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Index
Cover
Title Page
Copyright
Dedication
Contents at a Glance
About the Authors
About the Technical Reviewer
Acknowledgments
Foreword
Introduction
Chapter 1: Introducing Mobile Flash
Why Android?
Flash on Other Platforms
Exploring Android
The Flash Platform
The Flash Runtime
Flash Tooling
Running Applications from Flash Professional
Running Applications from Flash Builder
Running Applications from the Command Line
Summary
Chapter 2: Targeting Applications for the Mobile Profile
Screen Size
Screen Resolution vs. Density
Simulating Device-Independent Pixels in Flash
Density in Flex Applications
Density Explorer Application
Density Support in CSS
Screen Orientation
Portrait/Landscape Switching in Flex
Automatic Orientation Flipping in Flash
Rotating Smiley Flash Orientation Example
Multitouch and Gestures
Mobile Gestures
Flash Scrapbook Example
Touch Point API
Summary
Chapter 3: Building Flash and Flex Applications for Android
Constructing Mobile UIs with Flex
ViewNavigatorApplication
Important Events in the Life of a View
TabbedViewNavigatorApplication
Just an Application
ViewNavigator and Views
Passing Data Between Views
Persisting View and Session Data
Visual Controls
Text Controls
Soft Keyboard Support
Button Controls
Flex Lists
Slider, Scroller, and BusyIndicator Controls
Summary
Chapter 4: Graphics and Animation
Using Spark Primitives for 2D Shapes
Drawing Rectangles and Ellipses
Using Linear and Radial Gradients
Rendering Cubic Bezier Curves
Another Path Element Example
Using Spark Filters
Applying Transformations to Geometric Shapes
Creating Scaled Effects
Creating Animation Effects in Spark
Using the Animate Element
Animation: Parallel and Sequence
Creating 3D Effects
Creating Spark Skins
Generating 2D Charts and Graphs in Spark
Creating 2D Bar Charts
Creating 2D Pie Charts
Using FXG with Spark
A Sketching Program
Summary
Chapter 5: Application Deployment and Publication
Setting Up an Android Emulator
Installing the Android SDK
Creating an Android Virtual Device
Installing AIR Within the Emulator
Emulator Key Bindings
Deploying AIR Applications
Setting Up ADT
Application Permissions
Icons and Resources
Code Signing Certificates
Creating Certificates Using ADT
Publishing from Flash Professional
Exporting Release Builds from Flash Builder
Running Flex Applications in the Android Emulator
Deploying from the Command Line
Publishing AIR Apps to Android Market
Step 1: Create an Android Market Developer Account
Step 2: Package Your Application
Step 3: Upload Your Adobe AIR Application
Publishing AIR Apps to the Amazon Appstore
Summary
Chapter 6: Adobe AIR and Native Android Apps
Invoking URI Handlers in Adobe AIR
Launching Custom HTML Pages in Adobe AIR
Navigating to HTML Pages in Adobe AIR
Accessing SQLite in Adobe AIR
Learning Basic Concepts in Android
Major Features of Android 3.0
Download/Installation of Android
Key Concepts in Android
Creating Android Applications
The Structure of an Android Application
The Main Files in an Android Application
Sending Notifications in Android Applications
Adobe AIR and Native Android Integration
Summary
Chapter 7: Taking Advantage of Hardware Inputs
Microphone
Camera and CameraUI
Camera
Manipulating the Camera's Video Stream
CameraRoll
CameraUI
Accelerometer
The Accelerometer and AccelerometerEvent Classes
Geolocation
Summary
Chapter 8: Rich Media Integration
Playing Sound Effects
The SoundEffect Class
Embedded SoundEffect Example
Sophisticated Sound Solutions
Playing Recorded Sound
Generating Sound Data on the Fly
Handling the State Transitions
A Flash Music Player
Playing MP3 Files
From Prototype to Application
Playing Video
Optimizing Video for Mobile Devices
Spark VideoPlayer
Video with NetStream
Playing Video with OSMF
VideoRecorder Example
Summary
Chapter 9: The Designer-Developer Workflow
The Visual Designer's Role
Starting in Adobe Device Central
Using Device Central
Adobe Photoshop
Graphic File Formats
Adobe Illustrator
Adobe Fireworks
The Developer's Role
The Developer's Toolbox
Summary
Chapter 10: Performance Tuning
Mobile Performance Tuning Basics
Perceived vs. Actual Performance
Tuning Graphics Performance
The Elastic Racetrack
Reducing Code Execution Time
Speeding Up Rendering
Scene Bitmap Caching
GPU Rendering
Performant Item Renderers
Flex Image Classes
Text Component Performance
Built-In Item Renderers
Performance Monitoring APIs and Tools
Hi-ReS! Stats
PerformanceTest v2 Beta
Flash Builder Profiler
The Future of Flash Performance
Faster Garbage Collection
Faster ActionScript Performance
Concurrency
Threaded Render Pipeline
Stage3D
Summary
Chapter 11: Beyond Mobile: Tablets and TV
Scaling the Screen
State-Based Customization
Using State Groups
Project-Based Customization
Implementing the Custom Tablet Interface
Transitioning to TV
Porting to PlayBook
Investigating iOS
Summary
Index
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