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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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Anderson, Jermaine G.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, IN : John Wiley & Sons, ©2012.
Colección:Wrox beginning guides.
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.