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Flash iOS Apps Cookbook
Table of Contents
Flash iOS Apps Cookbook
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
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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
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