This is the first definitive and authoritative book available on ActionScript 3 animation techniques. ActionScript animation is a very popular discipline for Flash developers to learn. The essential skill set has been learned by many Flash developers through the first edition of this book. This has now been updated to ActionScript 3, Adobe's new and improved scripting language. All of the code has been updated, and some new techniques have been added to take advantage of ActionScript 3's new features, including the display list and new event architecture. The code can be used with the Flash 9 IDE, Flex Builder 2, or the free Flex 2 SDK.
* The only definitive and authoritative book available on ActionScript animation. * Provides for a thorough understanding of complex principles, along with practical examples. * You don't have to be an ActionScript expert to get the most out of this book. * Written by Keith Peters, author of many books, and a popular community figure.
This book is a compilation of advanced ActionScript 3.0 animation techniques for any user creating games, user interaction, or motion control with ActionScript. It's an anthology of topics that follow from the author's earlier book, Foundation ActionScript 3.0 Animation: Making Things Move, and things that became possible in version 10 of Flash Player. This book covers a diverse selection of topics that don't necessarily lead one into the other. You don't need to start with Chapter 1 and read it cover to cover. Just start with any chapter that looks interesting and jump around as you see fit. In this book, you'll find chapters on advanced collision detection, artificial intelligence and steering behaviors, isometric projection, using the camera and microphone for input, 3D, and much, much more. AdvancED ActionScript 3.0 Animation is also more experimental in nature. The techniques shown here might not be the best way to do things, but they should work well and get you started in your own efforts to achieve a perfect implementation. In fact, many of the chapters can be seen as introductions to very complex topics that could fill a whole book by themselves. Many of these subjects have been extensively covered elsewhere, but not necessarily targeted for Flash or ActionScript 3.0. So it took a fair amount of work to pull the data together and get it all working and explain it all clearly in ActionScript. This book will inspire you to find out about subjects that you might not have considered before, acting as a springboard into your own research into the possibilities of ActionScript 3.0.
* Learn the new, powerful features in the new release of Flash. Covers all new areas of extensibility: commands, tools, timeline effects, behaviors, and advanced topics. This book will allow you to streamline day-to-day development by showing you how to custom-build your own commands and tools. Plenty of useful examples are included throughout to demonstrate each area. * Two books in one: first part will actually get the person to understand and be able to use the Extensibility features, not just copy and paste the code in the book, but have a conceptual understanding of how it works and be able to create their own extensions. The second part of the book will be a complete reference guide, that one will want to keep around to look up commands, syntax, parameters, etc. * At this time, it’s the only book covering the subject, and this book actually covers extensibility in both Flash MX 2004 and Flash MX Professional 2004. * The reference content and example files will be available from the book’s companion site, www.flashextensibility.com – this site aims to be the premier site for designers and developers to go to for Flash extensibility material.
Have you ever poured all your creativity into a Flash movie, but found your friends grumbling at the download size? Have you tried to use just one tiny picture in your movie, and seen the file size go through the roof? Is it possible to do anything remotely effective in a small file? More than you could possibly imagine! This collection shows you just exactly what can be done with tiny Flash files, using some of the hottest Flash designers around. These authors pull designs out of the top drawer and show you exactly how you can go about creating great SWFs with the smallest amount of download pain. We will look at: creating incredible generative designs -- so small you can use them for wallpaper producing 3D animations that roll in at under 5k in size creating sound toys in the smallest possible file space de-mystifying the use of JPEGs and photographs while keeping your Flash movies small strategic use of back-end technology to keep your delivery times down to nanoseconds! changing the boundaries to look at new ways of delivering entire sites! From the Publisher Who is this book for You've worked with Flash, but are wondering why people are getting tetchy at the download time. You're willing to start learning some ActionScript tricks to fight the file flab, and you're not afraid to become addicted to optimization! About the Author Genevieve Garand Conceived 3weeksinApril.com, an experimental web site that explores new ways of navigation and features an engaging narrative. David Hirmes is a Flash developer living in Brooklyn, New York. Kip Parker Works through his own company Hi-Rise Limited and in collaboration with Anthony Burrill as Friendchip, which was established in 1998. Keith Peters Found Flash to be the ideal medium for creating graphics with code. Robert Reich lives in Hamburg, Germany. Flash became his favourite besides normal HTML and serverside driven website creation. He is working as freelancer for several firms. Roy Tanck Currently employed in Hilversum, as part of a team that creates innovative e-learning solutions. Within this environment, Flash is a great tool.
With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you'll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface. Whatever type of iPhone project you have in mind—social networking app, game, or reference tool—you'll benefit from the information presented in this book. More than just tips and pointers, you'll learn from the authors' hands-on experiences, including: Dave Barnard of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report Combined with Apress' best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you'll be prepared to match great code with striking design and create the app that everyone is talking about.
It all revolves around Flash and math. It's what you do in your spare time: just take little ideas and mess around with them. This is a book of inspiration, beautiful enough to leave on the coffee table, but addictive enough to keep by your computer and sneak out while no-one's looking so you can go back to that movie that you were tinkering with 'til three o'clock this morning. It's a fun book. It's a book of iterative experiments, generative design. Each author does four experiments. Each experiment takes up four pages. We give you the code and explain the essence, then you take away your inspiration and run with it. The purpose of the book is to learn through experimentation because you are inspired to do so, not because someone is telling you to do so. Follow the fmc site link for more information.
The authors give you all you need to know to create the most commonly requested and popular Flash visual effects and movies on the web with fast and fun examples.
Foundation HTML5 Animation with JavaScript covers everything that you need to know to create dynamic scripted animation using the HTML5 canvas. It provides information on all the relevant math you'll need, before moving on to physics concepts like acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. Foundation HTML5 Animation with JavaScript is a fantastic resource for all web developers working in HTML5 or switching over from Flash to create standards-compliant games, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices. You will learn how to utilize the amazing animation and physics-based code originally created by author Keith Peters in his hugely successful Foundation ActionScript Animation in all of your HTML5 applications. In no time at all, you'll understand the concepts behind scripted animation and also have the ability to create all manner of exciting animations and games.
Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment. Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to: Detect the user's Flash Player version or their operating system Build custom classes Format dates and currency types Work with strings Build user interface components Work with audio and video Make remote procedure calls using Flash Remoting and web services Load, send, and search XML data And much, much more ... Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications. When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
* Competitively priced, comprehensively illustrated in full color, with in-depth content featuring the very best techniques for online game design. In keeping with the tradition of the Most Wanted series, plenty of "finished products" are included. Each chapter in this book represents the detailed step-by-step tutorials describing the design and construction of a complete game, ready for the reader to customize or incorporate the principles within their own games. * First Flash MX 2004 title to focus on Flash game design. And, as Flash is relatively simple to learn, this book provides an ideal entry point for aspiring online games developers. * All authors are active web community members and renowned web designers/games developers. They will provide personal technical support for the book direct to the reader via the Friends of ED support forums (http://friendsofed.infopop.net/2/OpenTopic?a=cfrm&s=989094322). * Covers both Flash MX 2004 and Flash MX Professional 2004.
Edgar Allan Poe, American writer, poet, critic, and Steampunk Ghostbuster! Poe has always had a close and personal relationship with death. Once he used his pen to keep his demons at bay, but after the death of his beloved wife Virginia, he is taking a more direct approach. Poe has invented The Specter Eliminator, a portable device capable of extinguishing spirits. With it, he moonlights as a ghost hunter while trying to raise the funds to start his one magazine, The Stylus. When Poe is tasked with clearing a malevolent spirit from a Georgia mansion, he meets a rival ghost hunter who is very interested in the Specter Eliminator. Poe refuses to join forces and the rival makes it clear he will have Poe’s invention one way or another. Join Edgar Allan Poe as he uncovers an insidious plot to enslave the dead and revolutionize modern warfare in this steampunk, ghost-hunting adventure that takes you from Boston, Massachusetts, to the Wild West.
Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment. Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to: Detect the user's Flash Player version or their operating system Build custom classes Format dates and currency types Work with strings Build user interface components Work with audio and video Make remote procedure calls using Flash Remoting and web services Load, send, and search XML data And much, much more ... Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications. When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
The story of St Peter's begins in the 1st century CE with the Hippodrome of Nero, one of two places where the Apostle Peter may have been crucified. 250 years later Constantine the Great marked the supposed site of Peter's tomb in an ancient cemetery with a great basilica. That in turn was replaced over a hundred-year period by a series of competitive renaissance and baroque Popes using the greatest artists of their day, all seeking to leave their mark on St Peter's. Here Keith Miller offers a rewarding account of a world-famous building: who built it; what it looks like and why; and how it affects the tourist or pilgrim. An intricate history, telling biography and the study of great art and architecture all play their part in a book that is a brilliant debut.
Beginning with the legacy of Roger Williams, who in 1633 founded the first colony not restricted to people of one faith, The Lively Experiment chronicles how Americans have continually demolished traditional prejudices while at the same time erecting new walls between belief systems. The chapters gathered here reveal how Americans are sensitively attuned to irony and contradiction, to unanticipated eruptions of bigotry and unheralded acts of decency, and to the disruption caused by new movements and the reassurance supplied by old divisions. The authors examine the way ethnicity, race, and imperialism have been woven into the fabric of interreligious relations and highlight how currents of tolerance and intolerance have rippled in multiple directions. Nearly four hundred years after Roger Williams' Rhode Island colony, the "lively experiment" of religious tolerance remains a core tenet of the American way of life. This volume honors this boisterous tradition by offering the first comprehensive account of America’s vibrant and often tumultuous history of interreligious relations.
These drama pieces support the emphasis on drama, speaking and listening in the English National Curriculum at KS3, as well as to provide links to citizenship studies. From many genres, the pieces are suitable for role play, examining points of view and collaborative work.
* Showcase of the current best design and development work using Macromedia Flash MX 2004. * Inspiring visuals through stellar quality production values. * Brand-leading flagship book—this is the epitome of the "Designer to Designer" promise. * Most advanced Flash design content available. * Over 30,000 copies sold of Volume 1.
Built by the decree of Constantine, rebuilt by some of the most distinguished architects in Renaissance Italy, emulated by Hitler’s architect in his vision for Germania, immortalized on film by Fellini, and fictionalized by a modern American bestseller, St. Peter’s is the most easily recognizable church in the world. This book is a cultural history of one of the most significant structures in the West. It bears the imprint of Bramante, Raphael, Michelangelo, Bernini, and Canova. For Grand Tourists of the eighteenth century, St. Peter’s exemplified the sublime. It continues to fascinate visitors today and appears globally as a familiar symbol of the papacy and of the Catholic Church itself. The church was first built in the fourth century on what is thought to be the tomb of Peter—the rock upon which Christ decreed his church shall be built. After twelve hundred years, the church was largely demolished and rebuilt in the sixteenth century when it came to acquire its present-day form. St. Peter’s awes the visitor by its gigantic proportions, creating a city within itself. It is the mother church, the womb from which churches around the world have taken inspiration. This book covers the social, political, and architectural history of the church from the fourth century to the present. From the threshold, to the subterranean Roman necropolis, to the dizzying heights of the dome, this book provides rare perspectives and contexts for understanding the shape and significance of the most illustrious church in the world.
The third edition of this popular book has been extensively revised to reflect the changes that have affected student research in higher education in recent years. The ability to carry out research successfully has come to be seen as a 'key transferable skill' required of all higher education students - and The Management of a Student Research Project addresses directly the skill element of this. Furthermore the research process, at all levels, is far more systematized than in the past. The single largest change since the second edition came out in 1996 has been the impact of the World Wide Web on student research. The third edition has been thoroughly rewritten and developed in response to this. In particular, Chapter 4, 'Literature Searching', has been structured around a sample online search. Throughout, the comments and thoughts of readers of previous editions have been taken into account in framing this third edition. Its aims remain the same - to provide a clear, comprehensive and useful guide to students undertaking research projects in order to improve their chances of a successful outcome.
The Skeleton—the supporting system for so many organisms. Rip off our skin, strip down the meat, and underneath we're all the same. So why has the skeleton frightened us for so many generations? The answer may lie inside these pages. From the iconic Grim Reaper to the dancing figurines celebrated in Mexico's Day of the Dead, human skeletons have personified death. Often portrayed as mindless creatures summoned to do unspeakable things by their master, the skeleton is brutal in its simplicity. Much like the zombie, their strength is in numbers and their immunity to attacks that would only harm their non-existent flesh. Join these brave authors daring enough to put nightmare to paper and unearth these Skeletal Remains. Jonah Buck • Lorne Dixon • Keith Gouveia • Giovanna Lagana • Lisamarie Lamb • Matt Peters • Suzanne Robb • Armand Rosamilia • Rebecca Snow
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