Résumé
Inside Flash 5 is hands-on, tutorial-based instruction on how to use Flash that goes several steps further than perceived competitors and provides more advanced-level instruction, including a quarter of the book on ActionScript. Inside Flash 5 shows the program's functionality from a practical, project-based, best-practices approach; the book teaches how to get results using the tool, rather than simply reviewing the functionality of each button on the interface. Chapters begin with preview goals, feature complete and practical projects that are designed to further the skill-sets of working professionals and serious students, utilize sidebar information sections that add context to the general discussion, and finish with review material that helps many readers buttress what they've just learned.
- Table of Contents
I. GETTING STARTED WITH FLASH 5.
- 1. Introducing Flash 5.
- 2. Customizing Flash 5 to Suit Your Workflow.
- 3. Finding Your Way with the Movie Explorer.
- 4. Flash and Generator.
II. BUILDING BLOCKS/ANIMATION AND SOUND.
- 5. Importing, Using and Optimizing Graphs.
- 6. Tips for Using the Library.
- 7. Cool Text Effects.
- 8. Making the Transition: Effects for Changing States.
- 9. Complex Masking Effects.
- 10. The Perfect Combination: Using Freehand and Flash Together.
- 11. Animation Techniques.
- 12. Cinematic Animations.
- 13. Faking Video in Flash.
- 14. Creating 3d Effects in Flash.
- 15. Using Sound in Flash.
- 16. Flash and Quicktime/RealPlayer Support.
III. BUILDING BLOCKS/INTRODUCING ACTIONSCRIPT AND INTERACTIVITY.
- 17. Introduction to Object-Oriented Programming.
- 18. Menu Systems.
- 19. Preloading Techniques.
- 20. Interface Techniques.
- 21. Controlling Sound Using the Sound Object.
- 22. Emulating the Natural World: A Poet's Introduction to Physics.
- 23. Using Flash 5's Stock SmartClips—Radio Buttons, Check Boxes, and Drop-Down Menus.
- 24. Creating and Working with Learning Interactions.
- 25. Using the XML Object.
- 26. Printing: What You See Is Not Always What You Get.
IV. PULLINGIT ALL TOGETHER.
- 27. Storyboarding to Finished Project—Build Your
Own Game.
V. IMPLEMENTING FLASH IN THE REAL WORLD.
- 28. Browser/Platform Idiosyncrasies: Why Can't We All Get Along?
- 29. JavaScript and Flash.
- 30. The Macromedia Flash Exchange.
- 31. Working with Middleware.
- Appendix A: ActionScript Quick Reference.
- Appendix B: Keyboard Shortcut Quick Reference.
- Appendix C: Third-Party Software.
- Appendix D: What's on the CD-ROM.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | New Riders |
Auteur(s) | Jody Keating, Fig Leaf Software |
Parution | 25/10/2001 |
Nb. de pages | 972 |
Format | 18,8 x 23 |
Couverture | Broché |
Poids | 1662g |
Intérieur | Noir et Blanc |
EAN13 | 9780735711051 |
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