<?xml version="1.0" encoding="utf-8"?><?xml-stylesheet href='http://feed.feedsky.com/styles/temp01.xsl' type='text/xsl' ?><!--这是一个由Feedsy提供技术支持的Feed，为了提高读者阅读的体验，以及满足用户美化自己Feed的需要，我们设计了多种精美的Feed模板，提供给大家选择，所有最终呈现出来的样式，皆由用户自愿选择使用，未经许可，任何团体和个人，请不要擅自修改样式或者盗用，这是对于用户选择权的尊重。--><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:fs="http://www.feedsky.com/namespace/feed" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link href="http://feed.feedsky.com/hcxm" type="application/rss+xml" rel="self"></atom:link><fs:self_link href="http://feed.feedsky.com/hcxm" type="application/rss+xml"></fs:self_link><lastBuildDate>Thu, 07 Jul 2011 03:06:36 GMT</lastBuildDate><title>火柴工作坊</title><description>走上新的起点-专注于Flash和Flex的应用开发</description><link>http://www.hcxmflash.cn/blog</link><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><language>en</language><pubDate>Thu, 07 Jul 2011 03:06:36 GMT</pubDate><item><title>FlashDevelop 4.0.0 Beta released</title><link>http://www.hcxmflash.cn/blog/?p=1327</link><content:encoded>&lt;p&gt;This release took little more than we expected and we needed to postpone few features but all the core changes    &lt;br /&gt;for the future are done so we are now able to continue the development nicely from here. As this is a beta release,    &lt;br /&gt;people that expect the most stable release should wait for the final release. Happy coding!    &lt;br /&gt;Note to customizers:    &lt;br /&gt;* FD4 is not compatible with FD3 plugins and requires a clean install when coming from FD3.    &lt;br /&gt;Note to plugin developers:    &lt;br /&gt;* The plugins now need to add a new IPlugin property Api to return 1 (for FD4.0) to be compatible with FD4.    &lt;br /&gt;New features:    &lt;br /&gt;* Android project template (no need for Android SDK!)    &lt;br /&gt;* New, greatly improved, AS3 debugger (supports AIR for Android &amp;amp; iOS)    &lt;br /&gt;* Rewritten project SDK, platform &amp;amp; output management    &lt;br /&gt;* &amp;quot;Clean Project&amp;quot; added to clear FCSH and delete output file for clean rebuild    &lt;br /&gt;* SWF/SWC exploration size report added    &lt;br /&gt;* Mercurial source control support added    &lt;br /&gt;* &amp;quot;Add source path&amp;quot; directly from Project tree    &lt;br /&gt;* Integrated FDFlexFormatter plugin as Refactor &amp;gt; Code Formatter    &lt;br /&gt;* AirProperties plugin by has now been integrated (GUI for AIR application.xml)    &lt;br /&gt;* Global shortcuts manager (Tools &amp;gt; Keyboard shortcuts)    &lt;br /&gt;* Selection highlighting added (Control+DoubleClick)    &lt;br /&gt;* New insert hash dialog (Insert &amp;gt; Hash&amp;#8230;)    &lt;br /&gt;* BOM is now shown in status bar    &lt;br /&gt;* Move line up and down (Ctrl+Alt+arrows)    &lt;br /&gt;* UI tweaks and improvements    &lt;br /&gt;* Added UTF-7 support back    &lt;br /&gt;* Added Batch/INI &amp;amp; CSharp (for FD scripts) coloring     &lt;br /&gt;New generators/completion:    &lt;br /&gt;* Public callback (var onFoo:Function)    &lt;br /&gt;* Move (local var) declaration(s) on top (of function body)    &lt;br /&gt;* Automatic handler naming: addEventListener(&amp;lt;event&amp;gt;,&amp;lt;Ctrl+Shift+1&amp;gt; &amp;#8211; change naming conventions in ASCompletion settings.    &lt;br /&gt;* Generate class field from function parameter    &lt;br /&gt;* Change function/constructor declaration    &lt;br /&gt;* &amp;quot;Typed callback&amp;quot; completion: &lt;a href=&quot;http://flashdevelop.org/community/viewtopic.php?f=5&amp;amp;t=8031&quot;&gt;http://flashdevelop.org/community/viewt &amp;#8230; f=5&amp;amp;t=8031&lt;/a&gt;    &lt;br /&gt;Bug fixes and improvements:    &lt;br /&gt;* Flash CS5.5 detection    &lt;br /&gt;* FP10.3 and 11 support    &lt;br /&gt;* Improved Flash CS JSFL scripting &amp;amp; error output capture    &lt;br /&gt;* AS3 compiler warnings don&amp;#8217;t stop compilation    &lt;br /&gt;* Improved Haxe support (completion, generators)    &lt;br /&gt;* Flash log viewer output rewritten    &lt;br /&gt;* &amp;quot;Always compile&amp;quot; is now called &amp;quot;Set Document class&amp;quot;    &lt;br /&gt;* New setting for specifying location of generated methods    &lt;br /&gt;* Improved snippets (for example $(Boundaries) allows to include whitespace)    &lt;br /&gt;* Localization improvements    &lt;br /&gt;* Project template improvements    &lt;br /&gt;* Find in files now ignores hidden dirs    &lt;br /&gt;* Installer now can download and install AIR SDK    &lt;br /&gt;* Project manager file templates can now have custom names    &lt;br /&gt;* AS3 recognized filetypes (*.as, *.mxml) can be modified (AS3Context settings)    &lt;br /&gt;For plugins developers:    &lt;br /&gt;* Global shortcuts manager    &lt;br /&gt;* New system events added &amp;amp; system improvements    &lt;br /&gt;* Per-project key/value storage for plugins    &lt;br /&gt;* InitScript feature added to MacroManager    &lt;br /&gt;* Added some new sci features (CopyWord,&amp;#8230;)    &lt;br /&gt;+ Other bug fixes, small features and improvements    &lt;br /&gt;Contributor credits:    &lt;br /&gt;* ir73 &amp;amp; zobo: Constant work on the debugger and the code generation    &lt;br /&gt;* Thibaud.de: New project dialog images and other graphics help    &lt;br /&gt;* i.o: Completion list UI and functionality improvements    &lt;br /&gt;* Frederico Garcia: FDFlexFormatter plugin    &lt;br /&gt;* FlashDevelop.jp: Editing features    &lt;br /&gt;* froggerjohn: Scintilla features    &lt;br /&gt;* Griz &amp;amp; matsumos: Localization    &lt;br /&gt;* Sam A: AirProperties plugin    &lt;br /&gt;* k24: Mercurial support    &lt;br /&gt;Mac/Linux virtualization:    &lt;br /&gt;* Native helper (Bridge): &lt;a href=&quot;http://www.flashdevelop.org/community/viewtopic.php?f=9&amp;amp;t=7621&quot;&gt;viewtopic.php?f=9&amp;amp;t=7621&lt;/a&gt;    &lt;br /&gt;* This is an ALPHA quality feature    &lt;br /&gt;Future plans:    &lt;br /&gt;* iOS template &amp;#8211; &lt;a href=&quot;http://www.codeandvisual.com/2011/exporting-for-iphone-using-air-27-and-flashdevelop-part-two-creating-an-iphone-project/&quot;&gt;here&amp;#8217;s a good tutorial &amp;amp; template in the meantime&lt;/a&gt;    &lt;br /&gt;* Good mobile projects integration    &lt;br /&gt;* Complete project solutions    &lt;br /&gt;Important:    &lt;br /&gt;* Microsoft .NET 2.0 SP1 runtime is really required, even if you already have .NET 4.0 installed,    &lt;br /&gt;* &lt;a href=&quot;http://www.adobe.com/support/flashplayer/downloads.html&quot;&gt;Get the ActiveX (for IE) Debug Flash Player&lt;/a&gt;. This is required by the browser control.    &lt;br /&gt;* &lt;a href=&quot;http://opensource.adobe.com/wiki/display/flexsdk/Flex+SDK&quot;&gt;Get the free Adobe Flex SDK.&lt;/a&gt; The free Adobe Flex SDK (2, 3 or 4) is required for ActionScript 3 development if you don&amp;#8217;t use Flash CS*.    &lt;br /&gt;* Java 1.6+ is required for the Flex compiler for ActionScript 3 development.    &lt;br /&gt;* SourceControl plugin depends on &lt;a href=&quot;http://tortoisesvn.net/downloads&quot;&gt;TortoiseSVN&lt;/a&gt; and &lt;a href=&quot;http://code.google.com/p/tortoisegit/downloads/list&quot;&gt;TortoiseGit&lt;/a&gt;.    &lt;br /&gt;&lt;img title=&quot;Exclamation&quot; alt=&quot;:!:&quot; src=&quot;http://www.flashdevelop.org/community/images/smilies/icon_exclaim.gif&quot; /&gt; &lt;a href=&quot;http://www.flashdevelop.org/wikidocs/index.php?title=FlashDevelop:Site_support&quot;&gt;If you think the program is good, please donate some money for this project.&lt;/a&gt; &lt;img title=&quot;Exclamation&quot; alt=&quot;:!:&quot; src=&quot;http://www.flashdevelop.org/community/images/smilies/icon_exclaim.gif&quot; /&gt;    &lt;br /&gt;Download:    &lt;br /&gt;Built from rev. 1978 &amp;#8211; patch from rev. 1981    &lt;br /&gt;&lt;a href=&quot;http://www.flashdevelop.org/downloads/releases/FlashDevelop-4.0.0-Beta.exe&quot;&gt;&lt;strong&gt;&lt;font size=&quot;6&quot;&gt;Download FlashDevelop 4.0.0 Beta&lt;/font&gt;&lt;/strong&gt;&lt;/a&gt;    &lt;br /&gt;&lt;a href=&quot;http://www.flashdevelop.org/downloads/releases/FD4-beta-patch.zip&quot;&gt;Download patch&lt;/a&gt; (unzip &amp;amp; overwrite DLLs in Program Files/FlashDevelop/Plugins)&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439920/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1327&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1327</wfw:commentRss><slash:comments>0</slash:comments><description>This release took little more than we expected and we needed to postpone few features but all the core changes    for the future are done so we are now able to continue the development nicely from here. As this is a beta release,    people that expect the most stable [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439920/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1327&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>生活杂谈</category><category>FlashDevelop</category><pubDate>Thu, 07 Jul 2011 11:06:36 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1327#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1327</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1327</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439920/5090888</fs:itemid></item><item><title>（转）Alchemy 配置</title><link>http://www.hcxmflash.cn/blog/?p=1326</link><content:encoded>&lt;p&gt;Alchemy 是adobe 推出的把C++代码编译成as3 字节码的开源项目，这对于开源爱好者和RIA开发者绝对是一个好消息，以后c++ 的开源工程都可以编译成as库来供RIA开发者使用了。不过现在Alchemy&amp;#160; 发布的还是release beta 版，看网上评论对c++ 的语法好像有一些限制，具体还没有研究，目前只是才安装好Alchemy 。以后研究好了再和大家分享。&lt;/p&gt;
&lt;p&gt;Alchemy&amp;#160; 在windows下的安装是一件很麻烦的事情，需要在cygwin下安装。&lt;/p&gt;
&lt;p&gt;在adobe 的网站上有一篇安装指南：&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://uh.9ria.com/link.php?url=http://labs.adobe.com%2Fwiki%2Findex.php%2FAlchemy%3ADocumentation%3AGetting_Started%23Windows&quot;&gt;http://labs.adobe.com/wiki/index.php/Alchemy:Documentation:Getting_Started#Windows&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;个人觉得对cygwin很熟悉的人才能一次安装成功，对于不熟悉cygwin的人估计要废半天劲，因此我把我的安装过程记录下来，与大家分享。&lt;/p&gt;
&lt;p&gt;首先我的机器是windows xp sp2， cygwin ，和flex sdk 安装在c盘根目录下面。&lt;/p&gt;
&lt;p&gt;要安装Alchemy&amp;#160; ，首先需要安装cygwin 和flex sdk 3.2.&lt;/p&gt;
&lt;p&gt;cygwin的下载地址：&lt;a href=&quot;http://uh.9ria.com/link.php?url=http://www.cygwin.com%2F&quot;&gt;http://www.cygwin.com&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;安装cygwin的时候一定要选择&lt;/p&gt;
&lt;p&gt;2 到 Select Package这时,需要选择以下3个东西&lt;/p&gt;
&lt;p&gt;1 到 Archive 下面去选择安装 zip 包&lt;/p&gt;
&lt;p&gt;2 到 Devel 下面去选择安装 gcc-g++ 包&lt;/p&gt;
&lt;p&gt;3 到 Perl 目录,选择完全安装 (Install)&lt;/p&gt;
&lt;li&gt;
&lt;p&gt;flex sdk&amp;#160; 的下载地址为：&lt;a href=&quot;http://uh.9ria.com/link.php?url=http://opensource.adobe.com%2Fwiki%2Fdisplay%2Fflexsdk%2FDownload%2BFlex%2B3&quot;&gt;http://opensource.adobe.com/wiki/display/flexsdk/Download+Flex+3&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;注意 要下载Adobe Flex SDK，这个sdk比较大，有100多M。&lt;/p&gt;
&lt;p&gt;Alchemy&amp;#160; 的下载地址为：&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://uh.9ria.com/link.php?url=http://labs.adobe.com%2Ftechnologies%2Falchemy%2F&quot;&gt;http://labs.adobe.com/technologies/alchemy/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;上面3个文件下载完后，我们就可以安装的。&lt;/p&gt;
&lt;p&gt;第一步：安装cygwin，cygwin默认安装在c盘根目录下。&lt;/p&gt;
&lt;p&gt;第二步：安装java，因为我的机器已经安装了java，所以略过此步。&lt;/p&gt;
&lt;p&gt;第三步：解压Adobe Flex SDK到c盘根目录，重命名为flex，注意flex目录下面为bin 等目录。&lt;/p&gt;
&lt;p&gt;第四步：解压Alchemy&amp;#160; 到C盘根目录，重命名为Alchemy ，注意Alchemy目录下面直接为bin等目录。&lt;/p&gt;
&lt;p&gt;第五步：修改C:\cygwin\etc目录下的profile文件&lt;/p&gt;
&lt;p&gt;PATH=/usr/local/bin:/usr/bin:/bin:/usr/X11R6/bin:/cygdrive/c/flex/bin:$PATH     &lt;br /&gt;将flex sdk 的bin目录加入到cygwin的path中。红色部分为新添加的。&lt;/p&gt;
&lt;p&gt;第六步，打开cygwin，切换到Alchemy&amp;#160; 目录，Alchemy&amp;#160; 目录路径为/cygdriver/c/alchemy。在cygwin中cd 是进入目录，cd&amp;#160; ..是返回到上级目录，关于bash的详细命令请用百度搜索一下。&lt;/p&gt;
&lt;p&gt;第七步：执行 ./config，并根据echo出来的提示，执行source /cygdrive/c/alchemy/alchemy-setup&lt;/p&gt;
&lt;p&gt;第八步：关闭cygwin，编辑C:\alchemy目录下的alchemy-setup文件（这个文件是执行./config命令新生成的），将#export ADL=/path/to/fyou/bin/adl&amp;#160; (or adl.exe)一句修改成export ADL=/cygdrive/c/flex/bin/adl.exe,注意去掉#注释符。&lt;/p&gt;
&lt;p&gt;第九步：编辑C:\cygwin\etc目录下bash.bashrc文件，在文件最后加入下面三行&lt;/p&gt;
&lt;p&gt;source /cygdrive/c/alchemy/alchemy-setup     &lt;br /&gt;PATH=$ALCHEMY_HOME/achacks:/cygdrive/c/flex/bin:$PATH      &lt;br /&gt;export PATH&lt;/p&gt;
&lt;p&gt;第十步： 打开C:\cygwin，切换到/cygdriver/c/alchemy/bin目录，执行下面的命令：&lt;/p&gt;
&lt;p&gt;ln -s llvm-stub llvm-stub.exe&lt;/p&gt;
&lt;p&gt;第十一步： 切换到/cygdriver/c/alchemy/samples/stringecho目录：&lt;/p&gt;
&lt;p&gt;执行which gcc     &lt;br /&gt;然后执行：&lt;/p&gt;
&lt;p&gt;alc-on;gcc stringecho.c -O3 -Wall -swc -o stringecho.swc&lt;/p&gt;
&lt;p&gt;一定要按照上面的方式执行即alc-on命令和gcc stringecho.c -O3 -Wall -swc -o stringecho.swc命令一起执行，否则会报编译错误，不能正确的编译。&lt;/p&gt;
&lt;p&gt;在编译的过程中你会看到如下提示：&lt;/p&gt;
&lt;p&gt;$ gcc stringecho.c -O3 -Wall -swc -o stringecho.swc WARNING: While resolving call to function &amp;#8216;main&amp;#8217; arguments were dropped! 2544.achacks.swf, 363806 bytes written frame. rate: 60 frame. count: 1 69 : 4 72 : 363736 76 : 33 1 : 0 0 : 0 frame. rate: 24 frame. count: 1 69 : 4 77 : 506 64 : 31 63 : 16 65 : 4 9 : 3 41 : 26 82 : 471 1 : 0 0 : 0 adding: catalog.xml (deflated 75%) adding: library.swf (deflated 61%) &lt;/p&gt;
&lt;p&gt;至此，一个c文件就编译成了一个swc库，我们在as代码中就可以使用这个swc了。&lt;/p&gt;
&lt;p&gt;详细的配置过程见：&lt;a href=&quot;http://uh.9ria.com/link.php?url=http://labs.adobe.com%2Ftechnologies%2Falchemy%2F&quot;&gt;http://labs.adobe.com/technologies/alchemy/&lt;/a&gt;      &lt;br /&gt;使用Cygwin配置的时候碰到了几处麻烦。首先是路径设置问题，我直接把flex目录下的bin目录copy到了c盘。      &lt;br /&gt;其次是编译时报错：&lt;/p&gt;
&lt;p&gt;[Compiler] Error #1063: Unable to open file: /cygdrive/c/Users/sascha/Applications/Alchemy/flashlibs/global.abc.&amp;#160; &lt;br /&gt;[Compiler] Error #1063: Unable to open file: /cygdrive/c/Users/sascha/Applications/Alchemy/flashlibs/playerglobal.abc. &lt;/p&gt;
&lt;p&gt;需要修改alchemy目录里 hacks.pl 文件：     &lt;br /&gt;把if ( `uname` = ~ / CYGWIN /) 改为if ( `/ bin / uname` = ~ / CYGWIN /      &lt;br /&gt;要注意的是，不要把alchemy安装到cygwin的目录下。&lt;/p&gt;
&lt;/li&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439921/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1326&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1326</wfw:commentRss><slash:comments>0</slash:comments><description>Alchemy 是adobe 推出的把C++代码编译成as3 字节码的开源项目，这对于开源爱好者和RIA开发者绝对是一个好消息，以后c++ 的开源工程都可以编译成as库来供RIA开发者使用了。不过现在Alchemy&amp;#160; 发布的还是release beta 版，看网上评论对c++ 的语法好像有一些限制，具体还没有研究，目前只是才安装好Alchemy 。以后研究好了再和大家分享。
Alchemy&amp;#160; 在windows下的安装是一件很麻烦的事情，需要在cygwin下安装。
在adobe 的网站上有一篇安装指南：
http://labs.adobe.com/wiki/index.php/Alchemy:Documentation:Getting_Started#Windows
个人觉得对cygwin很熟悉的人才能一次安装成功，对于不熟悉cygwin的人估计要废半天劲，因此我把我的安装过程记录下来，与大家分享。
首先我的机器是windows xp sp2， cygwin ，和flex sdk 安装在c盘根目录下面。
要安装Alchemy&amp;#160; ，首先需要安装cygwin 和flex sdk 3.2.
cygwin的下载地址：http://www.cygwin.com
安装cygwin的时候一定要选择
2 到 Select Package这时,需要选择以下3个东西
1 到 Archive 下面去选择安装 zip 包
2 到 Devel 下面去选择安装 gcc-g++ 包
3 到 Perl 目录,选择完全安装 (Install)

flex sdk&amp;#160; 的下载地址为：http://opensource.adobe.com/wiki/display/flexsdk/Download+Flex+3
注意 要下载Adobe Flex SDK，这个sdk比较大，有100多M。
Alchemy&amp;#160; 的下载地址为：
http://labs.adobe.com/technologies/alchemy/
上面3个文件下载完后，我们就可以安装的。
第一步：安装cygwin，cygwin默认安装在c盘根目录下。
第二步：安装java，因为我的机器已经安装了java，所以略过此步。
第三步：解压Adobe Flex SDK到c盘根目录，重命名为flex，注意flex目录下面为bin 等目录。
第四步：解压Alchemy&amp;#160; 到C盘根目录，重命名为Alchemy ，注意Alchemy目录下面直接为bin等目录。
第五步：修改C:\cygwin\etc目录下的profile文件
PATH=/usr/local/bin:/usr/bin:/bin:/usr/X11R6/bin:/cygdrive/c/flex/bin:$PATH     将flex [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439921/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1326&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>生活杂谈</category><pubDate>Fri, 01 Jul 2011 14:47:16 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1326#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1326</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1326</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439921/5090888</fs:itemid></item><item><title>下载Adobe Flash Player 10.3</title><link>http://www.hcxmflash.cn/blog/?p=1325</link><content:encoded>&lt;p&gt;&lt;strong&gt;Windows&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_ax_debug.exe&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Windows Flash Player 10.3 ActiveX control content debugger (for IE)&lt;/a&gt; (EXE, 3.22MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_plugin_debug.exe&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Windows Flash Player 10.3 Plugin content debugger (for Netscape-compatible browsers)&lt;/a&gt; (EXE, 3.19MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa_debug.exe&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Windows Flash Player 10.3 Projector content debugger&lt;/a&gt; (EXE, 6.50MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa.exe&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Windows Flash Player 10.3 Projector&lt;/a&gt; (EXE, 5.51MB) &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Macintosh&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_plugin_debug_intel.dmg&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Macintosh Flash Player 10.3 Plugin content debugger (Intel-based Macs)&lt;/a&gt; (DMG, 6.34MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa_debug.app.zip&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Macintosh Flash Player 10.3 Projector content debugger&lt;/a&gt; (ZIP, 5.26MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa.app.zip&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Macintosh Flash Player 10.3 Projector&lt;/a&gt; (ZIP, 4.94MB) &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Linux&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_plugin_debug.tar.gz&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Linux Flash Player 10.3 Plugin content debugger&lt;/a&gt; (TAR.GZ, 5.58MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa_debug.tar.gz&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Linux Flash Player 10.3 Projector content debugger&lt;/a&gt; (TAR.GZ, 4.57MB) &lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/flashplayer/updaters/10/flashplayer_10_sa.tar.gz&quot;&gt;&lt;img alt=&quot;Download&quot; src=&quot;http://www.adobe.com/images/icons/download.gif&quot; width=&quot;16&quot; height=&quot;16&quot; /&gt;Download the Linux Flash Player 10.3 Projector&lt;/a&gt; (TAR.GZ, 4.23MB) &lt;/li&gt;
&lt;/ul&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439922/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1325&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1325</wfw:commentRss><slash:comments>0</slash:comments><description>Windows

Download the Windows Flash Player 10.3 ActiveX control content debugger (for IE) (EXE, 3.22MB) 
Download the Windows Flash Player 10.3 Plugin content debugger (for Netscape-compatible browsers) (EXE, 3.19MB) 
Download the Windows Flash Player 10.3 Projector content debugger (EXE, 6.50MB) 
Download the Windows Flash Player 10.3 Projector (EXE, 5.51MB) 

Macintosh

Download the Macintosh Flash Player 10.3 Plugin [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439922/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1325&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>Flash Platform</category><category>Flash Player 10.3</category><category>Flashplayer</category><pubDate>Sat, 14 May 2011 09:55:27 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1325#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1325</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1325</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439922/5090888</fs:itemid></item><item><title>Alternativa 3D 7.6相关的一些教程</title><link>http://www.hcxmflash.cn/blog/?p=1322</link><content:encoded>&lt;p&gt;&lt;a href=&quot;https://docs.google.com/document/pub?id=1AM_rCfNLgKcYFJesTzJJSpdNUX8Aa7lwPHUbcSg4Shw&quot;&gt;Materials&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1LLlEwsqRD20xeyo9QbVfkTpM58Z1KkI2DhIcjrJakZo&quot;&gt;Loading  an animating a Collada model&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1nN4_aiM0OnNNTOdpCKSFFH8T7AVCpvDWXJQ5KcRhpQ0&quot;&gt;Particle  effects with Alternativa3D and StarDust&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1GtFvkttplE4UcO38ST-YWLNZwbH8uF7nNa2z6g5wd5Q&quot;&gt;Primitive  3D objects&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1V8z6N8l44qUaVUTCNN21g8UQwHMcnCBtIWJFZup7C84&quot;&gt;Creating  an Alternativa3D project in Flash Builder and Flex Builder&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1VJCEzyHrC3pz8EWwYKmN35tX5PZ8jYFIKWdBc1bM-HA&quot;&gt;Creating  an Alternativa3D project in IntelliJ Idea&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1KWT4U0bhXWBensmmmHLEltEBhrLeIFtaKHD1zN_karo&quot;&gt;Creating  an Alternativa3D project in Eclipse / FDT&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1ssxFsBYvPIUR_asL6xsRuooYKVirS74iOOV5OiKHoNo&quot;&gt;Creating  an Alternativa3D project in FlashDevelop&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1KAtNuSNlCq4_xYpAkUSKTwVVhtMJx9WxNaB4THFrVV4&quot;&gt;Creating  an Alternativa3D project in Flash Professional&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;https://docs.google.com/document/pub?id=1c4ZwLVnexQsCHdWPIRFKeEStSyYCYZVnIBWAtl_KawY&quot;&gt;A  look at the Main class&lt;/a&gt;&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439923/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1322&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1322</wfw:commentRss><slash:comments>0</slash:comments><description>Materials
Loading  an animating a Collada model
Particle  effects with Alternativa3D and StarDust
Primitive  3D objects
Creating  an Alternativa3D project in Flash Builder and Flex Builder
Creating  an Alternativa3D project in IntelliJ Idea
Creating  an Alternativa3D project in Eclipse / FDT
Creating  an Alternativa3D project in FlashDevelop
Creating  an Alternativa3D project in Flash Professional
A  [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439923/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1322&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>Alternativa 3d</category><category>Flash 3D</category><pubDate>Fri, 06 May 2011 17:45:48 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1322#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1322</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1322</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439923/5090888</fs:itemid></item><item><title>Alternativa3D中的物理碰撞检测</title><link>http://www.hcxmflash.cn/blog/?p=1320</link><content:encoded>&lt;p&gt;物理模型中的物体在运动过程中很有可能会发生碰撞、接触及其他形式的相互作用。基于物理模型的3D动画系统必须能够检测物体之间的这种相互作用，并作出适当响应，否则就会出现物体之间相互穿透和彼此重叠等不真实的现象。&lt;/p&gt;
&lt;p&gt;在物理模型中检测运动物体是否相互碰撞的过程称为碰撞检测。一种直接的检测算法是，计算出环境中所有物体在下一时间点上的位置、方向等运动状态后并不立 刻将物体真正移动到新的状态，而是先检测是否有物体在新的状态下与其他物体重叠，从而判定是否发生了碰撞。这种方法在确定t0 &amp;#8211; t1的时间片内是否发生碰撞时，是在t0 &amp;lt; t0 +Δti &amp;lt; t0+Δt2 &amp;lt;&amp;#8230;&amp;lt; t0+Δtn &amp;lt; t1这一系列离散的时间点上考虑问题，因此称为离散方法(Discrete Methods)或静态方法(Static Methods)。这种方法的问题是，只检测离散时间点上可能发生的碰撞，若物体运动速度相当快或时间点间隔太长时，一个物体有可能完全穿越另一物体，算 法将无法检测到这类碰撞。为解决这一问题，可以限制物体运动速度或减小计算物体运动的时间步长；也可以使用连续碰撞检测算法(Continuum mMthods)，或称动态方法(Dynamic Methods)，检测物体从当前状态运动到下一状态所滑过的四维空间(包括时间轴)与其他物体同时所滑过的四维空间是否发生了重叠。&lt;strong&gt;&lt;/p&gt;
&lt;p&gt;在Alternativa3D中，EllipsoidCollider类实现了椭圆体和凸面多边形的连续碰撞检测算法&lt;/strong&gt;&lt;br /&gt;
看看属性：&lt;br /&gt;
radiusX：椭圆x轴半径&lt;br /&gt;
radiusY：椭圆y轴半径&lt;br /&gt;
radiusZ：椭圆z轴半径&lt;br /&gt;
scene：碰撞检测的场景&lt;br /&gt;
offsetThreshold：间距域值，如果在任何相对坐标系统中两点的间的绝对差值小于给定的域值，将会被认为是相同的点，也就是碰撞&lt;br /&gt;
collisionSetMode：只有两个取值CollisionSetMode.EXCLUDE和CollisionSetMode.INCLUDE, 确定碰撞检测方式。&lt;br /&gt;
collisionSet：一个集合set，包含一些场景中被检测或不被检测的3维显示对象.&lt;/p&gt;
&lt;p&gt;看方法：&lt;br /&gt;
public function calculateDestination(sourcePoint:Point3D, displacementVector:Point3D, destinationPoint:Point3D):void 计算椭圆的新位置，如果场景被指定，场景的对象的碰撞会被分析。&lt;br /&gt;
参数&lt;br /&gt;
sourcePoint:Point3D — 椭圆在场景的根对象坐标系统的开始位置。&lt;br /&gt;
displacementVector:Point3D — 在场景的根对象坐标系统的位移向量，如果每个向量组件的决对值没有超过offsetThreshold值，椭圆不会改变位置。&lt;br /&gt;
destinationPoint:Point3D —  在场景的根对象坐标系统中计算的新位置&lt;/p&gt;
&lt;p&gt;public function getCollision(sourcePoint:Point3D, displacementVector:Point3D, collision:Collision):Boolean 当椭圆从起点沿位移方向移动时，根据碰撞检测方式确定是否有碰撞发生。&lt;br /&gt;
参数&lt;br /&gt;
sourcePoint:Point3D — 在场景根对象坐标系统中，椭圆中心的开始坐标。&lt;br /&gt;
displacementVector:Point3D — 在场景的根对象坐标系统中的位移向量&lt;br /&gt;
collision:Collision — 碰撞参数&lt;br /&gt;
Returns&lt;br /&gt;
Boolean —如果检测到碰撞为true, 否则为false&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;CollisionSetMode类有两个静态常量：&lt;/strong&gt;&lt;br /&gt;
EXCLUDE : int = 1 在碰撞检测过程中忽略对象（EllipsoidCollider类的collisionSet中的对象）的面。&lt;br /&gt;
INCLUDE : int = 2  只有被列出的对象的面参与碰撞检测&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;碰撞参数类Collision&lt;/strong&gt;(在7.6中此类被去除了)&lt;br /&gt;
一个椭圆体的一个面(face)的碰撞参数，下面提到的碰撞平面是指椭圆在碰撞点上的正切平面。有五个参数：&lt;br /&gt;
face：Face 发生碰撞的面&lt;br /&gt;
normal: Point3D 碰撞面的法线&lt;br /&gt;
offset：Number 碰撞面的偏移&lt;br /&gt;
point：Point3D 碰撞点&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;用法&lt;/strong&gt;&lt;br /&gt;
ObjectController 类有一个collider属性就是EllipsoidCollider对象，而alternativa3d中有3种对象控制 器，FlyController，ObjectController，WalkController，最常见的用法是在WalkController中出 现，如：&lt;/p&gt;
&lt;p&gt;private var controller:WalkController;&lt;/p&gt;
&lt;p&gt;controller.checkCollisions = true;&lt;/p&gt;
&lt;p&gt;controller = new WalkController(stage);&lt;br /&gt;
controller.collider.offsetThreshold = 0.0001;&lt;br /&gt;
controller.collider.radiusX = 25;&lt;br /&gt;
controller.collider.radiusY = 25;&lt;br /&gt;
controller.collider.radiusZ = 35;&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439924/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1320&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1320</wfw:commentRss><slash:comments>0</slash:comments><description>物理模型中的物体在运动过程中很有可能会发生碰撞、接触及其他形式的相互作用。基于物理模型的3D动画系统必须能够检测物体之间的这种相互作用，并作出适当响应，否则就会出现物体之间相互穿透和彼此重叠等不真实的现象。
在物理模型中检测运动物体是否相互碰撞的过程称为碰撞检测。一种直接的检测算法是，计算出环境中所有物体在下一时间点上的位置、方向等运动状态后并不立 刻将物体真正移动到新的状态，而是先检测是否有物体在新的状态下与其他物体重叠，从而判定是否发生了碰撞。这种方法在确定t0 &amp;#8211; t1的时间片内是否发生碰撞时，是在t0 &amp;#60; t0 +Δti &amp;#60; t0+Δt2 &amp;#60;&amp;#8230;&amp;#60; t0+Δtn &amp;#60; t1这一系列离散的时间点上考虑问题，因此称为离散方法(Discrete Methods)或静态方法(Static Methods)。这种方法的问题是，只检测离散时间点上可能发生的碰撞，若物体运动速度相当快或时间点间隔太长时，一个物体有可能完全穿越另一物体，算 法将无法检测到这类碰撞。为解决这一问题，可以限制物体运动速度或减小计算物体运动的时间步长；也可以使用连续碰撞检测算法(Continuum mMthods)，或称动态方法(Dynamic Methods)，检测物体从当前状态运动到下一状态所滑过的四维空间(包括时间轴)与其他物体同时所滑过的四维空间是否发生了重叠。
在Alternativa3D中，EllipsoidCollider类实现了椭圆体和凸面多边形的连续碰撞检测算法
看看属性：
radiusX：椭圆x轴半径
radiusY：椭圆y轴半径
radiusZ：椭圆z轴半径
scene：碰撞检测的场景
offsetThreshold：间距域值，如果在任何相对坐标系统中两点的间的绝对差值小于给定的域值，将会被认为是相同的点，也就是碰撞
collisionSetMode：只有两个取值CollisionSetMode.EXCLUDE和CollisionSetMode.INCLUDE, 确定碰撞检测方式。
collisionSet：一个集合set，包含一些场景中被检测或不被检测的3维显示对象.
看方法：
public function calculateDestination(sourcePoint:Point3D, displacementVector:Point3D, destinationPoint:Point3D):void 计算椭圆的新位置，如果场景被指定，场景的对象的碰撞会被分析。
参数
sourcePoint:Point3D — 椭圆在场景的根对象坐标系统的开始位置。
displacementVector:Point3D — 在场景的根对象坐标系统的位移向量，如果每个向量组件的决对值没有超过offsetThreshold值，椭圆不会改变位置。
destinationPoint:Point3D —  在场景的根对象坐标系统中计算的新位置
public function getCollision(sourcePoint:Point3D, displacementVector:Point3D, collision:Collision):Boolean 当椭圆从起点沿位移方向移动时，根据碰撞检测方式确定是否有碰撞发生。
参数
sourcePoint:Point3D — 在场景根对象坐标系统中，椭圆中心的开始坐标。
displacementVector:Point3D — 在场景的根对象坐标系统中的位移向量
collision:Collision — 碰撞参数
Returns
Boolean —如果检测到碰撞为true, 否则为false
CollisionSetMode类有两个静态常量：
EXCLUDE : int = 1 在碰撞检测过程中忽略对象（EllipsoidCollider类的collisionSet中的对象）的面。
INCLUDE : int = 2  只有被列出的对象的面参与碰撞检测
碰撞参数类Collision(在7.6中此类被去除了)
一个椭圆体的一个面(face)的碰撞参数，下面提到的碰撞平面是指椭圆在碰撞点上的正切平面。有五个参数：
face：Face 发生碰撞的面
normal: Point3D [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439924/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1320&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>碰撞</category><category>Alternativa 3d</category><category>物理</category><category>Flash 3D</category><pubDate>Thu, 05 May 2011 22:02:34 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1320#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1320</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1320</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439924/5090888</fs:itemid></item><item><title>Streamlining Flex and PHP development with Flash Builder for PHP</title><link>http://www.hcxmflash.cn/blog/?p=1318</link><content:encoded>&lt;h5&gt;Prerequisite knowledge &lt;/h5&gt;
&lt;p&gt;To make the most of this article, it is best if you are familiar with Flash Builder, ActionScript 3.0, and PHP.&lt;/p&gt;
&lt;h5&gt;User level &lt;/h5&gt;
&lt;p&gt;Beginning&lt;/p&gt;
&lt;h5&gt;Required products &lt;/h5&gt;
&lt;ul&gt;
&lt;li&gt;Flash Builder 4.5 for PHP Premium &lt;a href=&quot;http://www.adobe.com/go/try_flashbuilder_php/&quot;&gt;(Download trial)&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h5&gt;Sample files &lt;/h5&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://download.macromedia.com/pub/developer/flex/AuthorsService.zip&quot;&gt;AuthorsService.zip &lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Developers who work with Flex and PHP can boost their productivity by using a new tool developed by Adobe and Zend: Flash Builder for PHP. This IDE lets you create a combined project with Flex and PHP natures and reap the benefit of coding in both languages. (In Eclipse, &lt;i&gt;natures&lt;/i&gt; link a project with specific builders and other settings.)&amp;#160; The setup also enables you to debug your Flex and PHP code at the same time. This might not seem to be an important point, but trust me when I say it is huge. I’ve been working with and writing about Flex and PHP, Flash Builder, and Zend Studio integration since 2008 and before now it was quite complicated.&lt;/p&gt;
&lt;p&gt;In this article, I will show you how to install Flash Builder for PHP, create Flex and PHP projects, create a Flex client that uses a PHP service, and debug the Flex and PHP code. &lt;/p&gt;
&lt;p&gt;Besides, you can also watch the accompanying video by me to learn how to streamline the development process with Flex applications that integrate tightly with PHP.&lt;/p&gt;
&lt;h5&gt;Additional required other products (third-party/labs/open source)&lt;/h5&gt;
&lt;p&gt;Zend Server&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://www.zend.com/en/products/server-ce/index&quot;&gt;Download&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_numberedheader&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h5&gt;Installing Flash Builder for PHP &lt;/h5&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_0&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Flash Builder for PHP is the result of work done by Adobe and Zend to integrate their Eclipse-based IDEs together. There is a single installer that will install Flash Builder 4.5 with Zend Studio 8.0 as a plug-in along with some new plug-ins that enable the new integration. This product is available for Windows and Mac OS. Without a license, you can still use it for 60 days (there is a 60-day trial period).&lt;/p&gt;
&lt;p&gt;You can install this product along with Flash Builder 4.0/4.0.1 or Zend Studio 8. But, if you already have Flash Builder 4.5 installed, then you should uninstall it before running the installer for Flash Builder for PHP.&lt;/p&gt;
&lt;p&gt;Follow these steps after downloading the installer:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Start the installer and click Next in the first step (see Figure 1). &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig01.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 1. Starting the Flash Builder for PHP installer. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_1&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;In the second step, License Agreement, agree with both the Flash Builder and Zend Studio agreements and click Next.
&lt;p&gt;The third step lets you choose the location of the installation folder (see Figure 2). By default, it will be installed in C:/Program Files&lt;kbd&gt;/Adobe/Adobe Flash Builder 4.5/&lt;/kbd&gt; on Windows and &lt;kbd&gt;/Applications/Adobe Flash Builder 4.5 &lt;/kbd&gt;on Mac OS.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;Once you choose a destination folder, click Next. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_0&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig02.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 2. Choosing the installation folder. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_2&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;In step four, review the settings and then click Install. It is a good idea to close all your browser windows at this point.
&lt;p&gt;Shortly, you will see be presented with a confirmation of the installation and you can start using the program.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;Run Flash Builder for PHP. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The first time you run it, you’ll have the option to key in your licenses for Flash Builder / Zend Studio or to go with the trial (see Figure 3).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_1&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig03.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 3. The first run of Flash Builder for PHP. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_3&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Next you can enter you existing Adobe ID credentials, create and Adobe ID if you don&amp;#8217;t have one, or skip the step all together (see Figure 4). (It is useful to have an Adobe ID if you want to interact on the Adobe forums, for example.) &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_2&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig04.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 4. Creating or entering your Adobe ID information. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_4&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;When Flash Builder for PHP opens, you’ll see the welcome screen (see Figure 5).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_3&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Figure 5. The Flash Builder for PHP default workspace.&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig05.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_5&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As a final setup step, I recommend adding two perspectives: Debug and PHP.&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Click the top-right icon with the &amp;quot;+&amp;quot; mark (see Figure 6) and add both perspectives. &lt;/li&gt;
&lt;li&gt;Right-click the same icon and deselect the Show Text option if you want to hide the text of the perspective icons. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_4&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig06.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 6. Adding Debug and PHP perspectives. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_numberedheader_0&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h5&gt;Creating a new project &lt;/h5&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_6&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;If you choose File &amp;gt; New in Flash Builder for PHP (see Figure 7) you will see two new options:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Flex and PHP project &lt;/li&gt;
&lt;li&gt;Flex Mobile and PHP project &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These two new options represent the second point of integration between these two IDEs (the first point is the combined installer for both IDEs). When you use either one of these options, you will get two projects—a Flex project and a PHP project–that are aware of each other.&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_5&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig07.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 7. The new options for creating new projects. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_7&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The Flex project has its output folder configured inside the PHP project. Thus when you are ready to move to production you have all the code (SFWs and PHP files) in a single place, which is located on your server. The output folder will be in a public folder on your server. The PHP project source will be in a private folder on your server.&lt;/p&gt;
&lt;p&gt;The PHP project is preconfigured to use Zend AMF–part of the Zend Framework–for connecting the Flex client with the PHP back end.&lt;/p&gt;
&lt;p&gt;Before you start creating your new project, I recommend installing Zend Server. Even if you don’t plan to use it in production, it is a good idea to have it installed on your development machine because it will streamline the project setup. It is OK to have another PHP enabled web server, but you will have to &lt;a href=&quot;http://static.zend.com/topics/Debugger-Install.pdf&quot;&gt;install&lt;/a&gt; Zend Debugger and enable it for your alternate PHP web server if you want to debug the PHP code. In this article, however, I will use Zend Server.&lt;/p&gt;
&lt;p&gt;Follow these steps to create new Flex and PHP projects:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Choose File &amp;gt; New &amp;gt; Flex And PHP Project. &lt;/li&gt;
&lt;li&gt;Type a name for the project, for example &lt;b&gt;PHP-project&lt;/b&gt;. &lt;/li&gt;
&lt;li&gt;Specify the location of your Zend Server installation (see Figure 8). If you have it installed on your machine, Flash Builder for PHP will automatically detect it and fill in the path and Root URL for you. &lt;/li&gt;
&lt;li&gt;Click Validate Configuration to verify that the server is started and the paths are correctly set. &lt;/li&gt;
&lt;li&gt;Click Next. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_6&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig08.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 8. Configuring PHP project details. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_8&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Next, you set the details for the Flex project.&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Type a name for the Flex project, for example &lt;b&gt;Flex-project&lt;/b&gt;. &lt;/li&gt;
&lt;li&gt;Leave the other settings at their default values (unless you have some reason to change them).
&lt;p&gt;By default the Flex project will be created inside your Flash Builder workspace folder.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;Click Finish (see Figure 9). &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_7&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig09.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 9. Configuring Flex project details. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_9&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Flash Builder for PHP will create one Flex project and one PHP project (see Figure 10). The PHP project is placed in the htdocs folder of Zend Server. Inside this project you will find the Flex output folder (public/bin-debug/&amp;gt;/kbd&amp;gt;). The SWF file is wrapped in an HTML page and a PHP page; you can use either one. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_8&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig10.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 10. The two projects in the workspace. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_10&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The main Flex application file should be opened in the editor. You are now ready to create the Flex and PHP code.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Note:&lt;/b&gt; Flash Builder for PHP supports a number of workflows in addition to creating new projects. For example, you can attach a PHP project to an existing Flex project. You can also detach a PHP project from a Flex project. To explore these features, check out the Flex project&amp;#8217;s properties, Flex/PHP Support.&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_numberedheader_1&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h5&gt;Creating a Flex client that consumes a PHP service &lt;/h5&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_11&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In this section you’ll create a Flex client that consumes data from a PHP service. First, however, you need to set up the PHP code.&lt;/p&gt;
&lt;p&gt;This example uses Flex remoting to connect the Flex client to the PHP code. Flex remoting basically lets you call a remote PHP class from the Flex code, as if it were a local class. You can execute any of the public methods of the PHP class and listen for the response. If you are new to remoting, I encourage you to read my introductory article on this topic, &lt;a href=&quot;http://corlan.org/2008/11/13/flex-and-php-remoting-with-zend-amf/&quot;&gt;Flex and PHP: remoting with Zend AMF&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Creating the PHP service&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;To keep things simple, you can use a basic PHP class that has the data hard coded. With this approach you can copy and paste this class in your code and you are ready to go. Of course, in a real application, you will usually have PHP classes that connect to databases. The steps and principles for consuming the service remain the same when using MySQL and PHP.&lt;/p&gt;
&lt;p&gt;Here is the code for AuthorsService.php class:&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_codeblock&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;code&gt;&amp;lt;?php class AuthorsService { public function getData() { //in a real world application you would use a database //and return the result set for example $ret = array(); $ret[] = array('id'=&amp;gt;1, 'firstname' =&amp;gt; 'Dantes', 'lastname' =&amp;gt; 'Aligherie'); $ret[] = array('id'=&amp;gt;2, 'firstname' =&amp;gt; 'Niccolo', 'lastname' =&amp;gt; 'Machiavelli'); $ret[] = array('id'=&amp;gt;3, 'firstname' =&amp;gt; 'William', 'lastname' =&amp;gt; 'Shakespeare'); $ret[] = array('id'=&amp;gt;4, 'firstname' =&amp;gt; 'Kevin', 'lastname' =&amp;gt; 'Hoyt'); $ret[] = array('id'=&amp;gt;5, 'firstname' =&amp;gt; 'Paul', 'lastname' =&amp;gt; 'Trani'); $ret[] = array('id'=&amp;gt;6, 'firstname' =&amp;gt; 'Renaun', 'lastname' =&amp;gt; 'Erickson'); $ret[] = array('id'=&amp;gt;7, 'firstname' =&amp;gt; 'Ryan', 'lastname' =&amp;gt; 'Stewart'); $ret[] = array('id'=&amp;gt;8, 'firstname' =&amp;gt; 'Mark', 'lastname' =&amp;gt; 'Doherty'); $ret[] = array('id'=&amp;gt;9, 'firstname' =&amp;gt; 'Mihai', 'lastname' =&amp;gt; 'Corlan'); $ret[] = array('id'=&amp;gt;10, 'firstname' =&amp;gt; 'Terry', 'lastname' =&amp;gt; 'Ryan'); return $ret; } //update the entry public function updateData($author) { return $author; } //add a new entry public function addData($author) { return $author; } //delete the entry public function deleteData($author) { return $author; } } ?&amp;gt; &lt;/code&gt;&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_12&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This PHP service basically implements the &lt;i&gt;Read&lt;/i&gt; operation. Of course in a real application you would implement the other CRUD operations (Create/Update/Delete) as well.&lt;/p&gt;
&lt;p&gt;Follow these steps to set up the PHP service:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Create a new file called AuthorsService.php inside the PHP-project/src/ folder (see Figure 11). &lt;/li&gt;
&lt;li&gt;Open the file and copy the above code into it. &lt;/li&gt;
&lt;li&gt;Save the file. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_9&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig11.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 11. The AuthorsService.php file. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_13&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Setting up the service in Flash Builder&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Now, that you have a mock-up PHP service in place, you are ready to create the Flex code.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Go back to the Main.mxml file in the editor and click the Connect to Data/Service link in the Data/Services view (see Figure 12). (If you don’t see this view, Choose Window &amp;gt; Show View and select Data/Services). &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;b&gt;Note:&lt;/b&gt; Alternatively, you can start the Service wizard by right-clicking the PHP service file and selecting Create PHP Service For Flex.&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_10&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig12.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 12. The Data/Services view. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_14&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Flash Builder for PHP can introspect a PHP service for you and generate a Flex wrapper around it so you can use it in the Flex code.&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;When the Service wizard starts, select PHP By Zend (see Figure 13) and click Next. The wizard also supports remoting with PHP/ColdFusion/Java, Web Services, and REST Style Services. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_11&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig13.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 13. The Flash Builder Service wizard &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_15&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;To configure the Zend Studio PHP service, click Browse (see Figure 14) and select the AuthorsService.php file from the &lt;kbd&gt;src&lt;/kbd&gt; folder PHP-project project (this is the service you want to consume) and click OK. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_12&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig14.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 14. Selecting the AuthorsService.php file. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_16&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The service name and package will be automatically filled in (see Figure 15); you can change them if you want.&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Click Finish. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_13&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig15.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 15. Service details (name and package) are set automatically. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_17&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Flash Builder for PHP creates the service wrapper class in the Flex project and displays its methods in the Data/Services view (see Figure 16).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_14&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig16.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 16. The AuthorsService ActionScript service wrapper. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_18&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Configuring the return type&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The getData() method of the AuthorsService PHP class returns an array of associative arrays. But currently the ActionScript wrapper returns an array of anonymous Objects. The next step is to define a custom type for the data returned. Why should you bother with this step? It is matter of best practices when using remoting. When you define custom types for your services, Flash Builder can help you with code completion and compile time error checking. For example, in a real application, the deleteData() method would expect one argument of type VOAuthor. If you pass some other object, the compiler will indicate the error.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Note:&lt;/b&gt; If your PHP service uses typed data (that is, if you have PHP entities defined and the service methods, instead of returning anonymous objects, return strongly typed data), then you don&amp;#8217;t have to configure the return type using the steps that follow. Instead, you will define the return type when you import the PHP service.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;In the Data/Services view, right-click the getData() method and select Configure Return Type. &lt;/li&gt;
&lt;li&gt;When asked how to configure the return type, select Auto-detect The Return Type From Sample Data and click Next (see Figure 17) &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_15&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig17.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 17. Selecting auto-detect. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_19&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;On the next screen you provide the name for this custom type (for example, type &lt;b&gt;VOAuthor&lt;/b&gt;) and check the property types. In this case, the PHP class returns an array of associative arrays, each one having three keys (id, lastname, and firstname), which Flash Builder for PHP automatically detects (see Figure 18).&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Click Finish. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_16&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig18.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 18. Configuring the return type. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_20&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In a real application you’d want to use the same type for the delete, update, and insert operations as well (see Figure 19). For these operations you would define the input and return type by selecting the existing data type, VOAuthor.&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_17&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig19.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 19. The AuthorsService Flex wrapper configured to use custom type VOAuthor for data. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_21&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Using the service&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Next, I’ll show you how to &lt;i&gt;consume&lt;/i&gt; the getData() method of this wrapper to populate a data grid with the data returned by the method.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Switch to Design view for the Main.mxml file. &lt;/li&gt;
&lt;li&gt;Drag a Data Grid component from Components view (in the bottom left) to the design area (see Figure 20). &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_18&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig20.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 20. Adding a data grid to the Flex application. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_22&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Drag the getData() method from the Data/Services view and drop it on the data grid. &lt;/li&gt;
&lt;li&gt;When asked if you want to replace the binding with one to a new service operation, click OK. &lt;/li&gt;
&lt;li&gt;In the Bind To Data dialog box, verify the service name and operation you want to use as the source for data (see Figure 21) and click OK. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_19&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig21.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 21. Confirming the operation and service names. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_23&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Save the file (choose File &amp;gt; Save). &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;To run it, switch back to Source view, right-click the file in the editor,&amp;#160; and select Run As &amp;gt; Web (PHP) Application (see Figure 22).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_20&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig22.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 22. Running the Flex application. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_24&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This will launch the Flex application using the configuration you set up when creating the project (the root URL and port number). The Flex application displays the data from the PHP service in the data grid component (see Figure 23).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_21&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig23.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 23. Running the Flex application in a browser. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_25&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;To get a better understanding of how the Flex service wrapper is used and how the operation is bound to the data grid, take a minute to explore the code that was generated by dragging getData() to the data grid. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_numberedheader_2&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h5&gt;Debugging Flex and PHP code &lt;/h5&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_26&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Before Flash Builder for PHP, debugging the Flex and PHP code together was a fairly complicated task. Now, it couldn’t be much easier.&lt;/p&gt;
&lt;p&gt;Why is it important to have a good debugging workflow? Because with any rich client (Flex or Ajax), a bug in your application can be due to the server-side code, the client-side code, or the network. When you can debug the code end-to-end—from making the call from the client side to executing the server-side code and back again to receiving the results at the client side—then you can more efficiently pinpoint the root cause of the issue.&lt;/p&gt;
&lt;p&gt;Follow these steps to debug your Flex PHP project:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Set breakpoints in the Flex and PHP files where you want the debugger to stop. For example, set a break point in the Main.mxml file in the &lt;code&gt;dataGrid_creationCompleteHandler()&lt;/code&gt; function (around line 14) and one in the AuthorsService.php file in the &lt;code&gt;getData()&lt;/code&gt; method (line 7). (To set a breakpoint, right-click the line number in the left margin of the editor and select Toggle Breakpoint.) &lt;/li&gt;
&lt;li&gt;Right-click the Main.mxml file and choose Debug As &amp;gt; Web (PHP) Application to automatically set up a debugging configuration for these projects and launch the project in debug mode.
&lt;p&gt;The project is loaded and the Flex code is executed to the point at which the &lt;code&gt;dataGrid_creationCompleteHandler()&lt;/code&gt; method is called. When you hit the break point you for the first time you will be asked to confirm the perspective switch.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;Select Remember My Decision and click Yes (see Figure 24).
&lt;p&gt;The Debug perspective will be displayed (instead of the Flex perspective you’ve been using so far). This perspective displays both Flex and PHP debugger information.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_22&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig24.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 24. Confirming the switch to the Debug perspective. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_27&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In the Flex debugger you can introspect variables and the application state, check the stack trace, and continue line by line–whatever you are used to doing with the Flex debugger (see Figure 25).&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_23&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig25.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 25. The Flex debugger in action. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_28&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;Choose Run &amp;gt; Resume to continue. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The Flex application will makes the call to the gateway.php file in the PHP-project project, which executes the getData() method from the AuthorsService.php. When your second breakpoint (the one on the PHP side) is reached. the PHP debugger will be invoked.&lt;/p&gt;
&lt;ol start=&quot;start&quot;&gt;
&lt;li&gt;If you are presented with dialog boxes asking for the location of various Zend Framework source files (see Figure 26), select the bottom option and click OK. &lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_24&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig26.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 26. Defining the source path for the Zend Framework files. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_29&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As with the client-side code, you can introspect variables and proceed line by line (see Figure 27). &lt;/p&gt;
&lt;p&gt;When you are done with the PHP debugger, press F8 or click the Resume button to resume normal execution.&lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_image_25&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;&quot; alt=&quot;&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/flashbuilder/articles/streamline-flex-php-development/fig27.jpg&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Figure 27. The PHP debugger in action. &lt;/p&gt;
&lt;p&gt;&lt;a name=&quot;articlecontentAdobe_text_30&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h5&gt;Where to go from here&lt;/h5&gt;
&lt;p&gt;This article provided a short introduction on how to use Flash Builder for PHP to streamline Flex and PHP development. To learn more about Flex and PHP development I encourage you to have a look at my &lt;a href=&quot;http://corlan.org/&quot;&gt;blog&lt;/a&gt; and the Adobe Developer Connection &lt;a href=&quot;http://www.adobe.com/devnet/flashbuilder/flashbuilder_php.html&quot;&gt;page&lt;/a&gt; for PHP.Where to go from here This article provided a short introduction on how to use Flash Builder for PHP to streamline Flex and PHP development. To learn more about Flex and PHP development I encourage you to have a look at my blog and the Adobe Developer Connection page for PHP.&lt;/p&gt;
&lt;p&gt;来至：&lt;a title=&quot;http://www.adobe.com/devnet/flash-builder/articles/streamline-flex-php-development.html&quot; href=&quot;http://www.adobe.com/devnet/flash-builder/articles/streamline-flex-php-development.html&quot;&gt;http://www.adobe.com/devnet/flash-builder/articles/streamline-flex-php-development.html&lt;/a&gt;&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439925/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1318&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1318</wfw:commentRss><slash:comments>0</slash:comments><description>Prerequisite knowledge 
To make the most of this article, it is best if you are familiar with Flash Builder, ActionScript 3.0, and PHP.
User level 
Beginning
Required products 

Flash Builder 4.5 for PHP Premium (Download trial)

Sample files 

AuthorsService.zip 


Developers who work with Flex and PHP can boost their productivity by using a new tool developed by Adobe [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439925/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1318&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>生活杂谈</category><category>PHP</category><category>Flash Builder 4.5</category><pubDate>Wed, 04 May 2011 11:00:05 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1318#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1318</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1318</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439925/5090888</fs:itemid></item><item><title>Flash Builder 4.5 新增功能</title><link>http://www.hcxmflash.cn/blog/?p=1317</link><content:encoded>&lt;div class=&quot;LayoutGrid-1-4&quot;&gt;
&lt;div class=&quot;parbase subnav compbase subnavigation&quot;&gt;
&lt;div class=&quot;LayoutH LayoutSmallCellVSides LayoutRow RuleHThick TextSmall SubNavAcrobat&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;针对多个平台的移动应用程序开发&quot; alt=&quot;针对多个平台的移动应用程序开发&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_mobile_app_dev_for_multpltfrms_147x83.jpg&quot; /&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;featurelisting parbase featureListingCombined compbase&quot;&gt;
&lt;div class=&quot;LayoutBreakAfter&quot;&gt;
&lt;div class=&quot;LayoutGrid-1&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-mobile_app_dev_multiple_platforms1&quot; class=&quot;LayoutCellSides&quot;&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;针对多个平台的移动应用程序开发&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;为一个或多个移动平台（Android™、BlackBerry Tablet OS 或 Apple iOS）构建单独的 Flex/ActionScript® 应用程序。设计视图 (Design View) 和代码视图 (Code view) 使用移动支持组件支持移动应用程序开发。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-prereviewing_and_debugging_of_mobile_applications2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;预览和调试移动应用程序&quot; alt=&quot;预览和调试移动应用程序&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_preview_debug_mobile_apps_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;预览和调试移动应用程序&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用移动 Adobe AIR® 运行时仿真器在台式机上测试移动应用程序，或者在本地连接的移动设备上进行测试，方法是使用一键流程进行打包、部署和启动。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-3&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-mobile_application_packaging_and_signing3&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;移动应用程序打包和签名&quot; alt=&quot;移动应用程序打包和签名&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_mobile_app_package_ship_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;移动应用程序打包和签名&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;将所需的资源部署、打包为平台特定的安装程序文件，并为其制作签名，以便上传到移动应用程序分发站点或商店。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-4&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-mobile-apps-for-android-ios-rim4&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;用于 Android、iOS 和 RIM 的移动应程序&quot; alt=&quot;用于 Android、iOS 和 RIM 的移动应程序&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_mobapps_android_ios_rim_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;用于 Android、iOS 和 RIM 的移动应程序&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;受益于对移动应用程序开发和测试的新支持，可以使用通用代码库构建用于 Android™、Apple iOS* 和 Blackberry Tablet OS* 的应用程序，同时共享 Web 应用程序的代码。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
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&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-metadata_code_completion1&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;元数据代码完成&quot; alt=&quot;元数据代码完成&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_meta_data_code_completion_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;元数据代码完成&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;受益于元数据代码完成功能，该功能为 Adobe Flex® 软件开发工具包 (SDK) 和自定义元数据标记提供建议，加强了现有代码自动提示功能。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
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&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-code_generation2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;代码生成&quot; alt=&quot;代码生成&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_codegeneration_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;代码生成&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用 QuickAssist/Fix 重命名变量和操作变量，生成 Getter/Setter 和事件处理程序，组织导入等等。 使用覆盖/实现功能从超类或接口定义方法。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
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&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-3&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-customizable_flash_builder3&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;可定制的 Flash Builder &quot; alt=&quot;可定制的 Flash Builder &quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_customizable_flashbuilder_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;可定制的 Flash Builder &lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;自定义 Flash Builder 使用代码模板生成 MXML/ActionScript 代码的方法，指定代码自动提示和自动完成建议的触发键，并指定用于启动/调试的 Flash Player 版本。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-4&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-invalid_reference_live_highlighting4&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;无效引用实时高亮显示&quot; alt=&quot;无效引用实时高亮显示&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_invalid_reference_live_highlighting_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;无效引用实时高亮显示&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;当在代码编辑器键入内容时，查看对无效变量、方法、类和接口的引用，然后使用 Quick Assist/Fix 功能生成存根代码。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutBreakAfter&quot;&gt;
&lt;div class=&quot;LayoutGrid-1&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-code_templates1&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;代码模板&quot; alt=&quot;代码模板&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_code_templates_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;代码模板&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用 100 多个新的最好的 ActionScript、MXML 和 CSS 代码模板（又称片段）。使用代码提示查看和插入模板。创建自定义模板，并导入或导出这些模板供团队共享。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-more-productivity-more-power2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;更具生产力，功能更强大&quot; alt=&quot;更具生产力，功能更强大&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_more_productivity_more_power_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;更具生产力，功能更强大&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用广泛新工具功能和改进的工具功能加速 Flex 和 ActionScript 项目的代码编写和测试过程。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-3&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-bidirectional_designer_developer_workflow3&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;双向设计人员/开发人员工作流程&quot; alt=&quot;双向设计人员/开发人员工作流程&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_bidirectional_desdev_workflow_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;双向设计人员/开发人员工作流程&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;利用 Flash Builder 4.5 和 Flash Catalyst CS5.5 中的新支持，使设计人员可以打开、修改并保存曾经在 Flash Builder 中创建或编辑过的Flex 项目。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-4&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-customspark_components_for_designer_skinning4&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;供设计人员进行外观制作的自定义 Spark 组件&quot; alt=&quot;供设计人员进行外观制作的自定义 Spark 组件&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_custom_spark_components_for_designer_skinning_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;供设计人员进行外观制作的自定义 Spark 组件&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;通过创建自定义 Spark 组件类来快速制作用户界面元素的原型并构建组件业务逻辑。然后使用 Flash Catalyst 转换视觉艺术作品和外观组件。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutBreakAfter&quot;&gt;
&lt;div class=&quot;LayoutGrid-1&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-roundtrip_editing_in_flash_catalyst1&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;Flash Catalyst 中的往返编辑&quot; alt=&quot;Flash Catalyst 中的往返编辑&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_roundtrip_editing_in_FlashCatalyst_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;Flash Catalyst 中的往返编辑&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用 Flash Catalyst 中的新编辑功能可快速更改组件外观。Flash Catalyst CS5.5 中所做的更改自动反映在 Flash Builder 中。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-design_view_improvements2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;Design View 改进&quot; alt=&quot;Design View 改进&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_designviewimprovements_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;Design View 改进&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;Design View 的增强，例如复杂项目的渲染改进、数据绑定表达式的自动折叠、不兼容 SWC 的警告、拖放操作的反馈显示和改进的性能，加速了开发过程。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-3&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-Imp_performance_for_large_application_development3&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;改进的大型应用程序性能&quot; alt=&quot;改进的大型应用程序性能&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_improved_performance_large_application_dev_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;改进的大型应用程序性能&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用大量相关库减少了 65% 的项目重构操作，当配置复杂应用程序时，内存用量有明显减少，分析器响应性也得到了改进。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-4&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-updated_platform_support4&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;更新的平台支持&quot; alt=&quot;更新的平台支持&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_updated_platform_support_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;更新的平台支持&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;利用对以下平台的新的支持优势：Eclipse™ 3.6 (Helios) 和标准 Eclipse for Java™ 分发；Mac OS X 上的 Cocoa 版 Eclipse；以及 Adobe Flash Player 10.1、Adobe AIR 2.5 和 Flex SDK 4.5。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutBreakAfter&quot;&gt;
&lt;div class=&quot;LayoutGrid-1&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-new_spark_components1&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;新 Spark 组件&quot; alt=&quot;新 Spark 组件&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_new_spark_component_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;新 Spark 组件&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用 Flex SDK 4.5 中功能强大的新 Spark 组件，包括用于 Web/桌面应用程序的新 Spark Datagrid、Form 和 Image 控件。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-rich-expressive-experiences2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;最具表现力的体验&quot; alt=&quot;最具表现力的体验&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_rich_expressive_experiences_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;最具表现力的体验&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;创建更直观和更具吸引力的 Web 应用程序，帮助人们理解并使用数据以支持重要的业务活动，从而提高生产力和工作效率。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-3&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-integrated_copy_zend_Studio83&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;Zend Studio 8 的完整副本&quot; alt=&quot;Zend Studio 8 的完整副本&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_integrated_copy_of_zendstudio_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;Zend Studio 8 的完整副本&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用向导创建 Flex/PHP 项目，检查 PHP 类，并使用集成的调试器进行调试开发、测试和调试更加迅速，可快速查找并解决问题，并促进团队的合作。                  &lt;br clear=&quot;none&quot; /&gt;&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-4&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-quick_problem_finding_resolution4&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;问题快速查找和解决&quot; alt=&quot;问题快速查找和解决&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_quick_problem_finding_and_resolution_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;问题快速查找和解决&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;受益于综合的 PHP 和 JavaScript 调试、PHP 配置、内置 PHP 单元测试和 Zend Server 集成，提供无缝的应用程序监视和故障处理。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutBreakAfter&quot;&gt;
&lt;div class=&quot;LayoutGrid-1&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-php_developer_collaboration1&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;PHP 开发人员合作&quot; alt=&quot;PHP 开发人员合作&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_php_collaboration_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;PHP 开发人员合作&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;通过 Zend Studio 强大的、面向团队的 PHP 开发功能促进了项目成员之间的合作。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;div class=&quot;LayoutGrid-2&quot;&gt;
&lt;div id=&quot;content-dotcom-cn-feature-flashbuilder-new-integrated-php-tooling-support2&quot; class=&quot;LayoutCellSides&quot;&gt;&lt;img class=&quot;ImageShadow LayoutRow&quot; title=&quot;新集成的 PHP 工具支持&quot; alt=&quot;新集成的 PHP 工具支持&quot; src=&quot;http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/features/flash-builder/images/fb_features_new_integrated_php_tooling_support_147x83.jpg&quot; /&gt;
&lt;div class=&quot;LayoutRow&quot;&gt;
&lt;h3 class=&quot;TextH5&quot;&gt;新集成的 PHP 工具支持&lt;/h3&gt;
&lt;div class=&quot;TextSmall&quot;&gt;
&lt;p&gt;使用 Flash Builder 4.5 for PHP 中的 Zend Studio 8 软件完整副本，获得最佳的 Flex/PHP 开发体验。&lt;/p&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;/p&gt;&lt;/div&gt;
&lt;p&gt;   &lt;script type=&quot;text/javascript&quot;&gt;
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&lt;div class=&quot;LayoutGrid-1-4&quot;&gt;原文：&lt;a title=&quot;http://www.adobe.com/cn/products/flash-builder/features._sl_id-contentfilter_sl_featuredisplaytypes_sl_new.html&quot; href=&quot;http://www.adobe.com/cn/products/flash-builder/features._sl_id-contentfilter_sl_featuredisplaytypes_sl_new.html&quot; target=&quot;_blank&quot;&gt;http://www.adobe.com/cn/products/flash-builder/features._sl_id-contentfilter_sl_featuredisplaytypes_sl_new.html&lt;/a&gt;&lt;/div&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439926/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1317&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1317</wfw:commentRss><slash:comments>0</slash:comments><description>针对多个平台的移动应用程序开发

为一个或多个移动平台（Android™、BlackBerry Tablet OS 或 Apple iOS）构建单独的 Flex/ActionScript® 应用程序。设计视图 (Design View) 和代码视图 (Code view) 使用移动支持组件支持移动应用程序开发。                  







预览和调试移动应用程序

使用移动 Adobe AIR® 运行时仿真器在台式机上测试移动应用程序，或者在本地连接的移动设备上进行测试，方法是使用一键流程进行打包、部署和启动。                  







移动应用程序打包和签名

将所需的资源部署、打包为平台特定的安装程序文件，并为其制作签名，以便上传到移动应用程序分发站点或商店。







用于 Android、iOS 和 [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439926/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1317&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>Flex</category><category>Flex Builder 4.5</category><pubDate>Wed, 20 Apr 2011 09:56:36 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1317#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1317</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1317</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439926/5090888</fs:itemid></item><item><title>dword</title><link>http://www.hcxmflash.cn/blog/?p=1315</link><content:encoded>&lt;p&gt;转至：http://baike.baidu.com/view/999769.htm#sub999769&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;dword&lt;/strong&gt; 注册表的键值&lt;/p&gt;
&lt;p&gt;在键值项窗口空白处单击右键，选择“新建”菜单项，可以看到这些键值被细分为：字符串值、二进制值、DWORD值、多字符串值、可扩充字符串值五种类型&lt;/p&gt;
&lt;p&gt;符串值（&lt;a href=&quot;http://baike.baidu.com/view/1450498.htm&quot; target=&quot;_blank&quot;&gt;REG_SZ&lt;/a&gt;）&lt;/p&gt;
&lt;p&gt;该值一般用来作为文件描述和硬件标志，可以是字母、数字，也可以是汉字，但它是长度固定的文本字符串，最大长度不能超过255个字符。REG文件中一般表现为：“a”＝“****”。&lt;/p&gt;
&lt;p&gt;二进制值（REG_BINARY）  　　一般情况下，大多数硬件组件信息以二进制数据存储，然后通过十六进制的格式显示在&lt;a href=&quot;http://baike.baidu.com/view/26523.htm&quot; target=&quot;_blank&quot;&gt;注册表编辑器&lt;/a&gt;中。该类型值没有长度限制，可以是任意字节长，REG文件中一般表现为：“a”＝“hex:01,00,00,00”。&lt;/p&gt;
&lt;p&gt;DWORD值（REG_DWORD）&lt;/p&gt;
&lt;p&gt;由 4 字节长（32 位整数）的数字表示的数据。&lt;a href=&quot;http://baike.baidu.com/view/15565.htm&quot; target=&quot;_blank&quot;&gt;设备驱动程序&lt;/a&gt;和 服务的许多参数都是此类型，以二进制、十六进制或十进制格式显示在注册表编辑器中。REG文件中一般表现为“a”＝“dword:00000001”。1 个二进制位称为1个bit（位），8个二进制位称为1个Byte（字节），8 bit = 1 byte。2个字节就是1个Word（1个字，16位），DWORD（Double Word）就是双字的意思，两个字（32位）。&lt;/p&gt;
&lt;p&gt;typedef unsigned long DWORD;&lt;/p&gt;
&lt;p&gt;关于DWORD使用中重要的一点。DWORD 现在表示 32bit 无符号整数，即使以后 Windows 升级到64位，DWORD 仍然是 32bit 无符号整数（也许以后的 long 不是32bit了，只需要重新定义一下 DWORD 就可以了）。对于那些直接和位数有关的整数，最好不用 int, long, short 之类的类型，因为这些类型的位数可能不确定（比如，在16位程序里，int 是16位的，在32位程序里，int 是32位的，谁知道在以后的64位程序里，int 是多少位，long 又是多少位）。用重新定义的类型就没有这方面的问题了，最多到时候修改一下定义就可以了，而不需要在程序里一行一行的查找。&lt;/p&gt;
&lt;p&gt;MSDN给出的定义是这样的：&lt;/p&gt;
&lt;p&gt;Data Types&lt;/p&gt;
&lt;p&gt;This topic lists the data types most commonly used in the Microsoft Foundation Class Library. Most of the data types are exactly the same as those in the Windows Software Development Kit (SDK), while others are unique to MFC.&lt;/p&gt;
&lt;p&gt;Commonly used Windows SDK and MFC data types are as follows: BOOL A Boolean value.&lt;/p&gt;
&lt;p&gt;BSTR A 32-bit character pointer.&lt;/p&gt;
&lt;p&gt;BYTE An 8-bit integer that is not signed.&lt;/p&gt;
&lt;p&gt;COLORREF A 32-bit value used as a color value.&lt;/p&gt;
&lt;p&gt;DWORD A 32-bit unsigned integer or the address of a segment and its associated offset.&lt;/p&gt;
&lt;p&gt;LONG A 32-bit signed integer.&lt;/p&gt;
&lt;p&gt;LPARAM A 32-bit value passed as a parameter to a window procedure or callback function.&lt;/p&gt;
&lt;p&gt;LPCSTR A 32-bit pointer to a constant character string.&lt;/p&gt;
&lt;p&gt;LPSTR A 32-bit pointer to a character string.&lt;/p&gt;
&lt;p&gt;LPCTSTR A 32-bit pointer to a constant character string that is portable for Unicode and DBCS.&lt;/p&gt;
&lt;p&gt;LPTSTR A 32-bit pointer to a character string that is portable for Unicode and DBCS.&lt;/p&gt;
&lt;p&gt;LPVOID A 32-bit pointer to an unspecified type.&lt;/p&gt;
&lt;p&gt;LRESULT A 32-bit value returned from a window procedure or callback function.&lt;/p&gt;
&lt;p&gt;UINT A 16-bit unsigned integer on Windows versions 3.0 and 3.1; a 32-bit unsigned integer on Win32.&lt;/p&gt;
&lt;p&gt;WNDPROC A 32-bit pointer to a window procedure.&lt;/p&gt;
&lt;p&gt;WORD A 16-bit unsigned integer.&lt;/p&gt;
&lt;p&gt;WPARAM A value passed as a parameter to a window procedure or callback function: 16 bits on Windows versions 3.0 and 3.1; 32 bits on Win32.&lt;/p&gt;
&lt;p&gt;Data types unique to the Microsoft Foundation Class Library include the following:&lt;/p&gt;
&lt;p&gt;POSITION A value used to denote the position of an element in a collection; used by MFC collection classes. LPCRECT A 32-bit pointer to a constant (nonmodifiable) RECT structure.&lt;/p&gt;
&lt;p&gt;然而，在实际情况中，DWORD会根据&lt;a href=&quot;http://baike.baidu.com/view/880.htm&quot; target=&quot;_blank&quot;&gt;操作系统&lt;/a&gt;的不同，被定义成了不同的长度，比如vs8(xp)中，DWORD被定义成了如下的类型：&lt;/p&gt;
&lt;p&gt;typedef unsigned long DWORD; 而unsigned long 的长度则是8个字节即64位，如果是在64位的操作系统中，这个长度可能会更长，这需要取决于当前操作系统以及开发环境等有关方面，具体可以参考相关的帮助说明！&lt;/p&gt;
&lt;pre id=&quot;best-answer-content&quot; class=&quot;reply-text mb10&quot;&gt;DWORD 就是 Double Word， 每个word为2个字节的长度，每个字节是8位，共32位

注册表的键值

在键值项窗口空白处单击右键，选择“新建”菜单项，可以看到这些键值被细分为：字符串值、二进制值、DWORD值、多字符串值、可扩充字符串值五种类型

符串值（REG_SZ） 

该值一般用来作为文件描述和硬件标志，可以是字母、数字，也可以是汉字，但它是长度固定的文本字符串，最大长度不能超过255个字符。REG文件中一般表现为：“a”＝“****”。 

二进制值（REG_BINARY） 

一般情况下，大多数硬件组件信息以二进制数据存储，然后通过十六进制的格式显示在注册表编辑器中。该类型值没有长度限制，可以是任意字节长，REG文件中一般表现为：“a”＝“hex:01,00,00,00”。 

DWORD值（REG_DWORD） 

由 4 字节长（32 位整数）的数字表示的数据。设备驱动程序和服务的许多参数都是此类型，以二进制、十六进制或十进制格式显示在注册表编辑器中。REG文件中一般表现为“a”＝“dword:00000001”。&lt;/pre&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439927/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1315&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1315</wfw:commentRss><slash:comments>0</slash:comments><description>转至：http://baike.baidu.com/view/999769.htm#sub999769
dword 注册表的键值
在键值项窗口空白处单击右键，选择“新建”菜单项，可以看到这些键值被细分为：字符串值、二进制值、DWORD值、多字符串值、可扩充字符串值五种类型
符串值（REG_SZ）
该值一般用来作为文件描述和硬件标志，可以是字母、数字，也可以是汉字，但它是长度固定的文本字符串，最大长度不能超过255个字符。REG文件中一般表现为：“a”＝“****”。
二进制值（REG_BINARY）  　　一般情况下，大多数硬件组件信息以二进制数据存储，然后通过十六进制的格式显示在注册表编辑器中。该类型值没有长度限制，可以是任意字节长，REG文件中一般表现为：“a”＝“hex:01,00,00,00”。
DWORD值（REG_DWORD）
由 4 字节长（32 位整数）的数字表示的数据。设备驱动程序和 服务的许多参数都是此类型，以二进制、十六进制或十进制格式显示在注册表编辑器中。REG文件中一般表现为“a”＝“dword:00000001”。1 个二进制位称为1个bit（位），8个二进制位称为1个Byte（字节），8 bit = 1 byte。2个字节就是1个Word（1个字，16位），DWORD（Double Word）就是双字的意思，两个字（32位）。
typedef unsigned long DWORD;
关于DWORD使用中重要的一点。DWORD 现在表示 32bit 无符号整数，即使以后 Windows 升级到64位，DWORD 仍然是 32bit 无符号整数（也许以后的 long 不是32bit了，只需要重新定义一下 DWORD 就可以了）。对于那些直接和位数有关的整数，最好不用 int, long, short 之类的类型，因为这些类型的位数可能不确定（比如，在16位程序里，int 是16位的，在32位程序里，int 是32位的，谁知道在以后的64位程序里，int 是多少位，long 又是多少位）。用重新定义的类型就没有这方面的问题了，最多到时候修改一下定义就可以了，而不需要在程序里一行一行的查找。
MSDN给出的定义是这样的：
Data Types
This topic lists the data types most commonly used in the Microsoft Foundation Class Library. Most of the [...]&lt;img src=&quot;http://www1.feedsky.com/t1/532439927/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1315&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>生活杂谈</category><category>二进制</category><category>bytes</category><pubDate>Thu, 14 Apr 2011 22:40:22 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1315#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1315</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1315</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439927/5090888</fs:itemid></item><item><title>自定义Windows热键的免费工具:WinHotKey</title><link>http://www.hcxmflash.cn/blog/?p=1311</link><content:encoded>&lt;p&gt;WinHotKey 自定义Windows热键的免费工具&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.directedge.us/content/winhotkey&quot; target=&quot;_blank&quot;&gt;下载地址&lt;/a&gt;&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439928/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1311&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1311</wfw:commentRss><slash:comments>0</slash:comments><description>WinHotKey 自定义Windows热键的免费工具
下载地址&lt;img src=&quot;http://www1.feedsky.com/t1/532439928/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1311&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>系统</category><category>生活杂谈</category><category>热键</category><category>软件相关</category><pubDate>Wed, 13 Apr 2011 13:58:25 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1311#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1311</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1311</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439928/5090888</fs:itemid></item><item><title>翻译：Flash Builder4.5使用技巧和窍门</title><link>http://www.hcxmflash.cn/blog/?p=1309</link><content:encoded>&lt;p&gt;&lt;a href=&quot;http://www.riameeting.com/node/979&quot;&gt;翻译：Flash Builder4.5使用技巧和窍门&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;注：*代表Flash builder4.5中的一项新功能或者是改进的功能。&lt;/p&gt;
&lt;p&gt;按下&lt;strong&gt; Ctrl+Space&lt;/strong&gt;键可以调用内容辅助功能（Content Assist）。&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.riameeting.com/files/casedesign/image/FB4_5/clip_image002.gif&quot; alt=&quot;&quot; width=&quot;495&quot; height=&quot;246&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;在MXML文档中：&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;即使您以驼峰式大小写格式输入字符，Flash Builder也可以显示相关的代码提示。按下&lt;strong&gt;ctrl&lt;/strong&gt;键可以快速获取某个语言元素的代码定义。请将鼠标悬停在函数名的上方，并按下Ctrl键。按下&lt;strong&gt;Ctrl+3&lt;/strong&gt;键可以快速访问视图、编辑器和经常使用的命令。&lt;/p&gt;
&lt;p&gt;按下&lt;strong&gt;Ctrl+3&lt;/strong&gt;键，然后再按下空格键，可以在不同的编辑器、视图和透视图之间进行切换：&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.riameeting.com/files/casedesign/image/FB4_5/clip_image004.gif&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;例如，要调试一个应用程序，您可以按下&lt;strong&gt;Ctrl+3&lt;/strong&gt;键，然后再输入deb。按下&lt;strong&gt;Ctrl+1&lt;/strong&gt;键可以调用快速辅助功能。FlashBuilder可以帮助您识别您的代码中存在的未定义的方法、变量或类，并使您可以使用快速辅助功能生成存根代码。&lt;/p&gt;
&lt;p&gt;Flash Builder可提供100多个预定义的ActionScript、CSS和MXML代码模板。&lt;/p&gt;
&lt;p&gt;要根据您的代码上下文显示可用的代码模板，请按下Ctrl+空格键两次。&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.riameeting.com/files/casedesign/image/FB4_5/clip_image006.gif&quot; alt=&quot;&quot; width=&quot;359&quot; height=&quot;208&quot; /&gt;&lt;/p&gt;
&lt;p&gt;选择代码块并按下&lt;strong&gt;Ctrl+I&lt;/strong&gt;键，可以调整代码块的缩进格式，而无需使用tab键。&lt;/p&gt;
&lt;p&gt;要想在工作空间中跨项目搜索所有的资源，请使用Flash Builder的高级搜索功能。&lt;/p&gt;
&lt;p&gt;MXML代码块注释（  Editors（编辑器），并指定缩进类型和尺寸）对代码行进行自动缩进。&lt;/p&gt;
&lt;p&gt;要想通过使用快捷键来格式化代码，请选择一行或多行代码，然后按下Ctrl+Shift+F键。&lt;/p&gt;
&lt;p&gt;选中您想要删除的代码行，然后按下&lt;strong&gt;Ctrl+D&lt;/strong&gt;键。&lt;/p&gt;
&lt;p&gt;如果想仅删除某行代码的最后一个字符，请按&lt;strong&gt;Ctrl+Backspace&lt;/strong&gt;键。&lt;/p&gt;
&lt;p&gt;按下&lt;strong&gt;Ctrl+F7&lt;/strong&gt;键可以快速切换到您的工作空间中的另一个视图：&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.riameeting.com/files/casedesign/image/FB4_5/clip_image008.gif&quot; alt=&quot;&quot; width=&quot;295&quot; height=&quot;160&quot; /&gt;&lt;/p&gt;
&lt;p&gt;按下&lt;strong&gt;Ctrl+\&lt;/strong&gt;键可以快速循环至下一个状态，按下&lt;strong&gt;Shift+Ctrl+\&lt;/strong&gt;键可以移至前一个状态。&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;*将Flash Builder设置为ActionScript和MXML文件的默认编辑器&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;请进入到Preferences（首选项）对话框中，然后选择Flash Builder &amp;gt; Editors（编辑器）。&lt;/p&gt;
&lt;p&gt;按下&lt;strong&gt;Ctrl+Shift+G&lt;/strong&gt;键可以查找一个工作空间中的所有引用。&lt;/p&gt;
&lt;p&gt;Flash Builder让您可以通过以下三个简单的步骤实现代码重构：&lt;/p&gt;
&lt;p&gt;在编辑器中点击一个代码标识符，然后按下&lt;strong&gt;Ctrl+Alt+R&lt;/strong&gt;键。&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;*由Flash Builder生成的自定义代码&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;按照下列步骤编辑代码模板，您可以自定义Flash Builder生成的预定义代码：&lt;/p&gt;
&lt;p&gt;打开Preferences（首选项）对话框，然后选择Flash Builder &amp;gt;  Editors（编辑器） &amp;gt; Code  Templates （代码模板）&amp;gt; Flash  Builder。&lt;/p&gt;
&lt;p&gt;您可以指定不想让Flash Builder在项目编译时复制到输出文件夹中的文件类型。&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Flash Builder参考文档&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;按下F1可以调用针定某个对话框或向导的Flash Builder参考文档。&lt;/p&gt;
&lt;p&gt;通过简单地按下&lt;strong&gt;Ctrl+Shift+L&lt;/strong&gt;键，您可以随时参考完整的Flash Builder可用快捷键的列表。&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.riameeting.com/files/Flash%20Builder4.5%E4%BD%BF%E7%94%A8%E6%8A%80%E5%B7%A7%E5%92%8C%E7%AA%8D%E9%97%A8.PDF&quot;&gt;Flash Builder4.5使用技巧和窍门pdf文档下载&lt;/a&gt;&lt;/p&gt;&lt;img src=&quot;http://www1.feedsky.com/t1/532439929/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1309&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</content:encoded><wfw:commentRss>http://www.hcxmflash.cn/blog/?feed=rss2&amp;p=1309</wfw:commentRss><slash:comments>0</slash:comments><description>翻译：Flash Builder4.5使用技巧和窍门.
注：*代表Flash builder4.5中的一项新功能或者是改进的功能。
按下 Ctrl+Space键可以调用内容辅助功能（Content Assist）。

在MXML文档中：
即使您以驼峰式大小写格式输入字符，Flash Builder也可以显示相关的代码提示。按下ctrl键可以快速获取某个语言元素的代码定义。请将鼠标悬停在函数名的上方，并按下Ctrl键。按下Ctrl+3键可以快速访问视图、编辑器和经常使用的命令。
按下Ctrl+3键，然后再按下空格键，可以在不同的编辑器、视图和透视图之间进行切换：

例如，要调试一个应用程序，您可以按下Ctrl+3键，然后再输入deb。按下Ctrl+1键可以调用快速辅助功能。FlashBuilder可以帮助您识别您的代码中存在的未定义的方法、变量或类，并使您可以使用快速辅助功能生成存根代码。
Flash Builder可提供100多个预定义的ActionScript、CSS和MXML代码模板。
要根据您的代码上下文显示可用的代码模板，请按下Ctrl+空格键两次。

选择代码块并按下Ctrl+I键，可以调整代码块的缩进格式，而无需使用tab键。
要想在工作空间中跨项目搜索所有的资源，请使用Flash Builder的高级搜索功能。
MXML代码块注释（  Editors（编辑器），并指定缩进类型和尺寸）对代码行进行自动缩进。
要想通过使用快捷键来格式化代码，请选择一行或多行代码，然后按下Ctrl+Shift+F键。
选中您想要删除的代码行，然后按下Ctrl+D键。
如果想仅删除某行代码的最后一个字符，请按Ctrl+Backspace键。
按下Ctrl+F7键可以快速切换到您的工作空间中的另一个视图：

按下Ctrl+\键可以快速循环至下一个状态，按下Shift+Ctrl+\键可以移至前一个状态。
*将Flash Builder设置为ActionScript和MXML文件的默认编辑器
请进入到Preferences（首选项）对话框中，然后选择Flash Builder &amp;#62; Editors（编辑器）。
按下Ctrl+Shift+G键可以查找一个工作空间中的所有引用。
Flash Builder让您可以通过以下三个简单的步骤实现代码重构：
在编辑器中点击一个代码标识符，然后按下Ctrl+Alt+R键。
*由Flash Builder生成的自定义代码
按照下列步骤编辑代码模板，您可以自定义Flash Builder生成的预定义代码：
打开Preferences（首选项）对话框，然后选择Flash Builder &amp;#62;  Editors（编辑器） &amp;#62; Code  Templates （代码模板）&amp;#62; Flash  Builder。
您可以指定不想让Flash Builder在项目编译时复制到输出文件夹中的文件类型。
Flash Builder参考文档
按下F1可以调用针定某个对话框或向导的Flash Builder参考文档。
通过简单地按下Ctrl+Shift+L键，您可以随时参考完整的Flash Builder可用快捷键的列表。
Flash Builder4.5使用技巧和窍门pdf文档下载&lt;img src=&quot;http://www1.feedsky.com/t1/532439929/hcxm/feedsky/s.gif?r=http://www.hcxmflash.cn/blog/?p=1309&quot; border=&quot;0&quot; height=&quot;0&quot; width=&quot;0&quot; style=&quot;position:absolute&quot; /&gt;</description><category>生活杂谈</category><category>Flash Builder 4.5</category><pubDate>Tue, 12 Apr 2011 14:09:22 +0800</pubDate><author>小火柴</author><comments>http://www.hcxmflash.cn/blog/?p=1309#comments</comments><guid isPermaLink="false">http://www.hcxmflash.cn/blog/?p=1309</guid><dc:creator>小火柴</dc:creator><fs:srclink>http://www.hcxmflash.cn/blog/?p=1309</fs:srclink><fs:srcfeed>http://www.hcxmflash.cn/blog/?feed=rss2</fs:srcfeed><fs:itemid>feedsky/hcxm/~7241509/532439929/5090888</fs:itemid></item></channel></rss>
