Thanks for the post Dave. Cairngorm sounds a lot like PureMVC which does
away with events and implements a global command structure. So far it's
appealing although my first run in with it was under bad conditions. A
client of a friend had mangled it something fierce before he was brought in
at which point he brought me in to implement deep linking. It was ugly to
say the least. I have however heard great things about it since then. My gut
says I should know how to do this stuff on my own before I go relying too
heavily on tools that prevent me from getting to know the inner workings
intimately.

It's just tough to esitmate flash/flex work effictively anymore without a
framework involved it seems. Clients don't have the time or budget for
builds from scratch. Flash used to be so fun but now it's a constant
learning curve. ugg.

Interestingly enough I looked up the cairngorm site and saw a link to this
blog post made just yesterday:
http://www.anandvardhan.com/2008/11/13/popular-flex-frameworks/

This should also be informative.
http://www.insideria.com/2008/11/new-poll-which-flex-framework.html



On Fri, Nov 14, 2008 at 1:52 PM, David Hershberger <[EMAIL PROTECTED]>wrote:

> We have been using Adobe Flex for the past year and have really liked it.
> It would be hard to call it "blazing" and "bloat" does seem like it might
> apply to some extent, but on the other hand it does so many nice things for
> us it is hard to argue with.  MXML is very powerful, but there is certainly
> a big learning curve.  For basic stuff, buttons and containers and text,
> it's easy to get started.  There are lots of subtle details though, so when
> you start wanting to do things in ways the Flex authors didn't anticipate
> it
> often takes experimentation to find a way that works.  The Flex framework
> code is open source at least, so you can always dig into that and see what
> it's doing.
>
> We have also used Cairngorm, with mixed results.  Cairngorm doesn't really
> give you much code, it is mostly a set of design patterns.  Some of the
> important code it does give is a "controller" which connects Cairngorm
> Events to Cairngorm Commands.  Cairngorm events inherently know their
> dispatcher, which is a singleton, so you can just fire off events like so:
>   new SaveGameEvent(game, user).dispatch();
> and the controller connects that to the appropriate SaveGameCommand.  We've
> come to the conclusion that Cairngorm is great for situations where most
> user actions imply immediate communications with a server, but not so
> useful
> for situations where user actions are just manipulating data internal to
> the
> .swf.  We have ended up using Cairngorm Events and Commands just on the
> networking side of our app, and for everything else we do more of a basic
> Model/View pattern.
>
> I don't believe Cairngorm relies on Flex, but Flex gives you "data binding"
> which works very nicely with Cairngorm.  Flex data binding lets you mark
> certain state variables with [Bindable] and then the compiler builds
> data-change events for you.  Then your view mxml classes use the data
> binding syntax like <Label text="{game.description}"/> and the view updates
> automagically whenever the Game's description field changes.  A Cairngorm
> command might query a server and then the server-response-handler in the
> command can set game.description.
>
> Dave
>
> On 11/14/08, Joel Stransky <[EMAIL PROTECTED]> wrote:
> >
> > Hello,
> > So I'm trying to nail down a work flow for building flash sites (read:
> not
> > flash applications) in as3. I had just about mastered fast seo friendly
> as2
> > sites when as3 came out and now that I'm making a concerted effort to
> > modernize my skills I feel like I'm starting from scratch in many ways.
> >
> > Enter frameworks. So far I've looked at
> > Gaia<http://www.gaiaflashframework.com/index.php>,
> > PureMVC <http://puremvc.org/content/view/67/178/>,
> > Mate<http://mate.asfusion.com/>and Enterprise
> > Architect <http://www.sparxsystems.com/products/ea/index.html> (please
> add
> > any others I haven't listed)
> > On the upside, I like the idea of rapid development and reduced monotony.
> > But the most important thing to me is extremely lightweight blazing fast
> > flash using the least amount of bloat. In a perfect scenario, I don't
> want
> > extra file size due to wrappers of core commands.
> >
> > So, assuming I'm comfortable with the file size/rapid development trade
> off
> > with one of these packages, my concern then becomes one of dependency and
> > learning curve. After learning a new API, am I going to have to hack or
> > work
> > around it for those interesting situations that always seem to pop up?
> What
> > if something major changes on the flashplayer and my chosen framework
> > doesn't address it? I fear becoming too dependent on a 3rd party api.
> >
> > I'd really like to know what you guys are using, any development horror
> > stories you have because of it as well as any insight you can provide
> about
> > the concerns I've listed.
> >
> > Thanks for your time.
> >
> > --
> > --Joel Stransky
> > stranskydesign.com
> > _______________________________________________
> > Flashcoders mailing list
> > Flashcoders@chattyfig.figleaf.com
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
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-- 
--Joel Stransky
stranskydesign.com
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