Book description
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.
Table of contents
- Copyright
- OUR CONTRIBUTORS
- ABOUT THE TECHNICAL EDITORS
- ACKNOWLEDGMENTS
- 1. INTRODUCTION TO MACROMEDIA FLASH FOR EMBEDDED DEVICES
-
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
- 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
- 4. TYPOGRAPHY IN FLASH FOR DEVICES
- 5. FROM START TO FINISH: UNDERSTANDING THE FLASH APPLICATION DEVELOPMENT WORKFLOW
-
2. CREATING CONTENT FOR THE POCKET PC USING FLASH
-
II. ADVANCED FLASH DEVELOPMENT FOR DEVICES
-
6. CREATING MOTION GRAPHICS AND CHARACTER ANIMATION FOR THE POCKET PC USING FLASH
-
PLANNING, ORGANIZING, AND OPTIMIZATION
- Character Animation and Motion Graphics for Devices
- Repurposing Content
- Animation and Motion Graphics Styles that Work on Devices
- THE REALITIES OF DEVELOPING FOR DEVICES AND PLATFORMS
- The Limits of Processor Speed and How It Affects You
- Sound Compression
- File Sizes: Connectivity and Storage Space
- Developing for Different Displays
- KEYS TO MOTION GRAPHICS
- KEYS TO CHARACTER ANIMATION
- SUMMARY
-
PLANNING, ORGANIZING, AND OPTIMIZATION
-
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
- The Rules
- The Game Play
- Programming the Game
- The Foundation
- Implementing Classes for Movie Clips
- Defining Classes—A Button Class
- Inheritance—A Screen Class and a Child Title Class
- The Main Screens of the Game
- The Cards
- Holding Cards in a Hand
- The Player Class
- The Human Player
- Bringing the Pieces Together—The Game
- Playing Against the Computer
- SUMMARY
-
6. CREATING MOTION GRAPHICS AND CHARACTER ANIMATION FOR THE POCKET PC USING FLASH
-
III. CREATING APPLICATIONS FOR DEVICES WITH FLASH
- 8. DATA PERSISTENCE WITH FLASH, JSCRIPT, AND HTTP COOKIES
- 9. STANDALONE APPLICATION DEVELOPMENT USING FLASH AND JAVA
- 10. SERVER-SIDE DYNAMIC CONTENT FOR FLASH-ENABLED DEVICES
-
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
-
11. FLASH CONTENT FOR TELEVISION
- V. THE FUTURE OF FLASH AND EMBEDDED DEVICES
-
VI. APPENDIXES
- A. FLASH PLAYER FOR THE NOKIA 9200 COMMUNICATOR SERIES AUTHORING GUIDELINES
- B. FLASH DEVICE MATRIX
- C. FLASH DEVICE RESOURCES
- D. POCKET PC DEVICE DETECTION
-
E. MICROSOFT POCKET INTERNET EXPLORER ON POCKET PC 2002
- HTML
- WAP
- DHTML
- Protocols
- Scripting
- ActiveX Controls
- Downloading controls
- XML support
- Cascading style sheets
- Font downloading
- Data binding
- Java
- Native file formats
- Recording file formats
- User-Agent string
- Cache
- Subscriptions, offline browsing
- Colors /resolution
- Auto-complete URL
- Link highlighting
- View HTML source
- Favorites
- Input devices
- Cookies
- User authentication
- Security
- Newsgroups
- CDF
- MIME type helpers
- Printing
- Web server
-
F. USING FLASH FOR DEVELOPING TOUCH-SCREEN KIOSKS
- 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
- G. WHAT’S ON THE WEB SITE
Product information
- Title: Macromedia® Flash™ Enabled Flash Design and Development for Devices
- Author(s):
- Release date: May 2002
- Publisher(s): New Riders
- ISBN: 9780735711778
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