The Road to Cinder Docs

Cinder Docs homepage

Last week, the latest version of Cinder (v0.9.0) was released. This release is kind of a big deal. At least it is for the creative coding C++ developer community. Over the last year and a half or so, Cinder has been going through a rewrite to enable the use of Modern OpenGL and to pave the way for for supporting future platforms ports, like Android and Linux. This was a massive undertaking and it’s been amazing to witness the steps taken by the Cinder development team in real time. Other features this update includes are the inclusion of GLM for all math functions, the Logging API, EXR support and much more. You can read the release notes here. This release also came with a new Cinder website and a new docs website.

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Thoughts on RobotLegs

Recently, you may have read and heard a lot of people talking about Robotlegs. Well maybe you haven’t, but if you’re a dork like me, you probably have. And even dorkier of me, I find it actually really exciting and has changed how I approach programming.

For those of you who don’t know what Robotlegs is, it’s a micro-framework for Actionscript 3 whose structure is derived from PureMVC and based on the MVCS design pattern. MVCS is basically your standard MVC pattern with the S providing for a Service branch, which is the place to communicate with any external services or processes. It was created by Shaun Smith with Joel Hooks contributing and pushing it into the public. They both have some great information on their websites and have been really open to the community in answering questions and helping other developers out. Like many open source projects nowadays, this project is on GitHub making it free to download and fork and contribute to if you want.

A few months ago, I had a post about my experience with PureMVC, which really actually changed the way I program for the better. Then I heard about RobotLegs from a my fellow Flash developer Justin Emter who started experimenting with it. From there, I heard them talking about it on the InsideRIA and The Flex Show podcasts, at FlashCodersNY meetings, and all over twitter. So there were many opportunities to pick it up. Since I heard that it was based on PureMVC, I figured that I had a good basis to get started and run with it.

Similarities to PureMVC

  • The idea of a main gateway to set everything up and get it started. In Robotlegs, it’s called the Context. In PureMVC, the Facade.
  • The role of the Mediator as the class that handles all incoming framework events that its view components need to be aware of  and outgoing view component events that the framework needs to be aware of.
  • The idea of mapping events to commands, sort of. In PureMVC, the unique “notification” is really what is mapped to a command from other framework pieces, while Robotlegs use flash’s build-in events and custom events that can be mapped to commands. Robotlegs is also expandable enough that you can also use AS3 Signals.
  • The model branch has classes to store your applications data and states.
  • The controller branch is a repository of your applications commands.


  • Robotlegs is smaller (file size wise) and requires fewer files for the most basic project making it ideal for projects of any size.
  • Because of dependency injection and the use of the native event system, Robotlegs makes it much quicker and easier to set up your projects.
  • Robotlegs uses dependency injection so that there is less typing when creating and initializing your main framework classes and automates the process a lot more.
  • Robotlegs doesn’t advise you to create value objects for your models, not that it can’t be done. But for smaller projects, it’s perfectly fine to keep your variables in the model. I prefer to do this when possible, just so that there is one less step between the framework object that needs the data and where the data itself is being stored.

Dependency Injection

Dependency injection is partly what makes Robotlegs so quick and easy to build out projects, but was a new concept to me. Dependency injection, as Wikipedia explains it, “is a technique for supplying an external dependency (i.e. a reference) to a software component – that is, indicating to a part of a program which other parts it can use.” This means that class reference that you inject into a class must exist to reference it, otherwise you’ll get an error. To inject a dependency, the [Inject] metatag is used. The unfortunate thing about this, is that the Flash IDE compiler doesn’t support that, so you have to use the workaround found in Helmut Granda’s blog post. It’s not hard, it just involves a bit more typing up front.

To get started, here are some additional resources:

Thoughts on Pure MVC

Recently, I used the Pure MVC framework for the first time on a project and it opened my mind to the right ways, wrong ways, and new ways to structure a project in Flash. Before I get into the pros and cons, I want want to first warn any of you that are new to using frameworks in general that there is some studying involved in order to fully wrap your mind around how this thing works. But it’s totally worth it.

Before you jump in, it’ll help if you are familiar with OOP programming basics and have an understanding of what the MVC design pattern is. When I started, I was already quite familiar with MVC pattern and decided that having a framework that laid out some rules for my programming may help in keeping the project consistent. In order for me to completely grasp this new way of thinking, I first took a look at the conceptual diagram and quickly decided that it made absolutely no sense to me. Then I read through the Framework Overview and the Best Practices PDFs multiple times and it started to finally click. The guys who put together this framework did a really good job of providing lots of examples and documentation to help you though this difficult time, so search through and give it a good honest go around before throwing you hands in the air.

After using it for a few months, here’s a summary of the advantages and disadvantages.


  • Provides structure and “rules” for programming your project
  • Used among multiples languages, so your one leg up if you want to use it in C#, Java, or PHP
  • Gives you a better understanding of OOP concepts in general and why they’re so useful
  • Makes it easy to separate your project into multiples pieces which may help if there are multiple people working on a project
  • Makes it easy to remove or turn off features


  • Forces you make a lot of classes
  • Adds to the compile time, so it’s probably not a good idea to use with small projects
  • When adding new functionality, it may take a little more time to implement if it’s going through the entire framework, though it’s more likely that it will be less buggy


Pure MVC was great to learn and helped me more concretely understand some OOP concepts that I was a little spotty on. I’m sure that I will use it again, but only for larger projects where I need a  shell that ties everything together and has a lot of different “modes”. For a smaller project, I’m going to try out Robotlegs, which seems to have some of the same core concepts in a tighter package. Either way, I know that all of my future projects will have some solid structure and some of my own rules for developing it.

Check back soon to see how this Pure MVC-based project turned out.