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	<title>Nicolas Schudel &#187; Flash</title>
	<atom:link href="http://nicolasschudel.name/tag/flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://nicolasschudel.name</link>
	<description>Balancing Design and Development in Online Media</description>
	<lastBuildDate>Sun, 09 May 2010 08:42:26 +0000</lastBuildDate>
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			<item>
		<title>Compressed, High-Performing Animations in Flash</title>
		<link>http://nicolasschudel.name/bitmap-animations/</link>
		<comments>http://nicolasschudel.name/bitmap-animations/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 01:50:22 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=296</guid>
		<description><![CDATA[<p>Multimedia applications often have interactive elements based on video. The Flash Video data used for such scenes is compressed but processor intensive. I discuss a solution that decompresses the data on the client side, in order to enhance display performance.</p>]]></description>
			<content:encoded><![CDATA[<h2>Introduction</h2>
<p>
Multimedia applications often have interactive elements based on video: For example, a pre-rendered 3D scene that moves according to a user’s interaction. The trick, in such a scene, is to play specific parts of the movie forward and backward to fake movement.
</p>
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="360" id="sculpture"><param name="movie" value="/fileadmin/articles/2009/11/sculpture.swf" /><!--[if !IE]>--><object type="application/x-shockwave-flash" data="/fileadmin/articles/2009/11/sculpture.swf" width="480" height="360"><!--<![endif]--><a href="http://www.adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a><!--[if !IE]>--></object><!--<![endif]--></object>
<p class="wp-caption-text">
This sculpture has been rendered as a movie, with the camera panning 360˚around the object. <br />(Drag with the mouse to turn the object)
</p>

<h2>Embedding Animations</h2>
<p>
There are three basic ways to embed an animated scene into Flash:
</p>
<ul>
<li>In the Flash Video format (FLV);</li>
<li>As a sequence of images, e.g. PNG or JPEG;</li>
<li>As a sequence of vector graphics.</li>
</ul>
<p>
The latter is often forgotten. Tools such as <a href="http://www.cinemax4d.de/flashex/home_us.html">Cinema 4D’s FlashEx renderer</a> can export a scene as a vector animation. If the scene doesn’t contain many objects and has simple texturing, a vector animation would probably be the way to go. The file size stays relatively small, plus the graphics are scalable.
</p>
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="150" id="blimp"><param name="movie" value="/fileadmin/articles/2009/11/blimp.swf" /><!--[if !IE]>--><object type="application/x-shockwave-flash" data="/fileadmin/articles/2009/11/blimp.swf" width="480" height="150"><!--<![endif]--><a href="http://www.adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a><!--[if !IE]>--></object><!--<![endif]--></object>
<p class="wp-caption-text">
A simple 3D object rendered as a vector sequence with FlashEx 2.<br />(Drag with the mouse to turn the object)
</p>
<p>
The other two methods, FLV and image sequences, are both pixel based, but have their own pros and cons. FLV has a decent quality/size ratio. <a href="http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WSBDABD69F-D146-4e5c-9340-BF717A10426C.html">Flash CS4 does not allow F4V files to be embedded directly</a>, so the best codec is the older and less compressing On2 VP6. Interacting with FLV, e.g. jumping between frames quickly or playing it backward, is heavy on the processor. Presumably, the Flash Player has to jump to the nearest proceeding keyframe and process the changes to the current frame each time. On the other end of the spectrum is the image sequence. The compression is on a per-frame basis, so the overall file size will usually turn out much bigger. The display performance, however, is far better than FLV.
</p>
<h2>Eliminating the Cons</h2>
<p>
A combination of the reduced file size of FLV and the performance of an image sequence is possible, if the data gets decompressed on the client side. H.264 encoded video data could be sent through the wire and then be processed into an uncompressed image sequence before being displayed. I wrote a class named BitmapAnimation that parses each frame of a MovieClip (including any FLVs within) and adds it to an array of bitmap data. BitmapAnimation has the same methods as a MovieClip (gotoAndPlay, currentframe etc.), so the two can be interchanged. For instance, I was able to use a BitmapAnimation in place of a MovieClip to create a MovieMaterial in Papervision3d – polymorphism works. 
</p>
<p>
When <a href="/fileadmin/flv_vs_bitmapanimation.zip">compared with simultaneously running FLVs</a>, BitmapAnimations showed a <strong>500% performance increase</strong> on my system. The difference was even bigger with the clips running backward. There may be a performance benefit in converting complicated vector animations to a BitmapAnimation before they are displayed. I have, however, not recently come across a scenario where a pure vector animation alone caused the frame rate to stagnate. 
</p>
<p>
The MovieClip option cacheAsBitmap requires, to my understanding, the frame to be rendered in the Flash display list before it takes effect. This would be the only major difference to BitmapAnimation (where the image is rendered before being displayed). Enabling cacheAsBitmap on MovieClips containing FLV did not show a change in performance in my tests. Because a video is usually viewed once, it makes sense not to cache FLV by default.
</p>
<p>
There is one known drawback when using a BitmapAnimation: Depending on the size of the video and the client’s processor speed, the Flash Player could “freeze” for a few seconds while decompressing the video data. I created an additional class, where I lengthened the processing time by decompressing one frame per half-second. This would allow the video to be prepared in the background without noticeably slowing down the rest of the application. Delayed processing would work best during a loading sequence, where the video is loaded first, then converted to a BitmapAnimation, while the rest of the assets are being retrieved.
</p>
<h2>Usage</h2>
<p>Simply pass a MovieClip to the draw method.</p>
<pre class="brush: as3">
bitmapAnimation = new BitmapAnimation();
bitmapAnimation.draw(movieClip);
addChild(bitmapAnimation);
</pre>
<p>The imported bitmap data can be reused with multiple BitmapAnimations.</p>
<pre class="brush: as3">
var bitmapAnimation1:BitmapAnimation = new BitmapAnimation();
bitmapAnimation1.draw(movieClip);
var bitmapAnimation2:BitmapAnimation = new BitmapAnimation(bitmapAnimation1.bitmapSequence);
</pre>

<h2>Conclusions</h2>
<p>
Pre-rendering a complex MovieClip, such as embedded FLV, using the BitmapAnimation class, may likely show a performance increase. Also, this method may remove the need to embed an image sequence where display performance is an issue. Due to the computation time required for conversion, BitmapAnimations should not be used for long clips. Inputs and feature requests are welcome, just add a comment below.
</p>
<p><a href="/fileadmin/bitmapanimation_classes.zip">Download the classes BitmapAnimation and DelayedBitmapAnimation</a>.</p>
<p><a href="/fileadmin/blimp.zip">Download the blimp example</a>.</p>]]></content:encoded>
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		</item>
		<item>
		<title>ActionScript Performance Testing</title>
		<link>http://nicolasschudel.name/actionscript-performance-testing/</link>
		<comments>http://nicolasschudel.name/actionscript-performance-testing/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 20:41:33 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Testing]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=277</guid>
		<description><![CDATA[Unlike Javascript, ActionScript usually runs on the same engine (the AVM). This makes specific performance tests worthwhile, in order to compare different code execution speeds. I start a Wiki, where I document such tests and display my results.]]></description>
			<content:encoded><![CDATA[<p>The way I see it, Flash is currently the standard tool for developing and distributing casual games on the net. While the Flash Player has been making leaps in performance these past years, it still has severe limitations in comparison with modern games on other platforms (e.g. game consoles).</p>
<div id="attachment_401" class="wp-caption alignright" style="width: 160px"><a href="http://nicolasschudel.name/fileadmin/articles//2009/11/destruction-derby.png" rel="shadowbox[post-277];player=img;"><img src="http://nicolasschudel.name/fileadmin/articles//2009/11/destruction-derby-150x150.png" alt="Screenshot from the 1995 racing game Destruction Derby" title="Destruction Derby" width="150" height="150" class="size-thumbnail wp-image-401" /></a><p class="wp-caption-text">Screenshot from the 1995 racing game Destruction Derby</p></div>
<p>It seems that the graphics performance is comparable to games that came out in 1995 on the PC, before graphics hardware became widespread. Imagine running a game like <a href="http://en.wikipedia.org/wiki/Dark_Forces">Dark Forces</a> or <a href="http://en.wikipedia.org/wiki/Destruction_Derby_(video_game)">Destruction Derby</a> inside the browser. In a nutshell, on today’s average computer, the Flash graphics performance is <a href="http://en.wikipedia.org/wiki/Quake">Quake 1</a> tops. Broad statements aside, it is important to know what code flies on the Flash Player when developing games and interactive applications.</p>
<p>I’d like to know what basic code will perform best in a given situation. Therefore, I have started to extract these parts of code from my projects and test them against alternative methods, attempting to quantify the execution speed on the <abbr title="ActionScript Virtual Machine">AVM</abbr>. Unlike Javascript, ActionScript usually runs on the same engine; This makes such specific tests worthwhile.</p>
<p>I have gathered performance tests from a couple of my projects and put them into the <a href="http://nicolasschudel.name/actionscript-performance-wiki/Main_Page"><strong>ActionScript Performance Wiki</strong></a>. It is open to anonymous editors, so anybody is free to add their own tests.</p>
]]></content:encoded>
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		<item>
		<title>Upcoming Flash Platform Goodness</title>
		<link>http://nicolasschudel.name/upcoming-flash-platform-goodness/</link>
		<comments>http://nicolasschudel.name/upcoming-flash-platform-goodness/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 14:02:45 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=1</guid>
		<description><![CDATA[Adobe presented new Flash related products at Adobe Max in Milan. Three favorites of mine are Flex 4, BlazeDS for .Net, and the RTMFP protocol. Based on the announcements, I make some predictions for the future of the Flash platform.]]></description>
			<content:encoded><![CDATA[<p>I just got back from the Adobe Max conference in Milan this week. Boy, what an event it was! I haven&#8217;t been to any large conferences recently, so I can&#8217;t make any direct comparisons. For me, it was great balance between learning and fun. I got some good insight into what to expect from future Adobe products, here are some snippets that are important to me as a Flash Developer:
</p>
<p>
In my opinion, it looks like Flash will gradually return back to it&#8217;s roots as an animation tool. Unlike today, where it has become a multimedia behemoth in which entire sites are created. Flex and a new product named <a href="http://labs.adobe.com/technologies/flashcatalyst/">Flash Catalyst</a> (formerly Thermo) will take over the rolls of creating user interaction. I got a preview copy of Catalyst and it looks pretty good. Page elements, and their states, can be assembled visually based on an imported Illustrator or Photoshop composition. It reminds me somewhat of Dreamweaver, but instead of HTML in creates MXML (the declarative language used in Flex).
</p>
<p>
I took a preview of <a href="http://opensource.adobe.com/wiki/display/flexsdk/Gumbo">Flex 4 (codename Gumbo)</a> for a spin, but it still can&#8217;t keep up with the sheer awesomeness of <a href="http://fdt.powerflasher.com/">FDT</a>. I think Adobe should just buy FDT, employ all the <a href="http://powerflasher.com/">Powerflasher</a> dudes, mash the two products together, and give it a snappy name like Adobe Insane.
</p>
<p>
In one of the general sessions held on Tuesday it was mentioned that <a href="http://opensource.adobe.com/wiki/display/blazeds/BlazeDS/">BlazeDS</a> should soon be compatible with the .Net framework. I was exited about BlazeDS when I first heard of the product a couple months back, but my excitement eroded away like a soaked sandcastle when I heard it required Java. Nothing against Java of course, but the company I work for uses .Net. BlazeDS may yet make it onto the company servers.
</p>
<p>
One of the Max sessions showed a sneak peak of peer-to-peer capabilities in the Flash Player on the basis of <acronym title="Real Time Media Flow Protocol">RTMFP</acronym>. A peer-to-peer mesh would open up some amazing data sharing possibilities. We could build a Skynet of SWFs! Historians in two hundred years would say things like: &#8220;At first it played simple animations and cheesy banners, but then it gained consciousness ant launched a nuclear attack&#8221;. We could also just use this technology for video streaming I guess.
</p>
<p>
I had a great time at Max, and I am looking forward to continuing my work as a Flash Developer with all the great new Tools coming up.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Debugging in Flash Revisited</title>
		<link>http://nicolasschudel.name/debugging-in-flash-revisited/</link>
		<comments>http://nicolasschudel.name/debugging-in-flash-revisited/#comments</comments>
		<pubDate>Wed, 20 Aug 2008 15:15:13 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=4</guid>
		<description><![CDATA[An update to my previous post about debugging in Flash. I introduce the Flash Tracer Firefox plugin, and describe why it’s better than the formerly used Javascript-Firebug combo.]]></description>
			<content:encoded><![CDATA[<p>I short while back I wrote about debugging in Flash and the many options available to receive messages via a web browser. My conclusion was send output to the Firebug plugin using Javascript. I have been using this method now for my projects long enough to notice it&#8217;s shortcomings. One is that the unused Debugger code stays inside the SWF (even when disabled), and the other is that it only works inside Firefox with Firebug.</p>
<p> I made another attempt to get the <a href="http://www.sephiroth.it/firefox/">Flash Tracer plugin from Sephiroth</a> to work and I was successful (turns out my User Settings folder at work is saved on the 486 down the hall). With a few tweeks to the mm.cfg file I even get warnings about Security issues: </p>
<p><code>
<pre>
ErrorReportingEnable=1
TraceOutputFileEnable=1
PolicyFileLog=1
PolicyFileLogAppend=1
</pre>
<p></code></p>
<p>Apart from the dreadfully slow performance, I think this is the simplest way to debug a Flash App from within the browser.</p>
]]></content:encoded>
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		<item>
		<title>How Descriptive Variable Names Affect a SWF’s File Size</title>
		<link>http://nicolasschudel.name/how-long-variable-names-affect-swf-filesizes/</link>
		<comments>http://nicolasschudel.name/how-long-variable-names-affect-swf-filesizes/#comments</comments>
		<pubDate>Thu, 07 Aug 2008 09:30:34 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=6</guid>
		<description><![CDATA[A create a brief test to compare the file size overhead of long variable names to short ones, and conclude that descriptive code is worth more than the reduced file size.]]></description>
			<content:encoded><![CDATA[<p>
Often I notice in other peoples Actionscript code, that all the variable names are really vague. The programmer&#8217;s typing effort is shortened at the cost of readability. Reducing the file size of the final application may be a reason, but the names get compiled into smaller bytecode at the end. I was wondering what the impact is on the file-size of a compiled SWF.
</p>
<p>
A quick test gave the answer: Practically nill. 30 really long variable names compared to 30 short ones resulted in a file size difference of a measly 5 bytes.
</p>
<h2>Conclusion</h2>
<p>
For file size optimization, limiting the length of variable names should be considered an extreme measure. Rather, leave the code readable and optimize the images instead.</p>
<h2>Update</h2>
<p>
Short variable names <a href="http://blog.hexagonstar.com/as3-short-variablefunction-names-vs-long-ones/">perform better</a> than long ones. But again, not enough to make it worthwhile throughout the entire application.</p>
]]></content:encoded>
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		<item>
		<title>SWF WMODE Transparency Hell</title>
		<link>http://nicolasschudel.name/swf-wmode-transparency-hell/</link>
		<comments>http://nicolasschudel.name/swf-wmode-transparency-hell/#comments</comments>
		<pubDate>Wed, 06 Aug 2008 15:01:11 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=9</guid>
		<description><![CDATA[I have been having trouble with the WMODE="transparent" embed setting in combination with Firefox. What I wanted to do was show a SWF on top of some HTML with the background set to transparent. Turns out that it's just not possible in Firefox.]]></description>
			<content:encoded><![CDATA[<p>
One issue was that the user had to click into the SWF at least once for the dragging functionality to work properly. Otherwise an item would lag behind the mouse.
</p>
<p>
The biggest issue I had was that the keyboard input would somehow get &#8220;reset&#8221; to the English layout.  This means that anybody using a non-English keyboard would get strange results while typing. This <a href="http://www.5etdemi.com/blog/archives/2005/06/firefox-wmodetransparent-is-completely-screwy-and-breaks-textfields/">keyboard bug</a> has been known since at least 2005.
</p>
<p>
In the end I just loaded a dummy image into the background of the SWF instead of making it transparent. All the other browsers behaved fairly well with the WMODE setting.
</p>
<p>
If anybody else is having these issues, head over to <a href="https://bugzilla.mozilla.org/">bugzilla</a> and vote for getting <a href="https://bugzilla.mozilla.org/buglist.cgi?quicksearch=wmode+transparent">the bugs</a> fixed.
</p>
<p>
In conclusion, consider WMODE=&#8221;transparent&#8221; a last resort for even the simplest Flash projects.</p>
]]></content:encoded>
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		<item>
		<title>1001 Ways to Debug in Flash</title>
		<link>http://nicolasschudel.name/1001-ways-to-debug-in-flash/</link>
		<comments>http://nicolasschudel.name/1001-ways-to-debug-in-flash/#comments</comments>
		<pubDate>Tue, 08 Jul 2008 16:10:26 +0000</pubDate>
		<dc:creator>Nicolas</dc:creator>
				<category><![CDATA[Web Development]]></category>
		<category><![CDATA[Debugging]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://nicolasschudel.name/?p=15</guid>
		<description><![CDATA[<p>I have been looking around at all the different ways to debug content when developing Flash applications. The Flex folks already have a decent way of doing this, since the debug version of the Flash player communicates everything back to the Flexbuilder IDE. In Flash it's not that easy. As soon as the SWF is being run from within a browser all those <em>Trace statements</em> don't get through anymore.</p>]]></description>
			<content:encoded><![CDATA[<p>
I have checked out something like over 1000 different ways (number inflated for more drama) to debug Flash content within the browser and picked out the following 4 decent tools:
<ul>
<li><a href="http://www.powerflasher.de/">Powerflasher SOS</a></li>
<li><a href="https://addons.mozilla.org/en-US/firefox/addon/3469">Flash Tracer Firefox Plugin</a></li>
<li><a href="http://osflash.org/xray">Xray</a></li>
<li><a href="http://code.google.com/p/flash-thunderbolt/">Thunderbolt</a></li>
</ul>
</p>
<p>
<strong>SOS</strong> looked sweet for a moment, because it used an XML Socket for the Logging statements. However I ran into some cross-domain issues on an external development server, so I put it aside. The <strong>Flash Tracer</strong> plugin for Firefox would have been sweeeet, but I gave up trying to get it work in Firefox 3. <strong>Xray</strong> is a debugging behemoth. I didn&#8217;t quit like having to include a connector component to my SWF. All these debuggers are pretty darn good, but they all involved some twisted procedures to get them up and running. I then stumbled across a super simple answer to my browser debugging issue. Why not just <a href="http://getfirebug.com/">do what the Javascript guys do</a>? <a href="http://labs.findsubstance.com/2008/02/26/firebugs-console-log-flash-debugging-made-easy/">Trace it out to Firebug</a> like this: 
</p>
<pre class="brush: jscript">
ExternalInterface.call(&quot;console.log&quot;,&quot;test&quot;);
</pre>
<p>
It&#8217;s so simple it can&#8217;t be wrong. There is just an issue that I have to decide if I want to use Flash&#8217;s built in <em>trace function</em> or the Firebug log while debugging. This however is taken care of buy <strong>Thunderbolt</strong>. It is a simple class that notices if Firebug is accessible and otherwise uses <em>trace</em>. Thunderbolt also has a &#8220;hide&#8221; option built in, for when the SWF goes live.
</p>
<h3>Conclusion</h3>
<p>
The Firebug / Thunderbolt combo is an elegant way to debug Flash content in both the Flash IDE and in Firefox. For a quick introduction to Thunderbolt, check out the Article <a href="http://www.websector.de/blog/2008/06/15/10-tips-and-tricks-using-thunderbolt-as3/">10 tips and tricks using ThunderBolt AS3</a>, by Thunderbolt&#8217;s author Jens Krause.
</p>]]></content:encoded>
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