At MAX 2005 we previewed the next version of Flash Lite—version 2.0. This new version is quite a step forward for Flash mobile development. In this article I go over the new features of the Flash Lite player in this preview release.
The major new features of the Flash Lite player are as follows:
Let me explain.
The Flash Lite 1.1 player is based on a subset of the Flash 4 code base, which means that the modern dot-syntax and object-oriented–like development model is not supported. But with the introduction of Flash Lite 2.0, we can now say goodbye forever to tellTarget() and the older slash-syntax of Flash 4. Flash Lite 2.0 fully supports ActionScript 2.0 based on the ECMA 262 standard.
Developers (like me) can also breathe a sigh of relief for ActionScript 2.0 conventions such as a modern event model (movie clip and object events), tab index control, shape drawing API, and better SWF compression.
Flash Lite 2.0 now supports video playback using the video rendering application on the device. This means that any video file that the device supports can also be rendered in Flash Lite 2.0. (Typically this includes 3GPP and MPEG-4 files.)
You can embed these video files directly into the SWF or load them externally, either from the device itself or a network address. Flash Lite then uses the device's video helper application to render the video inside the Flash content.
Working with external data in Flash Lite 1.1 is constrained by the data format that the player accepts. Because all data has to be in URL-encoded name-value pairs, it's time-consuming and difficult to pass data and structures in and out of the player. Thankfully Flash Lite 2.0 supports loading and parsing of external XML using the familiar XML objects from Flash 7.
Along with the Flash 7 code base comes everybody's favorite feature—shared objects. Flash Lite 2.0 lets you save and load Flash data structures directly on the device. Local high-score lists, application preferences, and user input can now all be captured and stored on the device and then loaded the next time the SWF runs. This alone gives you a much more robust development environment than you ever experienced in Flash Lite 1.1.
Because Flash Lite 1.1 never supported loading external media, you had to cram everything into the SWF itself. Using the latest version, you can now load external images and sounds—like JPEGs and MP3s—from the device itself or a network address. This obviously makes it much easier for you to update images and sounds in the SWF, and keeps the SWF file size smaller than before.
These are some of the big new features of Flash Lite 2.0. We are currently working on the authoring tool and documentation, so look for more details in the coming months. In the meantime, learn more about the current technology on the Flash Lite product page and in the Flash Lite Developer Center.
Jonathan Duran has been working at Adobe for more than six years and is currently a Senior QE Engineer for Flash authoring. Prior to that, Jonathan supported the developer community in a range of positions including Developer Relations for Mobile and Devices, Flash technical support, Developer Center Editor, and Developer Relations for Macromedia Central. Jonathan loves building mobile applications and doing development in Flash, but he often prefers backpacking in the Yosemite wilderness, composing electronica, playing Canasta, and feeding catnip to his cat, Mingatsu Takahashi.