Adding graphics to your applications can make them more
attractive and usable. In many cases, you might want to add graphics
that are vector-based, and not import images that don’t scale well.
You can create vector based graphics in Flex by using one of the
FXG is a declarative syntax for defining static graphics. You
typically use a graphics tool such as Adobe Illustrator to export
an FXG document, and then use the FXG document as an optimized component
in your application. FXG graphics are used by the mobile skin classes
because they are so lightweight.
MXML graphics, on the other hand, are a collection of classes
that you use to define interactive graphics. You typically write
MXML graphics code in Flash Builder. You can add interactivity to
MXML graphics code because they use classes in the Flex SDK that
are subclasses of GraphicElement. The result is not as optimized
FXG and MXML graphics define the following:
and text primitives
Fills, strokes, gradients, and bitmaps
Support for effects such as filters, masks, alphas, transforms,
and blend modes
FXG and MXML graphics share very similar syntax. For example,
in FXG, you can define a rectangle with the <Rect> tag.
In MXML graphics, you use the <s:Rect> tag.
Most FXG elements have MXML graphics equivalents, although the attributes
supported on FXG elements are only a subset of those supported on
MXML graphics tags.
The amount of interactivity when using FXG and MXML graphics
is different. If you use MXML graphics, the tags are mapped to their
backing ActionScript implementations during compilation. You can
reference the MXML graphic elements and have greater control over
them in your code. If you use FXG, then you cannot reference instances
of objects within the FXG document from the application or other
components. In addition, you cannot add MXML code to it, nor can
you add ActionScript.
FXG and MXML graphics do not share the same namespace. MXML graphics
use the MXML namespace of the containing document. In most cases,
this is the Spark namespace. An FXG document uses its own namespace.
You cannot use fragments of FXG syntax in an MXML file. You must
either use the FXG document as a separate component or convert the
code to MXML graphics syntax.
You can also draw with the ActionScript drawing APIs, described
the drawing API.