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Flash Development for Android Cookbook
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Index
Writtenincookbookstyle,thisbookofferssolutionstoallcommonFlashAndroiddevelopmentproblemsthroughrecipes.Eachrecipecontainsstep-by-stepinstructionsfollowedbyanalysisofwhatwasdoneineachtaskandotherusefulinformation.Thebookisdesignedsothatyoucanreaditchapterbychapter,oryoucanlookatthelistofrecipesandrefertotheminnoparticularorder.Thisbookcontainsrecipescoveringavarietyoftopicsfromtheverysimpletothosethataremoreadvanced.IfyouareaseasonedFlashdeveloper,thisbookwillgetyouquicklyuptospeedwithwhatispossiblewithAndroid.ForthosewhoarenewtoFlash,welcometotheworldofvisuallyrich,rapidapplicationdevelopmentformobileAndroiddevices!IfyouhaveanyinterestinFlashdevelopmentforAndroid,thisbookisforyou.
目錄(140章)
倒序
- 封面
- 版權信息
- Credits
- Foreword
- Mobile is as HOT as a Habanero Chili!
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting Ready to Work with Android: Development Environment and Project Setup
- Introduction
- Using Flash Professional CS5.5 to develop Android applications
- Targeting AIR for Android with Flash Professional CS5.5
- Using Flash Builder 4.5 to develop Android applications
- Enabling Flash Builder 4 or Flex Builder to access Flex Mobile SDKs
- Using Flash Builder 4 and below to develop Android applications
- Enabling Powerflasher FDT 4.1 to access Flex Mobile SDKs
- Using Powerflasher FDT 4.1 and below to develop Android applications
- Converting a standard Flex project to a Flex Mobile project
- Configuring the AIR SDK to package AIR for Android applications on Windows
- Configuring the AIR SDK to package AIR for Android applications on Linux or Mac OS
- Chapter 2. Interaction Experience: Multitouch Gestures and Other Input
- Introduction
- Detecting supported device input types
- Detecting whether or not a device supports multitouch
- Verifying specific gesture support for common interactions
- Using gestures to zoom a display object
- Using gestures to pan a display object
- Using gestures to swipe a display object
- Using gestures to rotate a display object
- Accessing raw touchpoint data
- Creating a custom gesture based upon touchPoint data
- Emulating the Android long-press interaction
- Invoking the virtual keyboard programmatically
- Responding to Android soft-key interactions
- Responding to trackball and D-Pad events
- Chapter 3. Movement through Space: Accelerometer and Geolocation Sensors
- Introduction
- Detecting whether or not an Android device supports the accelerometer
- Detecting Android device movement in 3D space
- Adjusting the accelerometer sensor update interval
- Updating display object position through accelerometer events
- Switching between portrait and landscape based upon device tilt
- Detecting whether or not a device supports a geolocation sensor
- How it works...
- There's more...
- See also…
- Retrieving device geolocation sensor data
- Adjusting the geolocation sensor update interval
- Retrieving map data through geolocation coordinates
- Chapter 4. Visual and Audio Input: Camera and Microphone Access
- Introduction
- Detecting camera and microphone support
- Using the traditional camera API to save a captured image
- Using the Mobile CameraUI API to save a captured photograph
- Using the Mobile CameraUI API to save a captured video
- Using the device microphone to monitor audio sample data
- Recording Microphone Audio Sample Data
- Chapter 5. Rich Media Presentation: Working with Images Video and Audio
- Introduction
- Loading photographs from the device cameraRoll
- How it works…
- There's more…
- Applying Pixel Bender Shader effects to loaded images
- Playing video files from the local filesystem or over HTTP
- Playing remote video streams over RTMP
- Playing audio files from the local filesystem or over HTTP
- Generating an audio spectrum visualizer
- Generating audio tones for your application
- Chapter 6. Structural Adaptation: Handling Device Layout and Scaling
- Introduction
- Detecting useable screen bounds and resolution
- Detecting screen orientation changes
- Scaling visual elements across devices at runtime
- Scaling visual elements based on stage resize in Flash Professional CS5.5
- Employing the Project panel in Flash Professional CS5.5
- Freezing a Flex application to landscape or portrait mode
- Defining a blank Flex mobile application
- Defining a Flex mobile view-based application
- Defining a Flex mobile tabbed application with multiple sections
- Using a splash screen within a Flex mobile application
- Configuring the ActionBar within a Flex mobile project for use with ViewNavigator
- Hiding the ActionBar control in a single view for a Flex mobile project
- Chapter 7. Native Interaction: StageWebView and URI Handlers
- Introduction
- Opening a website in the default Android browser
- Rendering a website within an application
- Managing the StageWebView history
- Using StageWebView to load ads using ActionScript
- Using StageWebView to load ads within a Flex mobile project
- Making a phone call from an application
- Sending a text message from an application
- Invoking Google maps from an application
- Invoking the Android Market using application URIs
- Sending e-mail from an application
- Chapter 8. Abundant Access: File System and Local Database
- Introduction
- Opening a local file from device storage
- Saving a file to device storage
- Saving data across sessions through local shared object
- Storing application state automatically by using Flex
- Creating a local SQLite database
- Providing a default application database
- Automating database tasks with FlexORM
- Chapter 9. Manifest Assurance: Security and Android Permissions
- Introduction
- Setting application permissions with the Android Manifest file
- Preventing the device screen from dimming
- Establishing Android custom URI schemes
- Anticipating Android Compatibility Filtering
- Instructing an application to be installed to Device SDCard
- Encrypting a local SQLite database
- Chapter 10. Avoiding Problems: Debugging and Resource Considerations
- Introduction
- Debugging an application with Flash Professional
- Debugging an application with Flash Builder
- Rendering application elements using the device GPU
- Automating application shutdown upon device interruption events
- Exiting your application with the device back button
- Monitoring memory usage and frame rate in an application
- Chapter 11. Final Considerations: Application Compilation and Distribution
- Introduction
- Generating a code-signing certificate using Flash Professional
- Generating a code-signing certificate using Flash Builder
- Generating a code-signing certificate using FDT
- Generating a code-signing certificate using the AIR Developer Tool
- Preparing icon files for distribution
- Compiling an application using Flash Professional
- Compiling an application using Flash Builder
- Compiling an application when using FDT
- Compiling an application using the AIR Developer Tool
- Submitting an application to the Android Market
- Index 更新時間:2021-04-02 19:15:54
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