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- Main Page
- Main Page
- Table of content
- Copyright
- OUR CONTRIBUTORS
- ABOUT THE TECHNICAL EDITORS
- ACKNOWLEDGMENTS
- A Message from New Riders
- Visit Our Web Site: www.newriders.com
- Email Us from Our Web Site
- Chapter 1. INTRODUCTION TO MACROMEDIA FLASH FOR EMBEDDED DEVICES
- A LITTLE FLASH HISTORY
- THE EXPANDING POPULARITY OF FLASH
- WHAT YOU LL FIND IN FLASH ENABLED
- Part I: GETTING STARTED WITH FLASH ON DEVICES
- Chapter 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
- SUMMARYTHAT S ALL, FOLKS
- Chapter 3. INTERFACE DESIGN FOR DEVICES
- COMMON INTERFACE ISSUES
- SPECIAL CONSIDERATIONS FOR DEVICES
- CREATING STANDARD COMPONENTS FOR DEVICES
- OPTIMIZING INTERFACES
- SUMMARY
- Chapter 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
- Chapter 5. FROM START TO FINISH: UNDERSTANDING THE FLASH APPLICATION DEVELOPMENT WORKFLOW
- INTRODUCING THE EVENT GUIDE APPLICATION
- PLANNING YOUR PROJECT
- CREATING THE FLASH PROJECT
- SUMMARY
- Part II: ADVANCED FLASH DEVELOPMENT FOR DEVICES
- Chapter 6. CREATING MOTION GRAPHICS AND CHARACTER ANIMATION FOR THE POCKET PC USING FLASH
- PLANNING, ORGANIZING, AND OPTIMIZATION
- KEYS TO MOTION GRAPHICS
- KEYS TO CHARACTER ANIMATION
- SUMMARY
- Chapter 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
- Part III: CREATING APPLICATIONS FOR DEVICES WITH FLASH
- Chapter 8. DATA PERSISTENCE WITH FLASH, JSCRIPT, AND HTTP COOKIES
- WHAT ARE HTTP COOKIES?
- DATA FLOW BETWEEN FLASH, JSCRIPT, AND COOKIES
- DISSECTING FLASHTONE
- SUMMARY
- Chapter 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