万本电子书0元读

万本电子书0元读

顶部广告

Flash iOS Apps Cookbook电子书

售       价:¥

2人正在读 | 0人评论 9.8

作       者:Christopher Caleb

出  版  社:Packt Publishing

出版时间:2012-02-01

字       数:462.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
The book is written in a cookbook style, presenting examples in the style of recipes, allowing you to go directly to your topic of interest, or follow topics throughout a chapter to gain in-depth knowledge. Flash developers or enthusiasts looking to build iOS apps using their existing Flash and ActionScript 3.0 skills.
目录展开

Flash iOS Apps Cookbook

Table of Contents

Flash iOS Apps Cookbook

Credits

About the Author

Acknowledgement

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Getting Started with iOS App Development

Introduction

Joining the iOS Developer Program

Getting ready

How to do it...

Register as an Apple developer

Select your program

Complete your purchase

How it works...

There's more...

Working with multiple team members

iOS SDK, tools, and documentation

Accessing the iOS Provisioning Portal

Getting ready

How to do it...

How it works...

There's more...

Resources

Adding team members

Distribution

Technical support

Generating a Certificate Signing Request using Windows

Getting ready

How to do it...

How it works...

See also

Generating a Certificate Signing Request using Mac OS X

How to do it...

How it works...

See also

Obtaining your development certificate

Getting ready

How to do it...

How it works...

There's more...

Approving Certificate Signing Requests

Team roles

Distribution certificates

Creating a P12 certificate using Windows

Getting ready

How to do it...

How it works...

There's more...

Certificate expiration

Creating a P12 certificate using Mac OS X

Getting ready

How to do it...

How it works...

There's more...

Certificate expiration

Registering a device

Getting ready

How to do it...

How it works...

There's more...

Adding devices in a team environment

Editing device names

Device limit

UDID Sender

Creating an App ID

How to do it...

How it works...

There's more...

Bundle Identifier naming convention

App distribution

Editing App IDs

Creating a development provisioning profile

Getting ready

How to do it...

How it works...

There's more...

Profile expiration

Editing provisioning profiles

Additional provisioning profile types

Working with multiple team members

Installing a provisioning profile on your device

Getting ready

How to do it...

How it works...

There's more...

Removing provisioning profiles

iPhone Configuration Utility

2. Building iOS Apps Using Flash

Introduction

Installing the AIR SDK

Getting ready

How to do it...

Updating Flash Professional

Overlaying the AIR SDK

How it works...

Creating an AIR for iOS document

Getting ready

How to do it...

How it works...

There's more...

Stage dimensions

Frame rate

See also

Adding content to the stage

Getting ready

How to do it...

How it works...

See also

AIR for iOS general settings

Getting ready

How to do it...

How it works...

There's more...

Adding the status bar

Including files

See also

AIR for iOS deployment settings

Getting ready

How to do it...

How it works...

There's more...

Specifying an App ID

Deployment types

See also

Compiling from Flash Professional

Getting ready

How to do it...

How it works...

There's more...

The LLVM compiler infrastructure

Installing your app with iTunes

Getting ready

How to do it...

How it works...

There's more...

Updating version numbers

iPhone Configuration Utility

TestFlight

3. Writing your First App

Introduction

Creating a basic document class

Getting ready

How to do it...

How it works...

There's more...

Naming the document class

Using packages

Editing with Flash Builder

Creating other ActionScript 3.0 classes

See also

Preventing screen idle

Getting ready

How to do it...

How it works...

Handling multitasking

Getting ready

How to do it...

How it works...

There's more...

Background processing

App closing

Exiting gracefully from an app

Getting ready

How to do it...

How it works...

There's more...

The app switcher

Cleaning up

Script execution time

Linking classes to movie-clip symbols

How to do it...

How it works...

There's more...

Extending sprite

Using an update loop

How to do it...

How it works...

Including an application launch image

How to do it...

How it works...

There's more...

Landscape orientation

Supporting the Retina display

iPad launch images

Universal apps

Using the status bar

Bundling other files

See also

Including icons

How to do it...

How it works...

Editing the application descriptor file

Getting ready

How to do it...

How it works...

There's more...

Status bar style

See also

Remote debugging

Getting ready

How to do it...

Creating a debug build

Connecting to the Remote Debugger

How it works...

There's more...

Remote connection attempts

4. Porting Flash Projects to iOS

Introduction

Handling user interaction

Getting ready

How to do it...

Creating the button movie clip

Linking a class to the button

How it works...

There's more...

Re-using the button class

Handling keyboard controls

See also

Saving application state

Getting ready

How to do it...

How it works...

See also

Flattening the display list

Getting ready

How to do it...

How it works...

Converting vectors to bitmaps

Getting ready

How to do it...

How it works...

There's more...

Export as Bitmap

Convert to Bitmap

Working with timeline animation

Targeting multiple screen sizes

Pre-rendering filters and blends

See also

Resizing bitmaps

Getting ready

How to do it...

How it works...

There's more...

Targeting multiple screen sizes

Optimizing vector shapes

Stage quality

See also

Masking content

Getting ready

How to do it...

How it works...

See also

Working with external SWFs

Getting ready

How to do it...

Publishing a SWC

Statically linking the SWC

How it works...

There's more...

See also

5. Multi-touch and Gesture Support

Introduction

Setting the touch point input mode

Getting ready

How to do it...

How it works...

There's more...

Available touch events

Determining the number of supported touch points

Touch point hit targets

Mouse events

Testing in ADL

See also

Detecting multiple touch points

Getting ready

How to do it...

Updating the Bubble class

Responding to multiple touch events

How it works...

Handling roll out

There's more...

Primary touch point

Touch point ID

Local touch coordinates

Global touch coordinates

See also

Dragging multiple display objects

Getting ready

How to do it...

How it works...

There's more...

startTouchDrag() parameters

See also

Tracking movement

Getting ready

How to do it...

How it works...

See also

Setting the gesture input mode

Getting ready

How to do it...

How it works...

There's more...

Available gesture events and types

Determining the supported gestures

Mouse events

Testing in ADL

See also

Handling a swipe gesture

Getting ready

How to do it...

How it works...

There's more...

Swiping vertically

See also

Panning an object

Getting ready

How to do it...

How it works...

There's more...

Gesture phases

Single finger panning

See also

Rotating an object

Getting ready

How to do it...

How it works...

See also

Zooming an object

Getting ready

How to do it...

How it works...

See also

6. Graphics and Hardware Acceleration

Introduction

Comparing vector and bitmap graphics

Getting ready

How to do it...

How it works...

There's more...

Stage quality

See also

Understanding GPU-Blend mode

Getting ready

How to do it...

How it works...

The rendering process

CPU mode and GPU-Blend mode

Redrawing dirty regions

There's more...

Auto rendering

See also

Understanding GPU-Vector mode

Getting ready

How to do it...

How it works...

GPU-Vector mode

There's more...

Rendering vectors using GPU-Vector mode

Using GPU-Vector mode with Flash Professional CS5

Stage 3D

See also

Using Cache as Bitmap

Getting ready

How to do it...

How it works...

There's more...

Other transformation changes

Caching display objects that contain children

Taking advantage of GPU Blend

Bitmaps and GPU Vector

Using vectors ahead of bitmaps

See also

Using Cache as Bitmap Matrix

Getting ready

How to do it...

How it works...

There's more...

Selecting a matrix transformation

Changing the Matrix object

Reusing the Matrix object

3D properties

Working with GPU Blend

See also

Accessing bitmaps with ActionScript

Getting ready

How to do it...

Exporting the bitmap

Displaying the bitmap using ActionScript

How it works...

There's more...

Managing image sizes

Size restrictions

Storing bitmap data on the GPU

See also

Loading bitmaps at runtime

Getting ready

How to do it...

Bundling the bitmap

Loading the bitmap at runtime

How it works...

There's more...

Handling load errors

Accessing the bitmap's data

Disposing of bitmap data

See also

Working with sprite sheets

Getting ready

How to do it...

How it works...

There's more...

Creating sprite sheets

Comparing performance and memory consumption

See also

Performing bitmap animation with ActionScript

Getting ready

How to do it...

How it works...

There's more...

Animation sequences

Loading resources at runtime

Stage 3D

See also

7. Working with Text and the Virtual Keyboard

Introduction

Using device fonts within text fields

Getting ready

How to do it...

How it works...

There's more...

Device fonts on iOS

Enumerating the available device fonts

Pixel density

TLF text

See also

Using embedded fonts within text fields

Getting ready

How to do it...

How it works...

There's more...

Size considerations

See also

Providing text entry

Getting ready

How to do it...

How it works...

There's more...

Keyboard types

Launching the virtual keyboard programmatically

See also

Capturing text input

Getting ready

How to do it...

How it works...

There's more...

Listening for focus

See also

Configurable panning with virtual keyboard activation

Getting ready

How to do it...

How it works...

There's more...

Related object

Updating dynamic text fields

Getting ready

How to do it...

How it works...

There's more...

Device fonts

Appending text

Replacing text fields with bitmaps

Cache as Bitmap

See also

Using native iOS text controls

Getting ready

How to do it...

How it works...

There's more...

Virtual keyboard types

Return key label types

Enumerating device fonts

Events

Auto-correction and auto-capitalization

See also

8. Screen Resolution and Orientation Changes

Introduction

Targeting a device

Getting ready

How to do it...

Setting the target devices

Detecting the current device

How it works...

There's more...

Application launch image

Including icons

Landscape aspect ratio

See also

Targeting the Retina display

Getting ready

How to do it...

Setting Retina display support

Detecting a Retina display device

How it works...

There's more...

Retina home screen icon

Retina application launch image

Vector-only apps

iPad display

See also

Supporting multiple resolutions

Getting ready

How to do it...

Setting supported devices and resolutions

Displaying the correct bitmap

How it works...

There's more...

Default stage size

Model-View-Controller architecture

Dynamic sizing and layout

Supporting iPad separately

See also

Setting the default aspect ratio

Getting ready

How to do it...

How it works...

There's more...

Auto aspect ratio

See also

Enabling auto-orientation

Getting ready

How to do it...

How it works...

There's more...

Checking for orientation support

Programmatically setting auto-orientation

Stage scale mode

Stage alignment

See also

Listening for orientation changes

Getting ready

How to do it...

How it works...

There's more...

Determining device orientation

See also

Responding to orientation changes

Getting ready

How to do it...

How it works...

There's more...

The stage color

Stage orientation

Preventing auto-orientation

See also

9. Geolocation and Accelerometer APIs

Introduction

Determining your current location

Getting ready

How to do it...

How it works...

There's more...

Accuracy

Altitude support

Mapping your location

Calculating distance between geolocations

Geocoding

Gyroscope support

See also

Determining your speed and heading

Getting ready

How to do it...

How it works...

There's more...

Determining support

Simulating the GPS receiver

Preventing screen idle

See also

Checking for geolocation access

Getting ready

How to do it...

How it works...

See also

Responding to accelerometer changes

Getting ready

How to do it...

How it works...

There's more...

Orientation and the accelerometer axes

Determining device orientation

Applying a low-pass filter

Applying a high-pass filter

The "muted" property

See also

Detecting a shake

Getting ready

How to do it...

How it works...

There's more...

Checking multiple axes

Smoothing accelerometer data

See also

10. Camera and Microphone Support

Introduction

Saving to the camera roll

Getting ready

How to do it...

How it works...

There's more...

Handling a failed save

Saving specific display objects

Video and the camera roll

See also

Reading from the camera roll

Getting ready

How to do it...

How it works...

There's more...

Parsing Exif data

See also

Capturing with the default camera app

Getting ready

How to do it...

How it works...

There's more...

Handling errors

Displaying the captured image

Saving the captured image to the camera roll

Capturing video

Reading the captured data

See also

Working with the built-in cameras

Getting ready

How to do it...

How it works...

There's more...

Portrait mode

Selecting a camera

Grabbing a bitmap image

Live streaming

Using the stage

See also

Recording microphone audio

Getting ready

How to do it...

How it works...

There's more...

Microphone activity

Live streaming

See also

Playing recorded audio

Getting ready

How to do it...

How it works...

There's more...

Working with lower sample rates

Saving captured data

Exporting as WAV or MP3

See also

11. Rendering Web Pages

Introduction

Opening a web page within Safari

Getting ready

How to do it...

How it works...

See also

Rendering a web page within an app

Getting ready

How to do it...

How it works...

There's more...

Page load events

Multiple instances

Checking for support

Retina web pages within a standard screen resolution

Including banner ads

OAuth support

See also

Navigating the browsing history

Getting ready

How to do it...

How it works...

There's more...

Obtaining the current location

Stopping and reloading pages

Detecting when the URL is about to change

See also

Rendering a local web page

Getting ready

How to do it...

Bundling the HTML

Loading the bundled HTML

How it works...

There's more...

Bi-directional ActionScript/JavaScript communication

See also

Dynamically generating a local web page

Getting ready

How to do it...

Linking to the as3corelib API

Generating the HTML

How it works...

There's more...

Cleaning-up

Using loadString()

See also

Capturing a snapshot of a web page

Getting ready

How to do it...

How it works...

There's more...

Overlaying display objects

See also

12. Working with Video and Audio

Introduction

Playing local FLV video

Getting ready

How to do it...

Bundling the FLV video

Playing the FLV video

How it works...

There's more...

Metadata and cue point events

Playing remote FLV video

Screen lock

Maximizing playback performance

Bundling multiple videos

See also

Playing local H.264 video

Getting ready

How to do it...

Bundling the H.264 video

Playing the H.264 video

How it works...

There's more...

Metadata and cue point events

Playing video captured by the default camera

Determining the video's size

Playing remote H.264 video

Encoding H.264 video

Bundling multiple videos

See also

Controlling video

Getting ready

How to do it...

How it works...

There's more...

NetStream status

Closing the video stream

Embedding audio

How to do it...

How it works...

See also

Playing embedded audio

Getting ready

How to do it...

How it works...

There's more...

Playback position

Looping

See also

Streaming audio

Getting ready

How to do it...

Bundling the MP3 file

Playing the MP3 file

How it works...

There's more...

Increasing the buffer time

Monitoring load progress

Sound length

Sound metadata

Working with raw PCM sound data

Playing audio in the background

See also

Controlling audio playback

Getting ready

How to do it...

Bundling the MP3 file

Controlling playback

How it works...

There's more...

Volume and panning

Global sound

See also

13. Connectivity, Persistence, and URI Schemes

Introduction

Monitoring Internet connectivity

Getting ready

How to do it...

Linking the SWC file

Checking connectivity

How it works...

There's more...

Monitoring sockets

Polling interval

See also

Specifying a persistent Wi-Fi connection

Getting ready

How to do it...

How it works...

See also

Referencing an app's common directories

Getting ready

How to do it...

How it works...

There's more...

Creating directories

See also

Writing files

Getting ready

How to do it...

How it works...

There's more...

Working with data formats

Writing synchronously

Monitoring progress

Persistence

See also

Reading files

Getting ready

How to do it...

How it works...

There's more...

Working with data formats

Reading synchronously

Monitoring progress

Deleting files

Other file modes

See also

Launching system applications

Getting ready

How to do it...

How it works...

There's more...

Dialing a phone number

Sending SMS messages

Playing a YouTube video

URI schemes within HTML

See also

Launching the App Store

Getting ready

How to do it...

Obtaining the app's URL

Linking to the app from ActionScript

How it works...

See also

Launching the Maps application

Getting ready

How to do it...

How it works...

There's more...

Generating directions

Mapping your current location

See also

Declaring device capabilities

Getting ready

How to do it...

How it works...

There's more...

Dropped support for ARMv6 devices

See also

Index

累计评论(0条) 1个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部