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	<title>FlashGrind</title>
	<atom:link href="http://www.flashgrind.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.flashgrind.com/blog</link>
	<description>...all about making SWFs</description>
	<lastBuildDate>Tue, 14 Feb 2012 23:07:24 +0000</lastBuildDate>
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		<title>Setting up haXe on Windows 7 (FDT and FlashDevelop)</title>
		<link>http://www.flashgrind.com/blog/2012/02/10/setting-up-haxe-on-windows-7-fdt-flashdevelop/</link>
		<comments>http://www.flashgrind.com/blog/2012/02/10/setting-up-haxe-on-windows-7-fdt-flashdevelop/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 01:48:34 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Development Tools]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=694</guid>
		<description><![CDATA[At time of writing I]]></description>
			<content:encoded><![CDATA[<p>At time of writing I couldn&#8217;t find a definitive workflow for getting beyond &#8216;Hello World&#8217; with FDT 5, haXe and Windows 7 Enterprise. Here&#8217;s mine:</p>
<ul>
<li>Download and run the Windows installer for haXe and Neko found <a href="http://haxe.org/download" target="_blank">here</a></li>
<li>Install the FDT5 Eclipse plugin using the instructions <a href="http://fdt.powerflasher.com/2011/11/fdt-plugin-released/" target="_blank">here</a></li>
<li>Set the haXe SDK location in Eclipse (navigate to Windows/Preferences/haXe SDK and click the &#8216;Browse&#8217; button, select the &#8216;<em>c:\Motion-Twin\haxe</em>&#8216; directory</li>
<li>Create your first haXe project using the instructions <a href="http://fdt.powerflasher.com/docs/Intro_To_haXe_Development_With_FDT#Create_Your_First_haXe_Project" target="_blank">here</a></li>
<li>Check out the &#8216;Getting Started&#8217; tips <a href="http://haxe.org/doc/start" target="_blank">here</a></li>
</ul>
<p>I&#8217;d seen a lot of talk about HaXe, joined a mailing list to monitor the conversations, but I didn&#8217;t really &#8216;get&#8217; the point of using HaXe over the technologies it targets until I checked out<a href="http://www.devideas.com/shows/haxe/" target="_blank"> this video</a> by Eddie Sullivan. Using the same language for each tier of your web application reduces the double-handling of data structures, bug-chasing and communication between front/back end.</p>
<p>Next I bought a &#8216;<a href="http://www.packtpub.com/haxe-2-beginners-guide/book" target="_blank">haXe 2 Beginner&#8217;s Guide</a>&#8216;, downloaded a couple of additional templates for FDT (<a href="https://github.com/MatthijsKamstra/FDT-Haxe-project-templates" target="_blank">NME and Neko</a>) and made a start on the tutorials in the book. At this point I also noticed that the FDT method for executing compiled Neko code doesn&#8217;t seem to do anything&#8230; I&#8217;ve correctly set my Eclipse Preferences but nothing happens. The workaround is running Neko from the Windows command line, that seems to work just fine.</p>
<p>FDT code completion for haXe is a nice convenience, but there&#8217;s no way that I can see to utilise the &#8216;code templates&#8217; that make AS3 coding such a breeze. I can create a new &#8216;template&#8217; (or snippet) but the only available contexts are &#8216;AS3&#8242; or &#8216;MXML&#8217;, no haXe context. I&#8217;ve submitted a <a href="http://bugs.powerflasher.com/jira/browse/FDT-2412" target="_blank">bug report</a> to the FDT JIRA Issue Tracker, please upvote it if you&#8217;re interested.</p>
<p><strong>At this point I&#8217;ve discovered that FDT haXe support is actually pretty bare-bones</strong>. They&#8217;ve automated the process of creating projects, but the combined immaturity of the FDT haXe plugin, and the complete lack of snippets means that the act of writing haXe code in FDT is severely crippled. Cue FlashDevelop&#8230;</p>
<ul>
<li>Download and install FlashDevelop from <a href="http://www.flashdevelop.org/wikidocs/index.php?title=Installation" target="_blank">here</a></li>
<li>Watch the John Lindquist &#8216;haXe Tutorial video&#8217; <a href="http://www.johnlindquist.com/2010/01/haxe-tutorial.html" target="_blank">here</a></li>
</ul>
<p>I was compiling a &#8216;Hello World&#8217; in minutes, and duplicating my AS3 FDT snippets for haXe in less than 10 minutes. FlashDevelop also created a sweet little .bat file that&#8217;s linked to the &#8216;CTRL-Enter&#8217; keyboard shortcut (Test Movie in the Flash IDE). OK, after that little hiccup it&#8217;s back to the &#8216;<a href="http://www.packtpub.com/haxe-2-beginners-guide/book" target="_blank">haXe 2 Beginner&#8217;s Guide</a>&#8216;.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Subversion &amp; Eclipse &#8211; Branching a linked resource inside a Subversion-managed Eclipse project</title>
		<link>http://www.flashgrind.com/blog/2011/12/07/subversion-eclipse-branching-a-linked-resource-inside-a-subversion-managed-eclipse-project/</link>
		<comments>http://www.flashgrind.com/blog/2011/12/07/subversion-eclipse-branching-a-linked-resource-inside-a-subversion-managed-eclipse-project/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 01:05:07 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Best Practice]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=683</guid>
		<description><![CDATA[We use Subversion to manage]]></description>
			<content:encoded><![CDATA[<p>We use Subversion to manage all our Flash projects. We also have a separate project for our class libraries, and we usually add this project (or a subdirectory of it) as a linked resource to our Flash projects. For most projects this is a great way to share and maintain the class library.</p>
<p>A combination of factors has recently made this less workable than we&#8217;d like. A new coder (based on the other side of the country in Perth, WA) has created the need to branch our class library. When all the developers sit in the same room it&#8217;s much easier to be lazy and manage the refactoring process in an ad-hoc fashion, but distance means extra discipline is required.</p>
<p>Branching the code library is easy, just follow the Subclipse/Tortoise/Subversion documentation. To integrate the branch in the (separate) Flash project repo I created a new &#8216;src_branch&#8217; folder and checked out the branch I wanted from our class library.</p>
<p>So now we have one checked-out repo (the class library) inside another different checked-out repo (the Flash project). Updates and commits work like this:</p>
<ul>
<li>The class library repo updates and commits normally (right-click, choose Team/Commit), but has the Subversion &#8216;question mark&#8217; icon because the Flash Project repo doesn&#8217;t know about it.</li>
<li>The Project repo will update normally, but we can&#8217;t commit the project files by choosing the root directory and committing (Subversion gives an error and says we need to update first, even when we have the latest revision). Instead we need to CTRL-click to select the items inside the Project folder (except for the class library repo) and then we commit those items.</li>
</ul>
<p>It&#8217;s a little convoluted at first, but is working well and preventing the breakages that were becoming too common. It also means we&#8217;re free to build major updates and replacements to our architecture, something that&#8217;s really only become possible with the additional developer.</p>
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		<title>Enterprise Architect for Actionscript</title>
		<link>http://www.flashgrind.com/blog/2011/11/15/enterprise-architect-for-actionscript/</link>
		<comments>http://www.flashgrind.com/blog/2011/11/15/enterprise-architect-for-actionscript/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 02:34:09 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Best Practice]]></category>
		<category><![CDATA[Development Tools]]></category>
		<category><![CDATA[Multimedia Production]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=669</guid>
		<description><![CDATA[Good habits &#8211; http://imanit.com/blog/?p=43 How]]></description>
			<content:encoded><![CDATA[<p>Good habits &#8211; <a href="http://imanit.com/blog/?p=43" target="_blank">http://imanit.com/blog/?p=43</a></p>
<p>How To &#8211; Create a class model from an AS project &#8211; <a href="http://fasanya.blogspot.com/2010/04/using-enterprise-architect-to-create.html" target="_blank">http://fasanya.blogspot.com/2010/04/using-enterprise-architect-to-create.html</a></p>
<p>How To &#8211; Configuring EA, creating a diagram, generating stub code &#8211; <a href="http://dgrigg.com/blog/2006/09/14/uml-stub-code-and-asdocs/" target="_blank">http://dgrigg.com/blog/2006/09/14/uml-stub-code-and-asdocs/</a></p>
<p>Alternatives to Enterprise Architect for Actionscript:<br />
UML4AS &#8211; <a href="http://www.uml4as.com/flower-platform/home-uml4as.html" target="_blank">http://www.uml4as.com/flower-platform/home-uml4as.html</a><br />
ArgoUML &#8211; <a href="http://argouml.tigris.org/tours/" target="_blank">http://argouml.tigris.org/tours/</a><br />
StarUML &#8211; <a href="http://www.senocular.com/flash/tutorials/starumltoas3/" target="_blank">http://www.senocular.com/flash/tutorials/starumltoas3/<br />
</a>CrocusUML &#8211; <a href="CrocusUML - http://crocusmodeller.com/" target="_blank">http://crocusmodeller.com/</a></p>
<p>http://crocusmodeller.com/</p>
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		<title>Flash IDE, XML stream error 2032, Firewall settings</title>
		<link>http://www.flashgrind.com/blog/2011/07/12/flash-ide-xml-stream-error-2032-firewall-settings/</link>
		<comments>http://www.flashgrind.com/blog/2011/07/12/flash-ide-xml-stream-error-2032-firewall-settings/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 01:26:29 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=667</guid>
		<description><![CDATA[After a few hours of]]></description>
			<content:encoded><![CDATA[<p>After a few hours of mystifying troubleshooting I found 2 other users with the same problem I&#8217;m currently experiencing.</p>
<p>The Flash IDE fails to load XML, but viewing the same SWF in a browser (or opening it using the standalone Flash Player) works just fine.</p>
<p>The error message from the IDE is:</p>
<pre>Error #2032: Stream Error. URL: file:///c|/myXML.xml
</pre>
<p>The 2 other users I found with the same problem are <a href="http://stackoverflow.com/questions/2336150/testing-movie-with-flash-ide-fails-to-load-file-from-localhost" target="_blank">here</a>. It seems that if Flash is blocked on all IP addresses and all ports that you won&#8217;t be able to load local content in the IDE.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Automatic Actionscript API documentation &#8211; JavaDoc comments, ANT, NaturalDocs</title>
		<link>http://www.flashgrind.com/blog/2011/04/15/automatic-actionscript-api-documentation-javadoc-comments-ant-naturaldocs/</link>
		<comments>http://www.flashgrind.com/blog/2011/04/15/automatic-actionscript-api-documentation-javadoc-comments-ant-naturaldocs/#comments</comments>
		<pubDate>Fri, 15 Apr 2011 03:43:08 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Best Practice]]></category>
		<category><![CDATA[Development Tools]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=661</guid>
		<description><![CDATA[I needed a JavaDoc documentation]]></description>
			<content:encoded><![CDATA[<p>I needed a JavaDoc documentation solution for our ActionScript 3 API. We&#8217;ll soon be engaging offshore contractors to build content using our in-house AS3 framework and up-to-the-minute documentation is a must-have.</p>
<p>Our development environment is Eclipse, FDT, ANT, Windows, and the solution needs to be as automatic as possible.</p>
<p>Previously I&#8217;d used <a href="http://www.stack.nl/~dimitri/doxygen/index.html" target="_blank">DoxyGen</a> but after some quick Googling I found a tool &#8211; <a href="http://www.naturaldocs.org/" target="_blank">NaturalDocs </a>- with specific ActionScript support.</p>
<p>Generating NaturalDocs as part of an ANT build in Eclipse requires:</p>
<ul>
<li><a href="http://www.activestate.com/activeperl/downloads" target="_blank">Python to be installed</a> on your computer</li>
<li><a href="http://www.naturaldocs.org/download.html" target="_blank">the NaturalDocs installation</a></li>
<li>an ANT script (<a href="http://www.flashgrind.com/blog/wp-content/naturaldocs_build.xml" target="_blank">here&#8217;s my example</a>)</li>
</ul>
<p>I do minimal command-line work, and less Python, but the process worked almost immediately for me. If you run into problems check <a href="http://www.naturaldocs.org/troubleshooting.html" target="_blank">the troubleshooting page</a> on the NaturalDocs site.</p>
<p>&nbsp;</p>
<div id="_mcePaste" class="mcePaste" style="position: absolute; left: -10000px; top: 32px; width: 1px; height: 1px; overflow: hidden;">&lt;project name=&#8221;Generate NaturalDocs&#8221; default=&#8221;naturaldocs&#8221;&gt;&nbsp;</p>
<p>&lt;property file=&#8221;../../_properties/workspace.properties&#8221;/&gt;<br />
&lt;property file=&#8221;../../_properties/app.properties&#8221;/&gt;</p>
<p>&lt;target name=&#8221;naturaldocs&#8221;&gt;<br />
&lt;!&#8211; naturaldocs generates HTML documentation from AS3 JavaDoc comments &#8211;&gt;</p>
<p>&lt;echo&gt;${project.name}   Building HTML documentation&lt;/echo&gt;</p>
<p>&lt;property name=&#8221;perl.path&#8221; value=&#8221;perl&#8221;/&gt;<br />
&lt;property name=&#8221;nd.path&#8221; value=&#8221;C:\NaturalDocs-1.51\NaturalDocs&#8221;/&gt;<br />
&lt;property name=&#8221;nd.format&#8221; value= &#8220;FramedHTML&#8221; /&gt;<br />
&lt;property name=&#8221;nd.doc_dir&#8221; value= &#8220;${src.dir}/documentation&#8221; /&gt;<br />
&lt;property name=&#8221;nd.code_dir&#8221; value= &#8220;${src.dir}&#8221; /&gt;<br />
&lt;property name=&#8221;library.gaia.dir&#8221; value=&#8221;C:\_workspace/CLASS_LIBRARY_AS3/as3_lib_catalyst/src/com/gaia&#8221; /&gt;<br />
&lt;property name=&#8221;nd.work_dir&#8221; value= &#8220;${src.dir}/documentation/project&#8221; /&gt;</p>
<p>&lt;property name=&#8221;exepath&#8221; value=&#8221;${nd.path}NaturalDocs -i ${src.dir} -o FramedHTML ${nd.doc_dir} -p ${nd.work_dir}&#8221;/&gt;</p>
<p>&lt;!&#8211; The &#8216;exepath&#8217; below can be copied and pasted for command-line testing outsied Eclipse &#8211;&gt;<br />
&lt;echo&gt;${exepath}&lt;/echo&gt;</p>
<p>&lt;mkdir dir=&#8221;${nd.doc_dir}&#8221;/&gt;<br />
&lt;mkdir dir=&#8221;${nd.work_dir}&#8221;/&gt;</p>
<p>&lt;echo&gt;Producing NaturalDocs documentation files now (this may take a few minutes)&#8230;&lt;/echo&gt;</p>
<p>&lt;exec executable=&#8221;${perl.path}&#8221;&gt;<br />
&lt;arg line=&#8221;${nd.path}&#8221;/&gt;<br />
&lt;arg line=&#8221;-o ${nd.format} ${nd.doc_dir}&#8221;/&gt;<br />
&lt;arg line=&#8221;-i ${nd.code_dir}&#8221;/&gt;<br />
&lt;arg line=&#8221;-i ${library.gaia.dir}&#8221;/&gt;<br />
&lt;arg line=&#8221;-p ${nd.work_dir}&#8221;/&gt;<br />
&lt;/exec&gt;</p>
<p>&lt;echo&gt;NaturalDocs production complete.&lt;/echo&gt;<br />
&lt;delete dir=&#8221;${nd.work_dir}&#8221;&gt;&lt;/delete&gt;<br />
&lt;echo&gt;NaturalDocs cleanup complete.&lt;/echo&gt;</p>
<p>&lt;/target&gt;<br />
&lt;/project&gt;</p>
</div>
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		<title>Flash debugging and diagnostic tools</title>
		<link>http://www.flashgrind.com/blog/2011/03/17/flash-debugging-and-diagnostic-tools/</link>
		<comments>http://www.flashgrind.com/blog/2011/03/17/flash-debugging-and-diagnostic-tools/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 04:05:36 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Best Practice]]></category>
		<category><![CDATA[Development Tools]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=653</guid>
		<description><![CDATA[Over the years I&#8217;ve tried]]></description>
			<content:encoded><![CDATA[<p>Over the years I&#8217;ve tried a lot of different Flash debugging and testing tools. Whether I&#8217;m on my development workstation or at a client site I keep a stash of  installers for these handy at all times.</p>
<p>Here&#8217;s a list of the ones worth keeping &#8211; there&#8217;s no problem that these tools can&#8217;t discover. And (with the exception of Charles) they&#8217;re all FREE!</p>
<ul>
<li><a href="http://www.charlesproxy.com/" target="_blank">Charles HTTP proxy</a> &#8211; see exactly what&#8217;s being requested and returned (great for revealing server errors)</li>
<li><a href="http://www.mozilla.com/en-US/firefox/" target="_blank">Firefox</a> &#8211; Allows me to run the Flash Switcher and Flash Tracer plugins</li>
<li><a href="http://www.sephiroth.it/weblog/archives/2006/10/flash_switcher_for_firefox.php" target="_blank">Flash Switcher</a> &#8211; easily test in multiple versions of the Flash Player</li>
<li><a href="http://www.sephiroth.it/firefox/flashtracer/" target="_blank">Flashtracer</a> &#8211; View the log output of the Debug Player, includes pattern matching and text colouring</li>
<li>A text document with an example of a valid path to flashlog.txt (to make up for having a bad memory!)</li>
<li><a href="http://kb2.adobe.com/cps/142/tn_14266.html" target="_blank">Installers for Debug Flash Player 9 and 10, ActiveX/plugin/standalone</a></li>
<li>A copy of my own &#8216;mm.cfg&#8217; file (to copy onto a client machine if required)</li>
</ul>
<p>Assuming that I need to visit a client site to test an issue (a rare occurence, but that makes it even more important that I get in, do the business and get out as quickly and reliably as possible!) I can start with a &#8216;virgin&#8217; machine and have it loaded with my test suite in under 20 minutes.</p>
<p>Additionally, when I&#8217;m testing and debugging on my development machine, I always install:</p>
<ul>
<li><a href="http://code.google.com/p/dngrep/" target="_blank">dnGREP</a> &#8211; Easy, fast, multi-line search and replace</li>
<li><a href="http://www.launchy.net/download.php" target="_blank">Launchy</a> &#8211; Indispensible shortcut tool</li>
<li><a href="http://www.wampserver.com/en/download.php" target="_blank">WAMPServer</a> &#8211; Reliable testing of local content in a webserver environment</li>
</ul>
<p>Other useful compilations of Flash and Flex debugging and diagnostic tools are:<br />
<a href="http://saravananrk.wordpress.com/2008/03/31/the-list-of-helpful-flex-or-flash-debug-tools/" target="_blank">the list of helpful Flex or Flash debug tools</a><br />
*drawlogic&#8217;s <a href="http://drawlogic.com/2007/08/10/helpful-flash-debugging-tools/" target="_blank">Helpful Flash Debugging Tools<br />
</a>John Lindquist&#8217;s <a href="http://www.johnlindquist.com/2011/03/non-coding-development-tools_03.html" target="_blank">Non-coding development tools</a></p>
<p>What about you? Are there any tools you can&#8217;t live without?</p>
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		<title>Better memory management in AS3 with Temple Library</title>
		<link>http://www.flashgrind.com/blog/2011/02/28/better-memory-management-in-as3-with-temple-library/</link>
		<comments>http://www.flashgrind.com/blog/2011/02/28/better-memory-management-in-as3-with-temple-library/#comments</comments>
		<pubDate>Sun, 27 Feb 2011 23:09:24 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Best Practice]]></category>
		<category><![CDATA[Development Tools]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=649</guid>
		<description><![CDATA[After seeing some memory issues]]></description>
			<content:encoded><![CDATA[<p>After seeing some memory issues with a large <a href="http://www.gaiaflashframework.com" target="_blank">Gaia Flash Framework</a> project I was directed to the <a href="http://code.google.com/p/templelibrary/" target="_blank">Temple Memory Management library</a>.</p>
<p>By extending the Gaia AbstractPage from the Temple &#8216;CoreMovielip&#8217; class instead of the Flash MovieClip class I gained a bunch of useful cleanup functions that operate pretty much on &#8216;auto pilot&#8217; and instantly reduced my memory overhead with no additional work.</p>
<p>In addition to memory management there are a bunch of other useful &#8216;toolkit&#8217; classes. Like the Gaia framework, this is a well-thought-out structure that you can use as much (or as little) as you like. Just the memory management alone makes it worthwhile, the rest is up to you.</p>
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		<title>RobotLegs with Gaia Flash Framework, getting started</title>
		<link>http://www.flashgrind.com/blog/2010/12/02/robotlegs-with-gaia-flash-framework-getting-started/</link>
		<comments>http://www.flashgrind.com/blog/2010/12/02/robotlegs-with-gaia-flash-framework-getting-started/#comments</comments>
		<pubDate>Wed, 01 Dec 2010 23:00:36 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Development Tools]]></category>
		<category><![CDATA[Lessons]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Gaia]]></category>
		<category><![CDATA[MVCS]]></category>
		<category><![CDATA[RobotLegs]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=641</guid>
		<description><![CDATA[I&#8217;ve used Gaia for a]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve used Gaia for a couple of years and recently started to integrate RobotLegs into my projects.</p>
<p>My &#8216;most useful references&#8217; are:</p>
<p><a href="http://pv3d.googlecode.com/files/RobotLegsHelloWorld.mp4" target="_blank">RobotLegs &#8216;Hello World&#8217; video</a> &#8211; John Lindquist<br />
This video is also a brilliant demo for writing code fast with FDT. I&#8217;ve watched it over a dozen times and learn something new regularly. When I watch John creating the Hello World example from scratch I see the state of &#8216;flow&#8217; I want to replicate in my own work. My current favourite keyboard shortcut is &#8216;CTRL-PageUp and CTRL-PageDown to navigate between open files in the Eclipse IDE.</p>
<p><a href="http://jessewarden.com/2010/05/how-to-use-robotlegs-on-top-of-gaia-part-deux.html" target="_blank">How to Use RobotLegs on top of Gaia</a> (part deux) &#8211; JesterXL<br />
<a href="http://www.simtechmedia.com/blog/2010/08/gaia-and-robotlegs-together/" target="_blank">Gaia and RobotLegs Together</a></p>
<p><a href="https://github.com/robotlegs/robotlegs-framework/wiki/Common-Problems" target="_blank">Common Problems &#8211; RobotLegs</a> &#8211; I reached this page with three &#8216;common problems&#8217; &#8211; I wasn&#8217;t exporting a SWC from Flash, I&#8217;d already added my View class to the stage before I&#8217;d mapped the Mediator, and I had a semi-colon after my [Inject], all definite no-no&#8217;s.</p>
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<enclosure url="http://pv3d.googlecode.com/files/RobotLegsHelloWorld.mp4" length="1383" type="video/mp4" />
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		<title>Developing a LivePreview for an AS3 component in Flash CS4</title>
		<link>http://www.flashgrind.com/blog/2010/10/13/developing-a-livepreview-for-an-as3-component-in-flash-cs4/</link>
		<comments>http://www.flashgrind.com/blog/2010/10/13/developing-a-livepreview-for-an-as3-component-in-flash-cs4/#comments</comments>
		<pubDate>Tue, 12 Oct 2010 23:26:20 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[component]]></category>
		<category><![CDATA[Flash CS4]]></category>
		<category><![CDATA[LivePreview]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=634</guid>
		<description><![CDATA[I&#8217;m writing a component for]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m writing a component for Flash that will display an external image (JPG or PNG) in the IDE. This is so our designers can see in realtime what the screen they&#8217;re building will look like, but we&#8217;ll be able to localise without republishing the SWF.</p>
<p>My component definition specifies an external SWF as the LivePreview, but I&#8217;ve found that the Flash IDE isn&#8217;t very responsive when I republish my LivePreview. </p>
<p>It seems the only way to guarantee that I&#8217;m seeing the newly published LivePreview SWF is to completely exit Flash CS4 and restart it.</p>
<p>Has anyone got a solution? (Or a better workflow?)</p>
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		<title>Defining interactivity</title>
		<link>http://www.flashgrind.com/blog/2010/09/09/defining-interactivity/</link>
		<comments>http://www.flashgrind.com/blog/2010/09/09/defining-interactivity/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 03:57:33 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Best Practice]]></category>

		<guid isPermaLink="false">http://www.flashgrind.com/blog/?p=631</guid>
		<description><![CDATA[Quantifying the complexity and quantity]]></description>
			<content:encoded><![CDATA[<p>Quantifying the complexity and quantity of interactions in a project can be difficult. Finding a single point of reference that clients and developers can use for a shared understanding of how many interactions should be developed, and what exactly those interactions are is critical to matching expectations with results.</p>
<p>eLearning projects encounter this issue repeatedly. My employer makes use of something called the &#8216;MIL&#8217; spec for levels of learning interactivity. <a href="http://www.google.com/url?sa=t&amp;source=web&amp;cd=4&amp;ved=0CCAQFjAD&amp;url=http%3A%2F%2Fwww.everyspec.com%2FMIL-HDBK%2FMIL-HDBK%2B(9000%2Band%2BUp)%2Fdownload.php%3Fspec%3DMIL-HDBK-29612-3A.008474.PDF&amp;rct=j&amp;q=Levels%20of%20Interactivity%20MIL%20spec&amp;ei=HkCITIiDGcSBlAfX5IXrDw&amp;usg=AFQjCNErtoGycQTcYBrwhqABnzKX_gKurA&amp;cad=rja" target="_blank">This document</a> expresses the specification in plain English (the levels are specified on pp45), but here are some more detailed concrete examples.</p>
<h2>Level 1 Interactivity &#8211; Passive</h2>
<p>This is the lowest (baseline) level of interactive courseware development. It is normally a knowledge or familiarisation lesson, provided in a linear format (one idea after another). Level 1 is primarily used for introducing an idea or concept. The user has little or no control over the sequence and timed events of the lesson material. Minimal interactivity is often provided by selective screen icons and inserted into the lesson through the sparing use basic explore interactions. This level may include simple developed graphics and/or clip art, customer provided video and audio clips.</p>
<h3>Usage</h3>
<p>Baseline interactivity (lowest level)</p>
<p>Occasional  interactivity using recognised icons</p>
<p>Linear knowledge development</p>
<p>Minimal user control</p>
<p>Substitute PowerPoint</p>
<p>No (minimal) production resources required</p>
<p>Low maintenance requirements/implications</p>
<p>Lends itself to:</p>
<ul>
<li>eBooks</li>
<li>Online processes / procedures / manuals</li>
<li>Compliance (access/read acknowledgment)</li>
<li>Low/no cognitive demand on users</li>
<li>Unstable content</li>
<li>Text dominate resources/learning requirements</li>
</ul>
<p>Lends itself to behaviourist, instructivist and process based theories</p>
<h2>Level 2 Interactivity &#8211; Limited Participation</h2>
<p>This level involves the recall of more information than a Level 1 and allows the student more control over their learning.  Standard use of interactions such as explore interactions and check boxes. Typically Level 2 is used for non-complex information and procedures. Simple simulations may be presented to the user. This level also may include simple to standard stock graphics, and some generic customer provided video and audio clips.</p>
<h3>Usage</h3>
<p>User has limited control</p>
<p>Possible use of basic watch-me simulations</p>
<p>Basic (one or two step) Flash interactions</p>
<p>Basic/limited production resources</p>
<p>Substitute a high level PowerPoint</p>
<p>Unstable content</p>
<p>Some prod resources required</p>
<p>Small dev cost</p>
<p>Small maintenance cost</p>
<p>Lends itself to content that is:</p>
<ul>
<li>Primarily text based</li>
<li>Processed ‘training’</li>
<li>Simple simulations</li>
<li>Behaviourist, instructivist and process based</li>
</ul>
<p>Low cognitive demand on users</p>
<h2>Level 3 Interactivity &#8211; Complex Participation</h2>
<p>This level involves the recall of more complex information (compared to Categories 1 and 2) and allows the user an increased level of control over the lesson. Video, graphics, or a combination of both are presented simulating the operation of a system or equipment to the user. Simulated scenarios and maintenance procedures are often practised with Level 3. Multiple software branches (two to three levels) and rapid response are provided to support remediation. Emulations and simulations are an integral part of this presentation. This level may also include complex developed graphics, and/or clip art, and customer provided video and audio clips.</p>
<h3>Usage</h3>
<p>Complex information</p>
<p>Medium &#8211; high level of control</p>
<p>Possible use of watch, guide and test me simulations</p>
<p>Video, graphics, audio, animation to replicate an operation/action</p>
<p>Demand on design and  development resources</p>
<p>Engaging scenarios</p>
<p>Multiple pathways</p>
<p>Meaningful feedback to actions/responses</p>
<p>Perhaps support certification / qualification</p>
<p>Ideally relatively stable content</p>
<p>Reliance of production resources</p>
<p>Complex simulations/operations</p>
<p>Replicating real life environment</p>
<p>Lends itself to content that is:</p>
<ul>
<li>Cognitive demanding</li>
<li>Behavioural, instructivist and situational learning</li>
</ul>
<p>Replicable within an online/CBT environment</p>
<h2>Level 4 Interactivity &#8211; Real Time Participation</h2>
<p>This interactive courseware level involves more in-depth recall of a larger amount of information (compared to Levels 1, 2, and 3) and allows the user an increased level of control over the lesson. Every possible task is analysed and presented with full, on-screen interaction, similar to the approach used in aircraft simulator technology. The lesson material is extremely complex and involves more frequent use of peripherals, such as bulletin boards and workplace resources, to affect the transfer of learning. Synthesis, analysis and complicated operation and maintenance procedures are normally practised within Level 4.</p>
<h3>Usage</h3>
<p>Highest level of interactivity</p>
<p>Extensive branching (four or more levels)</p>
<p>Levels of sophistication – close to an artificial intelligence</p>
<p>In-depth and complex concepts and information</p>
<p>High level of control</p>
<p>Complex animation and simulation</p>
<p>Replication of real life operations/tasks</p>
<p>High demand on design and development resources</p>
<p>Peripheral resources/doc</p>
<p>Perhaps support certification / qualification</p>
<p>Rich resources – animations, video, audio</p>
<p>More suitable for CBT environment</p>
<p>Sophisticated – artificial intelligence</p>
<p>Lends itself to content that is:</p>
<ul>
<li>Cognitive demanding</li>
<li>Constructivist, behavioural and situational in nature</li>
</ul>
<p>Replicable within an online/CBT environment</p>
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