How do I use an SWF in a Flex 4 skin? - flex4

I'm skinning a Flex app and I want the graphics to be vectors. I have the design material in an Illustrator file. I want to export from there (or through Flash) as some sort of vector format and use it to skin spark components in Flex. However, I'm having trouble placing an SWF. I've tried the following (among others) to no avail:
<mx:Image id="icon" source="#Embed('/assets/global/images/icons/location_icon.swf')" />
How do work with SWFs (or any other vector format) for skinning?

Adobe created a format just for this called FXG that you export from illustrator. It is based on SVG. check this out or search google for FXG Spark examples.

Related

Does Julia's Plotly backend support basic animation or buttons?

I'm new-ish to Julia, and the docs & discourse make a big deal about integration with Plot.ly, but without mentioning the standard Plotly feature of animated figures with control widgets.
Is is possible to create, for example, the classic Our World In Data figure with an animated slider, as one could in any other Plotly interface, including Python, R, Javascript, or Chart Studio?
(See Python example at https://plotly.com/python/animations/)
P.S. - I've seen that Interact.jl has (1) buttons, (2) manual sliders, and (3) video export. Ideally, I'd like to use Plotly, but if there's a way to mash the various modules together, I'd settle for it.

Is there any method to save leaflet map image as vector image (i.e. SVG)?

I am working with web-application which uses OSM and leaflet.
I want to save map image with markers, icons, polylines, polygons and other objects to vector image(SVG/ XML with SVG etc.)
I found leaflet-image but not sure it`s suitable for me.
I also use ExtJs and python as server language.
Any suggestions?
There are two official plugins for exporting/printing Leaflet maps.
Leaflet.print uses a Mapfish or GeoServer print module. Mapfish is built on Python so that could probably work for you. (For completeness - Geoserver is built on Java).
Leafet-image doesn't use any server side tech at all. Just Canvas and CORS.
You won't be able to save the tiles as vector as those are served to you as PNGs. You could recreate it using standard OSM data and a tileserver though. Both plugins will take the tiles and export them as images.

Easiest way to import image file to OpenGL ES 2.0 cross platform

I am learning to use OpenGL ES 2.0 by using MoSync to write cross platform C code. I have already managed to draw basic shapes such as a triangle, square and circle so the next stage is to draw some text to the screen. After reading various books, tutorials and forum posts I realise I have to create a texture atlas bitmap.
I have a file with the text I want to use, i.e 0-9 a-z image file. Before I can upload and bind it to a texture object I first need to upload the image to OpenGL. Various tutorials use UIImage or BitmapFactory to upload the image but I cannot use these as MoSync does not contain their header files. Could anyone suggest a way to load my image file to OPenGL?
To use MoSync on the Android platform you are probably going to have to make a native library for MoSync and your OpenGL ES code in C++. Most OpenGL ES projects on Android are done in native code for many reasons which are detailed in this article:
http://software.intel.com/en-us/articles/porting-opengl-games-to-android-on-intel-atom-processors-part-1/
I ended up using maOpenGLTexImage(MAHandle image), which works exactly as glTexImage2D() but it uses an image resource instead and figures out pixel formats etc.

GameDevelopment: Is there an equivalent to TexturePacker to optimize single images RGB format?

Might be a silly question. I am using TexturePacker to export texture sheets for my Cocos2d game.
At the end of certain levels I want to display a special image that tells the user that a new world is unlocked. I thought to create a single texture sheet in pvr.ccz RGB4444 format using some useful Dithering algorithm to optimize the alpha information in the image.
However I am wondering.. is this the best way to include an optimized image in the game? Or should I use GIMP/Photoshop etc.. to optimize and export it?
Yes, exporting image from TexturePacker is the best (and the simplest) way.
GIMP and Photoshop wont export to pvr.ccz.
Even simple images generated by Photoshop or GIMP, its better to add it to TexturePacker and export again.

how to create/draw dynamic shapes in flex 4

Im a new bee in flex , I want to draw different dynamic shapes.. a sample url is given below.
Any suggestion would be appreciated..
http://www.onlinelabels.com/maestro-label-design-software.htm
I recommend using the drawing API to dynamically draw shapes.
Here is a good resource to get you started Using ActionScript 3 drawing commands
You can also use the new spark primitives (such as Rect) in Flex 4 to generate some fairly sophisticated shapes with a bit of creativity.
Also, not a a run time dynamic option but you can do just about anything using FXG. Build your shapes in Illustrator CS5 or Flash CS5 and export as FXG and then import into Flex 4.

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