Adobe open sourced the ActionScript virtual machine as a Mozilla project named Tamarin under an MPL/GPL/LGPL tri-license. If I remember correctly, this source code also includes documentation for ABC bytecode. With that in mind, it seems to me that you're free to build your own interpreter.
You are certainly free to interpret ActionScript byte-code; the wonderful part about their open-source projects (and open documentation), is that you can read a solid reference manual and implementation, without being restricted by it (there is no NDA, and so forth). This is in contrast to dark times, where bytecode had to be reverse engineered in a "clean-room" environment.
I'd like to point out to the very good public domain project by Thatcher Ulrich and company, entitled: GameSWF. It includes an ActionScript bytecode interpreter amongst many other very nice things.
It's substantially different than Tamarin, in that it does not build up a cache of cpu operations, it's simpler, it uses a switch statement. This means it will run slower than Tamarin on heavy loops.
GameSWF is in active development and is available under the tu-testbed project on sourceforge.
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Adobe 将 ActionScript 虚拟机开源为 Mozilla 项目,名为 Tamarin,遵循 MPL/GPL/ LGPL 三许可证。 如果我没记错的话,这个源代码还包括 ABC 字节码的文档。 考虑到这一点,在我看来,您可以自由地构建自己的解释器。
Adobe open sourced the ActionScript virtual machine as a Mozilla project named Tamarin under an MPL/GPL/LGPL tri-license. If I remember correctly, this source code also includes documentation for ABC bytecode. With that in mind, it seems to me that you're free to build your own interpreter.
您当然可以自由地解释 ActionScript 字节码; 他们的开源项目(和开放文档)的美妙之处在于,您可以阅读可靠的参考手册和实现,而不受其限制(没有保密协议等)。 这与黑暗时代形成鲜明对比,在黑暗时代,字节码必须在“洁净室”环境中进行逆向工程。
我想指出 Thatcher Ulrich 和公司的非常好的公共领域项目,题为:GameSWF。 它包括一个 ActionScript 字节码解释器以及许多其他非常好的东西。
它与 Tamarin 有很大的不同,因为它不建立 cpu 操作的缓存,它更简单,它使用 switch 语句。 这意味着它在重循环上会比 Tamarin 运行得慢。
GameSWF 正在积极开发中,可在 sourceforge 上的 tu-testbed 项目下使用。
You are certainly free to interpret ActionScript byte-code; the wonderful part about their open-source projects (and open documentation), is that you can read a solid reference manual and implementation, without being restricted by it (there is no NDA, and so forth). This is in contrast to dark times, where bytecode had to be reverse engineered in a "clean-room" environment.
I'd like to point out to the very good public domain project by Thatcher Ulrich and company, entitled: GameSWF. It includes an ActionScript bytecode interpreter amongst many other very nice things.
It's substantially different than Tamarin, in that it does not build up a cache of cpu operations, it's simpler, it uses a switch statement. This means it will run slower than Tamarin on heavy loops.
GameSWF is in active development and is available under the tu-testbed project on sourceforge.