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	<title>Nate Beck - Adobeholic &#187; Flash Builder</title>
	<atom:link href="http://blog.natebeck.net/tag/flash-builder/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.natebeck.net</link>
	<description>RIA Developer, Flex / Flash, Widgets</description>
	<lastBuildDate>Wed, 21 Jul 2010 19:20:01 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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		<item>
		<title>Tip of the Day &#8211; Updating to Flash Builder 4.0.1</title>
		<link>http://blog.natebeck.net/2010/07/tip-of-the-day-updating-to-flash-builder-4-0-1/</link>
		<comments>http://blog.natebeck.net/2010/07/tip-of-the-day-updating-to-flash-builder-4-0-1/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 20:00:00 +0000</pubDate>
		<dc:creator>Nate Beck</dc:creator>
				<category><![CDATA[Tip of the day]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[AIR 2]]></category>
		<category><![CDATA[Flash Builder]]></category>
		<category><![CDATA[Flash Player 10.1]]></category>

		<guid isPermaLink="false">http://blog.natebeck.net/?p=1060</guid>
		<description><![CDATA[I recently posted about Building AIR 2 applications with Flash Builder 4. There is now an update for Flash Builder 4 which downloads and installs the Adobe Flex 4.1 SDK. According to Renaun Erickson&#8217;s post, Flex 4.1 includes Flash Player 10.1 and AIR 2.0. Now, if you&#8217;re like me and loathe the Adobe Updater&#8230; then]]></description>
			<content:encoded><![CDATA[<p>I recently posted about <a href="http://blog.natebeck.net/2010/06/tip-of-the-day-building-air-2-applications-with-flash-builder-4/">Building AIR 2 applications with Flash Builder 4</a>.</p>
<p>There is now an update for Flash Builder 4 which downloads and installs the Adobe Flex 4.1 SDK. According to <a href="http://renaun.com/blog/2010/06/flex-4-1-includes-flash-player-10-1-and-air-2-0/">Renaun Erickson&#8217;s post</a>, Flex 4.1 includes Flash Player 10.1 and AIR 2.0.</p>
<p>Now, if you&#8217;re like me and loathe the Adobe Updater&#8230; then you probably turned off the Adobe Updater notifications.</p>
<p>So here&#8217;s how to update Flash Builder to version 4.0.1 which includes the 4.1 SDK.</p>
<p>Go to Help &gt; Search for Flash Builder Updates&#8230;</p>
<p><img src="http://blog.natebeck.net/wp-content/uploads/2010/07/Screen-shot-2010-07-07-at-10.19.25-AM.png" alt="Help - Search for Flash Builder Updates...">
<p>This will launch the Adobe Application Manager and then proceed to update your software, including Flash Builder 4.</p>
<h3>== UPDATE ==</h3>
<div>If you don&#8217;t see a Flash Builder update available in Adobe Application Manager, you can <a href="http://www.adobe.us/support/flex/downloads_updaters.html#flex4">download the standalone updater from Adobe.</a></div>
<p><img src="http://blog.natebeck.net/wp-content/uploads/2010/07/Screen-shot-2010-07-07-at-9.59.30-AM.png" alt="Update Progress" width="600"></p>
<p><img src="http://blog.natebeck.net/wp-content/uploads/2010/07/Screen-shot-2010-07-07-at-10.12.33-AM.png" alt="Update Complete" width="600">
<p>Once the update is completed you can see Flash Builder is now at version 4.0.1.</p>
<p><img src="http://blog.natebeck.net/wp-content/uploads/2010/07/Screen-shot-2010-07-07-at-12.50.27-PM.png" alt="Flash Builder 4.0.1 about screen" width="600">
<p>And you now have the option for Flex 4.1 as an installed Flex SDK. You can use Flex 4.1 to develop against Flash Player 10.1 and Adobe AIR 2.0.</p>
<p><img src="http://blog.natebeck.net/wp-content/uploads/2010/07/Screen-shot-2010-07-07-at-12.45.40-PM.png" alt="4.1 is now avaliable" width="600"></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Developing games with PushButton Engine &#8211; Part 1 &#8211; Using Flex and Flash Builder</title>
		<link>http://blog.natebeck.net/2009/10/developing-games-with-pushbutton-engine-using-flex-and-flash-builder/</link>
		<comments>http://blog.natebeck.net/2009/10/developing-games-with-pushbutton-engine-using-flex-and-flash-builder/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 05:38:47 +0000</pubDate>
		<dc:creator>Nate Beck</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[PushButton]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flash Builder]]></category>
		<category><![CDATA[Flex Builder]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://blog.natebeck.net/?p=845</guid>
		<description><![CDATA[So I know I haven&#8217;t posted in quite some time. Between work, BugQuash, MAX, contributing to PushButton Engine, my country&#8217;s 500th anniversary to plan, my wedding to arrange, my wife to murder and Guilder to frame for it, I&#8217;ve been swamped. But tonight&#8230; I break my blog silence. As I just mentioned, I&#8217;ve been contributing]]></description>
			<content:encoded><![CDATA[<p>So I know I haven&#8217;t posted in quite some time.  Between work, BugQuash, MAX, contributing to PushButton Engine, my country&#8217;s 500th anniversary to plan, my wedding to arrange, my wife to murder and Guilder to frame for it, I&#8217;ve been swamped.</p>
<p>But tonight&#8230; I break my blog silence.  As I just mentioned, I&#8217;ve been contributing to the <a href="http://pushbuttonengine.com/" target="_blank">PushButton Flash Game Engine</a>.  I&#8217;m now going to show you how to set up Flex Builder 3 or Flash Builder 4 in a way that allows you to develop games on PushButton Engine, as well as how to work on the core engine itself.  I&#8217;m breaking this down into very small pieces so that everyone can follow along.  So it&#8217;s going to be a long post with lots of pretty pictures.</p>
<p>After writing this post, it ended up being longer than I hoped.  So I&#8217;m going to write a series of posts about developing games using PushButton Engine.  This post will focus only getting set up inside Flash and Flex Builder.  The plan is to add other IDEs in as well, for example FlashDevelop, FDT, etc&#8230;</p>
<h3>Step 1 : Download the PushButton Engine source code.</h3>
<p><b>[note]</b><br />
<i>If you are not familiar with Subversion or you need a primer to the basics of contributing to or working with open source projects please check out my <a href="http://blog.natebeck.net/2009/07/getting-dirty-with-the-flex-sdk-slides-and-recording/">&#8220;Getting Dirty with the Flex SDK&#8221;</a> post, more specifically the <a href="http://experts.na3.acrobat.com/p88453631/">TechWed Presentation</a>.</i><br />
<b>[/note]</b></p>
<h1><font color="#ff0000">WARNING!! For these steps to work, you must use at least revision 602 of the PushButton Engine.</font></h1>
</p>
<p>Download the PushButton Engine core from <a href="http://code.google.com/p/pushbuttonengine/source/checkout">Google Code</a>.  Since I am a developer in the engine, I have checked out trunk and all of the branches.  My working copy is located in /pbe (or C:/pbe on Windows). I will use that location throughout the rest of this post.  Make sure that if you choose a different location that you sub it in wherever I use &#8220;/pbe&#8221;.</p>
<p>So on OS X, to checkout the source code, open up Terminal and type in the following lines:</p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #7a0874; font-weight: bold;">cd</span> <span style="color: #000000; font-weight: bold;">/</span>
<span style="color: #c20cb9; font-weight: bold;">svn</span> checkout http:<span style="color: #000000; font-weight: bold;">//</span>pushbuttonengine.googlecode.com<span style="color: #000000; font-weight: bold;">/</span>svn<span style="color: #000000; font-weight: bold;">/</span> pbe</pre></div></div>

<h3>Step 2 : Import the PBEngine Library project within Flex/Flash Builder.</h3>
<p>Open up Flex Builder (or Flash Builder), right click in the Flex Navigator and choose Import. (You can also use File > Import > Other).<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/001_import.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/001_import-300x225.png" alt="Import Project" title="Import Project" width="300" height="225" class="size-medium wp-image-847" /></a></p>
<p>Open up the &#8220;General&#8221; folder and choose &#8220;Existing Projects into Workspace&#8221; and click &#8220;Next&#8221;.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/002_existing.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/002_existing-288x300.png" alt="002_existing" title="002_existing" width="288" height="300" class="alignnone size-medium wp-image-848" /></a></p>
<p>Click the &#8220;Browse&#8221; button next to &#8220;Select root directory&#8221;.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/003_rootDir.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/003_rootDir-300x100.png" alt="003_rootDir" title="003_rootDir" width="300" height="100" class="alignnone size-medium wp-image-849" /></a></p>
<p>In revision 600 of the PushButton Engine I added &#8220;FB3&#8243; and &#8220;FB4&#8243; directories underneath &#8220;trunk/development&#8221;.  These directories have a Flex Library project skeleton within them that can be imported directly into Flex Builder.</p>
<p>If you are using Flex Builder 3, use the FB3 directory, and if you&#8217;re using Flash Builder 4, use the FB4 directory.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/004_selectFB3.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/004_selectFB3-300x184.png" alt="004_selectFB3" title="004_selectFB3" width="300" height="184" class="alignnone size-medium wp-image-850" /></a></p>
<p>Click Finish.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/005_selectedPBEngine.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/005_selectedPBEngine-287x300.png" alt="005_selectedPBEngine" title="005_selectedPBEngine" width="287" height="300" class="alignnone size-medium wp-image-851" /></a></p>
<p>You will see a Flex Library project in the Flex Navigator now.  You will also have an error, don&#8217;t worry, we&#8217;ll fix that in the next step.</p>
<h3>Step 3 : Setup the a Linked Resource for PBE</h3>
<p>So here is the error that you will see:<br />
<i>configuration variable &#8216;compiler.source-path&#8217; value contains unknown token &#8216;PBE&#8217;</i><br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/006_error.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/006_error-300x224.png" alt="006_error" title="006_error" width="300" height="224" class="alignnone size-medium wp-image-852" /></a></p>
<p>The project skeleton uses something called a &#8220;Linked Resource&#8221;, so that it can find the PushButton Engine source files.  To set this Linked Resource, you do the following:</p>
<p>Open up Flex Builder&#8217;s preferences.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/007_preferences.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/007_preferences-300x214.png" alt="007_preferences" title="007_preferences" width="300" height="214" class="alignnone size-medium wp-image-853" /></a></p>
<p>Under General > Workspace > Linked Resources&#8230; Click &#8220;New&#8230;&#8221;<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/008_linkedResources.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/008_linkedResources-300x246.png" alt="008_linkedResources" title="008_linkedResources" width="300" height="246" class="alignnone size-medium wp-image-854" /></a></p>
<p>Click on the &#8220;Folder&#8230;&#8221; button and navigate to the PushButton Engine &#8220;trunk&#8221; folder, &#8220;/pbe/trunk&#8221; (C:/pbe/trunk on Windows).<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/009_selectFolder.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/009_selectFolder-300x140.png" alt="009_selectFolder" title="009_selectFolder" width="300" height="140" class="alignnone size-medium wp-image-855" /></a></p>
<p>Hit &#8220;OK&#8221; and you should see PBE listed in the Linked Resources now.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/010_PBEResource.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/010_PBEResource-300x295.png" alt="010_PBEResource" title="010_PBEResource" width="300" height="295" class="alignnone size-medium wp-image-856" /></a></p>
<p>Clean the project to incorporate and rebuild all of the changes.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/011_cleanProject.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/011_cleanProject-300x208.png" alt="011_cleanProject" title="011_cleanProject" width="300" height="208" class="alignnone size-medium wp-image-857" /></a></p>
<p>If you see PBEngine.swc underneath the bin folder, you are good to go!  Nice work!<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/012_projectWSource.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/012_projectWSource-180x300.png" alt="012_projectWSource" title="012_projectWSource" width="180" height="300" class="alignnone size-medium wp-image-858" /></a></p>
<h2>:: UPDATE ::</h2>
<p>There have been file renames and other changes in the PushButton engine since this post.  If your SWC is failing to build do the following. </p>
<p>In the Flex Navigator, right click on the PBEngine Flex Library project.  Click Properties.  Go to &#8220;Flex Build Library Path&#8221;, under &#8220;Classes&#8221; uncheck [source path] src and recheck it.  If you are using Flash Builder 4, you can simply select &#8220;Include all classes from all source paths&#8221;.  Any other questions&#8230; post a comment and I&#8217;ll answer them.</p>
<h3>Step 4 : Create your game!</h3>
<p>For this example I&#8217;m going to create a VERY simple Hello World game to show that we have everything working correctly.</p>
<p>Right-click in Flex Navigator and choose &#8220;New&#8221; > &#8220;ActionScript Project&#8221;.</p>
<p>Give it a name of &#8220;HelloGame&#8221;, and click Finish.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/013_createASOnly.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/013_createASOnly-178x300.png" alt="013_createASOnly" title="013_createASOnly" width="178" height="300" class="alignnone size-medium wp-image-859" /></a></p>
<p>Now, to use the PBEngine Library within our HelloGame project, we need to create a link between the two.  </p>
<p>To do this, right click on the &#8220;HelloGame&#8221; project and choose &#8220;Properties&#8221;.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/014_helloProperties.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/014_helloProperties-175x300.png" alt="014_helloProperties" title="014_helloProperties" width="175" height="300" class="alignnone size-medium wp-image-860" /></a></p>
<p>Choose &#8220;ActionScript Build Path&#8221; from the list, and then click on &#8220;Add Project&#8230;&#8221;<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/015_AddProject.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/015_AddProject-300x269.png" alt="015_AddProject" title="015_AddProject" width="300" height="269" class="alignnone size-medium wp-image-861" /></a></p>
<p>You should see &#8220;PBEngine&#8221; in the list.</p>
<p>If you don&#8217;t see PBEngine, or you get a message that tells you, &#8220;There are no Flex Library projects in your workspace&#8221;, make sure that a) you have created a PBEngine Library by following the previous steps and b) the project is not closed.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/016_PBEngine.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/016_PBEngine-300x264.png" alt="016_PBEngine" title="016_PBEngine" width="300" height="264" class="alignnone size-medium wp-image-862" /></a></p>
<p>Select &#8220;PBEngine&#8221; and click &#8220;OK&#8221;.  You will now see PBEngine listed in the Build path libraries box.<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/017_withLibrary.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/017_withLibrary-300x258.png" alt="017_withLibrary" title="017_withLibrary" width="300" height="258" class="alignnone size-medium wp-image-863" /></a></p>
<p>Now that the two projects are linked, you can start using classes right out of the PushButton Engine.  Code completion works, and everything compiles. Woot!<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/018_Intellisense.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/018_Intellisense-300x186.png" alt="018_Intellisense" title="018_Intellisense" width="300" height="186" class="alignnone size-medium wp-image-864" /></a></p>
<p>Great, now let&#8217;s write our impressive Hello World game.</p>
<p>Here is the source:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;">package <span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">import</span> com.<span style="color: #006600;">pblabs</span>.<span style="color: #006600;">engine</span>.<span style="color: #006600;">PBE</span>;
	<span style="color: #0066CC;">import</span> com.<span style="color: #006600;">pblabs</span>.<span style="color: #006600;">engine</span>.<span style="color: #006600;">debug</span>.<span style="color: #006600;">Logger</span>;
&nbsp;
	<span style="color: #0066CC;">import</span> flash.<span style="color: #006600;">display</span>.<span style="color: #006600;">Sprite</span>;
&nbsp;
	<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">class</span> HelloGame <span style="color: #0066CC;">extends</span> Sprite
	<span style="color: #66cc66;">&#123;</span>
		<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> HelloGame<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>
		<span style="color: #66cc66;">&#123;</span>
			PBE.<span style="color: #006600;">startup</span><span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">this</span><span style="color: #66cc66;">&#41;</span>;
			Logger.<span style="color: #0066CC;">print</span><span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">this</span>, <span style="color: #ff0000;">&quot;Hello Nate!&quot;</span><span style="color: #66cc66;">&#41;</span>;
		<span style="color: #66cc66;">&#125;</span>
	<span style="color: #66cc66;">&#125;</span>
<span style="color: #66cc66;">&#125;</span></pre></div></div>

<p>Run or Debug the game.  At first you will see a blank screen, that is expected&#8230; Press the ~ (tilde or `) key, and the PushButton Console should come up.</p>
<p>The console has some commands by default: help, version, showFps and verbose (1 || 2)<br />
<a href="http://blog.natebeck.net/wp-content/uploads/2009/10/020_console.png"><img src="http://blog.natebeck.net/wp-content/uploads/2009/10/020_console-300x213.png" alt="020_console" title="020_console" width="300" height="213" class="alignnone size-medium wp-image-866" /></a></p>
<p>You can add your own custom commands to the console to assist you while developing your games&#8230; but that is a post for another time.</p>
<p>Any questions, be sure to hit us up over on the <a href="http://pushbuttonengine.com/community/">PushButton Engine Forums</a> or in the freenode IRC channel: #pbengine.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Flash Builder 4 and Flash Catalyst Betas Are Out!!</title>
		<link>http://blog.natebeck.net/2009/05/the-flash-builder-4-and-flash-catalyst-betas-are-out/</link>
		<comments>http://blog.natebeck.net/2009/05/the-flash-builder-4-and-flash-catalyst-betas-are-out/#comments</comments>
		<pubDate>Mon, 01 Jun 2009 05:21:27 +0000</pubDate>
		<dc:creator>Nate Beck</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Flash Builder]]></category>
		<category><![CDATA[Flash Catalyst]]></category>

		<guid isPermaLink="false">http://blog.natebeck.net/?p=784</guid>
		<description><![CDATA[So I was going to write a great long blog post about how the Flash Catalyst and Flash Builder 4 betas are out&#8230; and resources you can use get started&#8230; But Ryan Stewart and Serge Jespers have both written amazing posts already. So all of you should do as I&#8217;m doing, and go download the]]></description>
			<content:encoded><![CDATA[<p>So I was going to write a great long blog post about how the <a href="http://labs.adobe.com/technologies/flashcatalyst/" target="_blank">Flash Catalyst</a> and <a href="http://labs.adobe.com/technologies/flashbuilder4/" target="_blank">Flash Builder 4</a> betas are out&#8230; and resources you can use get started&#8230; But <a href="http://blog.digitalbackcountry.com/2009/05/flash-builder-and-flash-catalyst-betas-now-available/" target="_blank">Ryan Stewart</a> and <a href="http://www.webkitchen.be/2009/05/31/get-your-flash-catalyst-flash-builder-beta-now/" target="_blank">Serge Jespers</a> have both written amazing posts already.  So all of you should do as I&#8217;m doing, and go download the betas and start finding bugs!!</p>
<p>I do give huge props to Adobe for releasing both of these betas in &#8220;June&#8221; <a href="http://forums.adobe.com/thread/439433?tstart=0" target="_blank">as they said they would</a>.  To be quite honest, it&#8217;s still technically May here in Seattle.  Great work Adobe, another job well done.  *slow clap*</p>
<h3>:: UPDATE ::</h3>
<p>Also, major props to the Flex SDK team for getting the beta out even with all of the Fx prefix madness that has been going on. </p>
<h3>:: UPDATE 2 ::</h3>
<p>Adobe Developer Connection has posted a list of informational links about Flash Builder 4, Flex 4 SDK and Flash Catalyst.  <a href="http://blogs.adobe.com/adc/2009/06/new_content_for_flex_4_sdk_bet.html" target="_blank">Check it out</a>!</p>
]]></content:encoded>
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