> Could you quickly elaborate on the "convert the <compc> tags" part for me?
Each project in sdk/trunk/frameworks/projects builds a SWC. For example, look at the build.xml file inside sdk/trunk/frameworks/projects/framework, which builds framework.swc. Its "compile" target has the <compc> task <compc fork="true" output="${FLEX_HOME}/frameworks/libs/framework.swc" resource-bundle-list="${basedir}/bundles.properties"> <jvmarg line="${compc.jvm.args}"/> <target-player>11.1</target-player> <namespace uri="library://ns.adobe.com/flex/mx" manifest="${basedir}/manifest.xml"/> <namespace uri="http://www.adobe.com/2006/mxml" manifest="${basedir}/manifest.xml"/> <include-namespaces uri="library://ns.adobe.com/flex/mx"/> <include-classes>FrameworkClasses</include-classes> <source-path path-element="${basedir}/src"/> <library-path/> <external-library-path dir="${FLEX_HOME}/frameworks/libs"> <include name="textLayout.swc"/> </external-library-path> <external-library-path dir="${env.PLAYERGLOBAL_HOME}"> <include name="${playerglobal.version}/playerglobal.swc"/> </external-library-path> <load-config filename="${FLEX_HOME}/frameworks/flex-config.xml"/> <load-config filename="framework-config.xml"/> <include-file name="defaults.css" path="${basedir}/defaults.css"/> <include-file name="defaults-3.0.0.css" path="${basedir}/defaults-3.0.0.css"/> <include-file name="Assets.swf" path="${basedir}/assets/Assets.swf"/> <include-file name="assets/CalendarIcon.png" path="${basedir}/assets/CalendarIcon.png"/> <locale/> <accessible>true</accessible> <keep-as3-metadata name="Bindable"/> <keep-as3-metadata name="Managed"/> <keep-as3-metadata name="ChangeEvent"/> <keep-as3-metadata name="NonCommittingChangeEvent"/> <keep-as3-metadata name="Transient"/> </compc> I want it to look instead like <compc fork="true" load-config="framework-config.xml"/> where you write the framework-config.xml file using the syntax in files like flex-config.xml. The difficulty is that the syntax for the XML you put inside the framework-config.xml file is different in various ways from the XML tags inside the <compc> tag (for one thing, XML config files don't use attributes) so the conversion isn't always obvious. I want the "compile" target for every project in the projects directory to use a config file for its compilation options. Then you or I can write JUnit tests that use Falcon to compile each SWC by invoking Falcon with this config file. - Gordon -----Original Message----- From: Michael Schmalle [mailto:apa...@teotigraphix.com] Sent: Thursday, October 18, 2012 3:49 PM To: flex-dev@incubator.apache.org Subject: RE: ASC 2.0 and Falcon Quoting Gordon Smith <gosm...@adobe.com>: >> Gordon I can help with MXML once I get my feet wet in understanding >> exactly "What" needs to be implemented. > > Tomorrow I'll be working on eliminating the falcon/sdk directory, > since this violates Apache rules. > > Next week I'll check in the first few MXML parser tests for simple > tags like <Boolean> and <int>. At that point the pattern to follow for > MXML parser tests will be clear. > I can help with further tests after this. > > - Gordon Ok, I understand and replied in my previous email that I realize MXML is #1 priority. I will be working on this sooner than later as I see what you do. > In the meantime, you could learn XML config file syntax and convert > the <compc> tags. I experimented with the config when I was porting my asdoc program that extended mxmlc. Could you quickly elaborate on the "convert the <compc> tags" part for me? Mike > > -----Original Message----- > From: Michael Schmalle [mailto:apa...@teotigraphix.com] > Sent: Thursday, October 18, 2012 3:25 PM > To: flex-dev@incubator.apache.org > Subject: RE: ASC 2.0 and Falcon > > So in essence you are saying; > > 1. Gordon needs help implementing MXML. > 2. Flex is incompatible with the new VM that is stage3D based and a > new architecture for components needs to be created based on Stage3D. > 3. The ASC compiler of Falcon is going to need to be implemented to > produce bytecode that is compatible with the new AVM. > > > Correct? > > > Gordon I can help with MXML once I get my feet wet in understanding > exactly "What" needs to be implemented. > > > Mike > > Quoting Gordon Smith <gosm...@adobe.com>: > >> Furthermore, the new runtime uses new bytecode that the Falcon >> compiler does not produce, and the new compiler that does produce it >> doesn't compile MXML. >> >> - Gordon >> >> -----Original Message----- >> From: Thibault Imbert [mailto:timb...@adobe.com] >> Sent: Thursday, October 18, 2012 3:16 PM >> To: flex-dev@incubator.apache.org >> Subject: Re: ASC 2.0 and Falcon >> >> Hi Om, >> >> The rendering architecture of the new runtime is Stage3D only. So >> essentially, there is not "native" DisplayObject. >> So your framework needs to leverage Stage3D, just like iOS is >> leveraging OpenGL for their components UI. >> >> That's why we have been funding Starling to help people transition to >> a full Stage3D model. Recently, the community has created a drawing >> API extension for Starling: http://www.bytearray.org/?p=4832 and a few >> weeks back a skeleton bones extension was also created to create >> complex animations on top of Starling: >> https://github.com/DragonBones/SkeletonAnimationFramework. All of that >> is open source, you can fork it, create extensions, etc. >> >> Feathers is the right model and approach, lightweight UI framework on >> top of Starling (which does all the Stage3D work behind the scenes). >> >> Keep in mind Feathers "vision" is not to replace Flex, it is a >> lightweight UI framework for Uis in games, developed by a Flex >> developer who wanted to have some of the power of Flex (skinning, >> productivity) without reproducing the same mistakes as Flex (lots of >> dependencies and display list based). >> >> Thibault Imbert | sr. product manager gaming (Graphics, Language, VM, >> Compiler) | Monocle | adobe systems >> gaming.adobe.com <http://gaming.adobe.com/> | bytearray.org >> <http://bytearray.org/> | @thibault_imbert >> >> >> >> >> >> >> On 10/18/12 3:01 PM, "Om" <bigosma...@gmail.com> wrote: >> >>>> >>>> Just a heads up, given the architecture changes of the next-gen >>>> runtime, Flex will not be able to run in it. I would "highly" >>>> recommend you guys having a look at Feathers (work from Josh >>>> Tynjala >>>> - feathersui.com) on top of Starling, which will run beautifully in >>>> our next runtime. >>> >>> >>> Could you please give us some technical details as to why Flex wont >>> be able to run in the new runtime? This would help us figure out >>> what we can/need to do given where we are currently. >>> >>> Of course, any other information you can provide to help us move Flex >>> towards Stage3D/Starling would be beneficial. >>> >>> Thanks, >>> Om >>> >>> >>> On Thu, Oct 18, 2012 at 2:55 PM, Michael Schmalle >>> <apa...@teotigraphix.com>wrote: >>> >>>> Quoting Thibault Imbert <timb...@adobe.com>: >>>> >>>> Hi Mike, >>>>> >>>>> This is true, but ASC is already moving to ASNext targeting the >>>>> next generation runtime which is targeting game developers. So our >>>>> resources are assigned to that and the time we have to take ASC >>>>> 2.0 changes to Falcon, are limited. Gordon will bring >>>>> key/showstopper bugs fixed in ASC >>>>> 2.0 to Falcon, we cannot commit to anything more. >>>>> >>>>> Just a heads up, given the architecture changes of the next-gen >>>>> runtime, Flex will not be able to run in it. I would "highly" >>>>> recommend you guys having a look at Feathers (work from Josh >>>>> Tynjala >>>>> - feathersui.com) on top of Starling, which will run beautifully >>>>> in our next runtime. >>>>> >>>> >>>> I have just started working with Josh and this component >>>> architecture, it is very nice. I spoke of feathers earlier today >>>> and was talking with Josh about MXML support. >>>> >>>> So your saying there needs to be a component framework developed >>>> that will run in the new architecture to be cross compatible? I >>>> don't quite understand what you are saying. >>>> >>>> Mike >>>> >>>> >>>> >>>> >>>> Some videos: >>>>> >>>>> https://vimeo.com/51010861 >>>>> >>>>> http://www.youtube.com/watch?**v=DGRy7H17MkA&feature=youtu.**be&hd= >>>>> 1< htt >>>>> p://www.youtube.com/watch?v=DGRy7H17MkA&feature=youtu.be&hd=1> >>>>> >>>>> >>>>> Thibault Imbert | sr. product manager gaming (Graphics, Language, >>>>> VM, >>>>> Compiler) | Monocle | adobe systems gaming.adobe.com >>>>> <http://gaming.adobe.com/> | bytearray.org <http://bytearray.org/> >>>>> | @thibault_imbert >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> On 10/18/12 11:36 AM, "labri...@digitalprimates.net" >>>>> <labri...@digitalprimates.net> wrote: >>>>> >>>>> We have no plans keeping ASC 2.0 (and above) in sync with Falcon, >>>>> as I >>>>>>> said previously, today the compilers are different projects and >>>>>>> targeting two different audiences. >>>>>>> >>>>>> >>>>>> Yeh, we totally get why parsing the AS language and generating >>>>>> bytecode will be very different for the game market. I can't >>>>>> imagine the amount of time you guys are spending on the >>>>>> differences in for loops alone.... >>>>>> >>>>>> Mike >>>>>> >>>>>> >>>>> >>>>> >>>> -- >>>> Michael Schmalle - Teoti Graphix, LLC http://www.teotigraphix.com >>>> http://blog.teotigraphix.com >>>> >>>> >> >> > > -- > Michael Schmalle - Teoti Graphix, LLC > http://www.teotigraphix.com > http://blog.teotigraphix.com > > -- Michael Schmalle - Teoti Graphix, LLC http://www.teotigraphix.com http://blog.teotigraphix.com