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Showing 1 - 18 of 18 matches in All Departments
This book seeks to debunk the popular myth of an all-powerful pro-Israel lobby. Here, Kiely demonstrates how discourses surrounding American Identity and US foreign policy towards the Israeli-Palestinian conflict, which has deep roots in American historicity, have constructed an understanding of the conflict which is inherently more susceptible to the Israeli narrative. Kiely argues that the so-called power of what other researchers, such as Mearsheimer and Walt (2006, 2007), call 'The Israel Lobby' are limited by these discourses. It is the author's contention that groups such as The American Israel Public Affairs Committee (AIPAC) serve to amplify and reproduce existing representations within these discourses which align the United States and Israel in terms of cultural, historical and political values while simultaneously reinforcing dominant representations of the Palestinian 'Other'.
Foundation HTML5 Animation with JavaScript covers everything that you need to know to create dynamic scripted animation using the HTML5 canvas. It provides information on all the relevant math you'll need, before moving on to physics conceptslike acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. Foundation HTML5 Animation with JavaScript is a fantastic resource for all web developers working in HTML5 or switching over from Flash to create standards-compliantgames, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices. You will learn how toutilize the amazing animation and physics-based code originally created by authorKeith Peters in his hugely successful Foundation ActionScript Animation in all of your HTML5 applications. In no time at all, you'll understand the concepts behind scripted animation and also have the ability to create all manner of exciting animations and games. What you'll learn All the JavaScript and HTML5 code (including math and trigonometry functions)you'll need to start animating with code Basic motion principles like velocity, acceleration, friction, easing, and bouncing How to handle user interactions via the keyboard, mouse, and touchscreen Advanced motion techniques like springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics All the basic 3D concepts you'll needfor 3D in HTML5 (without WebGL)from simple perspective to full 3D solids, complete with backface culling and dynamic lighting Who this book is for This book is a fantastic resource for all web developers working in HTML5 or switching over from Flash to create standards-compliant games, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices. Table of Contents Basic Animation Concepts Basics of JavaScript for Animation HTML5 and Canvas graphics Trigonometry for Animation Velocity and Acceleration Boundaries and Friction User Interaction: Moving Objects Around Easing and Springing Collision Detection Coordination Rotation and Bouncing Off Angles Billiard Ball Physics Particle Attraction and Gravity Forward Kinematics: Making Things Walk Inverse Kinematics: Dragging and Reaching 3D Basics 3D Lines and Fills Backface Culling and 3D Lighting Matrix Math Tips and Tricks
This book is a compilation of advanced ActionScript 3.0 animation techniques for any user creating games, user interaction, or motion control with ActionScript. It's an anthology of topics that follow from the author's earlier book, Foundation ActionScript 3.0 Animation: Making Things Move, and things that became possible in version 10of Flash Player. This book covers a diverse selection of topics that don't necessarily lead one into the other. You don't need to start with Chapter 1 and read it cover to cover. Just start with any chapter that looks interesting and jump around as you see fit. In this book, you'll find chapters on advanced collision detection, artificial intelligence and steering behaviors, isometric projection, using the camera and microphone for input, 3D, and much, much more. AdvancED ActionScript 3.0 Animation is also more experimental in nature. The techniques shown here might not be the best way to do things, but they should work well and get you started in your own efforts to achieve a perfect implementation. In fact, many of the chapters can be seen as introductions to very complex topics that could fill a whole book by themselves. Many of these subjects have been extensively covered elsewhere, but not necessarily targeted for Flash or ActionScript 3.0. So it took a fair amount of work to pull the data together and get it all working and explain it all clearly in ActionScript. This book will inspire you to find out about subjects that you might not have considered before, acting as a springboard into your own research into the possibilities of ActionScript 3.0.
This is the first definitive and authoritative book available on ActionScript 3 animation techniques. ActionScript animation is a very popular discipline for Flash developers to learn. The essential skill set has been learned by many Flash developers through the first edition of this book. This has now been updated to ActionScript 3, Adobe's new and improved scripting language. All of the code has been updated, and some new techniques have been added to take advantage of ActionScript 3's new features, including the display list and new event architecture. The code can be used with the Flash 9 IDE, Flex Builder 2, or the free Flex 2 SDK.
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code? In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction. This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flashs tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX. Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if youre a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!). This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flashs capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math. Once you come to gripswith the ideas presented here, youll find yourself creating all manner of exciting animations and games! Summary of Contents Part I ActionScripted Animation Basics Ch. 1 Basic Animation Concepts Ch. 2 ActionScript Basics for Animation Ch. 3 Trigonometry Ch. 4 Rendering Techniques Part II Basic Motion Ch. 5 Velocity and Acceleration Ch. 6 Bouncing and Friction Ch. 7 User Interaction: Dragging and Throwing Part III Advanced Motion Ch. 8 Easing and Springs Ch. 9 Collision Detection Ch. 10 Bouncing off Angles Ch. 11 Billiard Ball Physics Ch. 12 Particle Attraction Ch. 13 Forward Kinematics Ch. 14 Inverse Kinematics Part IV Three D Ch. 15 A Basic 3D Engine Ch. 16 3D Lines, Fills, Solids Ch. 17 Advanced 3D: Backface Culling and Lighting Ch. 18 Matrix Math Part V Tips and Tricks Ch. 19 Tips and Tricks
Flash MX 2004 and Flash MX Professional 2004 introduce a new extensibility architecture. This is not an upgrade to an existing feature, but a brand new concept that nobody using an earlier version of Flash has seen or used before. With the extensibility tools, which include behaviors, custom-made tools and commands, the JavaScript API (or JSFL), and the XML-to-UI API, you can literally extend Flash to do things it cannot do out of the box. Things such as adding new custom commands to the menu and customizing the tool bar, adding brand new, custom created tools. The commands could be as simple as drawing a commonly used shape on the stage, or as complex as creating an entire new Flash movie from scratch. Tools take into account mouse actions and property inspector parameters. This allows you for custom shapes much as are seen in Microsoft Office, for example, stars, callouts, arrows, etc. These new features will not only allow users to share code and effects more easily within the community or a production environment, but will also allow developers to package up and reuse more within Flash than was ever possible before, increasing productivity and decreasing production times. Flash MX 2004, but the possibilities of what one could do with these are staggering. Virtually anything you can do in the authoring environment can now be written into a command or behavior.
Have you ever poured all your creativity into a Flash movie, but found your friends grumbling at the download size? Have you tried to use just one tiny picture in your movie, and seen the file size go through the roof? Is it possible to do anything remotely effective in a small file? More than you could possibly imagine! This collection shows you just exactly what can be done with tiny Flash files, using some of the hottest Flash designers around. These authors pull designs out of the top drawer and show you exactly how you can go about creating great SWFs with the smallest amount of download pain. We will look at: creating incredible generative designs -- so small you can use them for wallpaper producing 3D animations that roll in at under 5k in size creating sound toys in the smallest possible file space de-mystifying the use of JPEGs and photographs while keeping your Flash movies small strategic use of back-end technology to keep your delivery times down to nanoseconds! changing the boundaries to look at new ways of delivering entire sites! From the Publisher Who is this book for You've worked with Flash, but are wondering why people are getting tetchy at the download time. You're willing to start learning some ActionScript tricks to fight the file flab, and you're not afraid to become addicted to optimization! About the Author Genevieve Garand Conceived 3weeksinApril.com, an experimental web site that explores new ways of navigation and features an engaging narrative. David Hirmes is a Flash developer living in Brooklyn, New York. Kip Parker Works through his own company Hi-Rise Limited and in collaboration with Anthony Burrill as Friendchip, which was established in 1998. Keith Peters Found Flash to be the ideal medium for creating graphics with code. Robert Reich lives in Hamburg, Germany. Flash became his favourite besides normal HTML and serverside driven website creation. He is working as freelancer for several firms. Roy Tanck Currently employed in Hilversum, as part of a team that creates innovative e-learning solutions. Within this environment, Flash is a great tool.
So you think you've got to grips with the features of Macromedia Flash MX? Welcome to this inspirations upgrade from friends of ED. Upgrade your thinking, upgrade your attitude, and upgrade your standards to take on board the host of exciting features incorporated into this version of Flash. With this title, we run the gamut of new features, from the Drawing API ("to die for"), through new video compression, Scriptable Masks and Components. We explore the new territory with experimental interfaces, check out the improvements in the 3D arena, and quarry the back-end technologies to see what gems we can turn up Some of the best designers in the Web community have concentrated their efforts on this project. This has resulted in the highest caliber of work, including an exclusive insight into the creation of Jim Armstrong 's New York Flash Film Festival final piece. From the acclaimed team that brought you Flash Math Creativity comes this inspiring volume, full of brand new effects and discussion on what Flash MX is going to do for designersand where we go from here.
Some friends of ED books concentrate on more serious aspects of Flash - this one concentrates on the fun. Flash can be used for many purposes, but making visually stunning effects to impress your boss, your friends, and anyone who looks at your site is one of the most rewarding. friends of ED have scoured the web and the Flash community, discovering the most requested and popular Flash effects in action today. We have investigated the visual effects and actual design techniques that Flash beginners have been asking for. The visual inspiration and detailed explanations of how to recreate these effects are combined together in this book. The eight leading designers in this full color book take these effects apart, showing you how to adapt your basic Flash knowledge to achieve results exceeding anything you thought possible. The effects stay true to the tried and tested friends of ED design-centric approach, with full exercises and explanations for each effect. Topics include: ground-breaking site navigation; a dynamic MP3 jukebox; cartoon animation; and Flash math visual effects. All you need to use this book is a knowledge of the Flash MX interface, and some imagination. So sit back, relax, and open up your mind to the visual potential of Flash MX. As with all books from friends of ED our support is fast, friendly and free. Your queries will be passed onto the editors and authors who put the book together.
With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you'll need more than a great idea and flawless codean eye-catching and functional user interface design is essential. With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface. Whatever type of iPhone project you have in mindsocial networking app, game, or reference toolyou'll benefit from the information presented in this book. More than just tips and pointers, you'll learn from the authors' hands-on experiences, including: Dave Barnard of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone Jurgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report Combined with Apress' best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you'll be prepared to match great code with striking design and create the app that everyone is talking about. What you'll learn How to optimize your design for the iPhone's limited screen real estate and the mobile environment How to create a user interface that is eye-catching and stands apart from the crowd How to maximize your use of typographic elements for style and readability How to perfect entry views and display large amounts of data in an exciting way How to translate games made for the desktop's big screen to the iPhone How to strike the perfect balance between simplicity, beauty, and features Who this book is for iPhone application developers of all experience levels and development platforms. Table of Contents App Cubby Yet Another Google Reader Brightkite for the iPhone Outpost TanZen and Zentomino Flash of Genius: SAT Vocab Postage Falling Balls and Gravity Pods FontShuffle Snow Reports for the iPhone
Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment. Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to: Detect the user's Flash Player version or their operating system Build custom classes Format dates and currency types Work with strings Build user interface components Work with audio and video Make remote procedure calls using Flash Remoting and web services Load, send, and search XML data And much, much more ...Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications. When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
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