Why Cross Platform Mobile Development?

Perhaps you have heard of the topic “cross platform development”, but aren’t really sure what it is, or you aren’t sure why you would want to use cross-platform technologies. If this is the case, then this post is especially for you. I’ll try to shed some light onto what it is, and why you would want to use cross-platform development strategies.

What is cross-platform development?

Cross platform development is a concept in computer software development where you write application code once, and it runs on multiple platforms. This is very much inline with the “write once, run everywhere” concept pioneered in the 90s, and brought to a mainstream reality with Flash in the browser, and AIR on the desktop. The standard evolution of technology has been to make everything faster, smaller, and more portable, and it is only natural that that this concept has now come into the mobile development world. In mobile scenarios, it is applied by writing an application using a codebase & technology that allows the application to be deployed and distributed across multiple disparate platforms/operating systems/devices.

Using Adobe AIR, this includes Apple’s iOS devices (iPhone and iPad), Android (a plethora of devices), BlackBerry Playbook & upcoming BBX platform, and soon Windows Metro (the tablet offering of Windows 8).   Using PhoneGap, this includes Apple iOS, Android, BlackBerry 4.6 and higher, HP WebOS, Symbian, Samsung Bada, and Windows Phone 7 – Mango platforms.

In case you’re wondering why I offered 2 cross platform technologies, that is because Adobe will soon have 2 cross-platform product offerings.  Adobe has entered an agreement to purchase Nitobi, the creators of PhoneGap.

Adobe AIR

Adobe AIR is a cross-platform technology with roots in the Flash Player and the AIR desktop runtime.  AIR allows you to build cross-platform mobile applications using ActionScript and the open source Flex framework.   AIR apps can be built from the Flash Professional timeline-based design/animation tool, Flash Builder (an Eclipse-based development environment), or other open source solutions using the freely available AIR SDK.   Applications developed with Adobe AIR can target desktop platforms (Mac, & Windows), smart phone and tablet platforms (iOS, Android, BlackBerry, soon Windows), and even smart televisions.

PhoneGap (Apache Callback)

PhoneGap is an open source cross platform technology with roots in the HTML world. Essentially, a PhoneGap application consists of a web view that consumes 100% of the available width & 100% of the available height, taking advantage of web browsers on each platform.   PhoneGap offers a JavaScript to native bridge that enables you to build natively-installed applications using HTML and JavaScript, using the native bridge to interact with the device hardware/APIs.   Note: PhoneGap is also being submitted to the Apache Foundation as the Apache Callback project.

More Devices, Less Code

The driving factor behind cross-platform technologies is that you will be able to use those technologies to target more devices & platforms, with writing a minimal amount of source code.   There are many advantages with this approach.  Here are a few of the major reasons…

Lower Barrier of Entry

Generally speaking, development with HTML & JavaScript or Flex & ActionScript is easier than developing with Objective-C or Java.   Due to the ease of use of the development tooling and familiarity of the languages, cross platform technologies lower the technical barriers which may have prevented adoption of native development.  This allows your development team to build applications that they may not previously have been able to, and also enables your team to focus on what matters – the application; not the skills required to develop on multiple disparate platforms.

Reduce the Number of Required Skills for the Development Team

Native development on multiple platforms requires your development team to learn Objective C for iOS applications, Java for Android applications, Silverlight for Windows Phone applications, etc…   Finding all of these skills in a single developer is nearly impossible.   Using cross-platform development technologies, your team only needs to be proficient with one language/skillset.  Knowledge of the native development paradigms and languages are always a plus, but are no longer a requirement.   Many developers transitioning from web development already know either Flex/ActionScript and/or HTML/JavaScript, and making the transition from web to mobile development will not be a major undertaking.

Reduced Development & Long Term Maintenance Costs

Cross-platform mobile applications can originate from a single codebase, which requires a single development skillset.  You don’t need to have staff for each individual platform.  Instead, resources working on the shared codebase can cover all target platforms.   Having a single codebase also reduces long term maintenance costs.  You no longer need to have bug tracking for X number of codebases, and do not need to maintain a larger staff to support each platform.  Did I also mention that you have one codebase to maintain?

Having a single codebase doesn’t reduce the need for QA/testing on each target platform – nothing can get rid of this.  It is absolutely imperative that you test your codebase on physical devices for all platforms that you intend to support.   Emulators and Simulators can go a long way during development, but they will undoubtedly not cover all scenarios possible on a physical device, and they will not have the same runtime performance as a physical device.

Play the Strengths of a Technology

Some technologies make tasks easier than others.   For example, programmatic drawing and data visualization are very easy using Flex & ActionScript.   Developing equivalent experiences in native code can be significantly more complex and time consuming.   Use the the features of the language to their fullest potential, to your advantage- that’s why they exist.

Adobe at BlackBerry DevCon 2011

BlackBerry DevCon 2011 kicked off earlier this week, and surrounding it were some exciting announcements around Adobe tools and BlackBerry platforms. These announcements include Flash Player 11 and AIR 3 features available on the PlayBook – including Stage3D (among many other great features). Also announced was AIR support for the new BlackBerry BBX operating system, as well as PhoneGap support for BBX/QNX. BBX is the new QNX based operating system for BlackBerry smartphones.

Adobe’s VP and General Manager of Interactive Solutions, Danny Winokur, joined RIM’s Alec Saunders, VP of Developer Relations and Ecosystems Development, on stage at BlackBerry DevCon Americas 2011. Danny spoke about the exciting possibilities that Flash and HTML5 bring to the web and mobile app development – specifically for the BlackBerry PlayBook and BBX in the future. (read more here, or check out the video below)

MAX Sneaks Now Available!

Adobe MAX was a great opportunity to see the latest projects that Adobe has been working on. Not only are the keynotes and announcements exciting, but there is a lot that which doesn’t make it into the keynote. In addition, Adobe gives you a glimpse into the future with sneak previews of new software ideas, before they have made it into actual products. All of the “sneaks” from this year are now available on Adobe TV. There are some great examples of de-blurring images, creating 3D video from 2D video sources, audio/video synchronization, and much more.

Here are a few sneaks/enhancements specifically focusing around the Flash Platform:

Reverse Debugging in Flash Builder:

Near-Field Communications with AIR Native Extensions:

GPU Parallism with PixelBender:

“Monocle” Realtime Profiling:

Scrolling Large Blocks of Text with Flex for Mobile

I was recently asked by a friend and former colleague about the best way to get text within a s:Label to behave and scroll properly, especially in the Flex mobile SDK. In particular, having a large block of text wrap correctly and scroll only in the vertical direction. By default if you don’t set a size on the label, the behavior of the Flex framework is that the views containing the label will resize, and the text will be displayed as entered (without word wrap or truncation). This may cause some layout issues and confusion as to “what the heck is going on with my text”.

I’ve found that the best way to achieve the desired behavior is to set a maxWidth on the label to force proper word wrapping, and then wrap the label in a s:Scroller to have it scroll properly. I chose to set a maxWidth to allow the label to determine it’s own size, and only to wrap if it needs to. An easy shortcut for proper wrapping is to bind the maxWidth of the label to the width of the scroller component. Also, DO NOT set a static height or a max height. This will cause the text within the label to be truncated, and it will not scroll at all if the static height is less than the height of the scroller. I’ve also noticed that setting cacheAsBitmap=true on the label also helps scroll performance in some circumstances, but this is not required.

Check out a video showing the scroll behavior of a large text block using this approach:

Below is the code that makes it work, which follows the method described above:

[as3]<s:Scroller height="100%" width="100%" id="scroller1">
<s:Group>
<s:Label id="labelInstance"
cacheAsBitmap="true"
maxWidth="{ scroller1.width }"
color="#FF0000" fontSize="32">
<s:text>Bacon ipsum dolor sit amet sint cow irure et magna, meatball aliquip qui. Tempor turkey capicola, eiusmod sed nisi dolore. Pig nisi rump boudin in culpa chuck. In ex sausage filet mignon shankle ut. Flank ball tip cillum aute. Nulla frankfurter culpa, elit et esse aute pork salami. Laborum mollit short ribs, in meatloaf eu irure dolor consectetur elit strip steak.

{note: text has been truncated to emphasize actual code, not the random text}
</s:text>
</s:Label>
</s:Group>
</s:Scroller>[/as3]

This post is also “powered by bacon”… yes, bacon.

MAX 2011 Presentations

The recordings of my presentations don’t seem to be available yet on Adobe TV, but here is the content, as promised. I spoke at MAX this year on “Multi Device Best Practices using Flex & AIR for Mobile”, and “Create beautiful, immersive content and applications with HTML5 and CSS3”, and the content from these presentations is below.

Multi Device Best Practices using Flex & AIR for Mobile

In the multi-device best practices session I covered the basics for building a multi-device/multi-form-factor application that conforms to device constraints (phone and tablet), using a single codebase that is able to detect device dimensions and orientation.  This was followed by online/offline detection for occasionally-connected applications, and then followed by device-specific layout using CSS media queries and MultiDPIBitmapSource images.  The presentation slides are below.

Direct links to download the content:

In this presentation, I also showed and discussed my airplane tracking application demo, discussed here (with full source).

Create beautiful, immersive content and applications with HTML5 and CSS3

In this session, I gave a “crash course” in developing rich content experiences with HTML5 and CSS3.   I started with a general overview presentation, followed by diving directly into code.   I covered <video>, <audio>, dynamic graphics with <canvas>, <svg>, HTML5 Form elements, CSS3 Web Fonts, Visual Styles (shadows, corners), CSS3 Color spaces (RGBA, HSLA), graidents, transforms, animations, and media queries.  In the presentation, I also discussed the necessity of client-side solution accelerator frameowrks (jQuery or other JS framework), in addition to graceful degradation and HTML5 feature detection using Modernizr.  The presentation slides are below:

Direct links to download the content:

Flash/Flex/AIR Platform Roadmap 2011

Although there were no official announcements around Flex, Flash & AIR (other than the release of FP11 & AIR3), don’t think that the platform is going away or becoming stale… In fact, it is quite the opposite. The Flash Platform will continue to thrive and innovate, providing outstanding solutions that set the pace for other technologies to follow. In case you missed the session, here is the “Flash Platform Roadmap”, provided by Scott Castle, Adam Lehman, and Raghu Thricovil, Product Managers for Flash Platform tooling:

If that wasn’t enough, did you see the new “Monocle” tool, shown by Deepa Subramaniam? Monocle is the new realtime profiling tool for Flash-based content which will provide additional insight into what’s happening at runtime, and how you can optimize your applications.

Did you also see the latest demos showing the Epic Games & the Unreal engine running INSIDE of the Flash Player?

Yes, this is really the Flash Player. You can read more here.

Adobe MAX 2011 Recap

Wednesday concluded another great Adobe MAX event. It was a great chance to interact with the design & development communities, as well as check out Adobe’s latest and greatest. I’ll try to summarize as much of the content and announcements as possible here. First, let’s start with the keynotes:

MAX Day 1 Keynote

Day one focused on new creative tooling, including the Creative Cloud and Adobe Touch suite of applications. You can view the full day one keynote below:

MAX Day 2 Keynote

Day two focused on new HTML5 tooling and Flash Platform developments. You can view the full day two keynote here:

Now, on to the announcements:

Flash Payer 11 & AIR 3 are now available for download

These include support for Stage3d (hardware accelerated 2D/3D graphics), native 64 bit support, native JSON support, enhanced garbage collection, cubic bezier curve support, unlimited BitmapData, enhanced networking, enhanced text input, captive runtime support, and native extensions (AIR only). Go download the latest builds today and get the most out of your Flash Platform experience. You can find more details in Adobe Developer Connection stories: What’s New In Flash Player 11 and What’s new in Adobe AIR 3

Adobe unveils “Creative Cloud

Creative Cloud is a new cloud-based service that allows you to seamlessly share content between creative suite applications, and includes software subscriptions. You can find details on Adobe TV, on the Creative Cloud home page, in the press release, or in the FAQ.

Adobe releases Touch Apps to redefine creative software

Adobe has introduced new tablet-based creative applications for both iOS and Android (some currently available with iOS coming soon, and others vice versa). You can learn more about the Adobe Touch Suite of applications in the video below:

Here’s a little bit about the Touch Suite applications (original source):

  • Adobe Photoshop Touch allows users to transform images with core Photoshop features and create new images by combining photos, choosing elements to edit, and applying filters and other effects.
  • Adobe Collage helps creatives capture and refine ideas and concepts by allowing them to combine inspirational images, drawings, text and Creative Suite files into modern, conceptual mood boards.
  • Adobe Debut allows creative professionals to present designs to clients and stakeholders virtually anywhere, opening tablet-compatible versions of Creative Suite files for convenient and beautiful viewing on the tablet.
  • Adobe Ideas is an easy-to-master, vector-based tool for drawing, using either a stylus or a finger.
  • Adobe Kuler makes it easy to generate color themes that can inspire any design project.
  • Adobe Proto enables the development of interactive wireframes and prototypes for websites and mobile apps on a tablet using gestures and a touch-based interface.

You can learn more about the Adobe Touch suite of applications at: http://tv.adobe.com/show/adobe-touch-apps

Adobe Announces Agreement to Acquire Nitobi, Creator of PhoneGap

Adobe has entered into an agreement to acquire Nitobi, the creator of the open source HTML-based cross-platform mobile development tool PhoneGap.   You can read more about the Nitobi acquisition from the press release.   Many have asked “is this the end of AIR for mobile”, and I cannot emphasize enough that this is a good thing.  Having both PhoneGap and Flex/AIR for mobile provides you with even more value from Adobe’s product offerings. Fellow Adobe Evangelist Greg Wilson has a great analogy for the PhoneGap + Flex/AIR strategy:

If I worked for a company that sells tile flooring, it would be tough for me to convince someone that tile is the best choice for a particular room because they will expect me to say that tile is best for everything. Conversely, if I worked for a company that sells wood flooring, they expect me to say wood is best. However, if I work for a company that sells both types of flooring, I can have a real discussion about which is best on a room by room basis because I will have credibility in both types of flooring.

Adobe Acquires Web Typography Innovator Typekit

Adobe announced that it has acquired privately held Typekit Inc., a leader in the delivery of hosted, high-quality fonts for use on websites. Available as a subscription-based cloud service, You can read details around the Typekit acquisition from the press release.

Adobe Announces Digital Publishing Suite, Single Edition

Adobe’s Digital Publishing Suite now offers “Single Edition”, an addition to the DPS tooling that enables small business and single-publishers to create digital publications (brocheures, portfolios, reports, books, etc…) for tablet devices. You can read more about DPS Single Edition from the DPS blog, press release, or Adobe TV.

More…

You can read additional announcement details from the “Adobe Conversations” blog.

Object Orientation

Here’s another post that I originally wrote way back in 2006, when object oriented development was a newer concept to client-side web applications. Again, this post is still very relevant with Flex, AIR & ActionScript for mobile/web/desktop, so I decided to resurrect it from the old blog archive as well. Enjoy…

Understanding of OOP (Object Oriented Programming) is fundamental in being successful with the Flex framework and being able to get the most out of it. Developers who do not possess a computer science-related background may not be aware of the fundamental concepts that comprise OOP and how to apply them correctly, so here is a quick piece to help you out.

First, object oriented programming is a programming paradigm where your code is organized into logical objects, and each object has properties and methods. Each object contains similar and/or related functionality, and is organized into classes that logically represent and logically organize it’s functionality.

For Example:
Let’s say that we have a class “Automobile”. This class would contain the information and functions necessary for our application to use the Automobile class. We could have a numeric property for the number of wheels, the speed, and the direction (degrees on a compass). This class would also contain methods that control the actions of the Automobile object: accelerate, decelerate(break), turn, start engine, stop engine, etc… Our class would look something like this…

[as3]public class Automobile
{
public var speed : Number;
public var direction : Number;
public var numWheels : Number;

public function Automobile()
{ /* constructor */ }

public function accelerate() : void
{ /* speed up the automobile */ }

public function decelerate() : void
{ /* slow down the automobile */ }

public function turn( direction : Number ) : void
{ /* turn the automobile */ }

public function startEngine() : void
{ /* start the automobile engine */ }

public function stopEngine() : void
{ /* stop the automobile engine */ }
}[/as3]

Ok, now that we have a brief explanation of what object oriented programming is, we can get into some more aspects of OOP: inheritance and interfaces.

Inheritance is a way to form new objects based on existing objects. When a class inherits from a base class, the new class extends the functionality of the base class, and can utilize public and protected properties and methods from that base class. Inheritance can be used to create different objects that utilize functions within the base class, so that the child classes all utilize the same code base. Inheritance can be used to extend the functionality of existing objects, and inheritance can also be used to override and/ or change functionality from the base class.

In Actionscript 3, you can access the parent class of your class by using the “super” keyword. For instance, calling the constructor of the parent class would use “super()”, where accessing a method of the parent class would use something like: “super.myMethodName()”. If a property of the parent class is created with public or protected access, you can access that property in the child class directly by the property name (you would use this.propertyName, not super.propertyName).

Now, Lets take our Automobile example and apply object-oriented inheritance. We already have a base Automobile class that covers the basic functionality. We can create child classes that extend the functionality of the Automobile.

[as3]public class SportsCar extends Automobile
{
public function SportsCar()
{
super();
}

override public function accelerate():void
{
/* we can override the accelerate function
so that it accelerates faster than the base
Automobile */
}
}[/as3]

and…

[as3]public class Truck extends Automobile
{
public function Truck()
{
super();
}

public function tow() : void
{
/* we can add a tow function that
allows the Automobile class to tow
items. */
}
}[/as3]

These classes extend the base functionality of the Automobile class, and therefore are instances of the Automobile class. If we have a function outside of the Automobile class, which takes an automobile as the parameter, both a SportsCar and Truck will work since they are both Automobiles. We could have a function such as the following: If we pass in a Truck Instance, and a SportsCar instance, both will work, and each will use the functionality of their specific class instead of the base Automobile class.

[as3]public function race( auto1 : Automobile, auto2 : Automobile ) : void
{
auto1.accelerate();
auto2.accelerate();
}[/as3]

I’ll get into some more fine-grain details about inheritance later in this post… now, lets move on to interfaces…

Interfaces are slightly different than inheritance. An interface is a set of “rules” which an object must adhere to. The “rules” are actually method signatures that your class must implement. When we define an interface, we define method signatures that are required for classes that implement that interface. There is no actual code in an interface; it simply defines methods that must exist within your class. Your class that implements the interface must implement the code for the actual function. If you have multiple classes that implement an interface, those classes must have the same functions (only the ones required by the interface), but that is where the similarities of the two classes may stop. They could have completely different logic and properties within them… this is where inheritance and interfaces differ. Two objects that inherit from the same base class have a lot in common (properties and methods): two objects that implement the same interface only have those interface method signatures in common.

Let’s now make an Automobile Interface that defines the functions required to create an IAutomobile object (note the “I” stands for “interface”):

[as3]public interface IAutomobile
{
function accelerate() : void;
function decelerate() : void;
function turn( direction : Number ) : void;
}[/as3]

We can use the IAutomobile interface to create objects (classes) that behave as Automobile objects. These classes do not necessarily inherit from each other and do not necessarily share any common properties.

[as3]public class Car implements IAutomobile
{
private var direction:Number;
private var speed:Number;

public function turn(direction:Number):void
{
this.direction = direction;
}

public function decelerate():void
{
this.speed++;
}

public function accelerate():void
{
this.speed–;
}
}[/as3]

[as3]<?xml version="1.0" encoding="utf-8"?>
<mx:Canvas implements="IAutomobile"
xmlns:mx="http://www.adobe.com/2006/mxml">
<mx:Script>
<![CDATA[

private var direction:Number;
private var speed:Number;

public function turn(direction:Number):void
{
this.direction = direction;
}

public function decellerate():void
{
this.speed++;
}

public function accellerate():void
{
this.speed–;
}
]]>
</mx:Script>
</mx:Canvas>[/as3]

The previous two components both implement the IAutomobile interface, but have nothing else in common. One is simply a class that implements the interface, the other is a mxml component that implements the interface. The mxml component example extends the mx:Canvas component (the same thing could be done by creating an AS class that extends mx.containers.Canvas). Now, lets look at a function similar to the “race” function from earlier…

[as3]public function race( auto1 : IAutomobile, auto2 : IAutomobile ) : void
{
auto1.accelerate();
auto2.accelerate();
}[/as3]

This example will work with either object that I have created because both objects implement the IAutomobile interface. They do not rely upon functions in the class hierarchy, just those that were implemented for this interface. You can also use multiple interfaces on classes that you create. Implementing multiple interfaces basically means that you are adding more required method signatures to your class, and you will have to implement these methods to satisfy each interface.

On the other hand, you cannot inherit from multiple classes. Some programming languages allow for multiple inheritance… ActionScript 3 does not support multiple inheritance (so i’ll stop there).

OK… enough of this rambling… What does this have to do with Flex?
Inheritance and interfaces are used extensively in AS3 to create the flex framework. All flex framework components that are rendered to the screen extend from the UIComponent class. AbstractService, DataSerice or EventDispatcher object implements the IEventDispatcher Interface. You may be using these concepts every day, but weren’t aware of them. Inheritance seems easier to take advanatage of at first… Lets say that you want to create several objects, all of which will have identical functions and variables. It is easy to see that you can create a base class that encapsulates all of the common functionality. You can then create a sub-classes that implement the differing functionality for each class.

When putting these concepts into real-world Flex applications you’ll need to get familiar with the following keywords:

extends
This is used when defining a child class from a parent class.
[as3]public class MyImage extends Image[/as3]

implements
This is used when implementing an interface.
[as3]public class MyClass implements MyInterface[/as3]

final
Classes and methods implented with “final” cannot be overridden.
[as3]final function myFunction() : void[/as3]

static
The static keyword is used when creating variables or functions in a class that are specific to the class, not an instance. Static properties and methods do not require variable instantiation to be executed.
[as3]public static function myStaticFunction(): void
//to use it call it directly from ClassMyClass.myStaticFunction()[/as3]

internal
This is used when creating a method or property that can be accessed by any object within the same package (namespace)
[as3]internal var foo : String;[/as3]

override
This is used when creating a function that overrides another function from a parent class.
[as3]override public function myFunction() : void[/as3]

private
This is used when creating methods or properties that are only available to the class where it is defined. A private variable cannot be accessed by outside classes or from descendant classes.
[as3]private var myPrivateValue : String;[/as3]

protected
This is used when creating methods or properties that are only available to the class where it is defined and descendant classes. A protected variable cannot be accessed by outside classes.
[as3]protected var myProtectedValue : String;[/as3]

public
This is used when creating properties and methods that are available to any class.
[as3]public var myPublicValue : String;[/as3]

Flex for Mobile – Device Form Factor Detection

Here’s a quick tip for detecting device form factor (tablet vs phone) within your Flex mobile applications. First, get the stage dimensions for the screen size in pixels, then divide that by the applicationDPI (screen pixel density).  This will give you the approximate size in inches of the device’s screen.   I say “approximate” because the pixel densities are rounded to 160, 240, or 320, depending on the device.    In my code, I make the assumption that if the landscape width is greater than or equal to 5 inches, then its a tablet.  I used view states, but you can also layout components manually.

Check out the code below:

[as3]<?xml version="1.0" encoding="utf-8"?>
<s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:views="views.*"
resize="view1_resizeHandler(event)">

<fx:Script>
<![CDATA[

import mx.core.FlexGlobals;
import mx.events.ResizeEvent;

protected function view1_resizeHandler(event:ResizeEvent):void
{
var _width : Number = Math.max( stage.stageWidth, stage.stageHeight );
var _height : Number = Math.min( stage.stageWidth, stage.stageHeight );

_width = _width / FlexGlobals.topLevelApplication.applicationDPI;
_height = _height / FlexGlobals.topLevelApplication.applicationDPI;

//this will resolve to the physical size in inches…
//if greater than 5 inches, assume its a tablet
if ( _width >= 5 )
currentState = "tablet";
else
currentState = "phone";
}

]]>
</fx:Script>

<s:states>
<s:State name="tablet" />
<s:State name="phone" />
</s:states>

<views:PhoneView includeIn="phone"
width="100%" height="100%" />

<views:TabletView includeIn="tablet"
width="100%" height="100%" />

</s:View>[/as3]

This technique will enable you to build applications that tailor their interface to the types of devices where they are being consumed. If you’d like to read more, fellow Adobe Evangelist Michael Chaize also has a great example showing how to combine device form factor and orientation into Flex view states.

Ready For Adobe MAX 2011?

Adobe MAX 2011 is rapidly approaching, are you ready? Next week will bring some exciting announcements, so be sure to watch the MAX Keynotes steamed live online if you aren’t able to be there in person (Monday AND Tuesday). Definitely do not miss them.

Adobe MAX 2011

For those of you who will be able to attend, don’t forget to get the MAX companion application, available for iOS and Android at http://max.adobe.com/companion/. The MAX Companion is an application that enables MAX attendees to check their session schedules and access general information about the MAX 2011 conference being held October 1-5, 2011 in Los Angeles, CA.

MAX Companion

If you are interested in HTML5, or Flex/AIR for mobile, also don’t forget to stop by and check out my labs & sessions:

  • Create beautiful, immersive content and applications with HTML5 and CSS3
    Sunday, October 2, 9:00 a.m. – 5:00 p.m.

    Stay up to date on the latest developments in HTML, CSS, and javascript. Learn how to use HTML5 to add interactivity, motion, and video to the web. This lab will start with the fundamentals of HTML5 and how it can be used today for both designers and developers. Get tips, tricks, and best practices from experts, while learning how to apply Adobe’s tools into your evolving workflow. Discover what can be done with next-generation web standards to create powerfully engaging websites that can transcend screens of all sizes.

  • Multi-Device Best Practices Using Flex 4.5 and Adobe AIR for mobile
    Monday, October 3, 5:00 p.m. – 6:30 p.m.
    Tuesday, October 4, 12:30 p.m. – 2:00 p.m.

    Learn techniques and lessons from real-world mobile application development, including UI/skinning approaches, custom components, platform integration, application architecture, and device dependent considerations.

  • Practical Mobile Development with Flex and Adobe AIR
    Wednesday, October 5, 8:00 a.m. – 9:00 a.m.

    Learn techniques and lessons from real-world mobile application development, including UI/skinning approaches, custom components, platform integration, application architecture, and device dependent considerations. You’ll come away better prepared to embrace the industry-shifting paradigm change that mobile development promises.