Beginning Flash, Flex, and AIR development for mobile devices /
Provides information on creating Flash-driven mobile applications, covering such topics as multitouch interactions, debugging, Filesystem, working with audio and video, and utilizing device features.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Indianapolis, IN :
John Wiley & Sons,
©2012.
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Colección: | Wrox beginning guides.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Machine generated contents note: ch. 1 Introduction to Flash, Flex, and Air
- Adobe Flash
- Flash on Mobile Devices
- ActionScript 3.0
- ECMAScript
- Key Concepts
- Flex Framework
- Flex 4.5.1
- MXML
- Spark Library Components
- Data Binding
- Flex Mobile Application Structure
- Considerations for Mobile Development
- Adobe AIR
- Summary
- ch. 2 Getting Started
- Using Flash Builder 4.5.1
- Working with Workspaces
- Using the Flash Perspective
- Using the Flash Debug Perspective
- Using the Source and Design Views
- Creating a Mobile Project Using Flash Builder
- Creating a Hello World App Example
- Defining Run Configurations
- Running Mobile Applications on the Desktop
- Running Mobile Applications on the Device
- Summary
- ch. 3 Building Air Applications for Android, Blackberry, and IOS Devices
- AIR Application Descriptor Files
- Setting Properties in the AIR Application Descriptor File
- Manually Editing the Application Descriptor File for the Hello World App
- BlackBerry Tablet OS Configuration
- Packaging for Google Android
- Packaging for Apple IOS
- Packaging for BlackBerry Tablet OS
- Updating AIR Applications
- Retrieving Details from the Application Descriptor File
- Using the Version Number
- Summary
- ch. 4 Touch, Multitouch, and Gestures
- Multitouch Interactions
- Determining Touch Input Support
- Creating a Multitouch and Gestures App Example
- Touch Event Handling
- Registering Touch Events on Interactive Objects
- Determining the Supported Touch Points
- Gesture Interactions
- Determining Which Gestures Are Supported on a Device
- Gesture Events and Event Handling
- Registering Gesture Events on Interactive Objects
- Handling Gesture Events
- Utilizing the Multitouch Panel in Device Central
- Summary
- ch. 5 Developing for Multiple Screen Sizes
- Considerations for Multiple Screen Sizes
- Pixel Density
- Utilizing Device DPI
- Adapting Content to Stage Size
- Using the StageScaleMode and StageAlign Classes
- Handling Stage Resize Events
- Creating the Sprite Layout App Example
- Handling Device Orientation
- Using the StageOrientation Class
- Using the StageOrientationEvent Class
- Using Layouts in Flex
- Aligning Items in Group Containers
- Summary
- ch. 6 Debugging Applications
- Setting Breakpoints
- Global Error Handling
- Handling Uncaught Errors
- Try ... Catch Statements
- Stepping through Code
- Summary
- ch. 7 Working with the Filesystem
- Reading from the Filesystem
- File and FileStream Classes
- Creating a Files Explorer App Example
- Modifying Files and Filesystems
- Creating New Files and Directories
- Utilizing Browse Dialogs
- Opening a Single File
- Opening Multiple Files
- Saving a Single File to a Location
- Summary
- ch. 8 Working with Data
- Detecting Changes in Network Availability
- Retrieving Data with URLRequest
- Monitoring the URLRequest Object
- Creating the Maintaining Data App Example
- Using SQLite for Storing Data
- Creating a SQLite Database
- Summary
- ch. 9 Working with Audio and Video
- Introducing the Open Source Media Framework
- Creating a URLResource Object
- Creating a MediaElement Object
- Media Traits
- Using the MediaTraitType Class to Identify Traits
- Using the MediaPlayer to Play Media Elements
- Using the MediaPlayerSprite Class to Play Media Resources
- Handling Trait Events
- Using an AudioEvent Object
- Using the Flex OSMF Wrapper
- Using the VideoPlayer Component
- Creating a MediaPlayer Example
- Summary
- ch. 10 Utilizing Device Features
- Using the Device's Camera
- Using the CameraUI Class
- Creating a Camera App Example
- Capturing Sound Using the Device's Microphone
- Using the Microphone Class
- Using the SampleDataEvent Class
- Creating a Microphone App Example
- Utilizing the Device's Web Controller
- Using the StageWebView Class
- Creating a Browser App Example
- Utilizing the Device's Geolocation Sensor
- Using the Geolocation Class
- Using the GeolocationEvent Class
- Creating a Geolocation App Example
- Summary.