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Flash Enabled guides Flash designers & developers in creating content and applications for multiple devices with Flash and other tools. Focusing on the Pocket PC platform, this book also discusses considerations in developing Flash for set-top box systems, cell phones, and lays the foundation for devices such as the Palm. The book targets four main concepts: 1)design/development considerations, 2) creating content once & deploying to many platforms, (including info on using MM Generator to author content in Flash and serve it to Palm Pilots and cell phones that don't yet have Flash Players), 3) creating Flash content for Pocket PC, and 4) application development using Flash integrated with middle-ware. Throughout this book the authors provide guidelines, step-by-step tutorials, workflow, best practices, and case studies.
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1. Introduction to Macromedia Flash for Embedded Devices.
A Little Flash History. The Expanding Popularity of Flash. What You'll Find in Flash Enabled.
I. GETTING STARTED WITH FLASH ON DEVICES.
2. Creating Content for the Pocket PC Using Flash.What Is the Flash Player for Pocket PC? Why Use Flash for the Pocket PC? On Which Pocket PCs Can the Flash Player for Pocket PC Run? What Isn't Supported in the Flash Player for Pocket PC? Content Creation Guidelines. Video in Flash for the Pocket PC. Memory and Memory Management with Flash for the Pocket PC. Loading Data into Flash for the Pocket PC. Security Model of Flash on the Pocket PC. Device Speed and Frames per Second. Detecting the Processor Speed on the Pocket PC with Flash. Screen Economy with Flash for the Pocket PC. Rotating Flash Content for the Pocket PC. Internet Explorer for Pocket PC. HTML and the Internet Explorer for Pocket PC. Using JavaScript with Flash for the Pocket PC. Sniffing for Internet Explorer for Pocket PC on the Server. Distributing Your Flash Content for the Pocket PC. Emulation of the Pocket PC for Testing. Test, Test, Test, and Test Some More! Advanced Topics. Summary…That's All, Folks!
3. Interface Design for Devices.Common Interface Issues. Special Considerations for Devices. Creating Standard Components for Devices. Optimizing Interfaces. Summary.
4. Typography in Flash for Devices.What Are Pixel Fonts? Type Considerations. Pixel Problems in Flash. The Solution to Pixel Problems. Usage Overview. Miniml Font Number System. Making Your Own Flash Pixel Font. Fonts in Application. Summary.
5. From Start to Finish: Understanding the Flash Application Development Workflow.Introducing the Event Guide Application. Planning Your Project. Creating the Flash Project. Summary.
II. ADVANCED FLASH DEVELOPMENT FOR DEVICES.
6. Creating Motion Graphics and Character Animation for the Pocket PC Using Flash.Planning, Organizing, and Optimization. The Realities of Developing for Devices and Platforms. Keys to Motion Graphics. Keys to Character Animation. Summary.
7. Creating Interactive Games for Devices Using Flash.Constraints of the Game Platform. Game Categories-What Works on the Pocket PC, and What Doesn't? Making a Card Game. Summary.
III. CREATING APPLICATIONS FOR DEVICES WITH FLASH.
8. Data Persistence with Flash, JScript, and HTTP Cookies.What Are HTTP Cookies? Data Flow Between Flash, JScript, and Cookies. Dissecting FlashTone. Summary.
9. Standalone Application Development Using Flash and Java.Developing with an N-Tiered Architecture. Platform Independence. Why Use Different Technologies for a Single Project? The TextTool Application We Are Building. Java on the Pocket PC. Flash on Pocket PC. Building the TextTool Back-End. Understanding the Flash User Interface. Summary.
10. Server-Side Dynamic Content for Flash-Enabled Devices.What Is Macromedia Generator? What Is JGenerator? Advantages and Disadvantages of Using a Server-Side Tool for Dynamic Content for Devices. Creating Generator Templates: The Authoring Workflow. Two Techniques for Server-Side Dynamic Content Creation. Summary.
IV. FLASH FOR TELEVISION.
11. Flash Content for Television.General Television Display Issues. Interlacing. Flash for Non-Broadcast TV: VHS, MiniDV, DVD. Flash for Broadcast Television. Flash for TV Browsers. Problems in Developing Animation for TV Browsers. Flash for Enhanced TV. Summary.
12. Developing Flash Content for the Sony PlayStation 2.The Three Versions of the Flash Player. Flash Design in Action: Our Experience with LucasArts. The Advantages of Using Flash for Sony PlayStation 2 Game Titles. User Interface Logic for Flash in a Game Title Development Environment. User Interface Design Issues for Sony PlayStation 2. The Future of Flash Development on Consoles. Summary.
V. THE FUTURE OF FLASH AND EMBEDDED DEVICES.
13. Afterword: Looking Forward.The State of Devices Today. Devices in the Future.
VI. APPENDIXES.
Appendix A. Flash Player for the Nokia 9200 Communicator Series Authoring Guidelines.Supported Platforms. Languages. Developing Content. Using Bitmaps. Deploying Content. Dynamic Content. Trademarks.
Appendix B. Flash Device Matrix.General Flash Device Resources. Typography/Fonts. Server-Side Dynamic Flash. Flash and Java. Device Resources. Author Web Sites.
Appendix D. Pocket PC Device Detection.Server-Side Detection. Client-Side Detection.
Appendix E. Microsoft Pocket Internet Explorer on Pocket PC 2002.Planning Deployment of Flash MX on a Touch-Screen Kiosk. General Touch-Screen Hardware Information. Alternative Touch-Screen Technology. Specific Touch-Screen Hardware Nuances and Technologies. General Tips for Working with Touch Screens. Tips for Developing Flash Applications on Touch Screens. Exploring the Possibilities.
Appendix G. What's on the Web Site.