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Macromedia® Flash™ Enabled Flash Design and Development for Devices
By Christian Cantrell, Mike Chambers, Branden Hall, Robert Hall, Andreas Heim, Craig Kroeger, Steve Leone, Markus Niedermeier, Bill Perry, Fred Sharples, Glenn Thomas, Phillip Torrone
   
Publisher : New Riders Publishing
Pub Date : May 17, 2002
ISBN : 0-7357-1177-1
Pages : 552


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
Macromedia® Flash™ Enabled Flash Design and Development for Devices
By Christian Cantrell, Mike Chambers, Branden Hall, Robert Hall, Andreas Heim, Craig Kroeger, Steve Leone, Markus Niedermeier, Bill Perry, Fred Sharples, Glenn Thomas, Phillip Torrone
   
Publisher : New Riders Publishing
Pub Date : May 17, 2002
ISBN : 0-7357-1177-1
Pages : 552
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
      SUMMARY…THAT'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
      FLASH ON POCKET PC
      BUILDING THE TEXTTOOL BACK-END
      UNDERSTANDING THE FLASH USER INTERFACE
      SUMMARY
   
      Chapter 10.  SERVER-SIDE DYNAMIC CONTENT FOR FLASH-ENABLED DEVICES
      WHAT IS MACROMEDIA GENERATOR?
      WHAT IS JGENERATOR?
      ADVANTAGES AND DISADVANTAGES OF USING A SERVER-SIDE TOOL FOR DYNAMIC CONTENT FOR DEVICES
      CREATING GENERATOR TEMPLATES: THE AUTHORING WORKFLOW
      TWO TECHNIQUES FOR SERVER-SIDE DYNAMIC CONTENT CREATION
      SUMMARY
   
   
    Part IV:  FLASH FOR TELEVISION
      Chapter 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
   
      Chapter 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
   
   
    Part V:  THE FUTURE OF FLASH AND EMBEDDED DEVICES
      Chapter 13.  AFTERWORD: LOOKING FORWARD
      THE STATE OF DEVICES TODAY
      DEVICES IN THE FUTURE
   
   
    Part VI:  APPENDIXES
      Appendix A.  FLASH PLAYER FOR THE NOKIA 9200 COMMUNICATOR SERIES AUTHORING GUIDELINES
      SUPPORTED PLATFORMS
      LANGUAGES
      DEVELOPING CONTENT
      USING BITMAPS
      DEPLOYING CONTENT
      DYNAMIC CONTENT
      TRADEMARKS
   
      Appendix B.  FLASH DEVICE MATRIX
      Appendix C.  FLASH DEVICE RESOURCES
      GENERAL FLASH DEVICE RESOURCES
      TYPOGRAPHY/FONTS
      SERVER-SIDE DYNAMIC FLASH
      FLASH AND JAVA
      DEVICE RESOURCES
      AUTHOR WEB SITES
   
      Appendix D.  POCKET PC DEVICE DETECTION
      SERVER-SIDE DETECTION
      CLIENT-SIDE DETECTION
   
      Appendix 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
   
      Appendix 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
   
      Appendix G.  WHAT'S ON THE WEB SITE
      Updates
      Source Files
      Resources
      Feedback