Showing posts with label Computer Graphic. Show all posts
Showing posts with label Computer Graphic. Show all posts

Saturday, April 9, 2011

Action Script 2.0 Garage

Format : PDF from CHM
Author : Dan Livingston
Publisher : Prentice Hall PTR
ISBN-0-13-148475-3
Pages  : 336
Size : 0.6 Mb


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Top ActionScripter Dan Livingston shows you code, teaches you skills, and inflames content. It's all here: forms, validation, styles, skins, data integration, XML, masks, preloaders, ActionScript 2.0 architecture, UI components, and more--Stunningly useful. Think 'zine. Think blog. But, please, do not think of any other Specific topics covered include
· Enhancing data components to manipulate complicated sets of data
· Using MX to connect to SOAP based web services
· Creating RSS aggregators and readers
· Building shopping carts and online reservation systems
· Exploring the updates and enhancements in ActionScript 2.0
If you're a Flash designer and programmer who wants to hit the ground running.

Foundation ActionScript 3.0 Making Things Move!

Format : PDF
Author : Keith Peters
Publisher : FriendSoft Apress Company
ISBN-13 (pbk): 978-1-59059-791-0
ISBN-10 (pbk): 1-59059-791-5
Pages  : 542
Size : 3.5 Mb


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CONTENTS AT A GLANCE
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xviii
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi
About the Technical Reviewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxii
About the Cover Image Designer . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiii
Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiv
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxv
 
PART ONE ACTIONSCRIPTED ANIMATION BASICS . . . . . . . . . . 1
Chapter 1 Basic Animation Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2 Basics of ActionScript 3.0 for Animation . . . . . . . . . . . . . . . 13
Chapter 3 Trigonometry for Animation . . . . . . . . . . . . . . . . . . . . . . . 51
Chapter 4 Rendering Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
 
PART TWO BASIC MOTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Chapter 5 Velocity and Acceleration . . . . . . . . . . . . . . . . . . . . . . . . 121
Chapter 6 Boundaries and Friction . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Chapter 7 User Interaction: Moving Objects Around . . . . . . . . . . . . . 173


PART THREE ADVANCED MOTION . . . . . . . . . . . . . . . . . . . . . 187
Chapter 8 Easing and Springing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Chapter 9 Collision Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Chapter 10 Coordinate Rotation and Bouncing Off Angles . . . . . . . . . 249
Chapter 11 Billiard Ball Physics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
Chapter 12 Particle Attraction and Gravity . . . . . . . . . . . . . . . . . . . . 305
Chapter 13 Forward Kinematics: Making Things Walk . . . . . . . . . . . . 323
Chapter 14 Inverse Kinematics: Dragging and Reaching . . . . . . . . . . . 349


PART FOUR 3D ANIMATION . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Chapter 15 3D Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375
Chapter 16 3D Lines and Fills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Chapter 17 Backface Culling and 3D Lighting . . . . . . . . . . . . . . . . . . 451


PART FIVE ADDITIONAL TECHNIQUES . . . . . . . . . . . . . . . . . . 471
Chapter 18 Matrix Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
Chapter 19 Tips and Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 487


Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521 

Flah ActionScript for Designer

Format : PDF (Secure)
Author : Dough Sahlin
Publisher : Wiley Publishing Inc.
ISBN-0-7645-3687-7
Pages  :338
Size : 8 Mb


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This is book is for non-programmer's guide to maximum flash [more...]

Foundation Flash CS3 for Designers

Format : PDF
Author : Tom Green and David Stiller
Publisher : FriendSoft Apress Company
ISBN-13 (pbk): 978-1-59059-861-0
ISBN-10 (pbk): 1-59059-861-X
Pages  : 570
Size : 10 Mb


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      Like a lot of kids, I was entranced by animation. My childhood was littered with flipbooks, doodles, and at least one zoetrope I built from a kit. I even had an electronic toy called the Etch-a-Sketch Animator that let you create 12 black-and-white “pictures” on a 30540-pixel screen and make them play back in sequence. This created possibly the worst animation ever, but to a 10-year-old it was the coolest thing!
 
This love for animation was lost for a few years, as I got deeper and deeper into computers.
As I moved through high school and kept learning new operating systems and programming
languages, I was starting to realize that one day working/playing with computers could be my
career.

Then, in my sophomore year of college, I was introduced to Flash. All of the books I had read
about Disney, Warner Brothers, and Hanna-Barbera came flooding back to me. With reckless
abandon I learned everything I could about Flash—and was done after about a week. Flash
wasn’t exactly complicated in those days, and ActionScript didn’t consist of much more than
stop and play.

The good news was that I was in a perfect place for keeping pace with Flash as it grew—my
programming background along with my love for animation let me keep on top of every new
version of Flash as it was released. I was in the enviable position of being able to just ride the
wave from version to version.
[more...]
CONTENTS AT A GLANCE
Chapter 1: Learning the Flash CS3 Professional Interface . . . . . . . . . . . 3
Chapter 2: Graphics in Flash CS3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Chapter 3: Symbols and Libraries . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Chapter 4: ActionScript Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Chapter 5: Audio in Flash CS3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Chapter 6 Text in Flash CS3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
Chapter 7: Animation in Flash CS3 . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Chapter 8 Video in Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
Chapter 9: Using the Flash UI Components to Build Interfaces . . . . 389
Chapter 10: CSS and Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 425
Chapter 11: Dynamic Data (XML) and Flash . . . . . . . . . . . . . . . . . . . 451
Chapter 12: Going Mobile in Flash . . . . . . . . . . . . . . . . . . . . . . . . . . 473
Chapter 13: Optimizing Flash Movies . . . . . . . . . . . . . . . . . . . . . . . . 505
Chapter 14: Publishing Flash Movies . . . . . . . . . . . . . . . . . . . . . . . . 535
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 556

ActionScripts 3.0 Bible

Format : PDF
Author : Roger Braunstein, Mims H. Wright, Joshua J. Noble.
Publisher : Wiley Publishing, Inc.
ISBN: 978-0-470-13560-0
Pages  :735
Size : 7.1 Mb


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This book was, above all, a team effort. My coauthors, editors, and the team at Wiley all deserve a huge cheer. Thanks to Mims for being amazingly organized and driven. Joey, I’ll never understand how you managed to make time for the book, but it’s so much better for your experience and contributions. Thank you. Josh, you’ve been a pleasure to work with and I thank you for effortlessly taking on a hero’s task. To our editor Chris Webb, thank you for the incredible opportunity, and for backing us up along the whole journey. Adaobi Obi Tulton, your gifts to this book went way above and beyond your title of editor. You were a motivator, an organizer, a manager, and a friend. We couldn’t have done this without you. To our technical editors, Mark Walters, Corey Szopinski, and Mark Llobrera, thank you for your eagle eyes and your invaluable suggestions. Thanks to Schematic for supporting me far more than I expected possible. I also thank all my coworkers at Schematic for being mentors and great friends, in particular Robert Reinhardt, Danny Patterson, and Joey Lott. Thanks for the wisdom and guidance you continually impart and the doors you opened for me. Thanks to my friends and family for enduring my occasional self-isolation and other antisocial behaviors. Last but far from least, thanks to my parents for cheering me on when I needed it most, and for giving me the most important gifts.

—Roger Braunstein
Content List 
Introduction ..........................................................................................................................xxxvii

Part I: Getting Started with ActionScript 3.0
Chapter 1: Introducing ActionScript 3.0 ........................................................................................3
Chapter 2: Understanding ActionScript 3.0 Language Basics ..........................................................7
Chapter 3: Programming with Classes ..........................................................................................35
Chapter 4: Working with Methods and Functions ........................................................................95
Chapter 5: Validating Your Program ............................................................................................113

Part II: Working with ActionScript 3.0 Objects
Chapter 6: Using Strings ............................................................................................................123
Chapter 7: Working with Numbers and Math ............................................................................133
Chapter 8: Using Arrays..............................................................................................................153
Chapter 9: Using Objects ............................................................................................................173
Chapter 10: Working with XML..................................................................................................183
Chapter 11: Working with Regular Expressions ..........................................................................211

Part III: Working with the Display List
Chapter 12: Understanding the Flash Player 9 Display List ........................................................243
Chapter 13: Working with DisplayObjects in Flash CS3 ............................................................277
Chapter 14: Printing ..................................................................................................................285
Chapter 15: Working with Text and Fonts ..................................................................................299

Part IV: Understanding the Event Framework
Chapter 16: Understanding Events..............................................................................................331
Chapter 17: Working with Mouse and Keyboard Events ............................................................351
Chapter 18: Using Timers ..........................................................................................................367

Part V: Working with Error Handling
Chapter 19: Understanding Errors ..............................................................................................379
Chapter 20: Using the AVM2 Debugger ......................................................................................379
Chapter 21: Making Your Application Fault-Tolerant ..................................................................413
Part VI: Working with External Data
Chapter 22: Understanding Networking Basics ..........................................................................425
Chapter 23: Communicating with Server-Side Technologies ......................................................443
Chapter 24: Saving Data to a Local Machine Using SharedObject................................................455
Chapter 25: Managing File Uploads and Downloads ..................................................................473

Part VII: Enriching Your Program with Sound and Video
Chapter 26: Working with Sound ..............................................................................................485
Chapter 27: Adding Video ..........................................................................................................501
Chapter 28: Accessing Microphones and Cameras ......................................................................515
Part VIII: Programming Graphics and Motion
Chapter 29: Applying Filters to Your Graphics............................................................................525
Chapter 30: Drawing Vector Graphics Programmatically ............................................................549
Chapter 31: Scripting Animation ................................................................................................581
Chapter 32: Applying Transformations to Graphics ....................................................................603
Chapter 33: Drawing Bitmap Graphics Programmatically............................................................615

Part IX: Working with Binary Data
Chapter 34: Working with Binary Data ......................................................................................657

Part X: Deploying Your Program
Chapter 35: Deploying Flash on the Web....................................................................................671
Chapter 36: Interfacing with JavaScript ......................................................................................681
Chapter 37: Using Local Connections to Communicate Between Flash Applications ..................687

Index .........................................................................................................................................693

Friday, April 8, 2011

Flash CS3 for Dummies

Format : PDF
Author : Ellen Finkelstein and Gurdy Leete
Publisher : Wiley Publishing, Inc.
ISBN: 978-0-470-12100-9
Pages  :386
Size : 5.2 Mb


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Contents at a Glance
Introduction .................................................................1

Part I: A Blast of Flash .................................................7
Chapter 1: Getting Acquainted with Flash CS3...............................................................9
Chapter 2: Your Basic Flash ............................................................................................31

Part II: 1,000 Pictures and 1,000 Words .....................45
Chapter 3: Getting Graphic .............................................................................................47
Chapter 4: You Are the Object Editor ............................................................................83
Chapter 5: What’s Your Type?.......................................................................................119
Chapter 6: Layering It On ..............................................................................................135

Part III: Getting Symbolic .........................................149
Chapter 7: Heavy Symbolism........................................................................................151
Chapter 8: Pushing Buttons ..........................................................................................171

Part IV: Total Flash-o-Rama ......................................183
Chapter 9: Getting Animated.........................................................................................185
Chapter 10: Getting Interactive.....................................................................................217
Chapter 11: Extravagant Audio, High-Velocity Video.................................................231
Part V: The Movie and the Web..................................251
Chapter 12: Putting It All Together...............................................................................253
Chapter 13: Publishing Your Flash Files ......................................................................277

Part VI: The Part of Tens ...........................................313
Chapter 14: Ten Frequently Asked Questions ............................................................315
Chapter 15: Ten Best Flash Resources.........................................................................331
Chapter 16: Ten Flash Designers to Watch..................................................................337
Part VII: Appendixes .................................................341

Appendix A: Installing Flash and Setting Your Preferences ......................................343
Appendix B: The Property Inspector and the Panels ................................................355
Appendix C: What’s on the Companion Web Site.......................................................367
Index .......................................................................369

Dasar Pemrogramaan Flash Game

Format : PDF
Author : Wadah
Publisher : Own Publisher Indonesia
Pages  : 236
Size : 6.5 Mb


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Pengantar Flash
 
Adobe flash atau sebelumnya Macromedia Flash merupakan software multifungsi. Terlepas dari fungsi awalnya, yaitu mempermudah pembuatan animasi web, ternyata flash berkembang pesat hingga dapat kita manfaatkan sebagai software multi media yang luar biasa. Bahkan Flash dengan action script-nya dapat dimanfaatkan menjadiprogram pembuat game yang mudah dan efektif.

Sebelum lebih lanjut mengenai pembuatan game flash, kita harus memahami terlebih dahulu bahwa membuat game flash itu menyenangkan dan menguntungkan. Bagi sebagian orang memainkan game sangat menyenangkan, konsep inilah yang harus kita pegang yaitu kita berusaha untuk menyenangkan orang lain melalui sebuah game. Semakin orang lain menikmati permainan game buatan kita, disitulah letakkeberhasilan kita sebagai seorang pembuat game.
Pemrograman komputer pada umumnya akan sulit dipahami oleh seseorang yang awam terhadap sebuah bahasa pemrograman. Disisi lain membuat game merupakan salah satu penerapan dari ilmu pemrograman komputer. Namun kita tidak perlu berkecil hati, karena flash dan action scriptnya sangat mudah untuk dipelajari dan melalui buku ini saya berusaha membagi sedikit pengetahuan saya tentang membuat game dengan flash.
[more...]

Flash 8 ActionScript Bible

Format : PDF
Author : Joey Lott and Robert Reinhardt
Publisher : Wiley Publishing, Inc.
ISBN-13: 978-0-471-77197-5
ISBN-10: 0-471-77197-X
Pages  : 836
Size : 3.5 Mb


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    Abook such as this one gets published only with the help of many people. The journey from start to completion involves the generous assistance of many people. Thanks to everyone at John Wiley & Sons for their diligent work to make this book possible.
 
We’d like to specifically thank Chris Webb for his dedication to the project through many editions. And many thanks to Sara Shlaer for her enthusiasm and her work editing this manuscript. We’d like to thank Matt Sutton for his thorough technical edits, for checking each line of code, and for the many helpful comments. Matt’s contributions are apparent each time the examples work.
 
Thanks to Margot Maley Hutchinson of Waterside for picking up this project. The Flash team at Macromedia continues to be a great resource, and we’d like to thank every person on the team for the help they provided. In particular, we’d like to thank Gary Grossman, Erica Norton, Matt Wobensmith, Werner Sharp, Nivesh Rajbhandari, Mike Downey, Jen deHaan, and Peter deHaan.
 
The Flash community is a great resource. Many thanks to those that are willing to ask questions,
speak about differing points of view, challenge popular wisdom, and publish their investigations and discoveries. That makes learning ActionScript so much more accessible. And thank you. It is you, the readers that make this book possible. And your comments help improve each edition. [more...]


Contents at a Glance

Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiii
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxv

Part I: Getting Started with Flash 8 ActionScript . . . . . . . . . . . . . . . . . 1
Chapter 1: Introducing Flash 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: Learning ActionScript Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Chapter 3: Constructing ActionScript . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Chapter 4: Working with Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Chapter 5: Getting to Know Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Chapter 6: Debugging and Error Handling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Part II: Using Core Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Chapter 7: Working with Arrays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Chapter 8: Using Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Chapter 9: Using Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Chapter 10: Working with Dates and Times. . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Chapter 11: Working with Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Chapter 12: Applying Regular Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225

Part III: Working with Display Objects . . . . . . . . . . . . . . . . . . . . . . 241
Chapter 13: Using Display Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Chapter 14: Working with Movie Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Chapter 15: Drawing Programmatically . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
Chapter 16: Transforming Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333
Chapter 17: Applying Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Chapter 18: Using the Bitmap API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365
Chapter 19: Working with Text Fields and Selection. . . . . . . . . . . . . . . . . . . . . . . 397
Chapter 20: Formatting Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 451

Part IV: Scripting Player Control . . . . . . . . . . . . . . . . . . . . . . . . . . 469
Chapter 21: Managing Mouse and Key Interactivity . . . . . . . . . . . . . . . . . . . . . . . 471
Chapter 22: Working with the Stage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 493
Chapter 23: Using Context Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 505
Chapter 24: Understanding the Capabilities and Security Objects . . . . . . . . . . . . . . 513
Chapter 25: Printing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527

Part V: Working with Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539
Chapter 26: Programming Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 541
Chapter 27: Managing Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567

Part VI: Using Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 579
Chapter 28: Using UI Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 581
Chapter 29: Styling UI Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637
Chapter 30: Creating Custom Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . 651

Part VII: Managing Data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669
Chapter 31: Using Shared Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 671
Chapter 32: Understanding LocalConnection Objects . . . . . . . . . . . . . . . . . . . . . 681
Chapter 33: Programming with the XML and LoadVars Classes . . . . . . . . . . . . . . . . 689
Chapter 34: Using Persistent Socket Communications . . . . . . . . . . . . . . . . . . . . . 713
Chapter 35: Using Web Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 729
Chapter 36: Introducing Flash Remoting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 735
Chapter 37: Managing File Uploads and Downloads. . . . . . . . . . . . . . . . . . . . . . . 743

Part VIII: Working with Flash in Context . . . . . . . . . . . . . . . . . . . . . 751
Chapter 38: Working with Flash in the Web Browser . . . . . . . . . . . . . . . . . . . . . . 753
Chapter 39: Making Movies Accessible and Universal . . . . . . . . . . . . . . . . . . . . . 771
Chapter 40: Scripting for the Flash Stand-Alone Player . . . . . . . . . . . . . . . . . . . . . 785

Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 797


Thursday, April 7, 2011

Foundation ActionScript 3.0 Image Effects

Format : PDF
Author : Todd Yard
Publisher : FriendSoft Apress Company
ISBN-13 (pbk): 978-1-4302-1871-5
ISBN-13 (electronic): 978-1-4302-1872-2
Pages  : 663
Size : 8.7 Mb


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CONTENTS AT A GLANCE
 
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
Chapter 1 The Drawing API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Chapter 2 Filters and Blend Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Chapter 3 Bitmaps and BitmapData . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Chapter 4 Advanced Bitmap Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Chapter 5 Pixel Bender and Shaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Chapter 6 ActionScript in the Third Dimension . . . . . . . . . . . . . . . . . . . . . . . 305
Chapter 7 Using an Animation and Effects Library . . . . . . . . . . . . . . . . . . . 373
Chapter 8 Elemental Animation Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Chapter 9 Text Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 457
Chapter 10 Video Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503
Chapter 11 Sound Visualization Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 551
Chapter 12 Interactive Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 587
Appendix Developing Within Flash and Flex Builder . . . . . . . . . . . . . . . . . 631
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 650

Flash XML Aplications


Format : PDF
Author : Joachim Schnier, Ph.D.
Publisher : Focal Press Company
ISBN: 978-0-240-80917-5
Pages  : 327
Size : 6.2 Mb


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XML
XML, the other markup language, is used by many server-side applications to handle complex datasets. Recent additions include Web services and RSS feeds. While we can write our own XML files for certain applications and determine how we want to parse XML, RSS feeds and Web services have a given XML file structure, for which we need to write a parser. The XML object was first introduced in Flash 5, but at that time did not get as much attention. Parsing XML in Flash 5 was harder because white space had to be considered for the parser. With the introduction of dynamic loading of objects such as images and audio in Flash MX, and the introduction of the ignoreWhite Boolean, which eliminates the white space during parsing of XML, the use of XML as a data-holding tool became more fashionable. This allowed the development of XML-driven slideshows and MP3 players, to mention some applications. An advantage of XML is that, without opening and compiling the original Flash movie, we can update the application by adding or removing data. While this is also possible with simple text files, it is clear that complex data can be much more logically structured using XML. In Flash MX2004 many Flash components that use XML as a data source have been introduced.

As to which XML books can be recommended, I once read a comment that parsing XML depends on the individual application and is in many cases unique. This would make books that specifically focus on parsing XML in Flash unnecessary. I disagree, because there is a certain methodology that can be used and learned to access every piece of data in an XML file and create virtual XML files using Flash ActionScript. The existence of predetermined XML files from RSS feeds, Web services, and large data banks and the use of XML in components justifies specific literature that focuses on XML parsing.

ActionScript 2 and 3
XML parsing itself is only one part of an application. Once we have accessed the data we need to do something with it. The scripting language in Flash is ActionScript (AS). Early Flash versions such as Flash 4 had very primitive ActionScript and creating applications was limited. More complex applications were possible with Flash 5 and MX. However, ActionScript version 1 is not precise and is lacking data typing, for example, or allows compilation of scripts with undefined variables within equations. It makes applications error-prone. It changed with the introduction of AS2, which allowed data typing and for the first time made it possible to write ActionScript in the form of external classes (Flash MX 2004). The compilation of ActionScript 2, however, was still similar to that of AS1, because it used the same virtual machine, which is referred to as AVM1 (ActionScript Virtual Machine 1). The introduction of AS2, however, made Flash more attractive to developers who were used to other programming languages such as Java or C . Although this book has a short tutorial on some basics of AS2, the reader is referred to other books that deal with basic concepts of AS2 in more detail. AS2 has its limits and one of the limits is how ActionScript is compiled. This led to the development of the AVM2, which is now used to compile AS3, the newest version of ActionScript. The basics of AS3 are introduced in more depth in this book than those of AS2, because there is less basic literature available. AS3 adds many more features to create Flash movies that are lacking in previous ActionScript versions. It also brings changes to the way XML is parsed and introduces a new XML class.

Section 1 Introduction to XML Applications and ActionScript 2 .......... 1
Chapter 1 XML Introduction .......... 3
Chapter 2 ActionScript 2 Revisited .......... 10
Chapter 3 XML and XMLNode Classes .......... 20
Chapter 4 Tutorial: Creating a Universal XML Load/onload Class .......... 38
Chapter 5 Parsing XML with AS2 .......... 46
Chapter 6 Tutorial: Creating a Universal XHTML Parser .......... 53
Chapter 7 XML Server-Side .......... 63

Section 2 Components .......... 73
Chapter 8 The Menu, MenuBar, and Tree Components .......... 75
Chapter 9 The ComboBox Component .......... 85
Chapter 10 Connector Components .......... 90
Chapter 11 Creating an RSS Feed Reader .......... 102

Section 3 Creating a Real Estate Web Site .......... 111
Chapter 12 Creating Your Own Menu Bar .......... 113
Chapter 13 Creating the Database (Part 1) .......... 121

Chapter 14 Creating the Database (Part 2) ..........146
Chapter 15 Content Management .......... 171

Section 4 ActionScript 3 .......... 203
Chapter 16 ActionScript 3: Basic Tutorial ..........205 
Chapter 17 XMLDocument, XMLNode, XML, and XMLList Classes .......... 226
Chapter 18 Menu Bar and ComboBox .......... 262
Chapter 19 The Search Engine (Part 1) .......... 278
Chapter 20 The Search Engine (Part 2) .......... 301

Index .......... 317

Tuesday, April 5, 2011

Object-Oriented Action Script 3.0

Format : PDF
Author : Peter Elst, Sas Jacobs, and Todd Yard
Publisher : FriendSoft an Appress Company
ISBN-13 (pbk): 978-1-59059-845-0
ISBN-10 (pbk): 1-59059-845-8
Pages  : 599
Size : 5,8Mb

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Hello and welcome to Object-Oriented ActionScript 3.0. We’ve written this book to guide you through the world of object-oriented programming in ActionScript 3.0. As you’ll no doubt know, Adobe revolutionized ActionScript when it introduced ActionScript 3.0. Far from being a minor overhaul, it’s a complete update—we think it’s fair to say that the language has been reinvented as a full-scale proper programming language, with many things vastly improved, such as the way it handles events and XML, and some very cool additions, such as regular expressions, a standardized event model, and a new Display List API for working with visual objects much more effectively. But one of the biggest overriding things to note involves object orientation: whereas with ActionScript 2.0, it was possible, and certainly beneficial, to code your applications the OO way, with ActionScript 3.0 it is completely mandatory.

 PART ONE: OOP AND ACTIONSCRIPT
Chapter 1: Introduction to OOP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: Programming Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Chapter 3: ActionScript 3.0 Programming. . . . . . . . . . . . . . . . . . . . . . 21


PART TWO: FLASH OOP GUIDELINES
Chapter 4: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Chapter 5: Project Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Chapter 6: Best Practices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Chapter 7: Working with Flex 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89


PART THREE: CORE OOP CONCEPTS
Chapter 8: Encapsulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Chapter 9: Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Chapter 10: Inheritance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Chapter 11: Polymorphism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Chapter 12: Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Chapter 13: Design Patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Chapter 14: Case Study: An OOP Media Player . . . . . . . . . . . . . . . . . 245


PART FOUR: BUILDING AND EXTENDING DYNAMIC FRAMEWORKS
Chapter 15: Manager Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Chapter 16: UI Widgets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Chapter 17: OOP Animation and Effects . . . . . . . . . . . . . . . . . . . . . . 381


PART FIVE: DATA INTEGRATION
Chapter 18: Exchanging Data Between Components . . . . . . . . . . . . . 437
Chapter 19: Communication Between Flash and the Browser . . . . . . 477
Chapter 20: Server Communication (XML and Web Services) . . . . . . 505
Chapter 21: Case Study: Slideshow Engine . . . . . . . . . . . . . . . . . . . . 549


Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599

Monday, April 4, 2011

Flash CS4 with ActionScript


Format : PDF
Author : Paul Milbourne, Chris Kaplan, and Michael Oliver with Serge Jespers
Publisher : FriendSoft an Appress Company

ISBN-13 (pbk): 978-1-4302-1811-1
ISBN-13 (electronic): 978-1-4302-1812-8
Pages  : 534
Size : 32 Mb


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When I started fooling around with Flash, back in the late 1990s, I remember being blown away by sites like Eye4U, GaboCorp, and NRG. What they did with Flash was absolutely revolutionary and never seen before on the Web, and wouldn’t have been possible with traditional web technologies. When I start reminiscing about those days, I always think back to the early conferences. I remember going to the first Flash Forward in San Francisco. I wonder if anyone remembers getting a free copy of Dreamweaver or a free copy of GoLive.

Who would have thought back then that Adobe would one day buy Macromedia? The Flash community was certainly a little skeptical about that merge, but I’m sure everyone will now agree that it has made the Flash Platform even stronger.

Flash has definitely changed the way we think about the Web, and it continues to do so with every new release. The Flash Player has become a trusted household name and a synonym for interactive and engaging web experiences. With Flash Player installs being upgraded faster and faster, it literally only takes a few months before reaching critical mass. This almost immediately gives designers and developers the ability to use the new features introduced in a new version of the Flash Player.

The way we interact with web content isn’t the only thing that changed. The content you find on the Web also significantly changed throughout the years. It’s not just about animations and video anymore. More and more applications find their way to the Web. Rich Internet Applications are pretty common these days. RIAs combine the best of the Web with the power of desktop applications. With that shift in mind, Adobe added the Adobe
Integrated Runtime (AIR) to the Flash Platform. Flash designers and developers can now use their existing skills to build applications that run on the desktop and are not restricted by the browser sandbox.



PART ONE: BASICS
Chapter 1: How It All Began . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: The New Interface of Flash CS4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Chapter 3: Drawing with Flash’s Vector Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Chapter 4: External Assets and Symbol Management . . . . . . . . . . . . . . . . . . . . . . . . 81
Chapter 5: Working with Blends, Filters, and 3D Transformations . . . . . . . . . . 105

PART TWO: ANIMATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Chapter 6: Basic Animation in Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Chapter 7: Playing with Dolls: Introducing Flash IK . . . . . . . . . . . . . . . . . . . . . . . . . 159

PART THREE: ACTIONSCRIPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .183
Chapter 8: The Programming Primer: A Flash Designer’s Intro to
ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Chapter 9: The Building Blocks of Interactivity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Chapter 10: Learning the Display Model and Bringing It All Together. . . . . . . 243
Chapter 11: Managing External Assets and Communication. . . . . . . . . . . . . . . . . 273
Chapter 12: XML: The Best Way In and Out of Flash . . . . . . . . . . . . . . . . . . . . . . . . 297

PART FOUR: ADDITIONAL USER INTERFACES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .319
Chapter 13: Working with Text and Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
Chapter 14: Using Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351

PART FIVE: ENHANCED MEDIA DEVELOPMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . .377
Chapter 15: Using the Adobe Media Encoder—A Crash Course . . . . . . . . . . . . . 379
Chapter 16: Working with Audio in Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403
Chapter 17: Working with Video in Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429

PART SIX: PREPARING YOUR PROJECT FOR DEPLOYMENT. . . . . . . . . . . . . . . .459
Chapter 18: Publishing, Exporting, and Debugging Your Flash Project . . . . . . 461
Chapter 19: Building AIR Applications with Flash CS4 . . . . . . . . . . . . . . . . . . . . . . . 491
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521

 
Design by Riyan Fiter Kurniawan