If your game or application is too large to fit, or too slow, then you may be in a position to rethink the usage of Flex SDK.
Part 1 discussed the motivations to try and skip the Flex SDK on certain projects. While it focused on the why, this time it will focus on the how – what can actually be done and how.
So our project needs only basic layouts and some simple controls. One option would be to roll our own controls and layouts, and while that is certainly a possibility, it does not save us any time. A better option would be to take advantage of an existing library, preferably small and light weight.
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Flex is often taken for granted when implementing flash/AS3 projects. However it is not mandatory to use Flex on the flash platform. Not only that, its not always the preferred solution for most RIAs.
I have been using the Flex 4 SDK for a while now, since the Beta 2 release, and had a few projects containing mxml code with spark components. Since then Adobe has made some changes, and I found that in order to use few of the new components I need to upgrade.