Perfection!

Created by Patrick Jean from One More Production.

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I’ve just discovered an ultra-simple way of converting text to speech utilizing an undocumented Google API code.

import flash.media.Sound;
import flash.net.URLRequest;

var _path:String = 'http://translate.google.com/translate_tts?q=';
var _sound:Sound = new Sound();

// all it takes is just to pass the words to the path
_sound.load(new URLRequest(_path+ 'hello world'));
_sound.addEventListener(Event.COMPLETE, soundLoaded);

function soundLoaded(e:Event):void
{
	_sound.play();

	_sound.removeEventListener(Event.COMPLETE, soundLoaded);
	_sound = null;
}

It’s limited, yet the practical uses of it are endless.

Here’s a little demo.

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I’ve been learning awful lot of Cocoa lately, and to be honest at first I thought the syntax would be somewhat similar to what AS3 is, but apparently I’ve found a massive gap separating between the two.

There are a lot of tutorials and forums out there that can guide you into the right direction and some of them are written by flash aficionados and one of the good one is what the revered Keith Peters has written in his blog, but again as an autodidact programmer reading those tutorials was difficult, what is pointers? why is NSObject? but eventually with much persistence and an occasional mental breakdown, I’ve finally had a grasp on the language.

If you want to follow this tutorial, first ensure you’ve downloaded all of the necessities and also I’m assuming have a decent understanding on AS3 and you’ve had a bit of a tinker with the Xcode otherwise click here.

What we are about to do is obviously nothing complex, just something to familiarize ourselves with the Objective-C concept.

First open your Xcode and select New Project which will open the New Project panel.

New Project Panel - AS3 to Cocoa Touch part 1
On the New Project Panel under Mac OS X tab select Command Line Utility and select the Foundation Tool.

Author Environment - AS3 to Cocoa Touch part 1
If everything went well you should now be at the author environment just as illustrated above and open the message file if you haven’t done so, which is denoted by the .m extension.

Objective-C is all about Object Oriented Programming (OOP) and its quite strict as oppose to AS3, creating a class has to be preceded by defining the method(s) and variable(s) on the interface first.

So let’s create a simple interface for MyPet class.

@interface MyPet : NSObject  {
	NSString *petName;
}

- (void) makeSound;
- (void) setName:(NSString*) n;
- (NSString *) getName;

@end	

If this is the first time you’ve seen Objective-C it may appeared alien at the moment, but let see the AS3 equivalent of MyPet class interface.

package com.farm {

	public interface MyPet {

		function makeSound():void;
		function setName(n:String):void;
		function getName():String;

	}

}

As we can see there are some slight differences, a few elements to note are the NSObject, which is in a nutshell is a base interface, the definition of petName as the class variable and the absent of a package.

Now let’s proceed with the implementation.

@implementation MyPet

- (void) makeSound
{
	NSLog(@"Tweets");
}

- (void) setName:(NSString *) n;
{
	petName = n;
}

- (NSString *) getName
{
	return petName;
}

@end

and the AS3 equivalent.

package com.animal
{
	import com.farm.*;

	public class Bird implements MyPet
	{

		private var _petName:String;

		public function makeSound():void
		{
			trace("Tweets");
		}

		public function setName(n:String):void
		{
			_petName = n;
		}

		public function getName():String
		{
			return _petName;
		}

	}
}

I think up to this point everything would made sense now and of course Objective-C has a few execution directives we have to follow, such as the @implementation and @end.

Finally the instantiation.

int main (int argc, const char * argv[]) {
    NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];

	MyPet *bird = [MyPet new];

	[bird setName:@"Polly"];
	[bird makeSound];

	NSString *birdName = [bird getName];
	NSLog(@"%@",birdName);

	[bird release];

    [pool drain];
    return 0;
}

In here you must be wondering what the main method is doing there. Think about the initial execution inside a document class in AS3, every Objective-C will be initiated with a main method which the compiler will call, passing a few parameters along the way to check the code.

Other elements are the @”Polly” which is just the way you pass string inside Objective-C and NSLog(@”%@”,birdName); which is just an equivalent of trace in AS3 and the most important thing is the [bird release]; method which basically is how the compiler releases the bird instant from the memory, garbage collection is paramount if you trying to build an iPhone application since it has a limited resources.

Now run the code by pressing command-return and open the console window to see the output by pressing command-shift-R, if you are correct you will see the bird name and the “Tweets”.

So that’s the end of part 1 there are a lot of things that can be explained here, by I’ll leave it as it so it’s easier to understand.

And the AS3 equivalent.

package
{
	import com.animal.*;

	import flash.display.MovieClip;

	public class Main extends MovieClip
	{
		public function Main()
		{
			var bird:Bird = new Bird();

			bird.setName = "Polly";
			bird.makeSound();

			var birdName:String = bird.getName();

			trace(birdName);
		}
	}

}

and here’s the entire code.

@interface MyPet : NSObject  {
	NSString *petName;
}

- (void) makeSound;
- (void) setName:(NSString*) n;
- (NSString *) getName;

@end

@implementation MyPet

- (void) makeSound
{
	NSLog(@"Tweets");
}

- (void) setName:(NSString *) n;
{
	petName = n;
}

- (NSString *) getName
{
	return petName;
}

@end

int main (int argc, const char * argv[]) {
    NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];

	MyPet *bird = [MyPet new];

	[bird setName:@"Polly"];
	[bird makeSound];

	NSString *birdName = [bird getName];
	NSLog(@"%@",birdName);

	[bird release];

    [pool drain];
    return 0;
}

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Was launched 1 hour ago.

and here’s what people is saying about it.

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A series of internet memes has again sparked another heated debates, first it was the first javascript website showcased in the FWA and later the YouTube- HTML5 integration.

Since the dawn of the internet-era, infinite debates amongst these developer elitists were always inundated the World Wide Web and one of the revered topic is of course who has the better developing platform.

The advent of HTML5 and the mission and vision which it carries is truly spellbinding for the internet community, but if you remember so had actionscript 3 during its inception.

Every technology has its share of flaws.

The impending problem that HTML5 has had to be adaptations and compatibility issues, the browser war will always be diluted by strategic marketing, business goals, and of course ego -which can be dubbed as the company ideology- and never in the interest of the developer.

The first HTML5 conundrum which has begun is the new video which its support is limited to web browsers that support the H.264 video codec mainly because W3C declined to specify a standard video codec to go along with new video element and you can guess it, IE deviates the notion completely and this just the beginning of other impediments which will come along.

Flash, as I’ve had mentioned its flaws and the prevalent hate memes such as the CPU hogger, the battery drainer, etc which all is true, and of course the choreographed demo of Flash player 10.1 in Nexus, was mainly caused by Adobe complacent and other aspect which mainly had to be the economy, the decrescendo of demand in Flash during this post-recession period has been abysmally loud (a bit of oxymoron there) and based on my experience, building a good Flash site needs a bit of an investment in time and money as oppose as HTML/JS sites, hence unless if it’s a niche market such as social-game company, almost nobody dares to invest such luxury or even has the needs that requires Flash to fulfill their business objective, except for that annoying ad banners which I mostly am doing now :( .

But from the Technology stand point, Flash I think can still accomplish, and I’m not trying to be subjective here, something that is better than what HTML/JS does, a few sites worth mentioning are:

http://sketch.odopod.com/
http://www.picnik.com/app

I dare you to build something like that with HTML/JS, but again I’m not trying to devalue HTML/JS here, check out google, digg, etc.

But in conclusion these ridiculous dialogs are unfounded, history has repeatedly shown us that technology is merely a tool, a transient breeze that bound to be superseded by a better and in-your-face contender ergo we shouldn’t be trying to be a platform zealots, I’ve been experimenting with Unity3D, Cocoa, Jquery and of course Flash, I think exploring new Technology is the beauty of this keyboard-cat and Rick’n Roll’d era.

As an epilogue I will depart from this post by paraphrasing some guy with a weird hairdo who invented the theory of relativity:

Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand.

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