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Note: this post still seems to get tons of hits, and I do get a lot of requests for the source as well. This project was merged into the xamlon project, and is now rotting on some backup disks somewhere : ). There is a new C# parser if that is what brought you here you can read about it here . Not planning to go to swf with it, but feel free... Also, there is NeoSwiff if you are looking for C# to swf, from all I have heard it is an awesome product. Back to the old post...
Csswf is a swf compiler, where you use C# rather than actionscript. This is preview 2. There are still plenty of details to cover, however it is getting to the point you can actually make things, yeaaay. I've spent the last day or two making a little window UI demo (below), and I must say making swf's in Visual Studio is tres tres nice. The intellisense is great, autocomplete wonderful, code folding, class view etc etc. And C# of course, what a language to use : ). This hides some of the 'flash' centric side of things - for example events are pretty much just like in C#/.Net. The goal is to have a very .Net like interface into what is now SwfNative.
You can download the source (and the compiler) here: http://richmediabuilder.com/csswf/Preview2.zip
The solution loads into VS (of course you can use any IDE), however to compile it to swf, you need to invoke the 'run.bat' file in the demo directory (this runs the MS csc compiler first, as it is the one that catches bugs!). To make your own projects, add SwfNative as a resource, and then it is probably best to just look at how that bat file is set up and do something similar...
There are a number of issues still to go, mostly path stuff as I'm in between the readable and optimized generation. The major stuff still to do:
- Map/hook in the Base Class Libraries of C#. This is things like myString.Length etc, and generally things in System.
- Finish the SwfNative stubs. There are only 10 or so classes (MovieClip, TextField etc) in there now.
- Compile swf libraries (graphics/sound etc), use these like resource files. This is mostly done, but not hooked in yet.
- Optimization pass. Attribution will need a bit of tweaking before this, file size will get *very* much smaller with this, and hopfully quite a bit faster.
- A proper Visual Studio plugin. Also hook in things like AsDraw, Swf>SVG etc here.
If anyone needs a hand setting things up or using this, just give me a shout.. I've got a pretty good handle on what is working and what isn't -- probably easier to just ask if you see something strange... Always happy to hear about bugs too!
posted on Wednesday, August 18, 2004 8:14 AM
Feedback
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# re: C# > Swf -- Preview 2
Posted @ 8/18/2004 3:59 PM
this is really good...
thanks,
nik
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# re: C# > Swf -- Preview 2
Posted @ 8/18/2004 7:48 PM
Sweet Robin!! This is coming along really well so far! Keep the development up!
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# re: C# > Swf -- Preview 2
Posted @ 8/19/2004 12:27 AM
This is awesome... with C# you can acheive even a lot more.. good effort
-LAH
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# re: C# > Swf -- Preview 2
Posted @ 8/19/2004 6:12 AM
I guess I must be missing something. Because all I can see is a black box. At first I thought it was because I was using Firefox (0.9.1) so I jumped over to IE (6.0.28). Still the same. (Win XP, Flash 7.0.19.0)
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# re: C# > Swf -- Preview 2
Posted @ 8/19/2004 6:14 AM
When I submitted the post it started working.
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# re: C# > Swf -- Preview 2
Posted @ 8/20/2004 8:28 AM
This is brilliant work! I would love authoring flash in VS with all the nice features, and a decent language.
However, I like the new ui2 flash components, but it seems like overkill to port all this to your framework manually? Would'nt it possible to proxy precompiled code somehow? This would make your env. idea for serios app. development in flash!
Another way would be to generate as2 code from your framework, i.e. c#->as2.0. But then you need the MM studio (which is ok by me)
Macromedia must hate you ;o)
cheers
-michael
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# re: C# > Swf -- Preview 2
Posted @ 8/20/2004 1:52 PM
I'm hoping to be able to parse stub files from other swfs, and then allow csswf to reference them (the C# files will also do this, as a .Net exe/dll, so they won't need to all be compiled each time). This would load them or inject them, and then be able to call into that code. It wouldn't be as predictable (AS2 can get pretty fast and loose with types) but I guess if the person wanted it, they would know why. Certainly people don't want to reprogram stuff, me neither.
For a framework, I will actually build one, but it will be much more similar to the compact framework (for .Net mobile devices) than the flash components. Personally I think the v2 components really missed the mark - they should have been much leaner, faster, and more easily customizable. Not an easy task I know, but dropping a chugging 100k into an swf just doesn't make sense 99% of the time.
As for MM being mad, I hope not ; ). They have always been great with this kind of thing imo. Imaginably they would see this more as introducing .Net programmers to swf -- hardly bad for them. They are pretty forward looking in that sense (in most senses in fact), which I suppose is why they opened up the spec in the first place. Not to mention this project will have to actually get off the ground before they would even notice, nevermind have an opinion ; ).
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# re: C# > Swf -- Preview 2
Posted @ 8/21/2004 10:46 AM
thanks for ur 2nd demo !
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# re: C# > Swf -- Preview 2
Posted @ 8/25/2004 10:41 AM
Wow, coooool !!!
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# re: C# > Swf -- Preview 2
Posted @ 9/27/2004 8:31 PM
Very nice! Have you seen www.vgdotnet.com? All the graphical objects are .net components, and it is fully integrated in VS. Plus it is fast. Eventually there will be an animation library but no one has worked on an SWF converter.
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# re: C# > Swf -- Preview 2
Posted @ 9/30/2004 12:02 AM
Wow, pretty neat. I had seen the page, but haven't tried it yet -- I'll give it a whirl. It would (obviously) be hard to convert that to swf, with the unsupported fill/stroke types, but swf to that would probably be fairly easy. I've done swf>gdi+ and swf>svg (I use a separate format as well, not for displaying as much as so I can have a meta format to store stuff in). There were some issues, like swf having a maximum of 8 colors in a gradient, and gdi not allowing the final color to bleed in gradients, but in general it was pretty straight forward...
Anyway, looks pretty fun, thanks for the link : ).
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# re: C# > Swf -- Preview 2
Posted @ 10/8/2004 4:51 PM
Really cool.
I'm not familiar with the flash concepts yet, but using C# will definitely make it easier for me to try flash out (also because I never found a stand-alone free flash compiler...).
You should start a sourceforge project :-)
One more thought: it'll be useful if you can import SWF libraries (including the native ones) into dummy assemblies (like SwfNative.dll) automatically.
Looking forward to hear/see more from this project,
Julien
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# re: C# > Swf -- Preview 2
Posted @ 10/12/2004 4:12 PM
This is terrific, what about a mono port on linux?
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# re: C# > Swf -- Preview 2
Posted @ 11/20/2004 2:45 AM
I tried to download it, but doesn't seems to be working anymore. Can anyone mail me at lakhanpalV@hotmail.com please?
Thanks,
Vivek
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Posted @ 11/24/2004 4:16 PM
Robin Debreuil a rejoint depuis peu l'quipe du prometteur Xamlon. Belle surprise ! Cette dernire organise une enqute marketing pour prendre la temprature ct dveloppeurs. Ils promettent d'ailleurs de rcompenser les efforts de chaque participant avec un bon d'achat Amazon....
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# re: C# > Swf -- Preview 2
Posted @ 11/30/2004 7:41 AM
Dear Sir
I'm A software Developer
i would like to nees for calling flash to c#
Thanks
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