> is there a reliable way of telling if the resulting swc is exactly the same 
> as the old one?

The old compiler wasn't good at exactly-reproducible SWF compilation. (For 
example, I doubt that the constants in the constant pool were in the same order 
each time.) And SWCs have time stamps in the catalog.xml file so they add 
another non-reproducible element.

The best way I know of to determine that the SWCs are as good as the old ones 
would be to run the Mustella suite.

- Gordon

-----Original Message-----
From: Chema Balsas [mailto:jbal...@gmail.com] 
Sent: Friday, October 19, 2012 12:11 PM
To: flex-dev@incubator.apache.org
Subject: Re: compc config adjustements (was RE: ASC 2.0 and Falcon)

Hi Mike,

I've dealt with the differences between compc and config files several times in 
my day to day work... now I wish I'd written them down... :D

I think I could find some time to try and help with this. Have you already 
identified which builds need to be updated? We could compile a list of them, 
then start from different ends and try to meet somewhere halfway...

@Gordon I don't know if this is a silly question, but is there a reliable way 
of telling if the resulting swc is exactly the same as the old one?
Should something like size or md5 maintained so we could check for that?

Cheers,
Chema

2012/10/19 Michael Schmalle <apa...@teotigraphix.com>

> Ok Gordon,
>
> I think I understand what you are saying, you want include files that 
> completely configure the target without the compc task so it can be 
> loaded from other clients.
>
> This is to be commited when changed in the develop branch.
>
> I will ask more questions if needed tomorrow as it sounds like that is 
> your Apache work day.
>
> Thanks for all your answers today it has been appreciated.
>
> Mike
>
>
> Quoting Gordon Smith <gosm...@adobe.com>:
>
>  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="${compc.jvm.args}"/>
>>                         <target-player>11.1</target-**player>
>>                         <namespace 
>> uri="library://ns.adobe.com/**flex/mx<http://ns.adobe.com/flex/mx>"
>> manifest="${basedir}/manifest.**xml"/>
>>                         <namespace 
>> uri="http://www.adobe.com/**2006/mxml<http://www.adobe.com/2006/mxml>"
>> manifest="${basedir}/manifest.**xml"/>
>>                         <include-namespaces 
>> uri="library://ns.adobe.com/* *flex/mx <http://ns.adobe.com/flex/mx>"/>
>>                         
>> <include-classes>**FrameworkClasses</include-**
>> classes>
>>                         <source-path path-element="${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:apache@teotigraphix.**com<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:apache@teotigraphix.**com<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<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<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=<http://www.youtube.com/watch?**v=DGRy7H17MkA&feature=you
>>>>>>> tu.**be&hd=>
>>>>>>> 1< htt
>>>>>>> p://www.youtube.com/watch?v=**DGRy7H17MkA&feature=youtu.be&**hd=
>>>>>>> 1<http://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
>>
>>
>>
> --
> Michael Schmalle - Teoti Graphix, LLC
> http://www.teotigraphix.com
> http://blog.teotigraphix.com
>
>


--
Chema

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