Saturday, January 10, 2009

Adobe Flex 30 For Dummies or Entrepreneurs Guide to Second Life

Adobe Flex 3.0 For Dummies (For Dummies Series)

Author: Deepa Subramaniam

Ready to flex your Web development muscles and start building rich Internet applications? With Flex 3.0, you can create great RIAs that perform like desktop applications using Adobe Flash Player, which is already installed on more than 95 percent of Internet-connected computers. And the fun and easy way™ to get up to speed on Flex is with Adobe Flex 3.0 For Dummies.

This friendly guide shows you how Flex lets you leverage the power of Adobe’s ubiquitous Flash technology to build large applications. If you’ve written code in any language, Adobe Flex 3.0 For Dummies will get you started, introduce you to FlexBuilder and the Flex framework, and have you building some really “flashy” stuff before you know it. You’ll find out how to:


  • Develop interactive applications without worrying about browser differences
  • Use the Event Model
  • Work with ActionScript and MXML
  • Build simple user interface controls and data-driven controls
  • Set up data binding
  • Format and validate user data
  • Create, run, and clean a project
  • Explore Flex manager classes
  • Work with styling and skinning Flex components


All the code used in the book is on the companion Web site to save you that much more time. Adobe Flex 3.0 For Dummies helps you become Flex-literate in a flash!



Look this: Thousand Years over a Hot Stove or Growing Up Italian

Entrepreneur's Guide to Second Life: Making Money in the Metaverse

Author: Daniel Terdiman

Business is booming in Second Life, and many residents are earning big bucks in-world—and so can you. This unique guide walks you through what it takes to launch and run a successful Second Life business. Packed with insider tips from some of the metaverse’s best-known entrepreneurs, it delivers the lowdown on SL business basics and shows you step by step how to succeed in popular business niches, from real estate and construction to fashion, gadgets, toys, entertainment, music, blogging and more.



Table of Contents:
Chapter 1: The Meta of the Metaverse.

Chapter 2: Lying the Foundation for Your Business.

Chapter 3: Developing a Winning Market Plan.

Chapter 4: Walking the Runway—Fashion in Second Life.

Chapter 5: The Second Life Land Business.

Chapter 6: Construction Projects Big and Small.

Chapter 7: Making Money in the Second Life Sex Trade.

Chapter 8: Selling Objects, From Toys to Weapons.

Chapter 9: Interactive Business Opportunities.

Chapter 10: Running a Business in Teen Second Life.

Chapter 11: The Future of Second Life Entrepreneurship.

Appendices.

Appendix A: Other Resources.

Appendix B: Second Life Item Prices.

Appendix C: Earning Potential of a Seconf Life Entrepreneur.

Appendix D: SL Community Standards and Intellectual Property.

Index.

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