My point is that if someone is using a swf-first workflow, they can’t just use 
flex.* packages.

If we do some magic depending on whether it’s JS or AS, that might work.

On Apr 18, 2016, at 9:17 PM, Alex Harui <aha...@adobe.com> wrote:

> 
> 
> On 4/18/16, 11:01 AM, "Harbs" <harbs.li...@gmail.com> wrote:
> 
>> 
>> On Apr 18, 2016, at 6:44 PM, Alex Harui <aha...@adobe.com> wrote:
>> 
>>> 
>>> 
>>> On 4/18/16, 6:24 AM, "Harbs" <harbs.li...@gmail.com> wrote:
>>>> 
>>>> 2. Assuming we accept it, what should the package naming be? I think
>>>> there’s a strong case for leaving it as-is.
>>> 
>>> IMO, I would rename "flash" to "flex".  I'd like our FlexJS code to not
>>> mention Flash at all, regardless of whether there is some
>>> legal/copyright
>>> issue.  It just helps make it clear that this stuff doesn't really use
>>> Flash, it helps us get out of the expectation that this code will
>>> somehow
>>> perfectly replicate what Flash does, and it helps users migrating to see
>>> what flash dependencies they have in their code.
>>> 
>>> IMO, it isn't that hard to replace flash.*.* with flex.*.*, and I've
>>> been
>>> pondering a compile flag that automatically looks for a flex.*.* when it
>>> sees flash.*.*.
>> 
>> Lizhi siad there’s a problem with changing the package so it can run
>> Starling.
>> 
>> I’m not 100% sure what this means, but my understanding is that changing
>> the package names would require a lot of code changes to redirect to the
>> Flash packages in playerglobal.swc.
>> So, for example:
>> public class TextField extends InteractiveObject
>> {
>> }
> 
> Maybe I have to go look at his code. My assumption is that he has a class
> called flash.text.TextField that emulates the Flash TextField in WebGL.  I
> think we should rename that class to flex.text.TextField in our code base.
> 
> Folks who are migrating code that references flash.text.TextField would
> have a choice.  One is to manually change the "import
> flash.text.TextField" at the top of each file that uses it.  That way they
> see which flash classes they are depending on that may not be fully
> implemented yet.  Or we'll add a compiler flag so that every "import
> flash.text.TextField" causes the compiler to think you've written
> "flex.text.TextField" instead.
> 
>> would have to become:
>> COMPILE::AS3{
>> public class TextField extends flash.text.TextField
>> {
>> }
>> }
>> COMPILE::JS{
>> public class TextField extends InteractiveObject
>> {
>> …
>> }
>> }
>> 
>> I’m not sure if just making all the AS3 classes extend the Flash ones is
>> enough.
> 
> I'm not sure I understand which classes you are talking about here.
> 
>> 
>>> 
>>>> 
>>>> 3. How should it be structured in the source? Should all the code go
>>>> into
>>>> a single “Flash” project? Should it be split into multiple projects
>>>> (possibly one for each of the flash top-level packages)?
>>> 
>>> I haven't looked at the code, but if it is essentially the
>>> implementation
>>> behind playerglobal.swc, so it would be one SWC project in
>>> flex-asjs/frameworks/projects.
>> 
>> Is there a performance/code size concern with putting everything in a
>> single SWC? Am I correct in assuming only the necessary code will be
>> compiled into JS/SWF?
> 
> I expect that most apps are going to pull in a lot of this code anyway,
> but yes, only classes needed are included in the output.
> 
> -Alex

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