by Rob Rusher
Effective communication is critical to success in all of our relationships whether business or personal. Social networking's simple systems for sharing information are built for this purpose. Adding these simple communication and sharing capabilities to our applications is the perfect way to take physical barriers out of the way. In this session, you'll learn how to easily integrate social networking into your Flex application whether your deploying to the browser, desktop or mobile.
by Elad Elrom
Today more than ever it's important to ensure your application is optimized and running smoothly on all devices. This session will be covering performance tuning of Flash content for Web, Desktop, Mobile and TV. We will cover how to better diagnostic your application and overview tips and tricks that can help improve performance such as GPU acceleration, reduce memory usage, Elastic race track, bitmap drawing and much more.
Native extensions are a new feature of AIR 3 and will allow you to extend the functionality of your mobile and desktop applications with native code. Join Ryan Stewart, developer evangelist at Adobe, to see what it takes to add native extensions to your applications and some of the technology Adobe will be providing to help build them. You'll see how you can use native extensions to add support for mobile features like notifications or the gyroscope or to leverage cutting edge features in desktop applications. You will walk away with example native extensions and tools to build your own.
Come learn about new and possible future features of Flash Player and AIR.
The big advantage of Flex over other cross platform solutions is the ease of styling. Not all can be achieved with CSS, and Flex component skinning is an important technique for your toolbox. However skinning on Mobile Flex requires an eye to performance and a willingness to drop down to ActionScript. This session will walk you through skinning for mobile applications. This session will go over both CSS and skinning for mobile, and when to use one technique or the other.
Skinning mobile Flex is slightly different beast then skinning desktop Flex. This workshop will take an app from vanilla mobile Spark to a custom look and feel. Along the way every technique, choice and decision will be shown and explained.
From project setup to deployment, learn how to develop an application using Flash Builder for PHP. We'll use the Data/Service Explorer and Zend Studio (included) to introspect the database, generate the PHP services, and bind those methods to user interface components in the application. The techniques taught in this lab can be used to build mobile, web, or desktop applications.
by Ryan Canulla
Facebook development can be a tiresome task to undertake. There are lots of gotcha’s, API changes, confusing documentation, and time-consuming development tasks. Demystify the nonsense and learn a workflow that will improve your life as well as your applications!
Developing components for Flex, whether for the desktop and or mobile requires adherence to strict rules but also an understanding of the associated inner workings of the framework, cost and tradeoffs between approaches and ultimately compromise. In this workshop, you will develop a component from beginning to end, discussing each of these items along the way. Attendees will be encouraged to go 'off script' and ask how concepts and approaches apply to their own projects.
Get your mobile game face on! In this hands-on workshop you will walk away with a fully functioning mobile application (.ipa/.apk/.bar) you built from scratch using Flash Builder 4.5.1. Learn great tips and best practices along the way including how to handle multiple OS targets (iOS, Android) and devices (iPhone, Galaxy Tablet, iPad 2), data handling, mobile skinning, view navigation and more!
by Rob Rusher
This session is a must for advanced Flex developers that want to better understand how Adobe Flex Profiler can identify and fix memory and performance issue encountered in Flex applications. When the Flex Profiler is running, it takes a snapshot of data at very short intervals, and records what Adobe Flash Player is doing at the time. You can use this information to help you identify performance issues and memory management problems that will take your applications to the next level.
by Jeff Tapper
As I developed my first mobile application, I learned that there were a number of major differences between traditional web/desktop development and developing for mobile devices. With the design help from my 6 year old daughter, we set out to build Fabulous Weather, a weather application, with the weather all shown with pictures she drew of unicorns. In this session we will explore the architectural approaches, the challenges we faced, and the plans for deploying new versions of even more fabulous weather applications.
Want to make HTML 5 games? Don’t know where to start? Want to learn the basics of game development? Well you need to come to my HTML 5 Game Workshop!
This half day workshop will cover the following necessary skills:
- Set up a local server environment with Apache, PHP and MySQL.
- How to install tools for HTML 5 game building.
- Introduction to Game Design, Game Theory and Web Gaming.
- Intro to ImpactJS.
- Making your first ImpactJS game.
- Game Asset generation with PhotoShop Scripting.
- Working with inheritance, animation and sound in ImpactJS.
- Deployment strategies and distribution (Web, Desktop, Mobile).
What you will need for this workshop:
- A laptop (mac or pc).
- Must be comfortable writing code. This isn’t an advanced workshop but I will cover a lot of code.
- Interest in gaming.
- Prior experience with Flash is a plus, especially game frameworks like Flixel.
- Local server (Apache, PHP and MySQL). I will cover how to set these up and configure them if you do not have them installed prior to the class.
- A text editor or PHPStorm (which has a 30 day trial).
- Bring own ideas for games you would like to build.
Not only is this workshop a great way to learn about game development, especially with HTML 5, but you will also get a free no commercial license of ImpactJS (which is normally $100). Also even though we will not build a fully functional game in this workshop but I will supply you with all the tools and code concepts needed to go out and make your own.
This session will be a discussion about what is new in Robotlegs 2.0. We will look at what has changed, and what has stayed the same. Attendees can follow along as we build a quick example using Robotlegs 2.0 to properly demonstrate the new features. The session will be appropriate for both experienced and new Robotlegs developers.
by Keith Peters
In this presentations I'm going to talk about making tools to make other stuff.
All the best craftsmen make their own tools. OK, I don't know if that's true, but it sounds like it could be, right? As a developer, designer, or something in between, if you are relying on generic, off-the-shelf tools for coding and designing, I guarantee you are wasting a lot of your time.
We'll cover the how and why, and lots of examples (mine and others') to give you an idea of what's possible. Tools to make spritesheets for games, to view the clipboard contents, for embedding assets in a swf, for making pixel perfect layouts, tools for making art, etc. We'll also look at tools for making tools, including MinimalComps.
by Jesse Warden
Learn the basics of building games for Android & iOS in Adobe AIR using Flash Builder and ActionScript 3 as well as Corona using Lua.
Two of the most popular tools of choice for mobile game developers are Adobe Flash and Corona. Adobe AIR with it’s multi-device capabilities, and Corona with it’s game & social focus, both have a lot to offer a game developer targeting mobile. Come learn the basics of game development for mobile using Adobe AIR and Corona from 11 year Flash/Flex veteran, Jesse Warden. You’ll learn the capabilities of each, how to develop in them, and you’ll build 2 games for Android & iOS.
Required Skills: Ability to write basic ActionScript 3 and compile a SWF.
1. Bring your own laptop with Flash Builder 4.5 or above (Mac or PC) already installed
2. Lua IDE of choice (TextMate + Corona bundle for Mac, Scite/EditPlus/Zeus/LuaEdit for PC)
3. Corona Simulator installed.
4. Optional: An Android phone/tablet and/or an iOS device
For Adobe AIR, we’ll cover:
-Capabilities of Adobe AIR
-Tools of the Trade
-Designing graphics in Adobe Fireworks for use in Adobe AIR
-ActionScript 3 programming language basics
-Developing using Adobe Flash Builder & mxmlc
-DisplayObjects vs SpriteSheets
-Blitting & GPU
-Messaging: Callbacks vs. Signals vs. Events
-Game loops vs framerate
-GUI: Flex vs MinimalComps vs Sprite/Shape/Bitmap
-Community resources, libraries, and help
For Corona, we’ll cover:
-Capabilities of Corona
-Tools of the Trade
-Designing graphics in Adobe Fireworks for use in Adobe Fireworks
-Lua language basics
-Developing using TextMate & Corona bundle
-DisplayObjects vs SpriteSheets
-Box2D & Physics
-Collisions & Filters
-Messaging: Callbacks vs. Events
-Community resources, libraries, and help
PayPal's flexible APIs enable you to integrate P2P or split payments, donations, subscriptions and micro payments for both physical and digital goods. In this session, we¹ll cover the new mobile components in Flex necessary for leveraging PayPal APIs. You'll see how to implement the server side code using PayPal¹s SDKs and test your code using the developer sandbox.
Any level Flex developer
Understanding how to setup a developer account, deploy server side SDKs and call the PayPal APIs from a mobile app.
HTML 5, it’s the 800 lbs gorilla in the developer room. I tried to resist it for as long as I could but in the end I had no choice but to embrace it. So to have a little fun I decided to make a game. But not just any game, I created a crowd sourced RPG built on top of ImpactJS and powered by Wordpress. Crazy right? Well I was happy to find out that it actually wasn’t that hard to do!
In this talk I will cover ImpactJS which is a HTML 5 game framework. I’ll cover my development workflow, how I converted my AS3 code over to HTML 5, asset management (sprite sheets generation) and discuss the future of HTML 5 gaming. I’ll also cover some basics of Canvas and how I used Wordpress to power my game.
In this session we'll walk through the steps to write applications that can be deployed to the web, desktop, and mobile devices from a single codebase. Learn the basics of jQuery, AIR, and Phonegap. Use existing skills in jQuery, HTML/JS/CSS, AIR, and ColdFusion to compile applications that can truly be used anywhere.
Find out how to code a game that performs up to the user's expectations. One key advantage of Adobe Flash is the ability to publish your games across multiple devices while maintaining a single code base. Come to this session to discover several tips and tricks that help maintain performance across each operating system. Important game development techniques, such as blitting, upscaling assets across different screen resolutions, sprite sheets, and bitmap caching, will also be discussed.
The availability of ready-to-use micro-controllers, like the Arduino, has made the creation of physical computing projects easier.
Additionally the Microsoft Kinect opens the door to new types of information and interaction.
This session will introduce some of the process using these technologies along with your computer and mobile device.
Physical Computing is about connecting the virtual world of digital things to the physical world of analog that we live in. Android is about powering mobile and other devices, worldwide. What happens when you combine the two? The answer lies in this workshop.
Google’s Android Open Accessory is a way of connecting android powered devices (i.e. phones and tablets) to physical electronics. With Google Open Accessory, Android powered devices are becoming even more sophisticated computing devices, by allowing them to communicate with standard USB-based peripherals such as mouse, keyboard, game controllers, but also other items like alarm clocks, exercise bikes, robotics, and even home automation. In this session we’ll explore the Open Accessory API, and how it can be used, and some of the possibilities when connecting it to Arduino based microcontrollers. We’ll also look at programming accessories via the Google Accessory Development Kit (ADK).
Half the workshop will be hands-on and the other half will be installation, setup and getting started with tools.Attendees are encouraged to purchase their own Accessory Development Kits (ADKs). However, during hands-on, participants will be broken into groups and provided with Open Accessory hardware.
No prior software or electronics knowledge is required for this workshop (but is welcome). If you are interested in bridging the gap between analog and digital worlds, come join the fun!
by Jesse Warden
Learn re-factoring techniques honed over 11 years of development for games & Enterprise applications.
Refactoring is a discipline composed of many different skills and strategies. While you use OOP, Design Patterns, and TDD to win battles, you use refactoring to win the war.
While Design Agencies often don’t have to pay the Technical Debt they create, startups can be ended by it. How do you create just enough of a feature so you can user test it w/o coding yourself into a corner? How do you make architecture work for you vs. against you?
In the Enterprise Application sphere, the larger code bases require immense amount of constant re-factoring delegated out as a team effort to some team members, whether contract or employee, who may not have senior/architecture level skills. With re-writes out of the question, how do you even begin to tackle such a huge code base with those types of resources? What do you do first? How do you measure progress? As a 3rd party firm, how do you not get fired?
Many smart programmers just lack of the experience to walk the balancing act. Come hear Jesse Warden share his experience in development & consulting and learn how to refactor both types of projects.
From development to deployment, managing remote data with AJAX or JSONP quickly becomes a difficult and tedious process. Simple server or API changes can invalidate requests or require you to update your code. In this session, you will learn how to use the AmplifyJS library to define, mock and process remote data requests. Using this library, and the techniques taught in this session, you will be able to build extremely flexible integrations with services like Flickr, Netflix, Amazon, Google and solid integrations with your own server code. Take your code organization to the next level with AmplifyJS.
Take a deep dive into the Flash Player garbage collection infrastructure. Learn what is happening behind the scenes and how flash player makes decisions about what to keep, what to toss and when. We will include discussions of how the player works today, some changes coming soon and a few guesses on the long term approach.
You may think that jQuery plugins are just pieces of code that other developers release and you use. However, jQuery plugins are an incredible way to structure your website and web application code to be as reusable as possible. In this workshop you will learn how to write your first jQuery plugin, how to add more advanced options and functionality to your plugins, how to minimize configuration by writing contextual code, and finally, how to write advanced widgets using the jQuery UI Widget Factory. No prior plugin knowledge is required for this course, but a basic understanding of jQuery is required.
27th–28th October 2011