Porting an HTML5 Canvas WebGL game to Flash ActionScript 3.0 - javascript

I had created an HTML5 Canvas WebGL game in January for the Mozilla Game On 2010 competition (pretty late, I know - I never released it until yesterday). Now I want to port it to Flash ActionScript 3.0 for a college assignment.
I'm well versed with both static languages like C/C++ and Java; and dynamic languages like Python and JavaScript. However I don't know ActionScript, but since it's a subset of ECMAScript it should be pretty easy to understand.
I want to learn programming in ActionScript 3.0 so that I may be able to port my game in Flash. To be more specific, I want to know more about:
How is ActionScript different from Browser and Server-Side JavaScript, and basics.
OpenGL programming in ActionScript (including loading textures, shaders, etc).
How to create a HUD in Flash using a 2D HTML5 Canvas like API (in my game I have 2 canvases, one for the 3D game and another overlaying it for the heads-up display).
Support for vector and matrix calculations in ActionScript.
How to load assets like audio and sprites in Flash.
I would appreciate it if you would provide me a link to a page from where I can learn more about these topics. A more direct hands-on approach would be preferable.
It would be even more helpful if you would check my source code in JavaScript and suggest the best possible way for me to tackle this problem.
The code for the main game engine and the game itself may be found in my Github repository.

ActionScript and JavaScript are very similar at their core. In some ways you can think of ActionScript as more like a robust library layered on top of ECMAScript. There are a few differences (namely ActionScript likes to think of itself as a class-based oop, where as JavaScript is prototype-based), but if you are comfortable with one, then you should be pretty at ease with the other.
ActionScript has a class based inheritance system and supports interfaces (but you can still do some prototypical magic if you want, but its not recommended). It also supports strongly-typed objects.
var object:MovieClip = new MovieClip();
This will strongly type the object variable as a instance of the MovieClip class.
If your game is very 3D intensive, then you'll want to look into the new Flash 11 Stage3D and Context3D classes. These expose a low level GPU accelerated API that before Flash 11 wasn't possible. You can do interesting 3D stuff with Flash 10, but you are usually using drawTriangles(), which was not hardware accelerated. Flash 11 is currently in beta, but it should be out very soon. There are beta versions of the Flex SDK that should let you compile targeting the Flash 11 player.
There are also quite a few 3D libraries that are built on-top of these low-level api. If you goggle around for them, they are easy to find. But I would recommend getting a solid understanding of how ActionScript works before diving into the 3D libraries.
The HUD stuff in flash is simple whether you go with Flash 11 or Flash 10. For "classic" flash, you'll want to get familiar with the display tree concept they use in flash. Just make sure the display order is correct, and your HUD DisplayObject will always be "on-top" of your rendering DisplayObject
For Flash 11, StageVideo and Stage3D objects sit directly above the stage, but behind all normal flash DisplayObjects that are attached to the stage. So in that case, I would let the Stage3D api take care of all of your heavy rendering lifting, and use the traditional display stack for your HUD elements.
You'll probably also want to grab yourself Flash Builder over Flash CS5.5. If you are a programmer (which I am assuming you are since you are posting here), it wont make your eyes bleed trying to code. FB is based off eclipse, and its pretty decent but not perfect. But if you grab yourself the free Flex SDK, and don't mind using the command line, you can get started compiling swfs pretty quick and cheap (aka free).
Also, look into FlashDevelop. I haven't used it in a while, since switching to FB for its built in profiler, but it might be of use to you.
Importing images and audio is pretty straight-forward with the Flex SDK.
[Embed(source="logo.gif")]
public var LogoBitmapData:Class;
and then later instantiate the class:
var bitmapData:BitmapData = (new LogoBitmapData()) as BitmapData;
And then use it where ever you want to.
Just a note about the Flex. Flex is a set of UI libraries built on top of the normal Flash API, the Flex SDK includes the libraries and tools to compile MXML and ActionScript code files. So, despite it sounding like you should use the Flex SDK to compile Flex apps, you can use it to compile straight ActionScript code as well.
There are built in classes for Vector3D and Matrix3D.
As far as tutorials or references, I don't have any to offer really. I've found that most of the information on the internet about ActionScript programming is pretty hit or miss (when you can find something thats not written by a graphic designer). I'd dig around in here and see if you can find anything that makes sense to you.
There is obviously a lot more I could go into about this stuff, but hopefully this will give you a push in the right direction.

Welcome to AS3 :)
#32bitkit beat me to the IDE info, but I'd absolutely recommend Flash Builder. It's a real tool and worth the money if you're going to be doing any real AS3 work.
As far as actual tutorials, Senocular is known for writing some of the best content out there. He has a number of great tutorials here, but the following two are especially excellent introductory tutorials for AS3:
AS3 Introduction in Flash CS3 This tutorial is good because it explains the differences between AS2 (very JavaScript-like) and AS3. Ignore the fact that it's based on using the Flash "IDE."
AS3 Introduction Without Learning Flex This one is useful because it give more of an introduction to the language itself, without all of the trappings of the IDE or the Flex framework. It will help you understand the language itself.
As shown in that second tutorial, an AS3-based project will inherit from the flash.display.Sprite class. You can view the docs for that here. Perhaps it sounds silly, but you'll honestly learn quite a lot about AS3 by just browsing the AS3 Reference docs. Adobe has done a good job with those.
Another thing to be aware of in AS3 is how events are handled. This tutorial explains how the EventDispatcher class functions as the base of the event management. You can use the built-in events or dispatch your own.
HTH!

Related

Accessing GPU via web browser

I came across this proof of concept earlier today (on TechCrunch.com) and was blown away and intrigued as to how they had managed to accomplish the end result. They state that they don't use webGL or any plugins yet they are able to interact directly with the GPU and render 3D visuals at up to 60 fps using nothing but Javascript. Any ideas how this could be done, or how to access the GPU from Javascript in general without the use of plugins?
Site Address is: famo.us
ps: Try using your arrow keys to shift orientation its far out!!
They're using standard HTML5 Javascript APIs to achieve this.
I saw several references to requestAnimationFrame in their code. This method allows one that uses a compatible browser, to display more fluid and optimized animations, with far better frame rates than setInterval based animations will ever allow you to have. This is certainly achieved by using the GPU and the available hardware background.
GPU or every other hardware component cannot be accessed directly using any Javascript routines. Instead, the browser, based on the called JS directives and the execution context, will use the GPU if possible to optimize some specific treatments, calculus and renderings.
EDIT
For future references, I recently found out (7 years after the original answer) that a new initiative - the W3C GPU for the Web Community Group, has recently been created in 2020 to do just that. It describes itself as follow.
The mission of the GPU on the Web Community Group is to provide an interface between the Web Platform and modern 3D graphics
and computation capabilities present in native system platforms. The
goal is to design a new Web API that exposes these modern technologies
in a performant, powerful and safe manner. It should work with
existing platform APIs such as Direct3D 12 from Microsoft, Metal from
Apple, and Vulkan from the Khronos Group. This API will also expose
the generic computational facilities available in today's GPUs to the
Web, and investigate shader languages to produce a cross-platform
solution.
In the long-term, this initiative might allow developers to directly interact with the GPU from all web browsers. You can track the implementation status of the WebGPU API Spec on Github here.
Concerning famo.us: they did analysed the bottlenecks of the Webkit rendering pipe and then found a way to bypass them while building the pages. Basically: the DOM tree construction, the Render tree construction, the Layout of Render Tree are bypassed. Take a look on this article for a whole explanation.
They're using CSS 3D transforms. Web browsers are increasingly using hardware acceleration to do these kinds of CSS3 things.
i think the webGL glsl.js library might be good for this, though i havnt seen benchmarks...
https://github.com/gre/glsl.js/
also this approach seems viable;
basically to use the gpu in the way we like to, hardware optimised functions (have a little look into "blas") are used, you do not want to write these! strangely it seems that people still use the old fortran blas.... there is some stuff with compiling via llvm and then using emscripten to turn it into javascript.
Use Emscripten with Fortran: LAPACK binding
the emscripten way seems the most versatile, im just about to check it out, but it looks like a mountain, also this topic seems to be somewhat of a call to arms, emscripten only works with fortran if you hack it (see links from the second link). i think what we are looking for is blas support in javascript, this is not a closed issue by any means, and for a few of us out here it is very frustrating! hopefully someone has a link to these blas libraries we cant find...
please let me know if i dont quite have my head round this issue, js is new to me.
also, suggesting html5 is sufficiently "optimised" to use the hardware, how can we trust this!? we need gpu optimised blas (basic linear algebra subprograms) e.g. dot product.
i think maybe also that these old fortran blas arnt actually the right thing for a modern gpu? node-cuda seems very likely the best thing i have found...

Can I create a 3D carousel for the web from models in 3ds max? Example included

Is it possible/what is the easiest way to take 3D model from max and create a Flash or Javascript carousel that can work on the web? It should function like a real world CD carousel with say 100 or so models built in.
(http://www.thechiplab.com/stacks/Untitled-2.jpg)
Buttons on each side scroll through the chips. Thanks so much for looking at my question. This is my first one and I didn't see any similar questions asked. Sorry for not embedding the image...it wouldn't let me because this is my first post.
Chase
For working with 3D graphics in Flash you can use a library like Away3D or Papervision3D (the latter used to be the main one, but the former seems to have more momentum these days.)
Away3D will get hardware acceleration once that is available in the next version of Flash, but for now the complexity of your graphics will be limited by the software renderers. As a result, I don't know if a 100 disc carousel is really feasible.
Another option for doing web 3D is WebGL (already mentioned) but that's not supported in every browser yet (if ever, darn IE.)
Yet another option is using Unity. Their plugin will work in more browsers than WebGL, but is not installed as widely (or rather WebGL doesn't require any plugin.)
The specific file format you would use varies with each platform/engine, but the most common file format for web 3D is Collada. The best Collada exporter for 3ds Max is at http://www.opencollada.org
I'll just add this to #jhocking's (correct) answer:
I've used this asConverter max script to convert 3dsmax models into native Flash AS3 classes on a few different projects. Whats nice is that it exports to / extends native classes (extending the TriangleMesh3D Papervision class, for example). This way, you manage to bypass some of the issues you run into when exporting models out of 3dsmax. I've found it to produced quite reliable results - well formed geometry, and good uvw maps. It has support for PV3d, Away3d, and Sandy.
It looks like a defunct project now, but it was reworked by Mr. Doob at some point.
btw #jhocking: did you know Unity is going to support AS3 / export to SWF in the "near future" (when molehill releases, I assume)? Unity is an amazing application, and export to SWF would be... great.
You can certainly do this with Flash, but it is also doable with WebGL in some HTML5 supported browsers.
If you haven't worked with programming/JavaScript, you could have a look at something like copperlicht. If you are interested in coding, there are plenty of good WebGL frameworks around such as:
scenejs
three.js
glge
spidergl
canvas3d
As for the models, you'll need to export them into a format supported by webgl, for example into json objects.
Flash is of course another option, but I'll leave that option for somebody else to go into detail with.

When do you really need to use Flash?

There are a lot of flash effects that can be achieved with jQuery.So when do you really need to use Flash instead of javascript?
Quite simply, when you need to do something that jQuery can't do. This includes video/audio, complex animations, cross-browser vector graphics, multi-file uploads, etc. The list goes on.
Of course, you could always write your website in HTML/jQuery and only use Flash for the necessary parts. That way it's a win-win situation, and your application degrades gracefully for those that don't have Flash.
Flash should be considered a 'last resort' in my opinion, and it's one that is shared with many others. Some people use flashblock, so they'll never see it. Users on mobile devices won't see it either.
There are few areas left for flash currently, and HTML5 will likely eliminate one of them.
Only when I have no choice...or asked by my boss
Flash features:
Compiled byte code versus interpreted
2D and 3D geometry libraries
Animation and audio libraries
Total control over Fonts/layout/design
Binary network calls as well as Xml and JSON
I'm not crazy about Flash for brochure or forms sites but it sure is nice for online games.
If your dislike of Flash comes from a dislike of Adobe, check out the Haxe programming language. It can target the Flash runtime.
if you need something which cant be done by JQuery then go for flash. otherwise stick to JQuery.
It is good for times when you want to make screen scraping harder. A major real estate site I worked with used Flash to make it much more difficult for a competitor to scrape agent data.
Sure this could of been done with images but Flash was just easier for us to implement.
Flex, which runs on top of Flash, is a very nice platform for building applications. In my opinion, it's far better than trying to coerce HTML and JavaScript into being a platform for GUIs. Also, if you have a graphics designer, they will have a much easier time designing the look and feel with the WYSIWYG tools available in the Adobe tools.
However, for traditional web sites, I'd stick with HTML/CSS/JavaScript. Don't use Flash if all you need is simple effects.
Flash is a frontend tool that should be considered when there are requirements that make a project much easier to develop. I know that there are alot of Flash haters, and I understand the reasons. However, each developer should use the tools available to them that would allow the job to get done effectively and quickly. PHP, HTML and JS have its limits, just like AS3 does as well, but each has something that can help deliver a project.

Processing language vs javascript?

I'm going to develop a comprehensive educational software which runs on the browser and has many visualization and simulation works (electrostatic and electromagnetic visualization, 2D and 3D).
Which language(Processing, javascript or something else) is the best toward my purpose?
The question is indeed broad but I will answer from the experience I've had.
Javascript is not really meant to do mathematical calculations, which is what might be necessary to calculate a lot of E&M phenomenon quickly (Especially if they are not represented as a closed form solution). It really goes into how much detail you want in your graphs as well (More steps = more calculations). You may find yourself needing to do more optimizations to make up for the performance difference.
I did some visualizations of antenna arrays (They had closed form solutions, only simple arrays) in Flash and it worked out ok. Javascript will definitely not be up to par with any 3D simulations you might want to do.
I wonder if Silverlight might be a better solution, because you may find more mathematics libraries for .NET than for Actionscript, that could save you a lot of work of writing the math out yourself (But you might end up doing this anyways because of the performance issues).
As others have suggested javascript is not that strong of a language when it comes to visualization.
Processing is a really good language for what you're trying to do, it's easy to learn and is Java based. Data visualization is built directly into the language, as well as temporal space (ie advance "1 tick" in time and have the visualization react to that.)
Also if you're interested in going that route I'd suggest picking up Visualizing Data which is pretty much a Processing primer.
Flash may be the more common application stack right now for what you are looking for, but Silverlight is looking primed to take the title from them based on the powerful features that it contains.
I would go Flex or Silverlight myself
Plenty of re-usable libraries
Native support for multimedia
Native support for graphics and animation
I'm a little late to the show, but what you want, has been implemented in JavaScript, and you'll find this incredibly useful. I recommend running it under Chrome as the JS processing engine is extremely fast. (You may even want to try Chrome 2 which is even faster)
http://ejohn.org/blog/processingjs/
http://ejohn.org/apps/processing.js/examples/basic/ (91 basic demos.)
http://ejohn.org/apps/processing.js/examples/topics/ (51 larger, topical, demos.)
http://ejohn.org/apps/processing.js/examples/custom/ (4 custom "in the wild" demos.)
See also: http://www.chromeexperiments.com/
I second LFSR Consulting's opinion: Processing is used a lot for educational purposes, it is free, and fast (Java is faster than Flash in general) and easy to learn, so you have faster results. It supports 3D, you can tackle Java libraries for simulation and computing, etc. And it has a great community! :-)
JavaScript is a bit light for such usage. JavaFX is hype, but it hasn't really 3D (although one used Java3D with it) and it is still a bit young.
Flash and Silverlight: no comment, not much experience in the field. OpenLazlo can be an alternative...
You really have two choices ActionScript in Flash or VB.NET/C#/other in Silverlight.
So first you need to decide which of these platforms you will target.
You may be able to split the problem into two parts, the user-interaction and display part, and the heavy calculations part.
If you can move the heavy calculations to a server then you can still show everything in javascript.
One difficulty with javascript is that it is interpreted and you will need to write more of the equations yourself, so there is a performance hit and development time, but it will work without any plugins, unless you don't want to do 3D in the canvas tag.
Flash and Silverlight may have better options, but then you are learning new languages and requiring plugins, depending on what version of Flash you want to use.
Check out processing.js, xcode, and iprocessing!
ProcessingJS is great for data visualization but lacks in interactivity.
You should probably try python. It is a really good language for educational and computational purposes it has a pretty decent community and the syntax is not so tough. Even though it was designed to for command line you can create front end gui's for it using some external package and it also provides packages like Scipy, Numpy and Matplotlib for advanced plotting and data visualization.

Why should I use Flex?

In a recent conversation, I mentioned that I was using JavaScript for a web application. That comment prompted a response: "You should use Flex instead. It will cut your development time down and JavaScript is too hard to debug and maintain. You need to use the right tool for the right job." Now, I don't know too much about Flex, but I personally don't feel like JavaScript is too hard to debug or maintain, especially if you use a framework. JavaScript is also one of the most used languages right now, so it would seem a better choice in that regard too. However, his reply piqued my interest. Would Flex be a good choice for a distributable web app for which 3rd party developers could build add-ons? What are the advantages of using it vs. a JavaScript framework? What are some of the disadvantages?
I have recently started to develop Flex applications, and I personally find it a refreshing framework for the web.
You get a state-ful application that runs completely client side. You get no worries about cross-browser portability that you do with JavaScript, and you get some really neat things such as effects, graphing, and rich user interface components.
Flex also makes it easy to communicate to webservices and the XML parsing via ECMA is insanely powerful and simple.
I'm glad I have made the switch. As far as how popular it is...I'm not really sure, but I am fairly certain that the developer base is expanding rapidly.
The only real disadvantage I can think of is a flash player requirement, but I would say it is pretty safe to assume that most browser support flash player; even konquerer in Linux is supported; much more so then a silverlight runtime (which I NEVER plan on installing)
Here is my experience: you really need to consider 2 things separately - development and the end-user experience. Flex shines in the first area:
ActionScript is a nice mixture of Java and JavaScript so you get a familiar language with strong support for OOP
debugging is far easier than what you can achieve in JavaScript
Flex framework is component-oriented and event-driven which helps in creating rich user interfaces (HTML was not really created to support application UI scenarios)
On the other hand, the end-user experience is worse when running a Flex app compared to an AJAX app. First, you need to have Flash Player installed but this is probably not an issue for most computers today. Bigger problems are with usability - Flash Player handles all UI interactions (instead of a browser) so the password manager doesn't work, text fields don't remember previous entries, Ctrl+T and middle-clicking doesn't work, text search doesn't work etc. etc.
My advice would be - if you are developing an application (rich UI, relatively separated from the rest of the web), go for Flex as it will save you time, money and will make your users happier by providing richer functionality and shorter periods between new versions. On the other hand, if your application needs to be tightly integrated with the web and you want your users to be able to use features of their browsers, go with AJAX.
Nice example is Google Docs vs Buzzword. Buzzword is much more feature rich (for instance, text can flow around an image from both sides which is something you could never ever achieve in DHTML) but Google still decided to go for an AJAX version because they are the "web company". There is no right or wrong in doing it the one or the other way, it's just different and it's important to consider who your end users are.
I would push you towards standard web development technologies in most cases. Javascript is no longer a great challenge to debug or maintain with good libs like jQuery/Prototype to iron out some of the browser inconsistencies and tools like Firebug and the MS script debugger to help with debugging.
There are cases when Flash is a better option, but only in cases where you are doing complex animations. And, if you are willing to invest the effort, most animations can be achieved without resorting to flash. A couple of examples...
Flash content is not as accessible as other content.
This will not only affect people with out flash, but also search engine spiders. There may be some hacks to help get around this now, but I think that most flash content will never be indexed by google.
Flash breaks the web UI.
For example:
If I click my mouse wheel on a link,
that link is opened in a background
tab. In a flash app there is no way
to simulate this behavior.
If I select text in my browser and
right-click I get options provided
by the browser that include things
like "Search Google for this text".
In a flash app those options are no
longer there.
If I right click on a link or an
image I get a different set of
options that are not available in a
flash app. This can be very
frustrating to a user who is not
"flash savvy".
GWT lets you do the same stuff as Flex for the most part, and handles all the browser compatibility issues, AND lets you code/debug in Java with your favorite IDE.
All without having to learn a new language (or pay Adobe $$$ for the flex IDE you'll need to do anything real).
Flex has some prettier UI widgets than GWT has out of the box, but there's a ton of 3rd party widgets (such as GWT-EXT-JS) you can use - or, you can use your existing favorite JS widgets with GWT.
Check it out if you haven't: http://code.google.com/webtoolkit/
I can't be sure if it was myself, or someone else who made that statement but I would definitely be one to say 'use the right tool for the job'.
Flex has a large community behind it, and is well hyped by Adobe's platform evangelism team. Now, as far as replacing JavaScript, that sounds like a very broad spectrum discussion point. Flex is not a replacement for JavaScript. What it does, it does well, however. That is, 3D, drawing, and data rendering whether in chart or table form. Flex also has the power of ActionScript 3 behind it which allows you to do much of what Flash does in cooperation with the MXML frontend components without ever touching the timeline or keyframes.
In a way, Flex is the .NET of Flash and Rich Internet Application development. It uses the same datasource concepts, and component focused design structures which make it easy, and fast to develop in.
The real question is, what are you trying to achieve? What is the end goal?
As to the debugging point, Flex has a true debugger and profiler within the Flex Builder IDE. JavaScript, unfortunately, has different syntax and execution between browsers due to the nature of JavaScript engines in modern browsers. Flex, because it is essentially Flash, uses the same rendering engine in all browsers due to the use of the Flash plugin.
Hope that clears a few things up. :)
Flex has a lot of extra overhead:
New language
Clients must have flash installed (might need to install, might not be able to)
Clients must download flex framework (few hundred kilobytes)
Flex content is not indexed by search engines (contrary to what Google might claim)
Flex has one main advantage:
- Better at building rich interfaces (see Picnik.com, etc)
For example, in Flex, it is easy to create a custom styled dialog box, complete with drop shadows, inner glows, animated open, whatever you might want.
In summary, use Flex if you need the extra richness.
Aside from what's already been mentioned here, another major difference is that JavaScript is dynamically typed and ActionScript is statically typed. Whether that's good or bad will depend on your point of view :).
If you want your web application to look like it's not a web application, Flex is pretty good. You also get to sidestep all the messiness of making HTML+JS look like a real app. For something which is essentially a website, Flex might not be the best choice, but if you really want to write an application which happens to be accessed through the browser, it's quick to develop with and gives great looking results.
You should try Google Gears instead. Create your application, add some Gears to it, and you can greatly increase the speed (and reliability) of your application.
http://gears.google.com/
Essentially Google gears gives you access to two useful things for any application: offline data storage, and native threading control (allowing updates/computations to run in the background and not slow down the users computer).
The really nice thing is, you can use whatever Framework you like for your application, as long as data storage/retrieval and server side communication is handled with JavaScript.
It also allows you to cache whatever files client side you want, which is especially useful when you want to avoid that 'flickering' look in the browser while some needed image is being downloaded by the browser.
A few reasons to consider Flex:
The control library is much richer in Flex than anything you can do with JS/DHTML. The charting controls are killer for business apps and things like the DataGrid / AdvancedDataGrid are pretty well ahead of anything you can do with HTML.
The Flex framework was designed for building applications. It abstracts away the "frame-based" concepts in the Flash Player to really make it easy to build apps. It has a well-designed component hierarchy that makes it easy to extend any of the standard controls. It also has a pretty intuitive event model for handles user inputs and makes it easy to have any of your controls dispatch custom events that can bubble up to parent components or get routed through a central event dispatcher. While it may be possible to do this with JS/DHTML, I don't think it's nearly as easy and it certainly wasn't designed for it.
You can take a Flex application and quickly deploy it to the desktop with the AIR runtime. AIR also offers additional APIs for things like local system access, embedded SQLite DB, etc. Gears offers something similar but it does require a browser. Granted, AIR requires the AIR runtime but at least it's purposed towards building desktop apps.
You can build a very rich, very sexy UI that will knock your users socks' off. As programmers we might not care about UX but our users do. Part of the reason why Apple is having a lot of success lately is because they really value UX and users/consumers are taking note of this.
The biggest con I think is that if you are really used to Java or C#, the ActionScript language will seem a bit limiting. If you're comparing it JavaScript, it's at par or maybe slightly better.
A lot of people will rail on Flash Player (or AIR) because it's not "standard-based." If we were only willing to use sites that were 100% standards compliant and free of plugins, we wouldn't have YouTube today. Or pretty much any other site that does interesting data visualization you can't do with HTML/JS (or at least, not with a sane level of effort). Adobe has been pretty progressive in opening up the Flex framework, Blaze DS (for backend Java development), publishing the AMF spec and starting the Open Screen Alliance to push Flash Player to mobile devices. Flash Player, Flex, Flex Builder and Blaze DS all have public JIRA bug trackers. I'd say there is a good chance that Flash Player itself will be open source within the next 2-3 years. I think Adobe is continuing to move towards being very open and that the criticisms of the platform being "closed" and "proprietary" are becoming less relevant. I think if developers approach Flex/FP with an open mind that they would really be impressed with how it all fits together.
This comparison table was good enough to make me decide what to use . I prefered javascript:)
http://askmeflash.com/article_m.php?p=article&id=11

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