Creating Mashups with Adobe Flex and AIR
Author: Chris Korhonen
The Web has changed -- pages are no longer static and data flows freely. Rich internet applications are transforming the landscape of the Internet, and at their core are services that make the sharing of data and functionality simple. Developers leverage these to create unique and innovative 'mashups. In this book, you will learn how to mashup the Web using Adobe Flash and Flex 3.0, and how to take your applications to the desktop with the ground-breaking Adobe Integrated Runtime (AIR).
- Create unique mashups from technologies such as Flickr and Google Maps
- Style your applications using Flex 3
- Create desktop applications that leverage data from the Internet
What you'll learn
- This book teaches how to create mashup applications and widgets using primarily Flex and AIR, along with HTML, JavaScript and Ajax.
- Provides an insight into application development using Flex 3.0
- Filled with practical examples and projects rather than technical theory.
- Offers Flash developers an insight into Flex development.
- Provides examples of how to leverage popular APIs to create mashups.
- Compares and contrasts Flash/Flex development with HTML based development.
- Reveals how to integrate mashup applications with the users system
Who is this book for?
Developers with some level of experience with Web technologies (Ajax or Flash) who want to develop their existing skills by consuming APIs to create mash-ups using Flash or Flex.
Flash/Flex developers interested in deploying their applications on the desktop using AIR.
Book review: Best Food in Town or Easy Appetizers
Foundation ActionScript: Animation: Making Things Move
Author: Keith Peters
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code?
In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.
This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flashs tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.
Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if youre a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!).
This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flashs capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrixmath.
Once you come to grips with the ideas presented here, youll find yourself creating all manner of exciting animations and games!
Summary of Contents
- Part I ActionScripted Animation Basics
- Ch. 1 Basic Animation Concepts
- Ch. 2 ActionScript Basics for Animation
- Ch. 3 Trigonometry
- Ch. 4 Rendering Techniques
- Part II Basic Motion
- Ch. 5 Velocity and Acceleration
- Ch. 6 Bouncing and Friction
- Ch. 7 User Interaction: Dragging and Throwing
- Part III Advanced Motion
- Ch. 8 Easing and Springs
- Ch. 9 Collision Detection
- Ch. 10 Bouncing off Angles
- Ch. 11 Billiard Ball Physics
- Ch. 12 Particle Attraction
- Ch. 13 Forward Kinematics
- Ch. 14 Inverse Kinematics
- Part IV Three D
- Ch. 15 A Basic 3D Engine
- Ch. 16 3D Lines, Fills, Solids
- Ch. 17 Advanced 3D: Backface Culling and Lighting
- Ch. 18 Matrix Math
- Part V Tips and Tricks
- Ch. 19 Tips and Tricks
Table of Contents:
Ch. 1 | Basic animation concepts | 3 |
Ch. 2 | Basics of ActionScript for animation | 13 |
Ch. 3 | Trigonometry for animation | 41 |
Ch. 4 | Rendering techniques | 69 |
Ch. 5 | Velocity and acceleration | 101 |
Ch. 6 | Boundaries and friction | 123 |
Ch. 7 | User interaction : moving objects around | 147 |
Ch. 8 | Easing and springing | 163 |
Ch. 9 | Collision detection | 189 |
Ch. 10 | Coordinate rotation and bouncing off angles | 211 |
Ch. 11 | Billiard ball physics | 235 |
Ch. 12 | Particle attraction and gravity | 263 |
Ch. 13 | Forward kinematics : making things walk | 281 |
Ch. 14 | Inverse kinematics : dragging and reaching | 305 |
Ch. 15 | 3D basics | 325 |
Ch. 16 | 3D lines and fills | 359 |
Ch. 17 | Backface culling and 3D lighting | 387 |
Ch. 18 | Matrix math | 413 |
Ch. 19 | Tips and tricks | 427 |
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