My Thoughts on the Future of Flash

Since the iPad’s release, it’s been nearly impossible to avoid debates (and more often, flame-wars) about Flash, its flaws, and its future (or lack thereof).

Honestly, I’m pretty sick of the discussion. Early on, I wrote up a huge article dealing with the most common themes, misconceptions, and outright lies that were circulating, but refrained from posting it. Since then people have asked me to share my thoughts, and I’ve decided that for the sake of those just getting started with Flash I’d talk about it a little.

Let me start by saying that I completely lack empathy for people who get so emotional about technology. I don’t care if it’s Mac vs. PC, XBox vs. PS3, or Flash vs. HTML 5, I say use whatever works for you. If you want to get into a mature discussion about it’s pros and cons, that’s cool, but spouting vitriol on a public forum just makes you look like an ass. Period.

If you hate Flash so much, turn it off or install a blocking plugin. It won’t bother me in the least. If enough people do it, it will start to show up in the plugin stats, and the industry will move away from it. But please, avoid spouting crass, ignorant FUD trying to justify your choice.

Sure, I make my living off of Flash, but I consider myself an interactive developer, not a Flash developer. I love working with Flash, and think it has a long life ahead of it, but even if it went the way of VRML tomorrow, working with it has given me an understanding of rich interactive content development that’s difficult or impossible to gain in any other technology.

This skill set is applicable to so many things: WPF on Windows, Cocoa development on Mac / iPhone (ex. Core Animation), Silverlight, mobile development, and of course the emerging HTML 5 standard. Languages are easy to learn – mental models, process, and the experience gained from years of working with rich interactive are a whole lot harder.

I’ve been working with Flash for over 10 years. I do it because I love it. It’s far from perfect, but there’s no other technology that offers access to such a broad range of interesting projects with such a low barrier to entry. I’ve worked on rich applications, experimental “art”, marketing sites, games, mobile projects, installations, computer vision, and even a couple of banner ads. I love what Flash allows me to do, but I’m not married to it. I have no problem recommending, or using another technology if I think it’s a better fit for a project.

Considered rationally, the absolute worst case scenario for Flash player is that its core feature set is replaced by HTML5 (canvas, video, etc.) over the course of the next 3-5 years. Even if things go miraculously well, these standards are not going to be implemented consistently across major browsers and devices, then adopted by the general public faster than that.

In this worst case scenario, there will be a slow decline in work available to Flash developers over the course of a decade or so, offering plenty of time to apply your skills to another technology.

In the more likely scenario, HTML5 will slowly overcome the obstacles facing its adoption (ex. Codecs, IE), and begin providing an alternative to Flash for many scenarios. For example:

  • A fair amount of video will eventually be delivered with the video tag, though the lack of advanced features (content protection, variable streaming, etc) means it will won’t replace Flash completely. This in itself will keep the plugin fairly ubiquitous. Example.
  • You’ll see some very impressive apps created with HTML5, though they will require significantly more effort to build because of the less robust tools and language. Example.
  • You’ll see some interesting games and interactive experiences built with it, but it will remain much easier to design and code these experiences with Flash. Also, people will start to realize that along with the capabilities of Flash, you also get some of the drawbacks, like high CPU usage and occasional crashes. Example 1. Example 2.

Flash will continue to evolve, optimize, and add new capabilities. With some exceptions (namely anything beginning with an “i”), it will continue to provide a more consistent environment for deploying rich experiences to multiple platforms.

In short, I’m not worried about the future of Flash. I can’t predict what it will be in 5 years, but nobody can. If the naysayers are right, and it becomes obsolete, that’s fine, I’ll move on to something else. In that case, maybe Adobe will even rejig their tools to output to HTML/canvas instead of SWF. After all, they make their money selling those tools. The Flash player is an expensive loss leader.

If they’re wrong, I’ll likely still be cranking out cool stuff with Flash. However, as a smart developer and responsible business owner, I will continue playing with HTML5 and watching its evolution, just as I’ve done with AJAX, iPhone development, and Silverlight. Eventually we’ll probably offer HTML5 development in addition to our current services.

Finally, I want to address all of the hate and insults that have been directed at the Adobe engineers. Yes, Flash player crashes. Yes, its performance could be better. But the Flash player engineers are some of the smartest, most passionate and dedicated professionals I’ve had the pleasure of working with.

Try building a player that runs a huge range of dynamic content written on a variety of tools (some of which you don’t control) by developers with massively varying skill levels. Now try making it compatible, consistent, and performant across dozens of OSes, browsers, platforms, and devices. And maintain backwards compatibility with the last 9 versions even while your target platforms change. And keep it under 5MB. And maintain it in parity with an OSS effort (Tamarin). And try to keep up with the demands of one of the most active and vocal developer communities.

Trust me, it’s harder than it sounds (and it sounds pretty damn hard to me). These guys deserve our respect and appreciation. Complain about the player – hell, I want it to run faster, never crash, use less memory, and play video better on Mac – but don’t insult the people working on it.

I have so much more to say, but I’d largely just be repeating things that have been repeated ad nauseam, so I’ll end here.

I happily welcome your thoughts and comments, however I refuse to let things degenerate into the name-calling, ignorance spouting, poo-flinging mess that it has on other sites. As such, contrary to my usual policy, I will aggressively delete posts that are not respectful and on-point.

PerformanceTest v2 Beta: Benchmark AS3 / Graphics

When I built the original PerformanceTest, I hacked it together quickly to meet a specific need I had at the time. As I used it, I found I needed more capability, and I became increasingly frustrated with both the messy code, and the poorly thought out API.

In response to feedback, and my own frustrations, I’ve completely rebuilt PerformanceTest to be more robust, extensible, feature-rich, *and* easier to use.

Core features:

  • Track time, memory usage and retained (unreleased) memory for functions.
  • Test rendering time for any display object.
  • Write simple one line tests, or build formal test suites.
  • Test suites can be built using inheritance or aggregation/composition.
  • Trace simple text results, or access robust XML reports.
  • Save XML and compare results between different versions of your code, or on different Flash players.
  • Easily build logging classes to analyze or visualize results.
  • Run multiple iterations of tests to get min, max, and deviation values.
  • Run tests synchronously, or queue them to run them asynchronously.
  • Listen for events from tests, test suites, and PerformanceTest.
  • Integrates easily with TDD by facilitating the creation of tests for time, memory, and retained memory limits.

Here’s a very simple demo:

Continue reading →

A Complete Guide to Using Namespaces In AS3

I need to define a custom namespace in AS3 a couple times a year at most, and nearly every time, I forget how to do it. The docs tell you to use the “namespace” keyword (which I remember), but not where or how to use it (which is what I forget), and google isn’t much help. I always wind up opening mx_internal.as in the Flex SDK as a reference.

With that in mind, here’s a complete guide to using namespaces in AS3. Note that it is about access namespaces, not XML namespaces. Hopefully it saves other devs a few minutes of searching.


What are custom namespaces?

Namespaces allow you to control the access to the members (properties and methods) of a class. You are probably familiar with native access modifiers like public, protected, internal, and private. Custom namespaces allow you to define your own access rules.


What can I use namespaces for?

While there are a range of uses for custom namespaces, three stand out to me as most common:

1. Documenting special conditions for member access. For example, in an evolving API, you may be required to expose methods that aren’t stable. You could place them in a custom namespace (ex. “transitional”), and document it to warn developers that these methods are subject to change. It’s sort of like a EULA for APIs.

2. Providing custom access domains. Namespaces cannot enforce custom access rules (only extend the native access modifiers), but they can provide a way to segregate an API for different user types. For example, you could provide a public API for a library for most users, and an extended API for plugin developers that uses a custom namespace (ex. “plugin”).

As another example of both #1 & 2, Adobe uses the mx_internal namespace to expose methods that need to be accessed widely within the Flex framework, but aren’t meant to be utilized publicly. They document that this namespace is unsupported and subject to change. It has the side benefit of providing hooks for advanced developers that require deep access to the framework and are willing to risk future compatibility problems.

3. Preventing name collisions. You can define members that have the same names in different namespaces. This is particularly handy for dynamic objects. ActionScript 3 uses this for the Proxy object, isolating it’s built in methods in the flash_proxy namespace, so that they are accessible externally, but don’t collide with any user defined methods.


Defining namespaces.

Defining namespaces is easy, just use the “namespace” keyword.

public namespace my_namespace_name;
public namespace my_other_namespace = "uri";

You can create your namespace within any existing namespace, including the built in namespaces (public, private, et al), but you will usually just make it public.

The name can be whatever you want (except reserved words). The naming convention for namespaces is all-lowercase, with words separated by underscores.

The uri is optional, but helps prevent naming conflicts in the case that someone else uses the same namespace name. This should point to a relevant uri, which ideally hosts some brief information on the namespace (though this is unnecessary). For example, Adobe points to http://www.adobe.com/2006/flex/mx/internal for mx_internal, but doesn’t actually host any content there.


Where do you define namespaces?

You can define namespaces in two places – within a class, or in a separate file. I haven’t been able to come up with a real use case for the former, so we’ll focus on the latter. Simply create a new file with the same name as your namespace inside the appropriate package path, and define the namespace in a package declaration:

// in com/gskinner/utils/my_namespace.as
package com.gskinner.utils {
public namespace my_namespace = "http://gskinner.com/as/namespaces/utils/my_namespace";
}


Using namespaces.

First, you need to import your namespace.

import com.gskinner.utils.my_namespace;

You can now use your namespace in the same way as the built-in namespaces. So instead of specifying a var or function as public or protected, you use your namespace.

my_namespace var myProperty:Number=-1;

To access class members within a namespace, you import the namespace, and then you use the whacky double-colon namespace syntax to access properties inside it.

import com.gskinner.utils.my_namespace;
trace(myDemo.my_namespace::myProperty); // traces -1.

You can also “use” a namespace, which opens it within the current scope (class or method), and provides access without the namespace qualifier. This approach requires less typing when accessing a number of members in a namespace, but it makes the code more ambiguous (are you accessing a public method, or one in the open namespace?).

import com.gskinner.utils.my_namespace;
use namespace my_namespace;
trace(myDemo.myProperty); // traces -1.

Got anything to add? Let me know in the comments.

Comment Blocks That Are Easy to Toggle On/Off

Sometimes when you’re coding, you find yourself toggling a block of code on or off by commenting it. Most development environments make this pretty easy with a button or shortcut that will comment or uncomment a selected block.

However, it can be handy to know that there’s a way to achieve the same thing by setting up your block comments in such a way that they can be enabled or disabled by adding or removing a single “/”.

Here’s how it looks with the code commented out:

/*
thisIsCodeIWant.toToggle(onOff);
andMoreCodeHere();
//*/

You can uncomment the code block by adding a “/” at the start of the block comment like so:

//*
thisIsCodeIWant.toToggle(onOff);
andMoreCodeHere();
//*/

After I posted this, hbb reminded me of a related commenting trick. With the following set-up you can toggle between two code blocks by adding a “/”.

//*
thisIsCodeBlock(1);
moreCode();
/*/
thisIsCodeBlock(2);
andMore();
//*/

Just remove the “/” at the beginning of the first block comment to swap code blocks.

/*
thisIsCodeBlock(1);
moreCode();
/*/
thisIsCodeBlock(2);
andMore();
//*/

This is a pretty basic tip, but I’ve found that not all developers are aware of it, so I thought it couldn’t hurt to share it.

ASDocr: Simple ASDoc UI, AS3 Documentation Tool

I’m a big fan of ASDoc! I use it to document all of my major library releases (ex. GTween, SPL, Wander, etc).

ASDoc allows you to write simple comments in your AS3 classes, then generate HTML documentation from them. This is great in that it allows developers to maintain source code and documentation simultaneously, and it reduces the overall burden in writing documentation by reading the core API information from the code directly. Unfortunately, the ASDoc tool is command line based, and can be a bit of a pain to work with. There are ant integration tools available, but they don’t suit every need or scenario.

That’s where ASDocr comes in. Building on the new nativeProcess APIs in AIR 2.0, it provides a simple graphical interface to ASDoc. It walks you through all of the common params ASDoc supports, with help for each of them. You can save configurations for multiple projects, and clone configurations to act as a starting point for new projects.

It only takes a couple of minutes to set up a basic configuration (only 2 settings required) and start generating documentation. ASDocr will display the output from the ASDoc executable, and notify you if an error occurs. You can even use CMD/CTRL-ENTER as a shortcut to run (muscle memory FTW!).

Here are a couple of screen shots showing it in action:

Continue reading →

GTween v2.01 Released

GTween V2.01 is a minor update that adds support for AS3 events, allows multiple callbacks at the same position on a timeline, introduces a version property, and fixes a number of bugs reported by users. It also includes a SWC file with the distribution.

Here’s the full list of changes:

  • added GTween.version property. (thanks to Colin Moock for the request)

  • added .dispatchEvents and GTween.defaultDispatchEvents properties, so you can enable AS3 events. (thanks to Colin Moock for the request)

  • fixed a problem with tweens in a timeline initing at the wrong time, and added support for position values less than -delay. (thanks to Erik Blankinship for the bug report)

  • fixed a problem with tween values being set to NaN before the controlling timeline started playing. (thanks to Erik for the bug report)

  • added support for multiple callbacks at a single position to GTweenTimeline. (thanks to sharvey, edzis for the feature request)

  • fixed issue with callbacks being called again when a timeline completes. (thanks to edzis for the bug report)

Go to gskinner.com/libraries/gtween to get all the information and download the new release.

I’m planning to migrate the source code to a public repository early in the new year.

Indispensable Plugin for FlashBuilder: Flex Formatter

Flex Formatter is an extremely useful plugin for FlexBuilder / FlashBuilder that formats your ActionScript code (AS3) and MXML according to a broad range of settings, and helps you to generate ASDoc comments automatically. It is free, and open source.

It’s code formatting is quite robust and configurable, handling things like brace settings (cuddling versus next line), white space around parameters and operators, sorting imports, and a ton more. Thankfully, you can export your settings to a file and share it with your whole team. You can also have it automatically update settings from a file that you can share over the network or via SVN / GIT.

Unfortunately, it’s ASDoc features are much more rudimentary, and do not have any configuration options. They serve as an acceptable starting point, and save some time, but I would love to see some additional support here (for example, an option to mark private and or protected members as @private, which is a very common requirement).

Regrettably, Flex Formatter does not seem to come with installation instructions. If you are not familiar with installing Eclipse plugins, it can take a lot of work to figure it out, but it’s very simple if you know how to do it:

  1. Start up FlexBuilder / FlashBuilder.

  2. From the Help menu, select ‘Software Updates > Find and Install…’

  3. Select ‘Search for new features to install’ and click ‘Next >’

  4. Click ‘New Remote Site…’

  5. Use name: ‘Flex Formatter’ and url: ‘http://flexformatter.googlecode.com/svn/trunk/FlexFormatter/FlexPrettyPrintCommandUpdateSite/’

  6. Click OK

  7. Make sure only ‘Flex Formatter’ is selected in the ‘Sites to search’ list, and click ‘Finish’

  8. Follow the prompts to install Flex Formatter, and restart the IDE

Once you’ve restarted, you should see the Flex Formatter bar with buttons to ASDoc, format, and rearrange your code. You should also have a ‘Flex Formatting’ entry in preferences.

If you’d like, you can import my settings for Flex Formatter. You can download them by clicking here, unzip them, and import them using the ‘import…’ button at the bottom of Flex Formatter’s preferences.

Flex Formatter’s project home is here and you can find documentation on it’s settings here.