Microsoft has some examples of XNA within a winform here
Has anyone put a DirectX Monogame window in an mvvmcross layout?
The first of the Questions that relate to this say
"On Windows side it's relatively easy to use dependency properties as
a binding target"
I haven't even started with mvvmcross and I'm still new to monogame, though ive played with XNA a lot so that sentence doesn't quite make sense to me, If someone could point me to any kind of tutorial that explains that it would help a lot.
Related
I saw this thread... I have passed by this whole MXML thing since it started...but I have grown tired of trying to manage my own UI in as3 and heard that it manages this. Where would one go to learn some tutorials on how to use MXML and Flex/FlashBuilder? I am oldschool and have been using Flash since CS2 and Flash Develop since CS3.
When I was learning Flex, I used the Flex in a Week tutorial. I still sometimes go back and reference it.
It's a good place to start, but after you get some Flex under your belt nothing beats just trying things out!
Is there anywhere a GOOD tutorial page where I can learn ActionScript 3 ? Or can you help me out ?
I don't use a GRAPHICAL DESIGNER and I don't want to. All I need is code.
For example: things I need to learn quick:
Buttons and TextFields (basic form stuff)
Drawing canvas (like the html5 canvas)
Using FlashDevelop + Flash SDK, no plugins, no nothing. I just got it to work (compile, build and start a blank piece of nothing) and now I need to see what I can do with the ActionScript code.
Solved: Thanks to Dannyw the 2 items above could be solved directly (with minor additions)!
Julian's answer is very helpful too. Since I also wanted to browse through all standard classes in Flash:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html
I have some tips for you to become a great flashdeveloper:
Drop everything you know, start fresh. You have strange assumptions of how the workflow should be. If you want to become professional, you should be open for other workflows.
If your coming from actionscript 2, Dont think as2 is like as3, so don't try to do the AS2 thing with AS3. Again, drop everything you know.
Read & Learn the Adobe LiveDocs
Learn how the display list works.
Learn AS3 coding standards, learn to write clean readable code, later try to learn design patterns.
Learn how to use common actionscript libraries, TweenLite, Gaia framework, RobotLegs, Temple Library, Pure MVC, Away3D, as3corelib etc.
Dont try to reinvent the wheel, dont create your own framework, because you think there is none like yours, most starters step into that trap.
Code never inside the Flash IDE actionspanel, there are really nice actionscript editors like FlashDevelop, FDT, FlashBuilder, IntelliJ. But dont lose yourself in code, there is a lot visual stuff that can faster be build using the Flash IDE, so find a nice workflow, instead of limiting yourself.
if you like video tutorials; videos on gotoAndLearn.com, most have common practices.
If you like to learn from opensource projects: find as3 projects on github.com or wonderfl, check out how they did it.
if you like to read blogs: feeds.adobe.com is full of nice relavant blogs. Learn from the best.
Last but not least: there is no ultimate guide to become a flashdevelop-code-only-flash-developer. Like sport, you have to train and just experiment right away. So be open, use google alot, try to challenge yourself with excercises and fun experiments.
For buttons:
http://www.how-to-code.com/as3-actionscript3/as3-buttons/as3-button.html
For Textfields:
http://www.republicofcode.com/tutorials/flash/as3text/
For Drawing:
http://www.republicofcode.com/tutorials/flash/as3drawvectors/
I learnt actionscript the same way you intend to, just by reading tutorials on the internet and picking bits up as I went along. I eventually bought myself a big old actionscript bible too (Essential Actionscript 3.0 by Colin Moock), but can safely say that the internet was my most valuable resource!
Have fun with the tutorials :)
Use this:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html
BTW, You should almostly declare this website as holy when programming in AS3.
Using adobe flash or macromedia is recommended, follow these tutorials I learnt everything about flash from this website.
http://www.lynda.com/Flash-CS5-tutorials/flash-professional-cs5-essential-training/59964-2.html
I am entirely new to learning programming, and my father recommended this site to me. I wanted to learn Actionscript 3.0 to possibly make my own flash game. There is alot of things I need help on because I am completely clueless. What kind of things should I download, do I have to pay for any of this?(I don't have money to spend, sadly.) Where can I find some good tutorials? Do I need any kind of client to play around with actionscript 3.0 and learn the language? Sorry if some of these questions don't really make sense, like I said, entirely new to the programming world, but I really want to make my own MMORPG,(completely unrealistic dream), and I want to start small, try making money off flash games, get some programming experience, any help anyone can provide would be great. All I ask is please do not tell me how unrealistic my dream of making an MMORPG is, just mentioned it to give a little insight as to why I wanted to learn programming. I know it's crazy, but that's why it's a dream, a goal I'm hoping to achieve one day.
I highly recommend downloading Flash Develop (requires windows) for development, its a free, and also IMO the best, AS3 editor. It'll get you up and running. If you are on a mac you might want to start with free trials of the Adobe code editors.
For resources & tutorials, the web is full of free stuff to get you started. A couple are 8bitrocket & gamedev.stackexchange The first thing to do is just pick a simple game (perhaps a true/false trivia game) And just build it. For getting started with general AS3 programming look here for a variety of docs & tutorials.
Good luck, and have fun!
Flex is a free product made by Adobe itself, and uses ActionScript 3.
Here's a link to a game dev site with tutorials on how to make a game for free using flex:
http://www.dreamincode.net/forums/topic/92205-making-flash-games-for-the-non-flash-developer-part-i/
http://www.dreamincode.net/forums/topic/92293-making-flash-games-for-the-non-flash-developer-part-ii/
http://www.dreamincode.net/forums/topic/92746-making-flash-games-for-the-non-flash-developer-part-iii/
http://www.dreamincode.net/forums/topic/92893-making-flash-games-for-the-non-flash-developer-part-iv/
If you read through the link article carefully, you can use eclipse (free) with a flex plugin, instead of having to use the flex builder.
I am having an absolute nightmare trying to build anything of value with Sencha Touch. The docs seem to describe everything in bits in pieces without every tying everything together..
One of my key gripes is that I don't understand how anything is loaded into the browser.. If I simply define an Ext.List in index.js within this method:
Ext.setup({
onReady: function() {
}
})
Then that Ext.List is loaded into the browser for some reason. If I define multiple objects in that method, how does it know which to put into the browser? Furthermore, when I extend Ext.List and put that in the above method, nothing happens. What's going on?
Better yet, where I can find good documentation that explains how this framework works? I've pored over everything on the Sencha Touch site, including the tutorials, and all of it is horribly incomplete.
It does seem confusing at first. What's important to understand is that Sencha Touch different from jQTouch or jQuery Mobile in that you create your interface in a completely programmatic way, os there's no defining the UI in a HTML file or anything like it. The framework is written much more in the tradition of classic widget set's, QT for example. This style isn't something traditional web developers are used to, but I'd actually say the documentation is quite complete. It's just not written in a style familiar to web developers.
This is how it works: one component needs to have an attribute fullscreen: true set on it. This component becomes the root, and all other visible UI components are added to this component using the .add() method. But there all defined in Javascript. That's the most crucial thing to remember.
You have probably already found it, but the main documentation repository is the API documentation (here). If you're going to get anywhere you will have to get used to reading stuff from here quite a lot. Important facts here is that everything in the UI inherits from the Component class, and that Panel is probably
When I was getting started, I found this page a little bit better for starting. I especially recommend Drew Neil's excellent screen casts on panels.
I think this has a lot to do with the fact that Sencha Touch is still a young library, and that it has it's roots in the highly programmatic and OO-centric Ext.js framework. Taking some time to really learn the fundamentals of Ext.js probably helps a lot in the long run when trying to get going with Sencha Touch (tip: Observable is the most important class).
So sorry, you're right that the documentation isn't very friendly. But the UI you get from Sencha Touch still blows the competition out of the water when it comes to mobile interfaces, so I'd say that it's still worth it if you're really want the most slick mobile UI there is.
I recommend you to checkout the conference videos http://www.sencha.com/conference/videos specially the "Structuring Your Sencha Touch Application", I restarted an app from scratch following the MVC pattern explained in the video, in two days I got where I was before plus a ton of fixed bugs but most importantly now I really understand what I'm doing and why it was so hard to get things to work before using this standard pattern.
I found one of the best places to learn sencha touch is this 4 part series on building a simple SenchaTouch1.0 app :-
http://miamicoder.com/2011/writing-a-sencha-touch-application-part-1/
Follow it up with the MVC example :
http://miamicoder.com/2011/writing-a-sencha-touch-mvc-application/
Having completed the above tutorials gives you the comfort and confidence to approach SenchaTouch's own documentation, tutorials and screencasts.
I have a couple of applications for clients that were dragged into the web kicking and screaming. I'd like to take a crack at moving some to Silverlight 3.0 if even just as a proof of concept exercise. I'd like to see if I could make them full apps, layout and all. I think the layout of the web app along w/ the graphics is good and don't want to lose that aspect.
Which leads to my question, are there tools to convert existing HTML/graphics to Xaml? I'd rather use SL 3.0 navigation and not embed Silverlight xaps on every page as I would have to do w/ an ASP.NET MVC / Silverlight type solution.
Thanks.
I asked a related in spirit question after doing some research I can pretty confidently say no. There are some tools for Silverlight 1.0 and 2.0 you can find with a simple google search ( terms: html to xaml converter) but nothing specifically for Silverlight 3.0
The xaml exporter for Infragistics may be helpful if you've used Fireworks to design your sites, if not you may be out of luck.
Having just gone through this (existing ASP.NET to Silverlight 3), I’d recommend against any attempt to automatically convert the layouts. With Silverlight having a very discrete set of controls and layout mechanisms compared to ASP.NET I’d be very surprised is any tool did a neat translation. Tools for auto-generating code (be it XAML or HTML) tend to create pretty sub-optimal syntax (Expression Design -> XAML comes to mind). If you were successful, you’d still need to consider the entire data access pattern which will also drive the structure of your XAML.