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	<title>mxml.it &#187; code</title>
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		<title>Flex and Jabber, a practical approach</title>
		<link>http://www.mxml.it/index.php/2010/05/07/flex-and-jabber-a-practical-approach/</link>
		<comments>http://www.mxml.it/index.php/2010/05/07/flex-and-jabber-a-practical-approach/#comments</comments>
		<pubDate>Fri, 07 May 2010 17:22:01 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2010/05/07/flex-and-jabber-a-practical-approach/</guid>
		<description><![CDATA[The widely adopted open protocol for instant messaging XMPP (also called Jabber) is a de facto standard used in various instant messaging systems. The aim of this article is to show how quick and easy it is to create a real time application using this protocol that relies on a restful architecture.
In order to start]]></description>
			<content:encoded><![CDATA[<p>The widely adopted open protocol for instant messaging XMPP (also called Jabber) is a de facto standard used in various instant messaging systems. The aim of this article is to show how quick and easy it is to create a real time application using this protocol that relies on a restful architecture.</p>
<p>In order to start playing with Flex and the XMPP protocol you have to select the server you prefer and install it.<br />
My choice is Open Fire (http://www.igniterealtime.org/), and the main reasons for this choice are:</p>
<p>•    It’s fully compliant to the standards<br />
•    It’s very easy to install<br />
•    It can work with several databases in addition to the built-in one (it supports MySQL, PostgressSQL, Oracle, SQLServer and IBM DB2)<br />
•    It can interact with OpenLDAP and / or Active Directory<br />
•    It can track all the IM traffic and store it as XML files<br />
•    It has a great log panel<br />
•    It can easily administer chats and rooms<br />
•    Options allow control over room moderation, maximum occupancy, presence information, and more<br />
•    There is a good ActionScript library that can interact with Open Fire</p>
<p>In order to setup your environment you have to follow the wizard provided with the Open Fire installer (I suggest you keep in place the built-in database and the default settings) and then you can login on your localhost to the administrative console.<br />
Create a new Flex project with you favorite IDE and add the XIFF library (http://www.igniterealtime.org/downloads/download-landing.jsp?file=xiff/xiff_3_0_0-beta1.zip) to the project.<br />
As you can see the XIFF library is very rich and it supports more or less all the features of the XMPP protocol.<br />
In a project I worked on, some of the junior developers’ first reactions to the XIFF library and to the restful architecture you can get with the XMPP protocol was to interrupt development in order to study all the protocols and servers we were using for the project.<br />
This reaction led me to write down a “driver” that can deal with the XIFF library and the XMPP protocol in order to avoid any panic in the development team and to prevent people from wasting time on a concept that was beyond the scope of the project itself.<br />
Let’s think of this driver as a layer component that hides the complexity and the richness of the XIFF library to make things easier.<br />
In order to show you how it works I created a very simple application with the following features:</p>
<p>•    Anonymous and registered login<br />
•    Chat services discovery<br />
•    Personal chat room creation and destruction<br />
•    Room user list<br />
•    Friends request support (accept and deny)<br />
•    Messages broadcast</p>
<p>The user interface of this demo is quite simple and easy to understand, take a look to it <a href="http://wip.gnstudio.com/driver/OpenFireDriver.html" target="_blank">on-line</a>.</p>
<p>The driver is made up of several classes, events and value objects but it’s really simple to use because the two most important files you have to know are two interfaces and a class used to discover the available services</p>
<p>•    IRealTime<br />
•    ServiceBrowser<br />
•    IChatControls</p>
<p>The first one is responsible for the connection to the XMPP server and for the initialization of communication between client and server.<br />
Available methods are:</p>
<p>•    init(port:int, resource:String):void;<br />
// initialize the connection over a specific port and<br />
// send the appropriate resource type the XIFF library<br />
•    connect(domain:String, anonymous:Boolean, user:User = null):void;<br />
// connect to a specific domain using anonymous login or an User object that is made up by username and password<br />
•    disconnect():void;<br />
// self explanatory<br />
•    keepAlive(live:Boolean):void;<br />
// keep the connection with the server alive also<br />
// after long period of inactivity<br />
•    connection():XMPPConnection<br />
// return the established connection instance<br />
•    startRealtime(room:OpenFireRoomEssentials):void<br />
// create or join an existing room</p>
<p>The class that implements this interface is the RealtimeManager, each instance of which can dispatch some events. To keep things simple, the class actually wraps some events defined in the XIFF library using a custom event class. Dispatched events are:</p>
<p>•    UserAccessEvent.CONNECTED<br />
•    UserAccessEvent.LOGIN<br />
•    UserAccessEvent.LOGOUT</p>
<p>The ServiceBrowser class is responsible for discovering chat services, the rooms defined on each service and the details of each room.<br />
All information is made available through a series of events. Events dispatched from the ServiceBrowser class are:</p>
<p>•    AvailableRoomsEvent<br />
•    AvailableServicesEvents<br />
•    DetailRoomEvent</p>
<p>Each event provides information about the services available on the server, the rooms that are active on a specific service and the detail of a specific room (needed in order to launch the realTime method).</p>
<p>The last interface you should know about is the IChatControls. Methods defined by this interface are:</p>
<p>•    updatePresence( show:String, status:String ):void;<br />
// send to the roster the user status<br />
•    joinRoom(room:Room, jid:UnescapedJID):void;<br />
// join a specific room and using the JID initialize the loading of the roster<br />
// and the set up of the room<br />
•    isValidJID( jid:UnescapedJID):Boolean;<br />
// check if the JID is valid or not<br />
•    sendMessage(message:String = null, html:String = null):void;<br />
// send a message in the joined room, it supports both html and plain text<br />
•    sendMessageTo(text:String, tojid:EscapedJID):void;<br />
// send a message to a specific user<br />
•    createRoom(room:Room):void;<br />
// create a personal room<br />
•    destroyRoom(room:Room, reason:String = null):void;<br />
// destroy the personal room the user has created<br />
•    leave():void;<br />
// allow the user to leave the current room<br />
•    invite(userId:EscapedJID):void;<br />
// invite a specific to the personal room<br />
•    addFriend(user:RoomOccupant):void;<br />
// add an user as a friends to the user roster<br />
•    removeFriend( user:RosterItemVO ):void;<br />
// remove a specific user from the friends list<br />
•    grantSubscription(id:UnescapedJID, status:Boolean = true):void;<br />
// grant to an user the request of subscription to the friends list<br />
•    denySubscription(id:UnescapedJID):void;<br />
// deny the subscription to a specific user<br />
•    personalRoom():Room;<br />
// recover the personal room created by the user<br />
•    dispose();<br />
// free the memory and the event listener</p>
<p>The class that implements this interface is the ChatManager, which can dispatch events in order to distribute the data recovered and managed internally, and the events are:</p>
<p>•    FriendsInvitation.FRIEND_REQUEST_INCOMING<br />
•    FriendsEvent.LIST_RECOVERED<br />
•    FriendsInvitation.FRIEND_REQUEST_DENIED<br />
•    FriendsInvitation.FRIEND_REQUEST_ACCETPED<br />
•    FriendsInvitation.FRIEND_LIST_REMOVED<br />
•    ChatMessageEvent.GROUP_MESSAGE<br />
•    PersonalRoomEvent.ROOM_DESTROYED<br />
•    RoomUsersEvent.JOINED<br />
•    RoomUsersEvent.LEFT<br />
•    RoomUsersEvent.PRESENCE</p>
<p>As in the case of the RealtimeManager class, these events wrap some events defined in the XIFF library in order to keep things a little bit simpler and to prevent concepts like rosters, persistent rooms, etc. from becoming a problem during development.</p>
<p>Now you know everything you need to start using this driver that keeps things simpler and easier to understand.<br />
Come back for one moment to the image that shows the user interface of our application, and let’s examine what we have to do to make it work.<br />
In order to set up our application we have to put in place the following workflow:</p>
<p>•    Create an instance of the IChatControls interface implementer<br />
•    Create an instance of the IRealTime interface implementer<br />
•    Define the listeners for the UserAccessEvent.LOGIN event<br />
•    Create an instance of the ServiceBrowser class in the UserAccessEvent.LOGIN handler and recover the services available through the currentServices() method<br />
•    Handle through the user interface the data propagated through the events of the ServiceBrowser class<br />
•    Invoke the joinRoom() method of the IChatControls interface implementer</p>
<p>Create a new Flex application, add the XIFF library to your libs folder and grab the source code of the driver you can get here www.mxml.it/tutorials/xiffdriver.zip.<br />
First of all, define the user interface in the main MXML file of the project</p>
<pre class="brush:xml">
&lt;mx:Panel width="30%" title="Authenticate" left="5" top="5"&gt;
&lt;mx:Form width="100%" id="inputForm"&gt;
&lt;mx:FormItem width="100%" label="Authentication Method:"&gt;
&lt;mx:ComboBox id="method" change="handleMethodChange()"&gt;
&lt;mx:dataProvider&gt;
&lt;mx:Array&gt;
&lt;mx:Object label="Anonymous" value="ANONYMOUS" /&gt;
&lt;mx:Object label="Plain" value="PLAIN" /&gt;
&lt;/mx:Array&gt;
&lt;/mx:dataProvider&gt;
&lt;/mx:ComboBox&gt;
&lt;/mx:FormItem&gt;
&lt;mx:FormItem width="100%" label="Server:"&gt;
&lt;mx:TextInput width="100%" id="server" text="{SERVER_DEFAULT}" /&gt;
&lt;/mx:FormItem&gt;
&lt;mx:FormItem width="100%" label="Username:"&gt;
&lt;mx:TextInput width="100%" id="username" text="gino" enabled="false" /&gt;
&lt;/mx:FormItem&gt;
&lt;mx:FormItem width="100%" label="Password:"&gt;
&lt;mx:TextInput width="100%" displayAsPassword="true" text="latino" id="password" enabled="false" /&gt;
&lt;/mx:FormItem&gt;
&lt;/mx:Form&gt;
&lt;mx:HBox width="100%" horizontalAlign="right" paddingRight="18" paddingBottom="10"&gt;
&lt;mx:Button label="Connect" id="connectButton" click="connect()" /&gt;
&lt;mx:Button label="Disconnect" id="disconnectButton" click="disconnect()" enabled="false" /&gt;
&lt;/mx:HBox&gt;
&lt;/mx:Panel&gt;
&lt;mx:Label id="userID" y="230" text="Here the uinque OF id will appear..." fontWeight="bold" left="5"/&gt;
&lt;mx:Label y="253" text="Available chat services" left="5" /&gt;
&lt;mx:List id="chatServices" labelField="jid" y="273" left="5" width="30%" change="recoverChats(event)"  height="100"/&gt;
&lt;mx:Label y="379" text="Available persistent chats" left="5"/&gt;
&lt;mx:List id="persitenteChats" labelField="name" change="chatDetails(event)" y="399" left="5" width="30%"  height="100"/&gt;
&lt;mx:Label y="503" text="Room essentials information" left="5"/&gt;
&lt;mx:TextArea id="roomDetails" y="523" left="5" width="30%" height="100"/&gt;
&lt;mx:Button label="::: join the selected room :::" y="627" left="5" width="30%" click="joinRoom()"/&gt;
&lt;mx:Button label="::: leave the selected room :::" y="654" left="5" width="30%" click="leaveRoom()"/&gt;
&lt;mx:TextInput y="682" left="5" width="30%" id="roomName"/&gt;
&lt;mx:Button label="::: create new room :::" y="710" left="5" width="30%" click="createTemporaryRoom()"/&gt;
&lt;mx:Button label="::: destroy room :::" y="736" left="5" width="30%" click="destroyTemporaryRoom()"/&gt;

&lt;mx:Label y="10" text="Users list" right="5" fontWeight="bold"/&gt;
&lt;mx:DataGrid id="usersList" right="5"  top="35" enabled="false" width="40%"  height="150"/&gt;
&lt;mx:Button y="188" label="Add as a friend" click="addUserAsFriend()" right="5" enabled="false" id="addFriend"/&gt;
&lt;mx:ComboBox id="userStatus" dataProvider="{ChatManager.PRESENCE_VALUES}" change="updateStatus(event)" y="429" right="5" enabled="false" width="40%" /&gt;
&lt;mx:Label y="220" text="Friends list" right="5" fontWeight="bold"/&gt;
&lt;mx:DataGrid id="friendsList" right="5" top="245" enabled="false" width="40%"  height="150"/&gt;
&lt;mx:Button y="398" label="Remove friend" right="5" click="removeUserAsFriend()" enabled="false" id="removeFriend"/&gt;
&lt;mx:TextArea id="roller" y="460" width="40%" right="5" height="100" enabled="false"/&gt;
&lt;mx:HBox width="40%" y="570" right="5"&gt;
&lt;mx:TextInput id="msg"  width="80%" enabled="false"/&gt;
&lt;mx:Button id="send" label="send" width="20%" click="chatManager.sendMessage(msg.text);msg.text = ''" enabled="false"/&gt;
&lt;/mx:HBox&gt;
&lt;mx:HBox width="40%" y="600" right="5"&gt;
&lt;mx:TextInput id="requestFrom"  width="80%" enabled="false"/&gt;
&lt;mx:Button id="accept" label="accept" width="20%" click="handleRequest(true)" enabled="false"/&gt;
&lt;mx:Button id="deny" label="deny" width="20%" click="handleRequest(false)" enabled="false"/&gt;
&lt;/mx:HBox&gt;
&lt;mx:TextArea y="630" right="5" width="40%" height="60" id="requestsLog" enabled="false"/&gt;</pre>
<p>Next, open a script tag and define the constants used inside the application:</p>
<pre class="brush:java">
private const SERVER_DEFAULT:String = "wip.gnstudio.com";
private const PERSONAL_ROOMS_SERVICE:String = "conference";
private const PERSONAL_ROOM_SUFFIX:String = "presenter";</pre>
<p>The first one represents the address of your Open Fire installation, the second is the name of the service on which personal rooms will be created and the third is the suffix that will be added to all personal room names.</p>
<p>Create the class members you need to store an instance of the 3 main actors of the application</p>
<pre class="brush:java">
private var realtimeManager:IRealtime;
private var chatManager:IChatControls;
private var serviceBrowser:ServiceBrowser;</pre>
<p>and the class members needed to store the details of the room the user is going to join, the unique identifier provided by the XMPP server (inject this in the chat manager to perform all operations related to a user) and the unique identifier of the user that performs a friend request</p>
<pre class="brush:java">
private var roomDetailsInfo:OpenFireRoomEssentials;
private var currentRequestId:UnescapedJID;
private var unescapedJID:UnescapedJID;</pre>
<p>In order to start playing with the driver classes, perform the override of the childrenCreated method and define here both instances of the IRealTime implementer and of the IChatControls implement and the event handlers needed to manage the data propagated from these classes</p>
<pre class="brush:java">
override protected function childrenCreated():void {

super.childrenCreated();

connectionType = "ANONYMOUS";

chatManager = new ChatManager();
chatManager.addEventListener(RoomUsersEvent.JOINED, onRoomJoin);
chatManager.addEventListener(RoomUsersEvent.LEFT, onRoomLeft);
chatManager.addEventListener(RoomUsersEvent.PRESENCE, onRoomPresence);
chatManager.addEventListener(FriendsEvent.LIST_RECOVERED, onFriendsList);
chatManager.addEventListener(ChatMessageEvent.GROUP_MESSAGE, onGroupMessageReceived);
chatManager.addEventListener(FriendsInvitation.FRIEND_ADD_NOT_SUPPORTED, onFriendsNotSupported);
chatManager.addEventListener(FriendsInvitation.FRIEND_REQUEST_INCOMING, onFriendsRequest);
chatManager.addEventListener(FriendsInvitation.FRIEND_REQUEST_DENIED, onFriendsRequestDenied);
chatManager.addEventListener(FriendsInvitation.FRIEND_REQUEST_ACCETPED, onFriendsRequestAccepted);
chatManager.addEventListener(FriendsInvitation.FRIEND_LIST_REMOVED, onFriendsListRemoved);
chatManager.addEventListener(PersonalRoomEvent.ROOM_CREATED, onPersonalRoomCreated);
chatManager.addEventListener(PersonalRoomEvent.ROOM_EXISTS, onPersonalRoomExists);
chatManager.addEventListener(PersonalRoomEvent.ROOM_DESTROYED, onPersonalRoomDestroyed);

realtimeManager = new RealtimeManager();
realtimeManager.init(5222, "xiff");

realtimeManager.addEventListener(UserAccessEvent.LOGIN, onUserLogin);
realtimeManager.addEventListener(OpenFireErrorsEvent.ERROR, onOpenFireError);

}</pre>
<p>Let’s start exploring one by one all the methods registered as listeners in the childrenCreated method.<br />
The onRoomJoin listener handles the UI, enabling it after user login</p>
<pre class="brush:java">
private function onRoomJoin(e:RoomUsersEvent):void {

usersList.enabled = userStatus.enabled = roller.enabled = msg.enabled = send.enabled = friendsList.enabled = true;
requestsLog.enabled = accept.enabled = requestFrom.enabled = deny.enabled = true;
removeFriend.enabled = this.addFriend.enabled = true;

usersList.dataProvider = e.usersList;

}</pre>
<p>The onRoomLeft method handles the UI, disabling controls after the user has left a room</p>
<pre class="brush:java">
private function onRoomLeft(e:RoomUsersEvent):void {

usersList.enabled = userStatus.enabled = roller.enabled = msg.enabled = send.enabled = friendsList.enabled = false;
requestsLog.enabled = accept.enabled = requestFrom.enabled = deny.enabled = false;
removeFriend.enabled = this.addFriend.enabled = false;

usersList.dataProvider = null;
friendsList.dataProvider = null;

}</pre>
<p>The onRoomPresence method is the handler used to get the status of a specific user, in this sample it simply shows some logs, in a real implementation this is the method in which you have to update the status of a specific user in the room user list</p>
<pre class="brush:java">
private function onRoomPresence(e:RoomUsersEvent):void {

trace("Current user", e.userData.jid, "status:", e.userData.show, e.userData.status)

}</pre>
<p>The onFriendsList method is responsible for populating the list of friends (i.e. the roster)</p>
<pre class="brush:java">
private function onFriendsList(e:FriendsEvent):void {

friendsList.dataProvider = e.freindsList;

}</pre>
<p>the onGroupMessageReceived method handles all messages sent against the &#8216;general&#8217; chat</p>
<pre class="brush:java">
private function onGroupMessageReceived(e:ChatMessageEvent):void {

roller.text += "[" + e.from + " @ " + (e.lastMessage.time || "") + "]:" + e.lastPlainMessage + "\n";
callLater(scrollText, [roller]);

}</pre>
<p>The onFriendsNotSupported method catches the notification that anonymous users cannot add another user to their friends list</p>
<pre class="brush:java">
private function onFriendsNotSupported(e:FriendsInvitation):void {

Alert.show("Chat not configured for friends support...", "Attention!");

}</pre>
<p>The onFriendsRequest method handles friend requests that come from another user, storing that user’s unique identifier and updating the user interface controls</p>
<pre class="brush:java">
private function onFriendsRequest(e:FriendsInvitation):void {

currentRequestId = e.jid;
requestFrom.text = "Friend request from " + e.jid.bareJID + ", accept?\n";

}</pre>
<p>The onFriendsRequestDenied method notifies the application that a friend request has been denied by another user</p>
<pre class="brush:java">
private function onFriendsRequestDenied(e:FriendsInvitation):void {

requestsLog.text += "Friend request from " + e.jid.bareJID + ", DENIED!!!!!!!!\n";
callLater(scrollText, [requestsLog]);

}
</pre>
<p>The onFriendsRequestAccepted method notifies the application that a friend request has been accepted</p>
<pre class="brush:java">
private function onFriendsRequestAccepted(e:FriendsInvitation):void {

requestsLog.text += "Friend request from " + e.jid.bareJID + ", accepted!!!!!!!!\n";
callLater(scrollText, [requestsLog]);

}</pre>
<p>The onFriendsListRemoved method handles the event that notifies the application that a user has been removed from the friends list</p>
<pre class="brush:java">
private function onFriendsListRemoved(e:FriendsInvitation):void {

requestsLog.text += "Removed from " + e.jid.bareJID + ", friend list!!!!!!!!\n";
callLater(scrollText, [requestsLog]);

}</pre>
<p>The onPersonalRoomCreated method simply gives an Alert to notify the application that the personal room has been created</p>
<pre class="brush:java">
private function onPersonalRoomCreated(e:PersonalRoomEvent):void {

Alert.show("Your personal room has been created....", "Attention!");

}</pre>
<p>The onPersonalRoomExists method notifies the user that his personal room already exists and that another one cannot be created (this is not a limitation of XMPP but only a feature of the driver that doesn’t allow more than one personal room per user)</p>
<pre class="brush:java">
private function onPersonalRoomExists(e:PersonalRoomEvent):void {

Alert.show("Sorry, you can have only one personal room....", "Attention!");

}</pre>
<p>The onPersonalRoomDestroyed method handles notifications that the personal room a user joined has been destroyed</p>
<pre class="brush:java">
private function onPersonalRoomDestroyed(e:PersonalRoomEvent):void {

Alert.show("Sorry, the room you are chatting has been destroyed....", "Attention!");

}</pre>
<p>The onOpenFireError method handles all errors; in this sample implementation it handles only the 401 error code that means that a registered user has inserted wrong username and password</p>
<pre class="brush:java">
private function onOpenFireError(e:OpenFireErrorsEvent):void {

if (e.errorCode == 401) {

userID.text = "wrong credentials";

}

}</pre>
<p>The on method handles anonymous or registered logins and initializes the ServiceBrowser instance and all the listeners needed to recover the information from this class. It’s important to note here that the realtimeManager instance is finally connected, that the keepAlive property is set to true and that the ServiceBrowser instance uses the connection to the server to start exploring available services</p>
<pre class="brush:java">
private function onUserLogin(e:UserAccessEvent):void {

userID.text = "logged as " + e.username;
unescapedJID = e.unescapedJID;

var serverJID:EscapedJID = new EscapedJID(e.unescapedJID.domain);

serviceBrowser = new ServiceBrowser(serverJID, realtimeManager.connection);
serviceBrowser.addEventListener(AvailableServicesEvents.SERVICES_RECOVERED, onAvailableServices);
serviceBrowser.addEventListener(AvailableRoomsEvent.ROOMS_RECOVERED, onAvailableRooms);
serviceBrowser.addEventListener(DetailRoomEvent.ROOM_DETAILS, onDetailRoom);

serviceBrowser.currentServices();

connectButton.enabled = false;
disconnectButton.enabled = true;

realtimeManager.keepAlive = true;

}</pre>
<p>The listeners registered to the events dispatched from the ServiceBrowser are those that populate the controls of the user interface (i.e. the list of services and available rooms) and that store information about the room the user is going to join</p>
<pre class="brush:java">
private function onAvailableServices(e:AvailableServicesEvents):void {

e.target.removeEventListener(e.type, arguments.callee);

chatServices.dataProvider = e.currentServices;

}

private function onAvailableRooms(e:AvailableRoomsEvent):void {

persitenteChats.dataProvider = e.currentRooms;

}

private function onDetailRoom(e:DetailRoomEvent):void {

roomDetailsInfo = e.details;

}</pre>
<p>All the building blocks needed to handle the real time communication provided through XMPP are now in place. The following code list includes all the methods called from the user interface and it’s self-explanatory: you will now be able to run the application against your Open Fire installation</p>
<pre class="brush:java">
private function handleRequest(status:Boolean):void {

if (status) {

chatManager.grantSubscription(currentRequestId, true);

} else {

chatManager.denySubscription(currentRequestId);

}

currentRequestId = null;

}

private function chatDetails(e:ListEvent):void {

var jid:EscapedJID = new EscapedJID(e.itemRenderer.data.jid);

serviceBrowser.roomDetails(jid)

}

private function recoverChats(e:ListEvent):void {

var jid:EscapedJID = new EscapedJID(e.itemRenderer.data.jid);

serviceBrowser.currentChatRooms(jid)

}

private function leaveRoom():void {

chatManager.leave()

}

private function joinRoom():void {

chatManager.joinRoom(realtimeManager.startRealtime(roomDetailsInfo), unescapedJID);

}

private function updateStatus(e:ListEvent):void {

var item:Object = e.currentTarget.selectedItem;

chatManager.updatePresence(item.label, item.data);

}

private function removeUserAsFriend():void {

chatManager.removeFriend(friendsList.selectedItem as RosterItemVO);

}

private function addUserAsFriend():void {

chatManager.addFriend(usersList.selectedItem as RoomOccupant);

}

private function handleMethodChange():void {

if (method.selectedItem.value != "ANONYMOUS") {

username.enabled = true;
password.enabled = true;

} else {

username.enabled = false;
password.enabled = false;

}

connectionType = method.selectedItem.value;

}

private function connect():void {

if (connectionType == "ANONYMOUS") {

realtimeManager.connect(server.text, true);

} else {

var user:User = new User();

user.username = username.text;
user.password = password.text;

realtimeManager.connect(server.text, false, user);

}

}

private function destroyTemporaryRoom():void {

if (chatManager.personalRoom) {

chatManager.destroyRoom(chatManager.personalRoom);

}

}

private function createTemporaryRoom():void {

var roomDetails:OpenFireRoomEssentials = new OpenFireRoomEssentials();
roomDetails.name = PERSONAL_ROOM_SUFFIX + roomName.text;
roomDetails.category = PERSONAL_ROOMS_SERVICE;

chatManager.createRoom(realtimeManager.startRealtime(roomDetails));

}

private function disconnect():void {

realtimeManager.disconnect();
chatManager.dispose();

connectButton.enabled = true;
disconnectButton.enabled = false;

chatServices.dataProvider = [];
persitenteChats.dataProvider = [];

usersList.enabled = userStatus.enabled = roller.enabled = msg.enabled = send.enabled = friendsList.enabled = false;
requestsLog.enabled = accept.enabled = requestFrom.enabled = deny.enabled = false;
removeFriend.enabled = removeFriend.enabled = false;

}

internal function scrollText():void {

arguments[0].verticalScrollPosition = roller.verticalScrollPosition + 8;

}</pre>
<p><strong>Conclusion</strong><br />
The real time applications are really engaging, both for the end user and for a developer. Sometimes people can be afraid of the potential difficulties in this kind of application but, as you have seen in this article, you don’t have to be a rocket scientist to be able to start playing with it.<br />
The XMPP standard is not the only one available for the Flash Platform; the great advantage that comes with this standard is that you can handle several client side applications (developed with different technologies) with the same back end logic.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mxml.it/index.php/2010/05/07/flex-and-jabber-a-practical-approach/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Reading Exif data with ActionScript 3.0</title>
		<link>http://www.mxml.it/index.php/2010/01/04/reading-exif-data-with-actionscript-30/</link>
		<comments>http://www.mxml.it/index.php/2010/01/04/reading-exif-data-with-actionscript-30/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 01:23:46 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>
		<category><![CDATA[binary data]]></category>
		<category><![CDATA[bytearray]]></category>
		<category><![CDATA[exif]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2010/01/04/reading-exif-data-with-actionscript-30/</guid>
		<description><![CDATA[Most of the digital cameras use Exif file format to store images and through this format tons of information is available so that each software that deals with images can show relevant data loading few bytes.
The nice thing is that in the first 64 kbytes of an image all the information, thumbnail included, are stored]]></description>
			<content:encoded><![CDATA[<p>Most of the digital cameras use Exif file format to store images and through this format tons of information is available so that each software that deals with images can show relevant data loading few bytes.<br />
The nice thing is that in the first 64 kbytes of an image all the information, thumbnail included, are stored in separate and well organized image file directories (IFDs), this is the reason why you don’t need to load a complete image to show it’s preview (if images are smaller than 64kbytes you can get anyway the information and there is no need to close the stream of data).<br />
There are already some resources about exif data reading in ActionScript, you can get some great examples here:</p>
<p>•    <a href="http://code.shichiseki.jp/as3/ExifInfo/" target="_blank">http://code.shichiseki.jp/as3/ExifInfo/</a><br />
•    <a href="http://patrickshyu.com/2009/04/jpg-exif-metadata-in-actionscript-3/" target="_blank">http://patrickshyu.com/2009/04/jpg-exif-metadata-in-actionscript-3/</a></p>
<p>I wrote my own solution because the first one load all the image before starting to parse the data, because the second one created me some issues with a Motorola image and because I get also information for exif 1.1 data.<br />
What I’m missing and I would like to improve is the visualization of thumbnails stored not with the JPG information and the visualization of GPS information that I already get but are not shown properly.<br />
In order to avoid the issues I have had I would like to spent few words before getting you to the source code.</p>
<p>First of all in order to understand the format I really started to read the specification you can get here <a href="http://www.exif.org/Exif2-2.PDF" target="_blank">http://www.exif.org/Exif2-2.PDF</a>. I know that it may not seem the most amazing piece of paper to read but was the only way to put in place a solution with all the comments needed to make people able to extend and improve it.</p>
<p>My second step was to find a good software able to read exif data in order to make a comparison between the information recovered from the Exif class I created and the ones recovered from a professional software, I get ACDSEE (<a href="http://www.acdsee.com/" target="_blank">http://www.acdsee.com/</a>).<br />
The third step was to get a lot of sample images and thankfully the exif official web site has a lot of them (by the way I embedded the images also in the sample application I did) available here <a href="http://www.exif.org/samples.html" target="_blank">http://www.exif.org/samples.html</a>.<br />
The last step was to get an hexadecimal reader to really parse and count the raw data I was going to play with, on Mac I found 0xED (<a href="http://www.suavetech.com/0xed/0xed.html" target="_blank">http://www.suavetech.com/0xed/0xed.html</a>), on Windows I get Hex Workshop (<a href="http://www.hexworkshop.com/" target="_blank">http://www.hexworkshop.com/</a>).<br />
Before starting to write down my solution I studied how other people implemented working solutions in other languages, two of the most inspiring for me were this one in Java <a href="http://www.java2s.com/Open-Source/Java-Document/Web-Server/Jigsaw/org.w3c.tools.jpeg.htm" target="_blank">http://www.java2s.com/Open-Source/Java-Document/Web-Server/Jigsaw/org.w3c.tools.jpeg.htm</a> and this one <a href="http://mediachest.sourceforge.net/mediautil/javadocs/mediautil/image/jpeg/package-summary.html" target="_blank">http://mediachest.sourceforge.net/mediautil/javadocs/mediautil/image/jpeg/package-summary.html</a> always written in Java.</p>
<p>Let’s start with some clarifications …</p>
<p>The Exif file format is based on the JPEG file format.  Exif inserts some of image / digital camera information and thumbnail image to JPEG in conformity to JPEG specification. Therefore you can view Exif formatted image files by JPEG compliant Internet browser / Picture viewer / Photo retouch software etc. as normal JPEG image files.<br />
Every JPEG file starts from binary value &#8216;0xFFD8&#8242;, ends with binary value &#8216;0xFFD9&#8242;. There are several binary 0xFFXX data in JPEG data, they are known as &#8216;Marker&#8217;, and it starts a new part of JPEG information. 0xFFD8 means SOI (Start of image), 0xFFD9 means EOI (End of image). These two special Markers have no data following, the other markers have data with it.<br />
The marker 0xFFE0~0xFFEF is named &#8216;Application Marker&#8217;, not necessary for decoding JPEG image. They are used by user application. For example, older olympus / canon / casio / agfa digital camera use JFIF (JPEG File Interchange Format) for storing images. JFIF uses APP0 (0xFFE0) marker for inserting digital camera configuration data and thumbnail image.<br />
Exif format contains a thumbnail of the image (except Ricoh RDC-300Z). Usually it is located next to the IFD1. There are 3 formats for thumbnails; JPEG format (JPEG uses YCbCr), RGB TIFF format, YCbCr TIFF format. It seems that JPEG format and 160&#215;120 pixels of size are recommended thumbnail format for Exif2.1 or later. By the DCF specification, thumbnail image MUST use JPEG format and image size is fixed to 160&#215;120 pixels.  If the value of Compression (0&#215;0103) Tag in IFD1 is &#8216;6&#8242;, thumbnail image format is JPEG. Most of Exif image uses JPEG format for thumbnail. In that case, you can get offset of thumbnail from JpegIFOffset (0&#215;0201) Tag in IFD1, size of thumbnail from JpegIFByteCount (0&#215;0202) Tag. Data format is ordinary JPEG format, starts from 0xFFD8 and ends by 0xFFD9.<br />
The following terms and notation are used as follows in the exif standard:</p>
<p>•    &#8220;Tag&#8221; is used as a synonym of &#8220;field&#8221;,<br />
•    &#8220;.H&#8221; appended to a numerical value means it is hexadecimal notation,<br />
•    Unless otherwise indicated, other numerical values are given in decimal notation,<br />
•    The initial IFD in a file is the &#8220;0th IFD,&#8221; with the next IFD being called the 1st IFD<br />
•    The term Primary image refers to main image data<br />
•    The term Thumbnail indicates a small image used to index the primary image<br />
•    Exif is an abbreviation of Exchangeable image file format, used here as the general term for this standard and earlier versions of this standard</p>
<p>The main class of this solution is named Exif and contains all the exif tag uint values as class constants and a bunch of methods used to expose the data to the end user (i.g. the developer that use it in a project) and other methods to parse the information</p>
<p><img src="http://www.mxml.it/samples/exif/Exifjpg.jpg" height="314" width="340" /></p>
<p>The class extends the URLStream class so what you have to do in order to use it is creating and instance and load a valid URLRequest through it.<br />
The events dispatched from the Exif class you have to aware of are</p>
<p>•    PARSE_COMPLETE<br />
•    PARSE_FAILED<br />
•    PARSING_ERRORS<br />
•    DATA_READY<br />
•    THUMBNAIL_READY</p>
<p>The first one is fired when the data are parsed completely, the second one indicates that a serious error happened (i.g, not a valid jpg, not valid exif data, etc.), the third one can be used to handle not serious errors (i.g. a tag is not properly recorded), the fourth one indicates that the exif data have been completely parsed and the last one is the event that inform you that the thumbnail is ready.<br />
The public API can be used in order to get the thumbnail, the error logs, all the IFD recovered from the class and the amount of data loaded in order to parse the exif data.</p>
<p>The class usage is quite simple but the logic inside is a little bit more complex, in fact the core consists of two methods</p>
<p>•    exploreEntries<br />
•    parseTag</p>
<p>The first one is the one that read all the entries (i.g. tags) stored in an IFD and that collaborates with the parseTag method in order to read the data as defined in the exif specification and with the Naming class used to handle a lot of situations like flash, orientation, etc. making these values human readable.</p>
<p>The following types are used in Exif (you see this types recovered in the first lines of the exploreEntries method):</p>
<p>•    1 = BYTE An 8-bit unsigned integer.,<br />
•    2 = ASCII An 8-bit byte containing one 7-bit ASCII code. The final byte is terminated with NULL.,<br />
•    3 = SHORT A 16-bit (2-byte) unsigned integer,<br />
•    4 = LONG A 32-bit (4-byte) unsigned integer,<br />
•    5 = RATIONAL Two LONGs. The first LONG is the numerator and the second LONG expresses the<br />
denominator.,<br />
•    7 = UNDEFINED An 8-bit byte that can take any value depending on the field definition,<br />
•    9 = SLONG A 32-bit (4-byte) signed integer (2&#8217;s complement notation),<br />
•    10 = SRATIONAL Two SLONGs. The first SLONG is the numerator and the second SLONG is the<br />
denominator.</p>
<p>The Naming class can be passed to the Exif class in the constructor so that you can easily create your localized version of exif reader overriding the methods that initialize some arrays used to store values for the flash, the orientation, the exposure, etc.</p>
<p><img src="http://www.mxml.it/samples/exif/naming.jpg" height="418" width="178" /></p>
<p>Each time and IFD is found in the file the exif class create an IFD instance so that you can easily keep track of them and create customized helper classes to parse all these information, each time a valid exif tag is defined an instance of the ExfTag class is created, thorugh this class you can easily know the name and the value of a tag, use the public getTagValue method passing as an argument one of the 130 and more constants defined in the Exif class.</p>
<p>All these classes are available inside nabiro, the open source ActionScript library made up of a lot of components created during our daily job published here http://agile.gnstudio.com/nabiro.</p>
<p>Sample Usage<br />
At the end of this post you find the sample application with the source code include, byt the way in order to use this tool you only need to instantiate the class, define a couple of event listeners and load a file</p>
<pre class="brush:java">
exif = new Exif();

exif.addEventListener(Exif.PARSING_ERRORS, onParsingErrors);
exif.addEventListener(Exif.DATA_READY, onExifDataRecovered);
exif.addEventListener(Exif.THUMBNAIL_READY, onThumbnailReady);

exif.load(new URLRequest(images.selectedItem.data));
</pre>
<p>The three event listeners populate a text area with the error log message, display a list of available data and load the image, so you can easily get this result</p>
<p><img src="http://www.mxml.it/samples/exif/sample_exif.jpg" height="462" width="639" /></p>
<p>Download <a href="http://www.mxml.it/samples/exif/ExifDataReadin.air">here </a>the source and the application and please feel free to use it as you want but please provide me as much as possible your feedback.</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Flex image manipulation</title>
		<link>http://www.mxml.it/index.php/2009/10/07/flex-image-manipulation/</link>
		<comments>http://www.mxml.it/index.php/2009/10/07/flex-image-manipulation/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 01:56:45 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2009/10/07/flex-image-manipulation/</guid>
		<description><![CDATA[Image file formats are standardized means of organizing and storing images, let&#8217;s start to recap the building blocks of them in order to move faster in our flex applications.
Image file size (expressed as the number of bytes) increases with the number of pixels composing an image, and the color depth of the pixels and we]]></description>
			<content:encoded><![CDATA[<p>Image file formats are standardized means of organizing and storing images, let&#8217;s start to recap the building blocks of them in order to move faster in our flex applications.</p>
<p>Image file size (expressed as the number of bytes) increases with the number of pixels composing an image, and the color depth of the pixels and we use the words color depth or bit depth (usually a computer graphics term) in order to descibe the number of bits used to represent the color of a single pixel in a bitmapped image.</p>
<p>The color depths are summarized as following:</p>
<p>1-bit color (21 = 2 colors) monochrome, often black and white<br />
2-bit color (22 = 4 colors) CGA, gray-scale early<br />
3-bit color (23 = 8 colors) many early home computers with TV displays<br />
4-bit color (24 = 16 colors) as used by EGA and by the least common denominator VGA standard at higher resolution<br />
5-bit color (25 = 32 colors) Original Amiga chipset<br />
6-bit color (26 = 64 colors) Original Amiga chipset<br />
8-bit color (28 = 256 colors) most early color Unix workstations, VGA at low resolution, Super VGA, AGA, color Macintoshes.<br />
12-bit color (212 = 4096 colors) some Silicon Graphics systems, Neo Geo, Color NeXTstation systems, and Amiga systems in HAM mode.<br />
16-bit color (216 = 65536 colors) some color Macintoshes.</p>
<p>You can easily understand by the following images list (tanks to wikipedia) how much the color depth can impact the quality of your images.</p>
<p><img src="http://www.mxml.it/samples/imagemanipulation/Mxml.jpg" width="600" height="542" /></p>
<p>There are two types of image file compression algorithms, lossless and lossy.</p>
<p><strong>Lossless</strong> compression algorithms reduce file size without losing image quality, though they are not compressed into as small a file as a lossy compression file (when image quality is valued above file size, lossless algorithms are typically chosen).<br />
<strong>Lossy</strong> compression algorithms take advantage of the inherent limitations of the human eye and discard invisible information, most lossy compression algorithms allow for variable quality levels (compression) and as these levels are increased, file size is reduced.</p>
<p>The most common image formats you can deal with in order to create image manipulation algorithms are: JPEG, TIFF, PNG and GIF.</p>
<p><strong>JPEG</strong> (Joint Photographic Experts Group) files are (in most cases) a lossy format, the DOS filename extension is JPG (other operating systems may use JPEG).<br />
Nearly every digital camera can save images in the JPEG format, which supports 8 bits per color (red, green, blue) for a 24-bit total, producing relatively small files so it&#8217;s usual that an application acquires images in this format.<br />
JPEG files suffer generational degradation when repeatedly edited and saved are increased, file size is reduced so be careful to save too often the changes you do in your application.<br />
The <strong>Exif</strong> (Exchangeable image file format) is an algorithm incorporated in the JPEG software used in most cameras, its purpose is to record and to standardize the exchange of data between digital cameras and editing and viewing software.The data is recorded for individual images and includes such things as camera settings, time and date, shutter speed, exposure, image size, compression, name of camera, color information, etc.<br />
When images are viewed or edited by image editing software, all of this image information can be displayed and you can use them to create faster visualization tools.</p>
<p>The <strong>TIFF</strong> (Tagged Image File Format) is a flexible format that normally saves 8 bits or 16 bits per color (red, green, blue) for 24-bit and 48-bit totals, respectively, using either the TIFF or the TIF file extension. TIFFs compression algorithm are lossy and lossless and some offer relatively good lossless compression for bi-level (black &amp; white) images.<br />
The TIFF can handle device-specific color spaces, such as the CMYK defined by a particular set of printing press inks and for this reason is quite diffused in printing and in the photographer world.</p>
<p>The <strong>PNG</strong> (Portable Network Graphics) file format was created as the free, open-source successor to the GIF that supports true color (16 million colors) while the GIF supports only 256 colors.<br />
The PNG file excels when the image has large, uniformly colored areas, the lossless PNG format is best suited for editing pictures, and the lossy formats, like JPG, are best for the final distribution of photographic images, because JPG files are smaller than PNG files.</p>
<p>The <strong>GIF</strong> (Graphics Interchange Format) format is limited to an 8-bit palette, or 256 colors, this makes the GIF format suitable for storing graphics with relatively few colors such as simple diagrams, shapes, logos and cartoon style images.<br />
It uses a lossless compression that is more effective when large areas have a single color, and ineffective for detailed images or dithered images.</p>
<p>Each format has it’s own structure and in order to be able to manipulate images deeply you have to refer to each specific format, here is a list of all the file format specifications <a href="http://www.martinreddy.net/gfx/2d-hi.html" target="_blank">http://www.martinreddy.net/gfx/2d-hi.html</a>.</p>
<p>You can consider the image manipulation process divided into two separate steps, the image transformation (rotation, zoom, vertical flip, mirroring, etc.) and the pixel manipulation.<br />
In order to perform transformation the most efficient in Flex and in ActionScript is the affine geometry.</p>
<p><strong>Affine geometry</strong> is a form of geometry featuring the unique parallel line property where the notion of angle is undefined and lengths cannot be compared in different directions, it is a generalization of Euclidean geometry characterized by slant and scale distortions.<br />
Affine geometry can be developed in terms of the geometry of vectors, with or without the notion of coordinates, so an affine space is distinguished from a vector space of the same dimension by &#8216;forgetting&#8217; the origin (sometimes known as free vectors).<br />
Affine geometry can be seen as part of <strong>linear algebra</strong>, re-open your high school books and take a deep breath!</p>
<p>In linear algebra, linear transformations can be represented by matrices.<br />
Matrices allow arbitrary linear transformations to be represented in a consistent format, suitable for computation (i.e. your transformation data are represented in a way that can be used with any software)&#8230;this also allows transformations to be concatenated easily (by multiplying their matrices).</p>
<p>For rotation by an angle θ clockwise about the origin, the functional form is x&#8217; = xcosθ − ysinθ and y&#8217; = xsinθ + ycosθ</p>
<p>Written in matrix form, this becomes <img src="http://www.mxml.it/samples/imagemanipulation/rotationMatrix.png" align="absmiddle" /></p>
<p>To represent affine transformations with matrices, we must use homogeneous coordinates, this means representing a 2-vector (x, y) as a 3-vector (x, y, 1), and similarly for higher dimensions.<br />
All ordinary linear transformations are included in the set of affine transformations, and can be described as a simplified form of affine transformations hence, any linear transformation can be also represented by a general transformation matrix.</p>
<p>A <strong>matrix</strong> is a rectangular array (or table) of numbers consisting of any number of rows and columns it consists of m rows and n columns is known as an m x n matrix, this value represents the matrix&#8217;s dimensions.<br />
You&#8217;ll commonly seen matrices with numbers in rows and columns surrounded by two large bracket symbols <img src="http://www.mxml.it/samples/imagemanipulation/sampleMatrix.png" align="absmiddle" /></p>
<p>Affine transformations are transformations that preserve collinearity and relative distancing in a transformed coordinate space, this means points on a line will remain in a line after an affine transformation is applied to the coordinate space in which that line exists.<br />
It also means parallel lines remain parallel and that relative spacing or distancing, though it may scale, will always maintain at a consistent ratio.</p>
<p>Flash provides a 3 x 3 matrix in which u,v,w are sort of dummy here though their values remain as 0, 0, 1 <img src="http://www.mxml.it/samples/imagemanipulation/flashMatrix.png" align="absmiddle" width="109" height="75" /><br />
You can manipulate the others properties (a,c,c,d,tx and ty) in order to get a transformation, following some examples</p>
<ul>
<li>Translation: tx or ty changes would move either x pixels or y pixels</li>
<li>Scale: a or d changes would affect xScale or yScale</li>
<li>Skew: b or c changes skew either parallel to the x or y axis</li>
<li>Rotation: a,b,c and d changes affect the rotation (for an angle θ  a is cos(θ ), b is sin(θ ), c is -sin(θ ) and d is cos(θ ))</li>
</ul>
<p><img src="http://www.mxml.it/samples/imagemanipulation/mxmlShapes.gif" width="599" height="297" /></p>
<p>The properties of the Matrix class in ActionScript are basically just a collection of your main a, b, c, d, tx, and ty properties those you need to be concerned about when dealing with transformations, additional methods are also provided to make working with these matrices easier.<br />
Some of the more common methods are:</p>
<pre class="brush:java">
translate(tx:Number, ty:Number) : voidscale(sx:Number, sy:Number) : void

rotate(angle:Number) : void

identity() : void</pre>
<p>Flash Player 10 expands greatly on the drawing API in ActionScript, more so than any other version of the Flash Player since the initial introduction of the drawing API in Flash Player 6<br />
New features include:</p>
<ul>
<li>Use of vectors (typed arrays) for improved throughput and use of memory</li>
<li>Support for non-zero winding rules</li>
<li>An API for drawing triangles with support for 3D perspective rendering</li>
<li>Drawing API data objects</li>
</ul>
<p>The introduction of vectors help a lot developers to make more efficient and powerful transformations</p>
<p>Vectors are almost exactly like arrays at their core, having pretty much the same API</p>
<p>There are only a few real differences:</p>
<ul>
<li>Elements within a vector all share the same type</li>
<li>Vectors have an additional property, fixed, which determines whether or not the length of the vector can change dynamically</li>
<li>The vector constructor allows for two optional arguments, length and fixed</li>
<li>There is no equivalent to the bracket ([]) array constructor</li>
</ul>
<p>The Graphics class contains now the drawTriangles method</p>
<pre class="brush:java">
public function drawTriangles(vertices:Vector.&lt;Number&gt;, indices:Vector.&lt;int&gt;=null, uvtData:Vector.&lt;Number&gt;=null, culling:String="none");</pre>
<p>This method uses a Vector.&lt;Number&gt; to specify point locations for a path to be drawn, only with drawTriangles, the commands internally are predefined to use the point locations to draw triangles (Every 3 points, i.e. 6 numbers, represents a triangle path to be drawn)</p>
<p>It seems now that we are starting to talk about 3D because 3D models (in the end) are represented by a collection of triangles in space this is a good starting point for the 3D&#8230; Why talking about 3D in Flash if we are dealing with images manipulation?</p>
<p>Trough triangle the transformations are now faster and accurate, affine transformations and the division in triangles of an image help you to get a better image manipulation procedure, see the <a href="http://www.mxml.it/samples/imagemanipulation/rotor/Rotor.html" target="_blank">demo</a> to understand that the drawing mechanism is totally different (no cutting on the sides of the image as if you are working with the classic bitmap transformation.</p>
<p>Let&#8217;s start now with some building blocks you need in order to play with pixels and better understand the code that is contained in the luminance, gray scale, tint and red eye correction demos you&#8217;ll get at the end of this post.</p>
<p>In order to perform advanced manipulation on an image you need to start to play with the pixels of an image, ActionScript provides a lot of class to help you on this task, the most relevant are</p>
<ul>
<li>Bitmap</li>
<li>BitmapData</li>
</ul>
<p>The Bitmap class represents display objects that represent bitmap images data, These can be images that you load with the flash.display.Loader class, or they can be images that you create with the Bitmap() constructor.</p>
<p>The Bitmap() constructor allows you to create a Bitmap object that contains a reference to a BitmapData object.<br />
After you create a Bitmap object, use the addChild() or addChildAt() method of the parent DisplayObjectContainer instance to place the bitmap on the display list.<br />
I said &#8220;image data&#8221;, the BitmapData class let you play with this data (i.e. pixels).<br />
You can use the methods of the BitmapData class to create arbitrarily sized transparent or opaque bitmap images and manipulate them in various ways at runtime.<br />
This class lets you separate bitmap rendering operations from the internal display updating routines of Flash Player and moreover by manipulating a BitmapData object directly, you can create complex images without incurring the per-frame overhead of constantly redrawing the content from vector data.<br />
Each 32-bit integer is a combination of four 8-bit channel values (from 0 to 255) that describe the alpha transparency and the red, green, and blue (ARGB) values of the pixel.<br />
There is a complete list of all the method of the class in the ActionScript documemntation, I would like to point your attention on the histogram method added to the player 10 that computes a 256-value binary number histogram of a BitmapData object</p>
<pre class="brush:java">
histogram(hRect:Rectangle = null):Vector.&lt;Vector.&lt;Number&gt;&gt;</pre>
<p>This is one of the key to play with the luminance effect in Flex.<br />
Trough the combination of different pixel manipulation methods you can get complex effects like luminance<br />
Relative luminance follows the photometric definition of luminance, but with the values normalized to 1 or 100 for a reference white.<br />
Like the photometric definition, it is related to the luminous flux density in a particular direction, which is radiant flux density weighted by the luminosity function of the CIE Standard Observer.<br />
For RGB color spaces that use the ITU-R BT.709 primaries relative luminance can be calculated from linear RGB components:</p>
<p>Y = 0.2126 R + 0.7152 G + 0.0722 B</p>
<p>Let see the demos to see a lot of pixel manipulation in place, in order to get the source of the effects you see here please refer to the nabiro images packaging you can get here <a href="http://agile.gnstudio.com/nabiro">http://agile.gnstudio.com/nabiro</a>.</p>
<ul>
<li>Gray scale and tint component for flex <a href="http://www.mxml.it/samples/imagemanipulation/grayscale/NabiroGrayScale.html" target="_blank">http://www.mxml.it/samples/imagemanipulation/grayscale/NabiroGrayScale.html </a></li>
<li>Luminance effect and color channel manipulation in flex <a href="http://www.mxml.it/samples/imagemanipulation/luminance/NabiroLuminance.html" target="_blank">http://www.mxml.it/samples/imagemanipulation/luminance/NabiroLuminance.html</a></li>
<li>Red eyes correction in flex <a href="http://www.mxml.it/samples/imagemanipulation/redeye/RedEyeDemo.html" target="_blank">http://www.mxml.it/samples/imagemanipulation/redeye/RedEyeDemo.html</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Code tuning techniques</title>
		<link>http://www.mxml.it/index.php/2009/10/04/code-tuning-techniques/</link>
		<comments>http://www.mxml.it/index.php/2009/10/04/code-tuning-techniques/#comments</comments>
		<pubDate>Sun, 04 Oct 2009 13:51:12 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2009/10/04/code-tuning-techniques/</guid>
		<description><![CDATA[Code tuning techniquesCode tuning differs a lot from refactoring because it doesn’t always improve code readability, and changes that you make are not meant to improve the internal structure of a software.
If the changes performed in the code don’t degrade the code’s readability, we believe that you are refactoring rather than fine-tuning.
One of the practices]]></description>
			<content:encoded><![CDATA[<p>Code tuning techniquesCode tuning differs a lot from refactoring because it doesn’t always improve code readability, and changes that you make are not meant to improve the internal structure of a software.<br />
If the changes performed in the code don’t degrade the code’s readability, we believe that you are refactoring rather than fine-tuning.</p>
<p>One of the practices most of the fine tuning papers recommend is to stop testing a condition when an answer is known; this means that it could be better to split a short circuit evaluation into two separate evaluations, but this is not true in the Flash Player, if you make a simple test like this</p>
<pre class="brush:java">

private function testShortCircuit():void{
var start:int;
start = getTimer();

for(var i:int = 0; i &lt; 100000000; i++){

    if(i &gt; 3000000 &amp;&amp; i &lt; 4000000){

        break;

    }

}

trace("Short circuit", (getTimer() - start))

start = getTimer();

for(var j:int = 0; j &lt; 100000000; j++){

    if(j &gt; 3000000){

        if(j &lt; 4000000){

            break;

        }

    }

}

trace("Not short circuit", (getTimer() - start));</pre>
<p>you’ll get a result that clearly shows that short circuit in the Flash Player is faster</p>
<p>Short circuit <strong>307</strong><br />
Not short circuit <strong>331</strong></p>
<p>Arrange tests in the conditional statements by frequency, putting the most common case as the first condition to evaluate is a good strategy for increasing performance.</p>
<p>We strongly recommend grouping together loops that operate on the same set of elements, so that you can remove a loop and acquire a lot of speed processing.</p>
<p>When dealing with nested loops we recommend always putting the busiest loop in the inside and moving the one with fewest iterations to the outside.</p>
<p>There are many common mathematical operations that can be done faster than usual</p>
<p><strong>Operation</strong>                  <strong>Faster solution</strong></p>
<pre class="brush:java">
Math.floor(1.5);         int(1.5);
Math.ceil(1.5);          int(1.5) + 1;
Math.abs(value);         var test:Number = value &lt; 0 ? value * -1 : value;
value / 2;               value &gt;&gt; 1
value * 2;               value &lt;&lt; 1</pre>
<p>If you need some values multiple times in a component / class and these values need to be calculated we suggest that you calculate them only once and put the in constants for faster access</p>
<pre class="brush:java">private const SOME_VALUE:Number = Math.sqrt(Math.pow(Math.PI, 10));</pre>
<p>If the calculation varies during the execution of the class we suggest putting it in a method and avoiding having multiple pieces of code for the same calculation duplicated in the code.</p>
<p>Other resources</p>
<p><a href="http://www.adobe.com/devnet/flex/articles/client_perf.html" target="_blank">http://www.adobe.com/devnet/flex/articles/client_perf.html </a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Flex item renderers, an expandable list with transitions</title>
		<link>http://www.mxml.it/index.php/2009/01/11/flex-item-renderers-an-expandable-list-with-transitions/</link>
		<comments>http://www.mxml.it/index.php/2009/01/11/flex-item-renderers-an-expandable-list-with-transitions/#comments</comments>
		<pubDate>Sun, 11 Jan 2009 08:54:12 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2009/01/11/flex-item-renderers-an-expandable-list-with-transitions/</guid>
		<description><![CDATA[I think that each flex developer at a certain point have had the necessity to work with custom item renderers in order to display data in a fancy way.
There is a lot of knowledge around the web regarding this topic but I want to show the process that has driven me to a list that]]></description>
			<content:encoded><![CDATA[<p>I think that each flex developer at a certain point have had the necessity to work with custom item renderers in order to display data in a fancy way.<br />
There is a lot of knowledge around the web regarding this topic but I want to show the process that has driven me to a list that contains custom item renderers with different states and with transitions between each state.<br />
In order to perform this task I’ll show to you how you can create a simple item render, an item renderer with two different states, an item render with some transitions with a visual bug (it’s the default rendering of the list) and one without any bug.<br />
I know that an expandable list can be done also with a VBox and Repeater and that it perform nicely but the list has a caching procedure of the item renderers that is very useful when you have to render on the screen a great number of complex renderers.</p>
<p><strong>A simple item render</strong><br />
Imagine the simple scenario in which your layout require something more than a label in a list and you need to add for instance a “buy now” button, you can create an MXML component</p>
<pre class="brush:xml">&lt;mx:HBox xmlns:mx="http://www.adobe.com/2006/mxml"
verticalScrollPolicy="off" horizontalScrollPolicy="off"
paddingBottom="5" paddingLeft="5" paddingRight="5" paddingTop="5"&gt;
&lt;mx:Button label=" Buy now " enabled="false"/&gt;
&lt;mx:Label text="{data.name}"/&gt;
&lt;/mx:HBox&gt;
and set it as the item renderer in the List control
&lt;mx:List id="list" height="300" dataProvider="{listData}" itemRenderer="SimpleRenderer" /&gt;</pre>
<p>The dataprovider is an ArrayCollection that contain several Article value objects, the class that define an article can be summarized with the following UML diagram</p>
<p><img src="http://www.mxml.it/samples/listrenderers/Article.gif" /></p>
<p><strong>A multi state item render</strong><br />
Imagine now the scenario in which an item renderer needs to show some data and expand itself in order to display on the screen more information about this item, first of all create an MXML component that extends the VBox and that contain three different states, in the first one the component have to show the article name and a button to expand the content</p>
<p><img src="http://www.mxml.it/samples/listrenderers/state1.jpg" /></p>
<p>in the second state the component needs to render the price of the article, a “buy now” button and a control in order to expand the third state</p>
<p><img src="http://www.mxml.it/samples/listrenderers/state2.jpg" /></p>
<p>In the third state the component has to render the details of the article</p>
<p><img src="http://www.mxml.it/samples/listrenderers/state3.jpg" /></p>
<p>In order to complete this task you can define the UI of the component with the following MXML using the &lt;mx:states&gt; tag to define states, label and event handler</p>
<pre class="brush:xml">&lt;mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" &gt;
&lt;mx:HBox&gt;
&lt;mx:Button label="Expand" id="_expand" click="currentState='opened'"/&gt;
&lt;mx:Label text="{this.name}"/&gt;
&lt;/mx:HBox&gt;
&lt;mx:states&gt;
&lt;mx:State name="opened" &gt;
&lt;mx:SetProperty target="{_expand}" name="label" value="Collapse"/&gt;
&lt;mx:AddChild position="lastChild"&gt;
&lt;mx:HBox id="_dataRender"  width="100%" verticalAlign="middle" &gt;
&lt;mx:Label id="_article"  text="Article" width="80"/&gt;
&lt;mx:Label id="_price" text="Price" width="80"/&gt;
&lt;mx:Button label="Order"/&gt;
&lt;mx:Spacer width="100%"/&gt;
&lt;mx:Button label="Show Details" id="_details" click="currentState='details'"/&gt;
&lt;/mx:HBox&gt;
&lt;/mx:AddChild&gt;
&lt;mx:SetEventHandler target="{_expand}" name="click" handler="currentState=''"/&gt;
&lt;/mx:State&gt;
&lt;mx:State name="details" basedOn="opened"&gt;
&lt;mx:AddChild position="lastChild"&gt;
&lt;mx:Text id="_detailsData" text="Description" width="100%" height="60" /&gt;
&lt;/mx:AddChild&gt;
&lt;mx:SetProperty target="{_details}" name="label" value="Hide Details"/&gt;
&lt;mx:SetEventHandler target="{_details}" name="click" handler="currentState='opened'"/&gt;
&lt;/mx:State&gt;
&lt;/mx:states&gt;
&lt;/mx:VBox&gt;</pre>
<p>If you come back to the list and set this component as an item renderer you will see that the nested states are not rendered, you have to define the List as a variable row list</p>
<pre class="brush:xml">&lt;mx:List id="list" height="300" dataProvider="{listData}" itemRenderer="SimpleRendererStates"  variableRowHeight = "true" /&gt;</pre>
<p>Now the list is able to render the nested states but if you scroll up and down the list you will see that the states and the data of each item renderer are not consistent with your model, this is due to the List behavior that recycle components in order to render data, when items scroll out of view, its itemRenderer will be moved to the bottom of the list.<br />
In order to keep state and data consistent you have to perform some changes in your code, first of all my suggestion is to create a class that can hold state information and data of each item (in this way also if you work with remote value object you don’t need to make any change on the server side), the class can be summarized with the following UML diagram</p>
<p><img src="http://www.mxml.it/samples/listrenderers/SmartRenderData.jpg" width="252" height="234" /></p>
<p>the state property contains a string that represent the currentState of the component, the renderData property represents the data you need to display in the components.<br />
Inside your component override the public data method in order to be sure that each time the data changes (each time the list is scrolled) the UI elements are updated</p>
<pre class="brush:java">override public function set data(value:Object):void{
super.data = value;
if(!data)return
var dt:Article = data.renderData;
if(_article)_article.text = dt.name;
if(_price)_price.text = String(dt.price);
if(_detailsData)_detailsData.text = dt.description;
invalidateProperties();
dispatchEvent(new FlexEvent(FlexEvent.DATA_CHANGE));
}</pre>
<p>Please not that in the method the article value object has been extracted from the object used to define the data of each item.<br />
In order to keep track of the state of each item render override the currentState method and store the value of the new state in the model</p>
<pre class="brush:java">override public function set currentState(value:String):void{
super.currentState = value;
if(data)data.state = value;
}</pre>
<p>Now is the time to handle the state value in the commitProperties protected method</p>
<pre class="brush:java">override protected function commitProperties():void{
super.commitProperties();
if(!data)return;
currentState = data.state;
}</pre>
<p>The List component needs to know the dimension of the item render in order to gracefully adapt each item to its state, this is the reason why in the measure() method you have to explicitly set the values of the properties measuredHeight and measuredMinHeight for each state</p>
<pre class="brush:java">override protected function measure():void{
super.measure();
if(!data)return;
switch(true){
case currentState == "":
measuredHeight = 30;
measuredMinHeight = 30;
break;
case currentState == "opened":
measuredHeight = 70;
measuredMinHeight = 70;
break;
case currentState == "details":
measuredHeight = 110;
measuredMinHeight = 110;
break;
}
}</pre>
<p>If you compile your application now the item renders display the data and the states in a consistent way.</p>
<p><strong>A multi state item render with transitions</strong><br />
In order to add a transition between each state of the your item renderer add the following MXML tags to the previous component and save it with a different name</p>
<pre class="brush:xml">&lt;mx:transitions&gt;
&lt;mx:Transition fromState="*" toState="*"&gt;
&lt;mx:Resize target="{this}" /&gt;
&lt;/mx:Transition&gt;
&lt;/mx:transitions&gt;</pre>
<p>If you try now the list with this item renderer you’ll be surprised, the transitions don’t perform very well because the item renderer doesn’t know anything about the state in the data method so use an event handler for the StateChangeEvent.CURRENT_STATE_CHANGE event</p>
<pre class="brush:java">protected function onStateChange(e:StateChangeEvent):void{
if(!data)return
var dt:Article = data.renderData;
if(e.newState == ""){
dt.opened = 0;
}
if(e.newState == "opened"){
dt.opened = 1;
}
if(e.newState == "details"){
dt.opened = 2;
}
}</pre>
<p>and store a specific int value in the opened property of each value object.<br />
In the overridden data method add a switch case to handle this value</p>
<pre class="brush:java">switch(true){
case dt.opened == 0:
currentState = "";
break;
case dt.opened == 1:
currentState = "opened";
break;
case dt.opened == 2:
currentState = "details";
break;
}</pre>
<p>Now your item renderer is able to handle state and transitions but you’ll see that scrolling the List when it has to render again an item each transition is rendered with a delay, this is due to the live cycle of the List that calls a last udpateDisplayList after a while, in order to solve this stuff you have to put your hands inside the List source code and create an easy reusable class for the item render.</p>
<p><strong>A smart multi state item render with transitions</strong><br />
Surfing the web I found a nice article on item renderers but when I read this sentence “I think a resizing itemRenderer is too complex and not really worth the effort. I believe there is a better way to do this using VBox and Repeater. However, the catch with Repeater is that every child will be created. If you have 1000 records and use a Repeater, you will get 1000 instances of your itemRenderer.” my mind started to think to a solution because with a great number of instances of a complex item renderer the performance of each Flex application can be seriously impacted.<br />
I started to read the source code of the List and I found the two methods that recycle or create the item renderers in the list</p>
<pre class="brush:java">
getReservedOrFreeItemRenderer(data:Object):IListItemRenderer
createItemRenderer(data:Object):IListItemRenderer</pre>
<p>In order to avoid the delay I need to change the state of each item renderer in these two methods, the first issues I found are that the transitions defined in the item renderer stop to work and that the height is not rendered.<br />
The other issue I found is that without a base class each time I would like to use smart item renderers in my List I have to start over.<br />
The solution I found is create a VariableRowList  class that extends the List, define a base class for item renderers (I started with a class for VBox based item renderers), define an interface that define a method to use in order to update the state and the height and define the effects I need outside the &lt;mx:tranisitions&gt; tag.<br />
The VariableRowList  class makes an override of the methods used in order to create and recycle the item renderers and attempt to call the method defined in the interface ISmartRenderer the renderer needs in order to handle its state and its height at the end of each method</p>
<pre class="brush:java">try{
ISmartRenderer(item).updateState(dt.state);
}catch(e:Error){
trace("It's not an ISmartRenderer implementors")
}</pre>
<p>The ExpandableVBoxRenderer class first of all implements two interfaces, IDropInListItemRenderer and ISmartRenderer, and define a constant that hold an array of objects used to define the heights for each state</p>
<pre class="brush:java">protected const STATES_HEIGHT:Array = [{state: "", height: 30}, {state: "opened", height: 60}, {state: "details", height: 110}];</pre>
<p>In the constructor of this class you find the definition of a listener for the StateChangeEvent.CURRENT_STATE_CHANGE  and for the FlexEvent.CREATION_COMPLETE events and the policy for the scroll bars</p>
<pre class="brush:java">this.addEventListener(StateChangeEvent.CURRENT_STATE_CHANGE, onStateChange);
this.addEventListener(FlexEvent.CREATION_COMPLETE, onCreationComplete);
this.verticalScrollPolicy = ScrollPolicy.OFF;
this.horizontalScrollPolicy = ScrollPolicy.OFF;</pre>
<p>The override of the data method use a protected method populateControl() that use the data stored in the  renderData property of the SmartRenderData class in order to populate the UI elements (this method is empty and need to be overridden from the classes that extend the ExpandableVBoxRenderer)</p>
<pre class="brush:java">override public function set data(value:Object):void{
super.data = value;
if(!data)return;
data.state = currentState;
populateControl(data.renderData);
invalidateProperties();
dispatchEvent(new FlexEvent(FlexEvent.DATA_CHANGE));
}</pre>
<p>In the override of the measure method the class calculates the needed height trough a private method that get the data from the STATES_HEIGHT constant</p>
<pre class="brush:java">override protected function measure():void{
super.measure();
if(!data)return;
var currentHeight:Number = recoverHeight(currentState || "");
measuredHeight = currentHeight;
measuredMinHeight = currentHeight;
}</pre>
<p>The updateState method defined in the ISmartRenderer interface update the state and the height of the component and call the measure method</p>
<pre class="brush:java">public function updateState(state:String):void{
currentState = state;
height = recoverHeight(state);
measure();
}</pre>
<p>If you want now start to use this stuffs define the namespace you need to use the VariableRowList   class in your application and place these tags in place of the List you have used before</p>
<pre class="brush:xml">&lt;gn:VariableRowList dataProvider="{listData}" itemRenderer="it.mxml.expandableList.view.ExtendedRenderer" /&gt;</pre>
<p>Define now a new class that extends the ExpandableVBoxRenderer and use it as the base class for a new MXML component that will have the same tags of the one you defined in order to handle the transitions except for the transitions that will be removed and that will be substituted from the following effects</p>
<pre class="brush:xml">&lt;mx:Resize id="openInfo" duration="205" heightFrom="30" heightTo="60" target="{this}" /&gt;
&lt;mx:Resize id="openDetails" duration="205" heightFrom="60" heightTo="110" target="{this}" /&gt;</pre>
<p>Came back in the class and define the public members that point to the controls defined via MXML</p>
<pre class="brush:java">[Bindable]public var _article:Label;
[Bindable]public var _price:Label;
[Bindable]public var _detailsData:Text;
[Bindable]public var _details:Button;
[Bindable]public var _expand:Button;</pre>
<p>Override the populateControls() method in order to render the data inside the item renderer</p>
<pre class="brush:java">override protected function populateControl(data:Object):void{
if(_article)_article.text = data.name;
if(_price)_price.text = data.price;
if(_detailsData)_detailsData.text = data.description;
}</pre>
<p>and define the handlers for the click event on the buttons in order to play the effect defined trough MXML (see in the source of the sample application to check the other handlers)</p>
<pre class="brush:java">private function onDetails(e:MouseEvent):void{
if(e.target.label == "Show Details"){
currentState = "details";
this["openDetails"].play()
}else{
currentState = "opened";
this["openDetails"].play(null, true)
}
}</pre>
<p>In this way your List will be able to render the data and the transition like a charm, check the <a href="http://www.mxml.it/samples/listrenderers/ListStatesTransition.html" target="_blank">sample application</a> and the source code (right click, view source) in order to read the complete implementation.</p>
<p>Resources<br />
<a href="http://www.returnundefined.com/2006/10/item-renderers-in-datagrids-a-primer-for-predictable-behavior" target="_blank">http://www.returnundefined.com/2006/10/item-renderers-in-datagrids-a-primer-for-predictable-behavior</a></p>
<p><a href="http://blogs.adobe.com/aharui/item_renderers/" target="_blank">http://blogs.adobe.com/aharui/item_renderers/</a></p>
<p><a href="http://flexdiary.blogspot.com/2007/11/order-of-events-for-itemrenderers.html" target="_blank">http://flexdiary.blogspot.com/2007/11/order-of-events-for-itemrenderers.html</a></p>
<p><a href="http://www.adobe.com/devnet/flex/articles/itemrenderers_pt4_print.html" target="_blank">http://www.adobe.com/devnet/flex/articles/itemrenderers_pt4_print.html</a></p>
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		</item>
		<item>
		<title>Introduction to MVP for Flex</title>
		<link>http://www.mxml.it/index.php/2008/09/09/introduction-to-mvp-for-flex/</link>
		<comments>http://www.mxml.it/index.php/2008/09/09/introduction-to-mvp-for-flex/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 18:19:49 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[design patterns]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2008/09/09/introduction-to-mvp-for-flex/</guid>
		<description><![CDATA[In these days I spent a lot of time to get a deeper knowledge about the Model View Presenter design pattern and at the end of the day I have to say “it rocks!”.
The Model View Presenter design pattern is a variation of the Model View Control that in a similar way separate the concerns]]></description>
			<content:encoded><![CDATA[<p>In these days I spent a lot of time to get a deeper knowledge about the Model View Presenter design pattern and at the end of the day I have to say “it rocks!”.<br />
The Model View Presenter design pattern is a variation of the Model View Control that in a similar way separate the concerns of an application’s data, presentation and user input into specialized components.<br />
The original implementation of the MVP is born in the 1979, its name was <strong>Thing Model View Editor</strong> and during these years there were a lot of different implementations between them the <strong>Taligent’s</strong> one (1996) was for sure the more sophisticated and the more powerful.</p>
<p>During the preparation of material on presentation layer patterns in 2006 <strong>Martin Fowler</strong> decided that the treatment given to the MVP pattern must be divided under the names <em>Supervising Controller</em> and <em>Passive View</em>.<br />
In the first one the View delegate user events to the Controller which in turn interacts with the business logic of the application and the uses data binding techniques and the <em>Observer Pattern</em> to update itself when changes occur in the model.</p>
<p>Supervising Controller decomposes presentation functionality into two parts: a controller (often called presenter) and view. The domain data that needs to be displayed is separate, and following rough MVC terminology I&#8217;ll refer to it as a model, although it need not be a Domain Model.<br />
In the second one the Controller is always the one that handle user input and that interact with the business logic but it’s also the responsible of the update of the view. In this way the view maintain no links with the Model and relies only on the controller for the all the presentation logic.<br />
This pattern is yet another variation on model-view-controller and model-view-presenter. As with these the UI is split between a view that handles display and a controller that responds to user gestures. The significant change with Passive View is that the view is made completely passive and is no longer responsible for updating itself from the model. As a result, there is no dependencies in either direction between the view and the model.</p>
<p><img src="http://www.mxml.it/images/deps.gif" /></p>
<p>These patterns are anther evolution of the MV* family, but came back again to the MVP and let’s try to see the building blocks of its implementation (I really want to point your attention on the building blocks words because in the future I want to show a Taligent like implementation of MVP in Flex) and on the wiring between the presenter and view.<br />
In the sample implementation we’ll discover in this post we’ll take in exam a simple form used to recover the details of some customers stored in a simple XML file.<br />
The View is responsible for visual representation of the UI and it contains a presenter in private field. View is implementing interface whose members are approximated and technology striped UI elements of the view. When some event occurs on view is just forwarding it to presenter and it is presenter responsibility to handle the event. Presenter is manipulating view by talking to interface representation of the view. Presenter should never reference directly view members (UI controls). Presenter for his logic operations is using Model which can be persisted state or representation of the object which provides necessary functionality.</p>
<p><img src="http://www.mxml.it/images/mvp.jpg" /></p>
<p>In the application sample you find <a href="http://www.mxml.it/samples/mvp/MM_Mvp.html" target="_blank">here </a>there are a lot of actors: an MXML file that contains an instance of the UserView component that extends tha VBox class, the IUserView interface that defines the method the view needs to update its state, the UserViewPresenter class that is the responsible of the search operation and of the update of the view</p>
<p><img src="http://www.mxml.it/images/prj_src.PNG" /></p>
<p>The MXML fine that holds the application is self explanatory, it only defines the custom component view</p>
<pre class="brush:xml">
&lt;contactDetail:UserView x="10" y="10" /&gt;</pre>
<p>The interface IUserView (implemented by the UserView.mxml file) define the methods we need in order to update the view and get the search criteria from the view to complete the operation</p>
<pre class="brush:java">
function set userName(value:String):void;
function set lastName(value:String):void;
function set city(value:String):void;
function set errorMessage(value:String):void;
function get searchCriteria():String;</pre>
<p>The UserView custom component contains the MXML tag needed to define the UI (sorry for not using code behind but the focus of the post is different) and the call to the recoverData() method defined in the presenter</p>
<pre class="brush:xml">
&lt;mx:Label text="Contact Details Manager" width="100%" fontWeight="bold"/&gt;
&lt;mx:Label id="_errorMessage"  width="100%" color="#FF0006"/&gt;
&lt;mx:Form width="100%" height="50%"&gt;
&lt;mx:FormItem label="Name" width="100%"&gt;
&lt;mx:TextInput id="_userName" editable="false" width="100%"/&gt;
&lt;/mx:FormItem&gt;
&lt;mx:FormItem label="Surname" width="100%"&gt;
&lt;mx:TextInput id="_lastName" editable="false" width="100%"/&gt;
&lt;/mx:FormItem&gt;
&lt;mx:FormItem label="City" width="100%"&gt;
&lt;mx:TextInput id="_city" editable="false" width="100%"/&gt;
&lt;/mx:FormItem&gt;
&lt;/mx:Form&gt;
&lt;mx:HBox width="100%"&gt;
&lt;mx:Label text="Insert a code to search" /&gt;
&lt;mx:TextInput width="120" id="_searchCriteria" restrict="0-9" /&gt;
&lt;mx:Button label="search" click="_presenter.recoverData()" /&gt;
&lt;/mx:HBox&gt;</pre>
<p>It also contains the methods defined in the IUserView and a private method that is registered as a listener for the creationComplete event that initialize the presenter</p>
<pre class="brush:java">
private function init():void{
_presenter = new UserViewPresenter(this);
}
public function set userName(value:String):void{
_userName.text = value;
}
public function set lastName(value:String):void{
_lastName.text = value;
}
public function set city(value:String):void{
_city.text = value;
}
public function get searchCriteria():String{
return _searchCriteria.text;
}
public function set errorMessage(value:String):void{
_errorMessage.text = value;
_errorMessage.visible = value != "";
}</pre>
<p>As we already said the presenter is the one that handle with the business logic (in this Mickey Mouse sample we have simulated this with the XML data) and that update the view trough the interface without accessing directly the user interface elements.<br />
In order to complete these tasks the presenter stores as a private member the view and perform the update accordingly to the result on the research on the XML file performed in the recoverData public method</p>
<pre class="brush:java">
public function recoverData():void{
if(_view.searchCriteria == ""){
_view.errorMessage = "Insert a code please!";
}else{
var data:XMLList = _xdata.customer.(@code == _view.searchCriteria);
if(data.length() == 0){
_view.errorMessage = "No user found!";
_view.userName = "";
_view.lastName = "";
_view.city = "";
}else{
_view.userName = data.firstName.text();
_view.lastName = data.lastName.text();
_view.city = data.city.text();
_view.errorMessage = "";
}
}</pre>
<p>As you can see the MVP pattern it’s simple and powerful because it’s easy configurable in order to perform unit testing and because the presenter depends only on the view interface and not on the UI implementations. I really want to make a deeper post on the MVP in the next days discovering the the implementation of the Taligent’s one with Flex.</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Make ILOG elixir charts accessible</title>
		<link>http://www.mxml.it/index.php/2008/08/22/make-ilog-elixir-charts-accessible/</link>
		<comments>http://www.mxml.it/index.php/2008/08/22/make-ilog-elixir-charts-accessible/#comments</comments>
		<pubDate>Fri, 22 Aug 2008 08:31:36 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2008/08/22/make-ilog-elixir-charts-accessible/</guid>
		<description><![CDATA[During the last 360&#124;Flex at San Jose I have had the opportunity to talk about Flex and Accessibility. One of the samples I worked on is the exposure of the information stored inside the Organization Chart  to the screen reader.
The experience was amazing for me because the ILOG elixir charts source code is well written]]></description>
			<content:encoded><![CDATA[<p>During the last 360|Flex at San Jose I have had the opportunity to talk about Flex and Accessibility. One of the samples I worked on is the exposure of the information stored inside the Organization Chart  to the screen reader.</p>
<p>The experience was amazing for me because the ILOG elixir charts source code is well written and arranged in a good way, that&#8217;s the reason why the process to make the information accessible to the screen reader was so easy and quick.</p>
<p>At the end of this entry you can find the slides and the link to the ILOG elixir accessible demo (source view enabled) and <a href="http://blogs.adobe.com/accessibility/2008/07/" target="_blank">here</a> you can find a preview of the new accessibility Flex documentation.</p>
<p>In the  Organization Chart component I did a lot of changes&#8230;</p>
<p>Basically what I did is to make the component aware of TAB navigation, this means that when it get the focus it forces the player to navigate through the TAB the items rendered inside it</p>
<pre class="brush:java">
override public function setFocus():void{

super.setFocus();

// Diable the other component in order to keep here the focus
// -&gt; better implementation is required!
this.dispatchEvent(new HandleTabEnabled(false, this));

// Get the first item selected in the chart
var ir:IListItemRenderer = _container.getChildAt(2) as IListItemRenderer;
var data:Object = getWrappedData(ir.data);

// Force the selection of the first item
dispatchChangeEvent(data, ir, new MouseEvent(MouseEvent.CLICK));

// Update the information stored for the screen reader
if((this.getItemRenderer(data) as AccessibleChartRenderer)){

if(Accessibility.active){

this.accessibilityProperties.name = (this.getItemRenderer(data)
as AccessibleChartRenderer).accessibilityProperties.name;
this.accessibilityProperties.description =
(this.getItemRenderer(data) as
AccessibleChartRenderer).accessibilityProperties.description;
flash.accessibility.Accessibility.updateProperties();

}

}</pre>
<p>The method disable the other component in order to keep here the focus, get the first item selected in the chart and update the information stored for the screen reader.</p>
<p>In order to handle the TAB enabling I created a custom event with which I set enabled or disabled the tabEnabled property on all the componensts but not on the one that get the focus</p>
<pre class="brush:java">
// Code needs to be optimized for a real production
private function onHandlingTab(e:HandleTabEnabled):void{

for(var i:int = 0; i &lt; this.parentApplication.numChildren; i++){

if(this.parentApplication.getChildAt(i) is IFocusManagerComponent){

(this.parentApplication.getChildAt(i) as UIComponent).tabEnabled
= e.isEnabled;

}

}

}</pre>
<p>Another small change I did is in the keyEventHandler method that now is able to get the TAB key pressure and move to the next item updating the information stored inside  MSAA</p>
<pre class="brush:java">
// Move down the focus
moveFocus("down");

// Update the screen reader informations
if(this.getItemRenderer(actualItemData) as AccessibleChartRenderer){

if(Accessibility.active){

this.accessibilityProperties.name = (this.getItemRenderer(actualItemData) as
AccessibleChartRenderer).accessibilityProperties.name;
this.accessibilityProperties.description = (this.getItemRenderer(actualItemData) as
AccessibleChartRenderer).accessibilityProperties.description;

Accessibility.updateProperties();

}

}

break;</pre>
<p>For future implementations I added to the ItemRendererCache class the capability to define the tabIndex property of each component rendered inside the all ILOG elixir framework.<br />
A greater testing and research may bring us to more advanced solutions for the accessibility enhancement of these components (i.e. focus handling).</p>
<p><a href="http://www.mxml.it/samples/ilogaccessible/IlogAccessibility.html">Here</a> you can find the demo and <a href="http://www.mxml.it/samples/ilogaccessible/flex_acessibility_sj.ppt" target="_blank">here</a> the slides, a good question I received during the conference was about the possibility to ask to impaired user to disable the screen reader and put into the Flash Player the captions, the audio content, etc. I&#8217;m pretty sure that is a good point to discuss also if it&#8217;s not a standard way&#8230;</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Flex and Dictionary class</title>
		<link>http://www.mxml.it/index.php/2008/08/13/flex-and-dictionary-class/</link>
		<comments>http://www.mxml.it/index.php/2008/08/13/flex-and-dictionary-class/#comments</comments>
		<pubDate>Wed, 13 Aug 2008 02:27:56 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[samples]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2008/08/13/flex-and-dictionary-class/</guid>
		<description><![CDATA[Today I have had the opportunity to play a lot with Flex and the Dictionary class.
In ActionScript 2.0 when i needed something very simple to hold my data, I used pure Objects or their subclasses with bunch of methods, now we have more specialized class for this &#8211; flash.utils.Dictionary.
The Dictionary class lets you create a]]></description>
			<content:encoded><![CDATA[<p>Today I have had the opportunity to play a lot with Flex and the Dictionary class.</p>
<p>In ActionScript 2.0 when i needed something very simple to hold my data, I used pure Objects or their subclasses with bunch of methods, now we have more specialized class for this &#8211; flash.utils.Dictionary.<br />
The Dictionary class lets you create a dynamic collection of properties, which  uses strict equality (<code>===</code>) for key comparison on non-primitive  object keys.</p>
<p>What I need today was a class able to handle a Dictionary in order to solve this tasks:</p>
<ol>
<li>The items added to Dictionary needs to auto define their key</li>
<li>The class needs to keep a reference to a Class used as a &#8220;map&#8221; in order to be sure that when I search for a specific property inside the items I&#8217;m not making a mistake</li>
<li>Return the value of a specific property of an item</li>
<li>Get a list of all the items stored in the dictionary</li>
</ol>
<p>The result is a class named DictionaryUtility that get a class definition, maps this definition to an object exploring the accessor methods and the public property of the class and that create a Dictionary dinamically.<br />
In order to get the class definition I have used the utils package</p>
<pre class="brush:java">
var description:XML = flash.utils.describeType(classMap);
</pre>
<p>In order to recover the items collected in the Dictionary I used a simple for&#8230;in loop and the ArrayCollection class</p>
<pre class="brush:java">
public function getEntries():ArrayCollection {

   var list:ArrayCollection = new ArrayCollection();

    for (var key:* in dictionary){

	list.addItem(dictionary[key]);

    }

   return list;

}
</pre>
<p>The sample is available <a href="http://www.mxml.it/samples/dictionary/dict.html">here</a> and the source is <a href="http://www.mxml.it/samples/dictionary/srcview/index.html">here</a>, I hope that someone may get some inspiration or help from this.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Positioning popups</title>
		<link>http://www.mxml.it/index.php/2008/06/18/positioning-popups/</link>
		<comments>http://www.mxml.it/index.php/2008/06/18/positioning-popups/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 10:55:17 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2008/06/18/positioning-popups/</guid>
		<description><![CDATA[This small demo show to you how to handle the position of popups created through the PopUpManager class in a Flex application.
At the following link you find the demo with the view source enabled,  the key points are:

Dinamically position of the popups accordingly to a link button position
Creation of a custom popup

Hope it helps&#8230;
]]></description>
			<content:encoded><![CDATA[<p>This small demo show to you how to handle the position of popups created through the PopUpManager class in a Flex application.</p>
<p>At the following <a href="http://www.mxml.it/samples/multiplepopup/MultiplePopup.html" target="_blank">link</a> you find the demo with the view source enabled,  the key points are:</p>
<ul>
<li>Dinamically position of the popups accordingly to a link button position</li>
<li>Creation of a custom popup</li>
</ul>
<p>Hope it helps&#8230;</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Flex SDK 3.0.2 update</title>
		<link>http://www.mxml.it/index.php/2008/06/18/flex-sdk-302-update/</link>
		<comments>http://www.mxml.it/index.php/2008/06/18/flex-sdk-302-update/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 08:07:15 +0000</pubDate>
		<dc:creator>Giorgio Natili</dc:creator>
				<category><![CDATA[code]]></category>

		<guid isPermaLink="false">http://www.mxml.it/index.php/2008/06/18/flex-sdk-302-update/</guid>
		<description><![CDATA[Since yesterday is available here the stable build of the Flex SDK 3.0.2.2113.
One of the good reason to upgrade your Flex Builder is that with this SDK you can create AIR application compatible with the release 1.1 (multilanguage support) and some security enhancements.
You can find more info here:

 http://www.adobe.com/support/security/bulletins/apsb08-14.html
http://www.adobe.com/devnet/air/flex/articles/localizing_flex_air_apps.html

In order to make the update able to]]></description>
			<content:encoded><![CDATA[<p>Since yesterday is available <a href="http://opensource.adobe.com/wiki/display/flexsdk/Download+Flex+3" target="_blank">here</a> the stable build of the Flex SDK 3.0.2.2113.<br />
One of the good reason to upgrade your Flex Builder is that with this SDK you can create AIR application compatible with the release 1.1 (multilanguage support) and some security enhancements.</p>
<p>You can find more info here:</p>
<ul>
<li> <a href="http://www.adobe.com/support/security/bulletins/apsb08-14.html" target="_blank">http://www.adobe.com/support/security/bulletins/apsb08-14.html</a></li>
<li><a href="http://www.adobe.com/devnet/air/flex/articles/localizing_flex_air_apps.html" target="_blank">http://www.adobe.com/devnet/air/flex/articles/localizing_flex_air_apps.html</a></li>
</ul>
<p>In order to make the update able to work with data visualization components or automated testing you have to copy the following files from the SDK 3.0 folder to the new SDK folder you create for the  SDK 3.0.2.2113:</p>
<p># &lt;sdkdir&gt;/frameworks/libs/automation*.swc<br />
# &lt;sdkdir&gt;/frameworks/libs/datavisualization.swc<br />
# &lt;sdkdir&gt;/frameworks/locale/en_US/automation*.swc<br />
# &lt;sdkdir&gt;/frameworks/locale/en_US/datavisualization_rb.swc<br />
# &lt;sdkdir&gt;/frameworks/locale/ja_JP/automation*.swc<br />
# &lt;sdkdir&gt;/frameworks/locale/ja_JP/datavisualization_rb.swc<br />
# &lt;sdkdir&gt;/frameworks/rsls/datavisualization_3.0.0.477.*</p>
]]></content:encoded>
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