Re: [Flashcoders] flash forms to coldfusion or asp

2009-08-12 Thread Gustavo Duenas
Hi  I've recently  learned that the problem is not the code, is my  
server, the hosting support team is working on that...hoooray!

I hope those guys could do something.


Regards,

Gustavo
On Aug 9, 2009, at 7:16 PM, Karl DeSaulniers wrote:


Gus,
Can you send me a fla offline with all your fields and code in it?
Or I can send you the PHP file and you can adopt/edit/test the  
variables used.


LMK,

Karl

On Aug 8, 2009, at 11:14 PM, Gustavo Duenas wrote:

by the way this is the code I have could you check it from the  
side of the flash if this is ok.


appreciate it .


Gustavo

stop();

import flash.events.*;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
// 
var variables:URLVariables = new URLVariables();
// Be sure to change this URL to the PHP parse file on your site  
server

var varSend:URLRequest = new URLRequest(sendMail.cfm);
var varLoader:URLLoader = new URLLoader;
varSend.method = URLRequestMethod.POST;
varSend.data = variables;

this.status_txt.text = ;

this.sent.addEventListener(MouseEvent.CLICK, ValidateAndSend);


function ValidateAndSend(event:MouseEvent):void{

//validate form fields
if(!nombre.length) {
status_txt.text = Please enter your name.;  
} else if(!email.length) {
status_txt.text = Please enter an email address;
} else if(!validateEmail(email.text)) {
status_txt.text = Please enter a VALID email address;
} else if(!details.length) {
status_txt.text = Please enter a message.;
} else if (!phone.length){
status_txt.text =enter you phone number;
}else if(!address.length){
status_txt.text =enter your address;
}else if(!eventos.length){
status_txt.text=please enter your event description;
}



else {

 status_txt.text = Thanks  + nombre.text + , your message has  
been sent!;


variables.nombre = nombre.text;
variables.email = email.text;
variables.phone = phone.text;
variables.address=address.text;
variables.eventos=eventos.text;
variables.detalle = details.text;
varLoader.load(varSend);

gotoAndStop(2);

}
}

function validateEmail(str:String):Boolean {
var pattern:RegExp = /(\w|[_.\-])+@((\w|-)+\.)+\w{2,4}+/;
var result:Object = pattern.exec(str);
if(result == null) {
return false;
}
return true;
}
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Design Drumm
http://designdrumm.com

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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Matt Gitchell
Anyone who has spent any serious time with it knows that it isn't an
option.
Oh come now, don't be ridiculous. I used FlashDevelop in a work setting for
a year or two, and have switched to FDT (Mac). FlashDevelop is indeed a
great tool, but I think FDT edges it out. There are a couple features that
FlashDevelop has that FDT doesn't, but overall FDT has better refactoring,
better code completion, better debugging tools, and enforces better syntax.
There are indeed a few aspects of code writing that are better in
FlashDevelop, but on a project level I feel FDT is a far superior tool. I
haven't touched Flex Builder in a couple years, so I'll leave that out.
I would preface all
this by saying that I almost gave up in the middle of switching to
FDT, but am very happy that I stuck it out;
I think once you stop trying to do things the way FlashDevelop did them
specifically it's much less frustrating.

A quick example:
if you type var _blah:Sprite = new Sprite() in a function in FlashDevelop,
you can right-click and promote that to a class-level private var.
I was frustrated such a simple thing didn't exist in FDT, but then
discovered that you can type (_blah = new Sprite()), hit CMD-1 on _blah, and
then it gives you the same option to create the class-level variable. A
small example, but still indicative of the pain of switching.

After finding those features that 'moved' when I switched to FDT, I've never
thought Gosh, I sure miss FlashDevelop.

I would also mention that the last time I use FlashDevelop was in January,
so maybe they've turned it into God's own IDE since then.

But then again, I'm kind of retarded.

--Matt


On Tue, Aug 11, 2009 at 3:40 PM, Steven Sacks flash...@stevensacks.netwrote:

 My home computer is a Windows XP box.

 My last full-time job was a Mac-only shop.  So, I used Mac every day, 5
 days a week, for 10 months.

 Within a few weeks, I realized I couldn't live without FlashDevelop. I
 installed Parallels 3 with Windows XP and figured out how to use
 FlashDevelop in my workflow there.

 I *love* Expose and Spaces.  However, they are easier to live without than
 FlashDevelop.  FDT and FlexBuilder both suck ass as Actionscript editors
 compared to FlashDevelop.

 I cannot live without FlashDevelop.  Period.  Anyone who has spent any
 serious time with it knows that it isn't an option.  The day they get it
 working on the Mac is the day Flex Builder (ahem, Flash Builder) sales see a
 significant drop.  The only reason so many people buy Flex Builder for Mac
 is because FlashDevelop is currently PC-only.

 Actionscript coding in Eclipse is retarded.  It's slow, clunky and
 basically, sucks.
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Glen Pike
FD equivalent is highlight local var, press Ctrl + Shift + 1 and it 
gives you the option to promote it to class member..

A quick example:
if you type var _blah:Sprite = new Sprite() in a function in FlashDevelop,
you can right-click and promote that to a class-level private var.
I was frustrated such a simple thing didn't exist in FDT, but then
discovered that you can type (_blah = new Sprite()), hit CMD-1 on _blah, and
then it gives you the same option to create the class-level variable. A
small example, but still indicative of the pain of switching.
  


Don't know about refactoring, but FD gives you some nice browsing 
capabilities for SWF's  SWC's + external classpaths are brows-able.


I think this one would come down to price in the end - FDT is nearly 
$600 for the professional version, whereas FD is free and getting better 
everytime I look up something - why does it not autocomplete on XML 
classes - it does if you want it to, but because of E4X, the developers 
thought that people were more likely to want to access XML child nodes 
by E4X than using the XML methods...


I cannot dissmiss FDT because I have not used it, but I like FD and it 
does seem to improve with every new release...


Damn, just got drawn into an Editor debate ;)
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[Flashcoders] Runtime assets

2009-08-12 Thread Glen Pike

Hi,

   I am doing some experiments with CS3  runtime assets.
  
   Following the various tutorials  Moock's book, I can load a library 
and instantiate assets from a parent swf.


   What I would like to do, if possible, is have the parent swf load 
the library and a 3rd external swf.  Hopefully the 3rd external swf will 
be able to instantiate clips from the library class...  Is this possible 
without loading the library swf inside the 3rd external swf too?


   Does anyone have any pointers on how to set this up, hopefully using 
the external-library-path method of using swc's for the class 
references. 


   Thanks

   Glen
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Re: [Flashcoders] Runtime assets

2009-08-12 Thread Ian Thomas
Yes, it's absolutely possible.

You'll need to look into ApplicationDomains
(flash.system.ApplicationDomain) and getDefinition()/hasDefinition().

As long as the 3rd SWF has access to or shares the ApplicationDomain
that the library SWF is in, everything should be fine.

HTH,
Ian

On Wed, Aug 12, 2009 at 5:33 PM, Glen Pikeg...@engineeredarts.co.uk wrote:
 Hi,

   I am doing some experiments with CS3  runtime assets.
     Following the various tutorials  Moock's book, I can load a library and
 instantiate assets from a parent swf.

   What I would like to do, if possible, is have the parent swf load the
 library and a 3rd external swf.  Hopefully the 3rd external swf will be able
 to instantiate clips from the library class...  Is this possible without
 loading the library swf inside the 3rd external swf too?

   Does anyone have any pointers on how to set this up, hopefully using the
 external-library-path method of using swc's for the class references.
   Thanks

   Glen
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Re: [Flashcoders] Runtime assets

2009-08-12 Thread John McCormack

Glen,

Have you seen this:

http://www.onflex.org/ted/2007/11/runtime-flash-cs3flex-integration-via.php
and a link further down the page:
http://onflex.org/flexapps/applications/RuntimeCS3Flex/srcview/

John


Glen Pike wrote:

Hi,

   I am doing some experiments with CS3  runtime assets.
 Following the various tutorials  Moock's book, I can load a 
library and instantiate assets from a parent swf.


   What I would like to do, if possible, is have the parent swf load 
the library and a 3rd external swf.  Hopefully the 3rd external swf 
will be able to instantiate clips from the library class...  Is this 
possible without loading the library swf inside the 3rd external swf too?


   Does anyone have any pointers on how to set this up, hopefully 
using the external-library-path method of using swc's for the class 
references.

   Thanks

   Glen
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RE: [Flashcoders] mac vs pc

2009-08-12 Thread Merrill, Jason
Hear hear. I wish the Flexbuiler team would take some ideas from
Flashdevelop, it's easily my preferred development tool even though I
use both - but for some things, I still find I have to use Flexbuilder
(like when I use Flex Charting).  


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Steven
Sacks
Sent: Tuesday, August 11, 2009 6:40 PM
To: Flash Coders List
Subject: Re: [Flashcoders] mac vs pc

My home computer is a Windows XP box.

My last full-time job was a Mac-only shop.  So, I used Mac every day, 5
days a 
week, for 10 months.

Within a few weeks, I realized I couldn't live without FlashDevelop. I
installed 
Parallels 3 with Windows XP and figured out how to use FlashDevelop in
my 
workflow there.

I *love* Expose and Spaces.  However, they are easier to live without
than 
FlashDevelop.  FDT and FlexBuilder both suck ass as Actionscript editors

compared to FlashDevelop.

I cannot live without FlashDevelop.  Period.  Anyone who has spent any
serious 
time with it knows that it isn't an option.  The day they get it working
on the 
Mac is the day Flex Builder (ahem, Flash Builder) sales see a
significant drop. 
  The only reason so many people buy Flex Builder for Mac is because 
FlashDevelop is currently PC-only.

Actionscript coding in Eclipse is retarded.  It's slow, clunky and
basically, sucks.
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RE: [Flashcoders] mac vs pc

2009-08-12 Thread Merrill, Jason
But here's where FDT doesn't edge it out: it ain't free. 


Jason Merrill 

Bank of  America   Global Learning 
Shared Services Solutions Development 

Monthly meetings on the Adobe Flash platform for rich media experiences
- join the Bank of America Flash Platform Community 





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Matt
Gitchell
Sent: Wednesday, August 12, 2009 11:57 AM
To: Flash Coders List
Subject: Re: [Flashcoders] mac vs pc

Anyone who has spent any serious time with it knows that it isn't an
option.
Oh come now, don't be ridiculous. I used FlashDevelop in a work setting
for
a year or two, and have switched to FDT (Mac). FlashDevelop is indeed a
great tool, but I think FDT edges it out. There are a couple features
that
FlashDevelop has that FDT doesn't, but overall FDT has better
refactoring,
better code completion, better debugging tools, and enforces better
syntax.
There are indeed a few aspects of code writing that are better in
FlashDevelop, but on a project level I feel FDT is a far superior tool.
I
haven't touched Flex Builder in a couple years, so I'll leave that out.
I would preface all
this by saying that I almost gave up in the middle of switching to
FDT, but am very happy that I stuck it out;
I think once you stop trying to do things the way FlashDevelop did them
specifically it's much less frustrating.

A quick example:
if you type var _blah:Sprite = new Sprite() in a function in
FlashDevelop,
you can right-click and promote that to a class-level private var.
I was frustrated such a simple thing didn't exist in FDT, but then
discovered that you can type (_blah = new Sprite()), hit CMD-1 on _blah,
and
then it gives you the same option to create the class-level variable. A
small example, but still indicative of the pain of switching.

After finding those features that 'moved' when I switched to FDT, I've
never
thought Gosh, I sure miss FlashDevelop.

I would also mention that the last time I use FlashDevelop was in
January,
so maybe they've turned it into God's own IDE since then.

But then again, I'm kind of retarded.

--Matt


On Tue, Aug 11, 2009 at 3:40 PM, Steven Sacks
flash...@stevensacks.netwrote:

 My home computer is a Windows XP box.

 My last full-time job was a Mac-only shop.  So, I used Mac every day,
5
 days a week, for 10 months.

 Within a few weeks, I realized I couldn't live without FlashDevelop. I
 installed Parallels 3 with Windows XP and figured out how to use
 FlashDevelop in my workflow there.

 I *love* Expose and Spaces.  However, they are easier to live without
than
 FlashDevelop.  FDT and FlexBuilder both suck ass as Actionscript
editors
 compared to FlashDevelop.

 I cannot live without FlashDevelop.  Period.  Anyone who has spent any
 serious time with it knows that it isn't an option.  The day they get
it
 working on the Mac is the day Flex Builder (ahem, Flash Builder) sales
see a
 significant drop.  The only reason so many people buy Flex Builder for
Mac
 is because FlashDevelop is currently PC-only.

 Actionscript coding in Eclipse is retarded.  It's slow, clunky and
 basically, sucks.
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Matt Gitchell
True dat. In fact my sole regret about switching is that I bought it when
the exchange rate was extraordinarily crappy. C'est la vie, I
guess.They do have the 'lighter' version now
for cheap but I don't know what the differences are.

On Wed, Aug 12, 2009 at 10:22 AM, Merrill, Jason 
jason.merr...@bankofamerica.com wrote:

 But here's where FDT doesn't edge it out: it ain't free.


 Jason Merrill

 Bank of  America   Global Learning
 Shared Services Solutions Development

 Monthly meetings on the Adobe Flash platform for rich media experiences
 - join the Bank of America Flash Platform Community





 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Matt
 Gitchell
 Sent: Wednesday, August 12, 2009 11:57 AM
 To: Flash Coders List
 Subject: Re: [Flashcoders] mac vs pc

 Anyone who has spent any serious time with it knows that it isn't an
 option.
 Oh come now, don't be ridiculous. I used FlashDevelop in a work setting
 for
 a year or two, and have switched to FDT (Mac). FlashDevelop is indeed a
 great tool, but I think FDT edges it out. There are a couple features
 that
 FlashDevelop has that FDT doesn't, but overall FDT has better
 refactoring,
 better code completion, better debugging tools, and enforces better
 syntax.
 There are indeed a few aspects of code writing that are better in
 FlashDevelop, but on a project level I feel FDT is a far superior tool.
 I
 haven't touched Flex Builder in a couple years, so I'll leave that out.
 I would preface all
 this by saying that I almost gave up in the middle of switching to
 FDT, but am very happy that I stuck it out;
 I think once you stop trying to do things the way FlashDevelop did them
 specifically it's much less frustrating.

 A quick example:
 if you type var _blah:Sprite = new Sprite() in a function in
 FlashDevelop,
 you can right-click and promote that to a class-level private var.
 I was frustrated such a simple thing didn't exist in FDT, but then
 discovered that you can type (_blah = new Sprite()), hit CMD-1 on _blah,
 and
 then it gives you the same option to create the class-level variable. A
 small example, but still indicative of the pain of switching.

 After finding those features that 'moved' when I switched to FDT, I've
 never
 thought Gosh, I sure miss FlashDevelop.

 I would also mention that the last time I use FlashDevelop was in
 January,
 so maybe they've turned it into God's own IDE since then.

 But then again, I'm kind of retarded.

 --Matt


 On Tue, Aug 11, 2009 at 3:40 PM, Steven Sacks
 flash...@stevensacks.netwrote:

  My home computer is a Windows XP box.
 
  My last full-time job was a Mac-only shop.  So, I used Mac every day,
 5
  days a week, for 10 months.
 
  Within a few weeks, I realized I couldn't live without FlashDevelop. I
  installed Parallels 3 with Windows XP and figured out how to use
  FlashDevelop in my workflow there.
 
  I *love* Expose and Spaces.  However, they are easier to live without
 than
  FlashDevelop.  FDT and FlexBuilder both suck ass as Actionscript
 editors
  compared to FlashDevelop.
 
  I cannot live without FlashDevelop.  Period.  Anyone who has spent any
  serious time with it knows that it isn't an option.  The day they get
 it
  working on the Mac is the day Flex Builder (ahem, Flash Builder) sales
 see a
  significant drop.  The only reason so many people buy Flex Builder for
 Mac
  is because FlashDevelop is currently PC-only.
 
  Actionscript coding in Eclipse is retarded.  It's slow, clunky and
  basically, sucks.
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Ruy Adorno
I'm on the 50/50 team, using flexBuilder/mac at working and 
flashDevelop/windows at home.
By now I love so many features in the both world that I can say which 
one is the best, but the flashDevelop native support to haxe is a key 
point when you want to work with it.
Finally, despite all the comparisons, I think that the flash community 
should be really proud to have such a great opensource tool like Flash 
Develop.


Ruy Adorno
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Steven Sacks

I didn't say people who used it were retarded, I said the program was.

The bottom line is, you can use Flex Builder to do your debugging if you need 
it, but for coding, which is what you spend the majority of your time doing, all 
the Eclipse-based Actionscript editors suck ass compared to FlashDevelop.


If you make a typo in FB or FDT, you're screwed. You have to go all the way back 
to the period.  In FlashDevelop, you're fine.  It still offers you the 
auto-completion (is this what you meant?).  FlashDevelop's class importing 
doesn't require you to type the entire package first.  You just type the class 
name and the entire package appears no matter where the class is.


And to the person who says that Flex Builder organizes your imports for you and 
FlashDevelop doesn't, that takes a few seconds ONE TIME for you to do in 
FlashDevelop (using the awesome CTRL+T shortcut that FlashDevelop has and 
FlexBuilder doesn't), whereas all the shortcomings of Flex Builder's 
auto-completion cost you a few seconds over and over constantly, plus added 
frustration.  It's not even open to debate which one wins when it comes to 
time-savings and saved frustration.  What you're talking about is an aesthetic, 
not a function, and it's easy to do in FlashDevelop.  There is no comparable 
solution in Flex Builder for auto-completion and code-gen.


The code gen in FlashDevelop is superior to Flex Builder. The auto-completion is 
superior.  The class importing is superior.  The workflow is superior.  You can 
open any .as file without it having to be part of your project.  If you really 
want the debugger, then use it for that.  I keep Flex Builder open while I code 
in FlashDevelop for that specific reason.


Code with the coding tool, compile with the debugging tool.  Flex Builder sucks 
at coding, and is great at debugging.

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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Steven Sacks

Oh yeah, and Flex Builder is $500 whereas FlashDevelop is free.
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Juan Pablo Califano
Yes, it's the same back-end used by Flex Builder, if I'm not mistaken. Fdb
is indeed almost unusable without a GUI, unless you're a command line freak
and a bit of a masochist, IMO (and you never tried a visual debugger).

The idea of integrating a GUI for fdb into FlashDevelop has been
mentioned in the FD forum a number of times. I don't know the current status
of this feature, though. Last time I checked (about 6 or 7 months), it was
on the wish list, but I couldn't find any info on its status. I hope they
manage to get it working. It'd be awesome.

Cheers
Juan Pablo Califano

2009/8/12 Ian Thomas i...@eirias.net

 On Wed, Aug 12, 2009 at 9:22 PM, Matt Gitchellm...@moonbootmedia.com
 wrote:
  Yeah but if you want to debug/profile anything, you gotta pay that 5
 bones
  you mentioned earlier in this scenario, and I dunno, a coding environment
  without debugging now seems a little silly to me. I wish they'd do a
  standalone version of the profiler in Flex Builder, to be honest.

 Just as a complete aside, in case people don't realise, there _is_ a
 debugger included with the Flex SDK (i.e. the free downloadable SDK).
 It's a command-line shell called fdb; it's a bit of a pain to use, but
 it can be a godsend if you don't have a full Flex license and if
 inserting trace() statements everywhere hasn't helped. :-D

 Ian
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Anthony Pace
(back to the original topic... PC costs less for the same amount of power)

I have used the Flex IDE for free on an academic license, and I do like
that I can use other eclipse plugins with it; yet, I really do like
flashdevelop.

There are only a few things I don't like about flashdevelop:
1. You can't view more than one project at a time unless you run in
multi instance mode
2. It's debugging is restricted to the basic output panel, so you will
have to use something demonster debugger.
3. It needs better syntax and variable scope analysis across documents. 
(the more I learn about compilers design and interpreters the more I
think about what is possible and it shocks me that we aren't there yet)
4. Lack of plugins in contrast to eclipse based solutions.
5.The customization of environment variables should have detailed help
for newbies.
6. Their website sucks(just a wiki and a forum); yet, that is totally OT.
7. no built in collaboration and no built in upload features
8. preview options for html across multiple browsers and devices is
lacking; to say the least.

I have used it on a flashdevelop on a couple of projects where I was the
only developer, and I didn't have the Flex 3 or Flash IDE available, and
it worked well; as well, if I am experimenting with something I prefer
to use flashdevelop or the flash timeline.

Just keep in mind...Free isn't always easy; yet, it is free.

Thanks,
Anthony


//
Dave Watts wrote:
 If you make a typo in FB or FDT, you're screwed. You have to go all the way
 back to the period.  In FlashDevelop, you're fine.  It still offers you the
 auto-completion (is this what you meant?).  FlashDevelop's class importing
 doesn't require you to type the entire package first.  You just type the
 class name and the entire package appears no matter where the class is.
 

 Actually, with Flex projects in FB, I don't have to type the entire
 package first; if it's in the project, I type in the name of the class
 and FB builds the import statement for me. Personally, I don't mind
 the typo issue, since I try to take full advantage of the autocomplete
 in the first place, so I very rarely have to type more than a couple
 of characters.

 But, I'll definitely have to give FD a whirl based on your fervent
 recommendation. I just do Flex, not Flash, so I haven't felt compelled
 to go look at other editors (and I use Eclipse for practically
 everything else).

 Dave Watts, CTO, Fig Leaf Software
 http://www.figleaf.com/

 Fig Leaf Software provides the highest caliber vendor-authorized
 instruction at our training centers in Washington DC, Atlanta,
 Chicago, Baltimore, Northern Virginia, or on-site at your location.
 Visit http://training.figleaf.com/ for more information!

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[Flashcoders] fdb

2009-08-12 Thread Latcho
Reading about fdb here and seeing it sometimes in the startup of a build 
in FD got me curious.

So just tried this fdb thingie via command line.
Workflow zero, but nice outway  if I really need it and to know now that 
it works.

If you want a messy fdb rundown ( more a reminder / note to myself)
http://greencollective.nl/blog/?p=18
Cheers,
Latcho

Juan Pablo Califano wrote:

Yes, it's the same back-end used by Flex Builder, if I'm not mistaken. Fdb
is indeed almost unusable without a GUI, unless you're a command line freak
and a bit of a masochist, IMO (and you never tried a visual debugger).

The idea of integrating a GUI for fdb into FlashDevelop has been
mentioned in the FD forum a number of times. I don't know the current status
of this feature, though. Last time I checked (about 6 or 7 months), it was
on the wish list, but I couldn't find any info on its status. I hope they
manage to get it working. It'd be awesome.

Cheers
Juan Pablo Califano

2009/8/12 Ian Thomas i...@eirias.net

  

On Wed, Aug 12, 2009 at 9:22 PM, Matt Gitchellm...@moonbootmedia.com
wrote:


Yeah but if you want to debug/profile anything, you gotta pay that 5
  

bones


you mentioned earlier in this scenario, and I dunno, a coding environment
without debugging now seems a little silly to me. I wish they'd do a
standalone version of the profiler in Flex Builder, to be honest.
  

Just as a complete aside, in case people don't realise, there _is_ a
debugger included with the Flex SDK (i.e. the free downloadable SDK).
It's a command-line shell called fdb; it's a bit of a pain to use, but
it can be a godsend if you don't have a full Flex license and if
inserting trace() statements everywhere hasn't helped. :-D

Ian
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Re: [Flashcoders] fdb

2009-08-12 Thread Juan Pablo Califano
Nice quick reference.

Well, I guess I might have overstated things a bit in my previous message.
It's true that having fdb available through the command line is better than
nothing. Yet (and this might be different for other people), although you
can debug with fdb directly, to me it's like coding with a simple text
editor (think Notepad or even Notedpad++). It's possible, sure, but once
you've been spoiled by autocompletion, reasonable syntax highlighting, goto
definition, etc, you'll never want to get back to a bare bones text editor.

Cheers
Juan Pablo Califano

2009/8/11 Latcho spamtha...@gmail.com

 Reading about fdb here and seeing it sometimes in the startup of a build in
 FD got me curious.
 So just tried this fdb thingie via command line.
 Workflow zero, but nice outway  if I really need it and to know now that it
 works.
 If you want a messy fdb rundown ( more a reminder / note to myself)
 http://greencollective.nl/blog/?p=18
 Cheers,
 Latcho

 Juan Pablo Califano wrote:

 Yes, it's the same back-end used by Flex Builder, if I'm not mistaken. Fdb
 is indeed almost unusable without a GUI, unless you're a command line
 freak
 and a bit of a masochist, IMO (and you never tried a visual debugger).

 The idea of integrating a GUI for fdb into FlashDevelop has been
 mentioned in the FD forum a number of times. I don't know the current
 status
 of this feature, though. Last time I checked (about 6 or 7 months), it was
 on the wish list, but I couldn't find any info on its status. I hope they
 manage to get it working. It'd be awesome.

 Cheers
 Juan Pablo Califano

 2009/8/12 Ian Thomas i...@eirias.net



 On Wed, Aug 12, 2009 at 9:22 PM, Matt Gitchellm...@moonbootmedia.com
 wrote:


 Yeah but if you want to debug/profile anything, you gotta pay that 5


 bones


 you mentioned earlier in this scenario, and I dunno, a coding
 environment
 without debugging now seems a little silly to me. I wish they'd do a
 standalone version of the profiler in Flex Builder, to be honest.


 Just as a complete aside, in case people don't realise, there _is_ a
 debugger included with the Flex SDK (i.e. the free downloadable SDK).
 It's a command-line shell called fdb; it's a bit of a pain to use, but
 it can be a godsend if you don't have a full Flex license and if
 inserting trace() statements everywhere hasn't helped. :-D

 Ian
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Re: [Flashcoders] mac vs pc

2009-08-12 Thread Steven Sacks
I'm confused why you would need to look at more than one project at a time, and 
you can switch projects very quickly in FD by using Recent Projects.


It's well established the debugger is limited to tracing, which is generally 
good enough for most of the time.


I don't know what you mean about better syntax and variable scope across 
documents. I find the variable scope feature of FlashDevelop to be fantastic. 
The F4 key is great. If you mean something else, I'm definitely interested.


What plug-ins are you talking about specifically that Eclipse has that help with 
coding Actionscript?


I agree the documentation is lacking. I've discovered new features on accident.

I keep hearing about the refactoring feature, but how often are you refactoring 
and how does Find and Replace in Files (CTRL+I) not take care of it?


In FB or FDT, if you make a typo, you lose it and you have to start over.  This 
goes for properties and constants, etc.  I don't know about you, but while I'm a 
great typist, I'm not perfect, and FlashDevelop is forgiving and still knows 
what you want, even if you typo or hit backspace to make a correction, where if 
you hit the wrong key or backspace in FB or FDT, you lose everything.  This is 
especially a pain with long names.


The getter/setter code gen for vars and the event code gen are incredible time 
savers.  The default shortcut isn't very good, but you can change it (I use ALT+2).


FlexBuilder and FDT offer live code compiling, which FlashDevelop does not. 
FDT's lexical parsing is superior to FlexBuilder, as well.  However, I find that 
those features are not worth the speed tradeoff, and I can just compile anytime 
to see any runtime errors. FlashDevelop's syntax checking is generally good enough.


Every developer I know that uses FlashDevelop for about a month can't live 
without it. Every developer that never has or hasn't learned the time-saving 
features it has (lack of documentation definitely doesn't help) doesn't really 
understand how much faster it is to develop in and if you don't have anything to 
compare it to, FlexBuilder and FDT are much better alternatives to coding on the 
timeline (ugh).

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