Creating Visual Experiences with Flex 3.0 (Developer's Library Series)
Author: Juan Sanchez
Don’t settle for Flex’s boring, standard user interface: set your Flex applications apart with the breakthrough skinning and programming techniques found in Creating Visual Experiences with Flex 3.0. Leading Flex developers Juan Sanchez and Andy McIntosh show how to build Flex and AIR applications that are stunningly beautiful — and amazingly usable. You’ll learn how to apply state-of-the-art branding and visual design techniques that add value to all your Flex applications, no matter what they do or who you’re building them for.
Sanchez and McIntosh illuminate every aspect of creating superior visual experiences with Flex 3.0 and AIR: thoughtful planning, design, and architecture; proven user-interface principles; and efficient technical implementation. You’ll learn how to alter the standard Flex interface using all the tools available to you: skins, styling, transitions, effects, filters, graphics built with Adobe creative tools, CSS, and ActionScript 3.0 programming.
The authors reveal the tradeoffs associated with each approach to Flex visual experience design and help you choose the right techniques for your applications. They explain each concept and technique in detail, using real-world examples, and reinforce your understanding with step-by-step walkthroughs in a complete case study project.
Today there are thousands of Flex and AIR developers, and new Flex and AIR applications are introduced every day. If you want to write applications that are a cut above the rest, this is the book that will show you how.
Table of Contents:
Preface
Foreword
Part I: Introduction
Chapter 1: Rich Internet Applications
Chapter 2: Adobe Flex and AIR
Part II: The Flex 3 Framework
Chapter 3: Dynamic Layout
Chapter 4: Styling
Chapter 5: Graphical Skinning
Chapter 6: Programmatic Skinning
Chapter 7: Lists and Navigation Controls
Chapter 8: Indicators and Cursors
Chapter 9: Fonts and Text
Chapter 10: Filters and Blends
Chapter 11: Effects and Transitions
Part III: Beyond Flex
Chapter 12: Flex and Flash Integration
Chapter 13: Customizing AIR Applications
Part IV: Exercises
Exercise 4.1: Loading a Style Sheet at Runtime
Exercise 5.1: Creating a Graphical Skin with Flash
Exercise 5.2: Creating a Graphical Skin with Illustrator
Exercise 5.3: Creating a Graphical Skin with Fireworks
Exercise 5.4: Creating a Graphical Skin with Photoshop
Exercise 6.1: Creating a Programmatic Skin
Exercise 7.1: Creating a Chat Dialog Window Using a List
Exercise 7.2: Creating a Photo Gallery Using a Tile List
Exercise 9.1: Embedding a Font in a SWF File Using Flash
Exercise 9.2: Packaging a CSS File with a Font as a SWF
Exercise 9.3: Creating a Style Sheet for HTML Text
Exercise 11.1: Applying a Custom Effect
Exercise 11.2: Creating a Transition Between Views States
Exercise 12.1: Creating a Graphical Skin Using the Flex Component Kit
Exercise 12.2: Using Flash Skin Templates
Exercise 12.3: Creating a Custom Container Using the Flex Component Kit
Exercise 12.4: Using MotionXML
Part V: References
Appendix A: Skinning and Styling Diagrams
Appendix B: Filters Cheat Sheet
Appendix C: Resources and Cool Stuff
Index
New interesting textbook: Complete Crockery Cookbook or Chocolate French
Introduction to 3D Game Programming with DirectX 9. 0c: A Shader Approach
Author: Frank D Luna
Presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement elementary 3D techniques, such as defining 3D geometry, lighting, texturing, alpha blending, and stenciling by using shaders and the HLSL. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, character animation, terrain rendering, picking, particle systems, environment mapping, normal mapping, and rendering to textures.
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