Posts tagged "actionscript"

February 20, 2012

ActionScript Notification Engine! Open-Sourced!

Last year, I posted about a side project that I was working on. Dubbed “Facebook Desktop“, it is essentially a notification engine that I built that would give you updates about your Facebook friends in real time! It became quite popular and I ended up building it out over the next year, pushing out 6 new releases in that time (0.80, 0.81, 0.82, 0.83, 0.84, and 0.85). Well, I’ve decided to contribute to the community and open-source the primary component in Facebook Desktop, the notification engine!

 
Project M6D Magnum Sidearm
That’s right, I codenamed my notification engine project “Project M6D Magnum Sidearm” (I have a weird naming convention for projects :p). Anyways, it is exactly how it sounds. It is a cross-platform, notification engine built on top of Adobe AIR. With a very simple interface, you can drop it into any AIR project and allow it to deliver messenger-style notifications to your users! Think Growl, but for all platforms :)

Mac:                                                                         Windows:

What can it do?
If you’re familiar with the Facebook Desktop project that this engine was built for, it supports all of the features that you see being used in that project, including…

  • Ability to display messenger-toast notifications as well as compact notifications.
  • Variable display length for notifications.
  • User-presence logic that detects when the user goes idle. If the user is away from the computer, notifications are held on-screen and queued for when the user returns.
  • Ability to replay the most five recent notifications.
  • Individual notification post settings, such as sticky, replayable, custom image, click URL, compact, etc.
  • Operating system detection to set logical default display locations for notifications for the various platforms (i.e. bottom-right on Windows, top-right on Mac).
  • Smart repositioning logic for extended length toasts.
  • Ability to see a summary notification when the user returns from idle after an extended period of time.
  • Support for changing notificaion images.
  • Custom styling which can be applied at run-time.
  • Optional notification sound.

These are just a few of the really cool features that we’ve built into this engine.

 
How can I use it?
Even though we’ve added a lot of powerful features to this library, using it is very easy! All you have to do is include the SWC (or source) into your project, and follow the patterns below…

// create engine with default settings
var notificationManager:NotificationManager =
	new NotificationManager("/assets/style/dark.swf",		   // default style
				"/assets/m6d-magnum-sidearm-50x50.png",	   // default notification image
				"/assets/m6d-magnum-sidearm-16x16.png",	   // default compact notification image
				"/assets/sounds/drop.mp3"		   // (optional) default notification sound
				NotificationConst.DISPLAY_LENGTH_DEFAULT,  // (optional) default display length
				NotificationConst.DISPLAY_LOCATION_AUTO);  // (optional) default display location
 
// now that we have an engine, let's create a notification and show it
var notification:Notification = new Notification();
notification.title = "Derek ► Jacobim";
notification.message = "What is this?  A center for ANTS?!";
notification.image = "/assets/images/profile/derek/avatar.png";
notification.link = "http://www.youtube.com/watch?v=_6GqqIvfSVQ";
notification.isCompact = false;
notification.isSticky = false;
notification.isReplayable = true;
notificationManager.showNotification(notification);
 
// we can also show notifications quickly using this API too
notificationManager.show("Derek Zoolander Foundation", "Now open!", "/assets/images/dzf-logo-50x50.png");

And that’s all it takes for you to add robust notifications to your application. You can even change many of the engines settings on the fly!

// let's change the default images, display length, and display location
notificationManager.defaultNotificationImage = "/assets/images/dzf-logo-50x50.png";
notificationManager.defaultCompactNotificationImage = "/assets/images/dzf-logo-16x16.png";
notificationManager.displayLength = NotificationConst.DISPLAY_LENGTH_SHORT;
notificationManager.displayLocation = NotificationConst.DISPLAY_LOCATION_TOP_RIGHT;
 
// we can even change the style and sound settings on the fly too!
notificationManager.loadStyle("/assets/style/light.swf");
notificationManager.loadSound("/assets/sounds/bing.mp3");

For those of you that want all the details, you can check out the ASDocs here.

 
Demo
I’ve also created a sample demo application that you can install and see the engine work in real time! It has an interface like this…

…where you can quickly test out all of the features of the engine! Take it for a spin and let me know what you think!

Download Notification Engine Test Console

 
Code, please!
I’ve released the code under the Apache License, Version 2.0 and made it all available on GitHub! Please, fork and extend!

ActionScript Notification Engine on GitHub

That’s it for now! Hopefully some of you will find this project useful. And as always, I love hearing from you so let me know what you think! Until next time, happy coding =)

Charles

1:56 PM Comments (7) Permalink
December 16, 2011

Diff Library for ActionScript

I was working on an interesting automation project here at Adobe recently. In short, we wanted to have a utility that shows a particular set of configurations and settings on our various servers and indicates to us if any of the servers are different from the rest, configuration-wise. Sounds simple, right? Sure! So, I thought it would be cool to enhance this a bit and instead of just indicating that yes, there is a difference, I would indicate exactly what that difference was.

Since I’m working predominately with text files, the first thing that came to mind was a diff algorithm. (D’uh!) The front-end for the tool that we use is built in Flex, and so I started looking for a diff algorithm implementation in ActionScript. No luck. Guess I’ll have to write my own :\ I started doing some research on the various approaches to diff algorithms and came to the consensus that the Myer’s diff algorithm[1] is widely accepted as the best general-purpose diff algorithm around. After about 6 pages into the research paper, though, I realized it would take too long to grok this all and implement it from scratch. So, instead, I found an implementation of the Myer’s diff algorithm and ported it to ActionScript. A few hours later, it was done!

As you can tell from the example above, text additions are green, and omissions are red. Any text that is the same remains black. And that’s it!

 
Usage:
The usage is quite straightforward, too. There is really only one API, diff(), and it takes two parameters, the before-text and after-text. Done!

var diffs:Array = new Diff().diff(beforeText.text, afterText.text);

The result that you get back is an Array of the different operations that it took to go from the original string to the modified string. You can easily use this to display the differences in whatever way you want!

 
Code:
The code is too long to post here, but you can find it in my GitHub project -> https://github.com/charlesbihis/actionscript-diff

 
Enjoy!

 
Charles

[1] “An O(ND) Difference Algorithm and Its Variations” by Eugene W. Myers

3:16 PM Comments (1) Permalink
May 3, 2011

Relative Time Library for ActionScript

While working on a side-project of mine, I came across the need to display dates and times as relative instead of absolute. You know, saying “two hours ago” instead of “Mon Jan 5 17:24:33 GMT-0700 2011″. Since the web is going real-time these days, it just makes sense. Besides, everyone’s doing it, so it must be good! Anyways, I wrote a library (really, just a simple class) that you can use to do this with ActionScript. It’s really quite simple, but since I couldn’t find it anywhere else, I thought I’d contribute it here for everyone to use too. Here it is in action…

 

If you’re wondering, I’ve tried to follow the convention that Facebook uses for what format to display and when. Twitter has a very similar format, but I decided to go with Facebook’s. Also, if you notice, my library can handle times in the future as well as times in the past. Here’s how to use it…

Usage:

Once you’ve added the library to your project, it’s really quite easy to use. Just call any of the two available APIs and pass in a date or two and you’ll get back the relative time string. Done!

var relativeTime:String = RelativeDate.getRelativeDate(firstDate, secondDate);
var relativeTime:String = RelativeDate.getRelativeDateFromNow(someDate);

Code:
Finally, here is the code in all it’s glory!

package com.adobe.date
{
	import com.adobe.utils.DateUtil;
 
	/**
	 * Utility class to help create human-readable Strings representing
	 * the difference in time from two different dates (e.g. "just now"
	 * or "2 hours ago" or "13 minutes from now").
	 *
	 * @langversion ActionScript 3.0
	 * @playerversion Flash 10.0
	 */
	public class RelativeDate
	{
		private static const SECONDS_PER_MINUTE:uint = 60;
		private static const SECONDS_PER_TWO_MINUTES:uint = 120;
		private static const SECONDS_PER_HOUR:uint = 3600;
		private static const SECONDS_PER_TWO_HOURS:uint = 7200;
		private static const SECONDS_PER_DAY:uint = 86400;
		private static const SECONDS_PER_TWO_DAYS:uint = 172800;
		private static const SECONDS_PER_THREE_DAYS:uint = 259200;
 
		/**
		 * Creates a human-readable String representing the difference
		 * in time from the date provided and now.  This method handles
		 * dates in both the past and the future (e.g. "2 hours ago"
		 * and "2 hours from now".  For any date beyond 3 days difference
		 * from now, then a standard format is returned.
		 *
		 * @param date The date for which to compare against.
		 *
		 * @return Human-readable String representing the time elapsed.
		 */
		public static function getRelativeDateFromNow(date:Date, capitalizeFirstLetter:Boolean = false):String
		{
			return getRelativeDate(date, new Date(), capitalizeFirstLetter);
		}
 
		/**
		 * Creates a human-readable String representing the difference
		 * in time from the first date provided with respect to the
		 * second date provided.  If no second date is provided, then
		 * the relative date will be calcluated with respect to "now".
		 * This method handles dates in both the past and the
		 * future (e.g. "2 hours ago" and "2 hours from now".  For
		 * any date beyond 3 days difference from now, then a
		 * standard format is returned.
		 *
		 * @param firstDate The date for which to compare against.
		 * @param secondDate The date to use as "present" when comparing against firstDate.
		 *
		 * @return Human-readable String representing the time elapsed.
		 */
		public static function getRelativeDate(firstDate:Date, secondDate:Date = null, capitalizeFirstLetter:Boolean = false):String
		{
			var relativeDate:String;
			var isFuture:Boolean = false;
 
			if (secondDate == null)
			{
				secondDate = new Date();
			}
 
			// the difference between the passed-in date and now, in seconds
			var secondsElapsed:Number = (secondDate.getTime() - firstDate.getTime()) / 1000;
 
			if (secondsElapsed < 0)
			{
				isFuture = true;
				secondsElapsed = Math.abs(secondsElapsed);
			}
 
			switch(true)
			{
				case secondsElapsed < SECONDS_PER_MINUTE:
					relativeDate = "just now";
					break;
				case secondsElapsed < SECONDS_PER_TWO_MINUTES:
					relativeDate = "1 minute " + ((isFuture) ? "from now" : "ago");
					break;
				case secondsElapsed < SECONDS_PER_HOUR:
					relativeDate = int(secondsElapsed / SECONDS_PER_MINUTE) + " minutes " + ((isFuture) ? "from now" : "ago");
					break;
				case secondsElapsed < SECONDS_PER_TWO_HOURS:
					relativeDate = "about an hour " + ((isFuture) ? "from now" : "ago");
					break;
				case secondsElapsed < SECONDS_PER_DAY:
					relativeDate = int(secondsElapsed / SECONDS_PER_HOUR) + " hours " + ((isFuture) ? "from now" : "ago");
					break;
				case secondsElapsed < SECONDS_PER_TWO_DAYS:
					relativeDate = ((isFuture) ? "tomorrow" : "yesterday") + " at " + DateUtil.getShortHour(firstDate) + ":" + getMinutesString(firstDate) + DateUtil.getAMPM(firstDate).toLowerCase();
					break;
				case secondsElapsed < SECONDS_PER_THREE_DAYS:
					relativeDate = DateUtil.getFullDayName(firstDate) + " at " + DateUtil.getShortHour(firstDate) + ":" + getMinutesString(firstDate) + DateUtil.getAMPM(firstDate).toLowerCase();
					break;
				default:
					relativeDate = DateUtil.getFullMonthName(firstDate) + " " + firstDate.getDate() + " at " + DateUtil.getShortHour(firstDate) + ":" + getMinutesString(firstDate) + DateUtil.getAMPM(firstDate).toLowerCase()
					break;
			}
 
			return ((capitalizeFirstLetter) ? relativeDate.substring(0, 1).toUpperCase() + relativeDate.substring(1, relativeDate.length) : relativeDate);
		}
 
		/**
		 * @private
		 */
		private static function getMinutesString(date:Date):String
		{
			return ((date.minutes < 10) ? "0" : "") + date.minutes;
		}
	}
}

Hopefully, this can help someone out there looking to do the same! Also, see the code in my GitHub repo!

Until next time, happy coding!

Charles

*Note: Shout-out to Joel Hooks for creating and sharing his awesome date-picker component!

11:03 AM Comments (0) Permalink
March 24, 2011

ActionScript Puzzler – The Joy of Millisecs

Note: This is the same puzzler that was featured in the March issue of the Adobe Edge newsletter!

It’s about that time again…time for another Puzzler! I’ve written a few before, in a couple of languages too, but this will be my first in ActionScript! I know I have a lot of Flash readers, so hopefully this will be extra ‘puzzling’ for you (see what I did there?). For those that don’t know what a Puzzler is, it is essentially a short problem used to demonstrate special cases or “features” of a particular language. Here is the format:

  1. Code – I introduce the code
  2. Question – I pose a multiple-choice question and you guess what the outcome is…think hard!
  3. Walkthrough – I walk through a reasonable explanation
  4. Answer – I tell you the real outcome (it might surprise you), and explain why
  5. Moral – How can we avoid making mistakes like this in our own code

Now that we all know what a Puzzler is, here is a simple ActionScript Puzzler:

Code:

// declare key dates
var now:Date = new Date();
var birthday:Date = new Date(1940, 06, 27); // Bugs Bunny’s birthday!
 
// save them as milliseconds since epoch
var nowInMs:int = now.getTime();
var birthdayInMs:int = birthday.getTime();
 
// get the difference to calculate Bugs’ age in milliseconds
var millisecondsElapsed:int = nowInMs - birthdayInMs;
 
// sanity check
if (millisecondsElapsed == now.getTime() - birthday.getTime())
{
	trace("What’s up, Doc?");
}

What does this print?

  1. Nothing
  2. “What’s up, Doc?”
  3. Throws an exception
  4. None of the above

Walkthrough:

Alright, it looks like we are just trying to compute Bugs Bunny’s age in milliseconds, from the time he was “born” until now. First, we create the key dates. We have now initialized to the current date (as in the date this program is executed), and birthday initialized to Bug Bunny’s birthday. We then go and save those times as milliseconds since epoch so that we can easily do some date math with these two dates. Next, we calculate the difference of Bugs’ birthday (in ms) from now (also in ms) which should give us the total milliseconds elapsed since he was born. Finally, we do a sanity check. In the sanity check, we essentially duplicate the math we’ve done previously: calculate the difference from Bugs’ birthday until now, in milliseconds. This should obviously be true, and so we trace “What’s up, Doc?” to the debug console.

 

*SPOILER ALERT – ANSWER BELOW*


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Answer:

The answer is a – nothing! How does this happen? Well, we must be skipping over the trace statement. That would only occur if the sanity check fails. But the sanity check does exactly what is done earlier on in the code…almost! The key error in this code is that there is an implicit narrowing type-cast! Where is it? Let’s take a look at the description of the Date class in the ActionScript 3 LiveDocs. In the documentation for the Date.getTime() method, we get the following function prototype:

  Method Defined By
   
Returns the number of milliseconds since midnight January 1, 1970, universal time, for a Date object.
Date

Date.getTime() returns a Number! And we are storing that number in an int. In ActionScript, a Number uses the IEEE-754 double-precision floating-point specification, and therefore can use 53 bits to represent integer values. Comparing this to only 32 bits used by int and uint, we can see that Numbers can be used to represent values well beyond the range of the int and uint data types. Because of this implicit type-cast, our millisecond time gets narrowed and loses precision! Now, knowing this, it is easy to see why our sanity check fails. Our int variable millisecondsElapsed does not, in fact, store the total milliseconds elapsed since Bug Bunny was born, but rather, it stores the total milliseconds elapsed since he was born, truncated to 32 bits. Therefore, the sanity check fails, the if-statement falls through, and the trace statement never gets executed.

Moral:

Although in some other languages, implicit narrowing type-casts cause warnings or even compilation errors, in ActionScript, they do not. So, whenever you are storing or working with numbers, be aware of the size of the numbers as well as the data-types floating around. Implicit casts do occur (and often, in any language), but implicit narrowing casts will go unnoticed by the compiler, and likely by you as well…until now :)

That’s it for this Puzzler! Hope you enjoyed! Happy coding!

 

 
Charles

actionscript-puzzler-the-joy-of-millisecs.zip (source code)

1:47 PM Comments (0) Permalink
February 23, 2011

Want to Localize Your Flex/AIR Apps? It’s Easy! I’ll Show You How…Again!

For anyone who is interested in localizing their Flex or AIR applications, I’ve written a very simple series that I’ve contributed to the Adobe Developer Connection.  As I’ve mentioned before, localization may seem like an enormous task, for any application, but the Flex framework provides great utilities to make this process surprisingly easy!  The articles are part of a two-part series which focuses solely on the task of localizing Flex and AIR applications using the Flex framework.  I’ve previously talked about Part 1, but now Part 2 is published and the series is complete!

Localization in Flex – Part 1: Compiling resources into an application
Localization in Flex – Part 2: Loading resources at runtime

Here is the end-product of the tutorial, which you can emulate for yourself in your own applications!

The series covers a variety of ways to attack the task of localization.  Different approaches have different advantages as well as disadvantages, but with the complete series, you will hopefully have a better understanding of what approach will suit your needs and your customer’s needs.

Until next time, happy localizing!

5:10 PM Comments (4) Permalink
November 23, 2010

Want to Localize Your Flex/AIR Apps? It’s Easy! I’ll Show You How!

If you have an application or a website, and you’re targeting (or want to be targeting) an international audience, then you’re going to have to localize!  What that means is preparing your application for international use by building support for multiple languages.  It may sound like a daunting task, but the Flex framework makes it surprisingly easy.  I’ve written a very simple tutorial on the Adobe Developer Connection Flex Community that walks through a straightforward way of localizing a basic Flex application.

Localization in Flex – Part 1: Compiling resources into an application

Here is the end-product of the tutorial, which you can easily create yourself, or implement within your own existing project!

This tutorial is only part 1 of the series, and illustrates one common way to achieve localization.  There is another different, but common, way, which I’ll illustrate in part 2, and I’ll announce on this blog as well :)

Until next time, happy coding!

Update: I’ve just completed Part 2. Read about it here :)

5:13 PM Comments (1) Permalink