SFUG Flash on Mobile and Devices

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  • team
  • team
  • don’t hide elements or set the alpha to zero but actual remove them from the stage so that they wont be taken into account during the compositing/drawing cycle of the flash player
  • keep your displaylist or clips flat avoid deep nested clips to avoid performance penalties -- also only show elements or load data when it’s actually necessary can help
  • you can use external assets to increase performance or memory usage
  • the more colours the more bits so more memory will be used by the player same for compressed pictures or using transparencies
  • the use of vectors take up cpu power because of the math which requires the player do more work then instead of using bitmaps (no calculations for each curve etc.)
  • the use of transparant pictures of clips makes it harded for the player to be smart and only redraw parts which are changing. because transparent have to be merged or composited with the clips behind it. especially, use as much opaque or solid bitmaps as possible
  • gotoAndPlay() requires the player to render or load all assets on each frame so if you want to jump to frame 5 the frames 1-4 have been loaded and drawn already.
  • similar to tip #6 fonts are embedded in the flash movie got converted to vector shapes which takes more time as discussed in tip #6
  • if you use images and then scale them down or you might be better off to make the image straight away in the right size to avoid unnecessary transformations by the flash player meaning it has to do less heavy lifting
  • the use of tweens requires the elements on the frames to be interpolated in between the keyframes which takes up cpu usage better to use keyframes instead easier for the flash player
  • the desktop computer will always be better performing then the actual target device -- don’t forget to test on the device itself. of course, using the performance test swf file from device central and make your own custom device profile can make life easier but it’s not the real deal.
  • thank you!
  • SFUG Flash on Mobile and Devices

    1. 1. Flash on mobiles getting started with flash on mobile
    2. 2. about me • Weyert de Boer • Flash Designer / Developer at Nothing • Co-Author of books about Flash Lite and AIR • Flash Lite developer since Late 2004 • Worked on Flash-based UI for Motorola,
    3. 3. let's talk about... The past of mobile flash
    4. 4. let's talk about... The past of mobile flash Past and future of mobile flash
    5. 5. let's talk about... The past of mobile flash Past and future of mobile flash Monetizing and distribution
    6. 6. let's talk about... The past of mobile flash Past and future of mobile flash Monetizing and distribution Optimisation tips for mobile flash
    7. 7. let's talk about... The past of mobile flash
    8. 8. The past of mobile flash In 2003 Flash Lite 1.0 got released which came with a limited feature-set of the Flash Player 4 8
    9. 9. The past of mobile flash In 2006 a more powerful version of Flash Lite got released 2.1 which added support for XMLSockets 9
    10. 10. The past of mobile flash Flash Lite 3 introduced support for Flash Video like H.264 in 2007. 10
    11. 11. let's talk about... The future of mobile flash
    12. 12. The future of flash mobile October 2009 Flash Player 10.1 was announced the first full-blown flash player for mobile devices 12
    13. 13. The future of flash mobile Browser Plugins Current 2010 Desktop class Flash Player 10.1 Flash Player 10.1 High-end class (smartphones) Flash Lite 3.1 Flash Enabled Low-end class (source: Mark Doherty, Adobe) 13
    14. 14. The future of flash mobile What’s new in Flash Player 10.1? 14
    15. 15. The future of flash mobile ActionScript 3 Multitouch Screen orientation Geolocation Accelerometers Native text input Memory and cpu performance improvements Support for Palm Pre, Blackberry, Apple , Android, Windows Mobile, Symbian Hardware based rendering and video decoding 15
    16. 16. The future of flash mobile AIR and mobile, what about that? 16
    17. 17. The future of flash mobile Flash for the iPhone leverages AIR technology for the building process 17
    18. 18. The future of flash mobile Final result of the Flash for iPhone solution is an application bundle file which can easily be installed on the 18
    19. 19. The future of flash mobile Similar solutions in the future for other mobile platforms like Android, Symbian 19
    20. 20. The future of flash mobile Contextual applications the new hot thing, same content on different devices 20
    21. 21. let's talk about... Monetizing and redistribution
    22. 22. Monetizing and redistribution In the early years it was difficult to redistribute the flash player and you were depending on preinstalled 22
    23. 23. Monetizing and redistribution Hard time to earn money with flash content via content providers or 23
    24. 24. Monetizing and redistribution Easiest way to earn money with mobile flash content is by collaborating in contests or get a grant via the Open Screen Project 24
    25. 25. let's talk about... Optimisation tips for mobile flash
    26. 26. Optimisation tips for mobile flash content • Every sixty seconds • GC has it’s own will (not controllable) • Cleanup after yourself 26
    27. 27. Optimisation tips for mobile flash content Demo 27
    28. 28. Optimisation tips for mobile flash content Tip #10 Remove elements when not needed 28
    29. 29. Optimisation tips for mobile flash content Tip #9 Use or load elements or data on demand 29
    30. 30. Gotchas and optimisation tips Tip #8 Use external assets for efficient memory usage 30
    31. 31. Optimisation tips for mobile flash content Tip #7 Optimise artwork by limiting colour depth 31
    32. 32. Optimisation tips for mobile flash content Tip #6 Use vector art only when really necessary 32
    33. 33. Optimisation tips for mobile flash content Tip #5 Avoid using transparent images were possible 33
    34. 34. Optimisation tips for mobile flash content Tip #4 Watch out for gotoAndPlay() 34
    35. 35. Optimisation tips for mobile flash content Tip #3 Embedded fonts means vector and so harder on the mobile device 35
    36. 36. Optimisation tips for mobile flash content Tip #2 Don’t use images bigger then really necessary 36
    37. 37. Optimisation tips for mobile flash content Tip #1 Consider keyframe animation over timeline or scripted tweens 37
    38. 38. Optimisation tips for mobile flash content Most important Actually test on the target device and not only on the desktop 38
    39. 39. Optimisation tips for mobile flash content Thanks to Thomas Joos and Mark Doherty 39
    40. 40. Optimisation tips for mobile flash content Book Raffle 40
    41. 41. thank you!

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