about changes since the release of Flex 2.0 alpha 1.
- The beta 1 release includes updated installers for Flex Builder 2.0, Flex Charting 2.0, Flex Framework 2.0, and Flash Player 8.5. In addition, Flex Enterprise Services 2.0 is now available for the first time. The following outlines what is new in the Flex 2.0 beta 1 release.
<<lessFlex 2.0 delivers an integrated set of tools and technology enabling developers to build and deploy scalable Rich Internet Applications.
Flex provides a modern, standards-based language supporting common design patterns and includes a client runtime, programming model, development environment, and advanced data
Main features:
- Flex Framework 2.0
- Flex Builder 2.0
- Flex Enterprise Services 2.0
- Flex Charting Components 2.0
- ActionScript 3.0
- Flash Player 8.5.
Enhancements:
- The Flex 2.0 product line enables developers to build rich, engaging web-based applications based on the ubiquitous Macromedia Flash runtime from Adobe and includes a complete solution for building Rich Internet Applications. Macromedia (now Adobe) originally coined the phrase Rich Internet Application (RIA) to describe a trend in the web development community toward building more engaging web experiences using Flash and HTML.
- The first generation of RIAs combined graphic-rich user interface controls that reduced or eliminated page refreshes. They have since evolved into sophisticated desktop-like applications that integrate rich data visualization components, such as data grids and graphical charts, multimedia audio and video, collaborative features like whiteboards and cobrowsing experiences, and real-time data push. As the complexity of such applications increased, so too did the cost of building and maintaining RIAs. Adobe responded to this need with Flex, which has become the industry-leading RIA development solution.
- Developers are a major focus of the Flex 2.0 release. To ensure that we take the product in a direction that meets your needs, the Flex team is excited to announce the public beta release of the Flex 2.0 product line. If youre not already familiar with Flex 2.0, you can find a complete overview in the David Wadhwanis article, Flex 2.0: Enabling the Next Generation of Rich Internet Applications. Read on to learn more about changes since the release of Flex 2.0 alpha 1.
- The beta 1 release includes updated installers for Flex Builder 2.0, Flex Charting 2.0, Flex Framework 2.0, and Flash Player 8.5. In addition, Flex Enterprise Services 2.0 is now available for the first time. The following outlines what is new in the Flex 2.0 beta 1 release.
Download (110.2MB)
Added: 2006-02-01 License: Other/Proprietary License Price:
1369 downloads
metaas 0.7
metaas provides Java applications with a Document Object Model for ActionScript 3 code. more>>
metaas provides Java applications with a Document Object Model for ActionScript 3 code. Projects primary function is generating code, but it allows existing .as source files to be loaded, and simple modifications to be made.
Note, metaas does not actually generate Flash movies or ActionScript bytecode. You will still need the Flash IDE for Flex for that.
metaas is released under the terms of the LGPL.
Why not just use Velocity?
Velocity and other templating languages are great for general text-generation tasks, but metaas special knowledge of ActionScript can make the life of the metaprogrammer easier when handling the complicated stuff.
For instance, metaas can,
- auto-indent generated code, so you dont have to worry how the output will look
- enforce syntax rules, so attempting to generate syntactically invalid ActionScript should fail
- allow postprocessing, e.g. an organise imports process runs before code is written to disk
- modify existing code, whereas a basic templating system could only generate new code.
Enhancements:
- A new set of APIs for managing JavaDoc-style documentation comments has been added.
- "Rest" method parameters defined with the "..." operator are now supported.
- A few bugs have been fixed.
<<lessNote, metaas does not actually generate Flash movies or ActionScript bytecode. You will still need the Flash IDE for Flex for that.
metaas is released under the terms of the LGPL.
Why not just use Velocity?
Velocity and other templating languages are great for general text-generation tasks, but metaas special knowledge of ActionScript can make the life of the metaprogrammer easier when handling the complicated stuff.
For instance, metaas can,
- auto-indent generated code, so you dont have to worry how the output will look
- enforce syntax rules, so attempting to generate syntactically invalid ActionScript should fail
- allow postprocessing, e.g. an organise imports process runs before code is written to disk
- modify existing code, whereas a basic templating system could only generate new code.
Enhancements:
- A new set of APIs for managing JavaDoc-style documentation comments has been added.
- "Rest" method parameters defined with the "..." operator are now supported.
- A few bugs have been fixed.
Download (1.9MB)
Added: 2007-03-17 License: LGPL (GNU Lesser General Public License) Price:
951 downloads
gpac 0.4.4
gpac is a multimedia framework for MPEG-4, VRML, X3D, ... more>>
GPAC is an implementation of the MPEG-4 Systems standard (ISO/IEC 14496-1) developed from scratch in ANSI C.
The main development goal is to provide a clean (a.k.a. readable by as many people as possible), small and flexible alternative to the MPEG-4 Systems reference software (known as IM1 and distributed in ISO/IEC 14496-5). The MPEG-4 Reference software is indeed a very large piece of software, designed to verify the standard rather than provide a small, production-stable software.
GPAC is written in ANSI C for portability reasons (embedded platforms and DSPs) with a simple goal: keep the memory footprint as low as possible.
The second development goal is to achieve integration of recent multimedia standards (SVG/SMIL, VRML, X3D, SWF, etc) into a single framework. This stage is still under drafting but has started with VRML97 support.
GPAC already features 2D and 3D multimedia playback, MPEG-4 Systems encoders/multiplexers and publishing tools for content distribution.
GPAC is licensed under the GNU General Public License (see FAQ).
The current GPAC release (0.2.3) already covers a very large part of the standard, and features what can probably be seen as the most advanced and robust 2D MPEG-4 Player available worldwide, as well as a decent 3D MPEG-4/VRML player with some X3D support.
GPAC is currently running under Windows, Linux platforms - WindowsCE/PocketPC platform is not actively maintained but GPAC 0.2.3 is running on an iPaq device.
Main features:
- MP4 and 3GPP file reading, both local and through http download (QuickTime FastStart).
- MP3 (local and http) and ShoutCast.
- AAC file reading and AAC http streaming (needs latest faad2 cvs tarball).
- Media Codecs: MPEG-4 Visual Simple Profile, MPEG-4 Audio AAC, JPEG, PNG, AMR audio and all codecs supported by the FFMPEG library (including AVC/H264).
- All media containers supported by the FFMPEG library: avi, mpeg, vob, etc...
- Xiph.org Media: Ogg file format (including http read and Icecast), Vorbis audio and Theora video.
- 3GPP Timed Text / MPEG-4 Streaming Text.
- Streaming support: RTP and RTSP/SDP for MPEG-4 Visual/Audio, MPEG-1/2 audio and video, 3GPP timed text, AMR audio and H263 video.
- Multichannel audio, multichannel to stereo mapper.
- MPEG-4 scenes (2D, 3D and mixed 2D/3D scenes) - read from binary format (BIFS) and textual format (BT/XMT-A).
- VRML 2.0 (VRML97) scenes (without GEO or NURBS extensions).
- X3D scenes (not complete) - supports both X3D (XML format) and X3DV (VRML format).
- JavaScript support for MPEG4/X3D/VRML.
- Compressed description (GZip) supported for all textual formats of MPEG4/X3D/VRML.
- Simple SVG scenes (not complete).
- Simple SWF (Macromedia Flash) scenes (no ActionScript, no clipping, etc).
- HTTP reading of all scene descriptions.
<<lessThe main development goal is to provide a clean (a.k.a. readable by as many people as possible), small and flexible alternative to the MPEG-4 Systems reference software (known as IM1 and distributed in ISO/IEC 14496-5). The MPEG-4 Reference software is indeed a very large piece of software, designed to verify the standard rather than provide a small, production-stable software.
GPAC is written in ANSI C for portability reasons (embedded platforms and DSPs) with a simple goal: keep the memory footprint as low as possible.
The second development goal is to achieve integration of recent multimedia standards (SVG/SMIL, VRML, X3D, SWF, etc) into a single framework. This stage is still under drafting but has started with VRML97 support.
GPAC already features 2D and 3D multimedia playback, MPEG-4 Systems encoders/multiplexers and publishing tools for content distribution.
GPAC is licensed under the GNU General Public License (see FAQ).
The current GPAC release (0.2.3) already covers a very large part of the standard, and features what can probably be seen as the most advanced and robust 2D MPEG-4 Player available worldwide, as well as a decent 3D MPEG-4/VRML player with some X3D support.
GPAC is currently running under Windows, Linux platforms - WindowsCE/PocketPC platform is not actively maintained but GPAC 0.2.3 is running on an iPaq device.
Main features:
- MP4 and 3GPP file reading, both local and through http download (QuickTime FastStart).
- MP3 (local and http) and ShoutCast.
- AAC file reading and AAC http streaming (needs latest faad2 cvs tarball).
- Media Codecs: MPEG-4 Visual Simple Profile, MPEG-4 Audio AAC, JPEG, PNG, AMR audio and all codecs supported by the FFMPEG library (including AVC/H264).
- All media containers supported by the FFMPEG library: avi, mpeg, vob, etc...
- Xiph.org Media: Ogg file format (including http read and Icecast), Vorbis audio and Theora video.
- 3GPP Timed Text / MPEG-4 Streaming Text.
- Streaming support: RTP and RTSP/SDP for MPEG-4 Visual/Audio, MPEG-1/2 audio and video, 3GPP timed text, AMR audio and H263 video.
- Multichannel audio, multichannel to stereo mapper.
- MPEG-4 scenes (2D, 3D and mixed 2D/3D scenes) - read from binary format (BIFS) and textual format (BT/XMT-A).
- VRML 2.0 (VRML97) scenes (without GEO or NURBS extensions).
- X3D scenes (not complete) - supports both X3D (XML format) and X3DV (VRML format).
- JavaScript support for MPEG4/X3D/VRML.
- Compressed description (GZip) supported for all textual formats of MPEG4/X3D/VRML.
- Simple SVG scenes (not complete).
- Simple SWF (Macromedia Flash) scenes (no ActionScript, no clipping, etc).
- HTTP reading of all scene descriptions.
Download (3.9MB)
Added: 2007-06-02 License: GPL (GNU General Public License) Price:
899 downloads
GNU Gnash 0.8.0
GNU Gnash is a Flash movie player. more>>
GNU Gnash is a Flash movie player. Till now it has been possible to play flash movies with proprietary software.
While there are a few free flash players, none supports anything higher than SWF v4 at best. Gnash is based on GameSWF, and supports many SWF v7 features.
Main features:
Runs standalone
- Gnash can run standalone to play flash movies.
Firefox plugin
- Gnash can also run as a plugin from within Firefox.
SWF v7 compliant
- Gnash can play many current flash movies.
XML Message server
- Gnash also supports an XML based message system as is documented in the Flash Format specification.
High Quality Output
- Gnash uses OpenGL for rendering the graphics.
Free Software
- Gnash is 100% free software. For more information on the GPL, go to the Free Software Foundation web site.
Building Gnash:
To build Gnash, you currently need the Mozilla or Firefox development packages installed. I have added the basic Mozilla SDK files, so at least you dont need the full Mozilla/Firefox sources. You can tell if you have these packages installed, because either a firefox-config or mozilla-config should be present. If neither of these arent present, the plugin wont be part of the build.
If these are present, then when you install the plugin, it gets installed in the plugin directory of the same firefox thats in your path.
You can also specify explicit paths to the Mozilla SDK by using the --with-firefox, --with-firefox-libraries, or --with-firefox-headers options at configure time. Youll also want the OpenGL development package and the SDL development packages installed as well.
Currently the plugin renders a hard coded OpenGL graphic in the allocated window within the browers. Youll have better luck with the standalone version, gnash. Development of the plugin is continuing, however, now that much of the basic creation of this new project is done.
Im using the Mozilla plugin API, so although the functionality of the plugin is limited at this time, it has worked in a variety of different versions of Mozilla and Firefox.
Enhancements:
- Streaming video to YouTube, Lulu.tv, and other sites now works.
- New FLTK GUI support.
- A new drawing API has been implemented for MovieClips.
- An extension mechanism for creating custom ActionScript classes.
<<lessWhile there are a few free flash players, none supports anything higher than SWF v4 at best. Gnash is based on GameSWF, and supports many SWF v7 features.
Main features:
Runs standalone
- Gnash can run standalone to play flash movies.
Firefox plugin
- Gnash can also run as a plugin from within Firefox.
SWF v7 compliant
- Gnash can play many current flash movies.
XML Message server
- Gnash also supports an XML based message system as is documented in the Flash Format specification.
High Quality Output
- Gnash uses OpenGL for rendering the graphics.
Free Software
- Gnash is 100% free software. For more information on the GPL, go to the Free Software Foundation web site.
Building Gnash:
To build Gnash, you currently need the Mozilla or Firefox development packages installed. I have added the basic Mozilla SDK files, so at least you dont need the full Mozilla/Firefox sources. You can tell if you have these packages installed, because either a firefox-config or mozilla-config should be present. If neither of these arent present, the plugin wont be part of the build.
If these are present, then when you install the plugin, it gets installed in the plugin directory of the same firefox thats in your path.
You can also specify explicit paths to the Mozilla SDK by using the --with-firefox, --with-firefox-libraries, or --with-firefox-headers options at configure time. Youll also want the OpenGL development package and the SDL development packages installed as well.
Currently the plugin renders a hard coded OpenGL graphic in the allocated window within the browers. Youll have better luck with the standalone version, gnash. Development of the plugin is continuing, however, now that much of the basic creation of this new project is done.
Im using the Mozilla plugin API, so although the functionality of the plugin is limited at this time, it has worked in a variety of different versions of Mozilla and Firefox.
Enhancements:
- Streaming video to YouTube, Lulu.tv, and other sites now works.
- New FLTK GUI support.
- A new drawing API has been implemented for MovieClips.
- An extension mechanism for creating custom ActionScript classes.
Download (1.4MB)
Added: 2007-06-10 License: GPL (GNU General Public License) Price:
874 downloads
Natural Docs Feb 10, 2007
Natural Docs is an extensible, multi-language, source code documentation generator written in Perl. more>>
Natural Docs is an extensible, multi-language, source code documentation generator written in Perl.
Its syntax is transparent so the source comments read just as easily as the generated documentation. Natural Docs also focuses on automation and high-quality HTML output.
Keep in mind that if you use the development releases:
- It wont necessarily be as stable as a full release.
- There is no documentation for the new features beyond this page. Documenting Your Code and the Help folder wont be updated until a full release.
- Every new feature may not be complete. Make sure you read the notes on this page fully before using them.
- Only the default CSS style is valid. Since there will be a lot of changes Im letting Small and Roman fall out of date and will recreate them before the full release.
- Likewise, if you made an elaborate custom CSS style its probably broken, and will break again in future development releases.
Enhancements:
- Image support is now completed, so you can specify relative and absolute image directories on the command line instead of links always being relative to the source file.
- ActionScript 3 support is also finished, with better support for custom namespaces.
<<lessIts syntax is transparent so the source comments read just as easily as the generated documentation. Natural Docs also focuses on automation and high-quality HTML output.
Keep in mind that if you use the development releases:
- It wont necessarily be as stable as a full release.
- There is no documentation for the new features beyond this page. Documenting Your Code and the Help folder wont be updated until a full release.
- Every new feature may not be complete. Make sure you read the notes on this page fully before using them.
- Only the default CSS style is valid. Since there will be a lot of changes Im letting Small and Roman fall out of date and will recreate them before the full release.
- Likewise, if you made an elaborate custom CSS style its probably broken, and will break again in future development releases.
Enhancements:
- Image support is now completed, so you can specify relative and absolute image directories on the command line instead of links always being relative to the source file.
- ActionScript 3 support is also finished, with better support for custom namespaces.
Download (0.30MB)
Added: 2007-02-11 License: GPL (GNU General Public License) Price:
985 downloads
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