Reflex was finally demoed for the first time at the recent 360|Flex Conference. This new component framework is familiar to the Flex Framework in features and use though it is completely independent. Reflex extends the Flash Player through composition adding a robust layout, skinning, a component suite and an MXML workflow.
Probably the most unique aspect to the design of the Reflex system is a concept called Behaviors. A Behavior defines specific logic or interaction for a component, which is usually made up of several behaviors. As with component skins behaviors may be added and replaced at runtime and will utilize the styling features of the Flash Builder.
Through skinning and changing behavior a component can be completely redressed without extension. Below is an example of a list of data, moon phases and their cycle percentage:
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So is the title of the upcoming 360|Flex presentation on Reflex, a toolkit for Flash developers that has been in the works. The conference in March will finally mark its début:
With the emergence of so many new technologies it is an exciting time to be a developer. Embracing the spirit of advancement, Reflex was created to extend the Flash Platform with a component toolset worthy of its industry. Reinventing the features of Flex for the creative workflow, Reflex enhances the Flash Player (rather than abstracting it) to meet the demands of next generation applications and devices. Come be among the first to see what Reflex can do and learn about its unique architecture, the details of the project, its goals and its future. (session description)
The presentation will begin at 1:00pm on Tuesday, the 9th of March. Right after lunch. Be sure to come early for a good seat.
Delivered as promised. It has a smaller memory footprint, a faster clock-speed and, best of all, it’s 100% weak-referenced. Data binding is supposed to be light and unobtrusive. Now you can have the smallest ActionScript 3 binding available, released as a component of the open source Flight Framework.
Flight’s data binding is powerful and simple, consisting of two classes. A Binding object represents a single data source: a source object and a source-path, such as model and "user.userName". Any number of event listeners and object/property pairs can be registered with this single Binding instance, allowing each to update when the data source changes. This class may be useful for special needs, but you usually don’t deal with Binding directly.
The Bind class is the primary interface to Flight binding and is used much like you would use Flex BindingUtils. This class exposes a static API for adding and removing bindings and listeners. It can also be instantiated via MXML for special cases where you need weak-reference binding that curly-brace bindings just don’t support. Here’s an example of usage:
Binding via Static ActionScript API:
// Bind.addBinding(target:Object, targetPath:String, source:Object, sourcePath:String, twoWay:Boolean = false):Boolean Bind.addBinding(this, "userTxt.text", this, "model.user.userName"); |
Instance binds via MXML:
<!-- constructor: Bind(target:Object = null, targetPath:String = null, source:Object = null, sourcePath:String = null, twoWay:Boolean = false):void --> <flight:bind targetPath="userTxt.text" sourcePath="model.user.userName"/> |
Visit the Google Project to download release 0.8.1 or higher.