| 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 |
| |
| |