Flash MX in 24 Hours - Phillip Kerman - Librairie Eyrolles

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Flash MX in 24 Hours

Flash MX in 24 Hours

Teach Yourself

Phillip Kerman - Collection Sams Teach Yourself

602 pages, parution le 23/04/2002

Résumé

Tabbed panels are out (wasn't there an Adobe lawsuit related to U.S. Patent #5,546,528 on such matters)? Collapsing panels are in (and we like the change). Several panels are gone completely (for example, the Instance Panel and many of its compadres migrate to a new Property Inspector, similar to Dreamweaver's). Others, notably the Actions Panel, are thoroughly overhauled. Macromedia even undid a few of the confusing changes they made in Flash 5 (for example, frame selection).

So, if you're planning to upgrade to Flash MX (and there are plenty of reasons to do so), set aside some learning time. Set aside even more if you're new to Flash altogether: the more features Flash gets, the more you need to know. Curl up by your computer with a copy of Sams Teach Yourself Macromedia Flash MX in 24 Hours, and get comfy. Kerman's taught Flash in locations from Iceland to Oklahoma to Australia -- and you're next.

Contents

Introduction.

I. ASSEMBLING THE GRAPHICS YOU'LL ANIMATE IN FLASH.

Hour 1. Basics.
Hour 2. Drawing and Painting Original Art in Flash.
Hour 3. Importing Graphics into Flash.
Hour 4. Applied Advanced Drawing Techniques.
Hour 5. Using the Library for Productivity.

II. ANIMATING IN FLASH.

Hour 6. Understanding Animation.
Hour 7. Animation the Old-Fashioned Way.
Hour 8. Using Motion Tween to Animate.
Hour 9. Using Shape Tween to Morph.
Hour 10. Including Sound in Your Animation.
Hour 11. Using Layers in Your Animation.
Hour 12. Animating Using Movie Clip and Graphic Symbols.

III. ADDING INTERACTIVITY AND ADVANCED ANIMATION.

Hour 13. Making Buttons for Your User to Click.
Hour 14. Using ActionScript to Create Non-Linear Movies.
Hour 15. ActionScripting Applications for Advanced Interactivity.
Hour 16. Using Components.
Hour 17. Using Video.

IV. PUTTING IT ALL TOGETHER FOR THE WEB.

Hour 18. Linking Your Movie to the Web.
Hour 19. Designing Your Web Site to Be Modular.
Hour 20. Optimizing Your Flash Site.
Hour 21. Advanced Animation Techniques.
Hour 22. Working on Large Projects and in Team Environments.
Hour 23. Learning How to Learn Flash.
Hour 24. Publishing Your Creation.

V. APPENDIXES.

Appendix A. Shapes You Can Make Using Selection, Snap, and the Canvas Level.
Appendix B. Resources.

Glossary.
Index.

L'auteur - Phillip Kerman

Phillip Kerman is an independent programmer, teacher, and writer specializing in Macromedia products. He has a degree in Imaging and Photographic Technology from the Rochester Institute of Technology. His most involved Flash application to date is Superior Stampede's real-time cattle auction www.stampedecattle.com, which sells millions of dollars worth of cattle every hour. Phillip is also the author of Sams Teach Yourself Macromedia Flash MX 2004 in 24 Hours from Sams Publishing and ActionScripting in Macromedia Flash MX from New Riders.

Caractéristiques techniques

  PAPIER
Éditeur(s) Sams
Auteur(s) Phillip Kerman
Collection Sams Teach Yourself
Parution 23/04/2002
Nb. de pages 602
Format 18,5 x 23
Couverture Broché
Poids 1003g
Intérieur Noir et Blanc
EAN13 9780672323713

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