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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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