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AdvancED Flash on Devices beginswith a discussion of the mobile
development landscapethe different players, tools, hardware,
platforms, and operating systems. The second part of the book
covers Flash Lite and how to take advantage newer features
supported in Flash Lite 3.x. Then, the book covers AIR applications
for multiple screens and includes topics such as: How to utilize
new features of AIR 1.5 and Flash 10 as well as pitfalls to be
aware of when building an AIR application for mobile How to include
platform and context awareness for better adaptation How to adopt
an application on multiple devices using dynamic graphical GUI
Creating two full working real life touch screen mobile
application
The last part of the book covers creating Flex applications
running Flash 9 and 10 in mobile device browsers and includes
topics such as: How to adopt Flex for multiple mobile device
browsers How to create various video players for Flash Lite and
Flash 10 and optimize your content. How to take advantage of Flash
Media Server
Experienced Flash and ActionScript programmers who want to
extend their skills to mobile platforms should find this book a
great help in developing in this exciting and expanding
marketplace. What you'll learn Create Flash Lite-based widgets on
Nokia Series 60 devices and other Flash enabled devices Extend
device capabilities using both Sony Ericsson Capuchin and Nokia S60
Platform Services with Flash Leverage Flash Video on smartphones
and other Non-PC devices Approach migrating existing Flash content
into native iPhone content using 3rd Party Developer tools Create
two full working real life touch screen Flex mobile applications
Who this book is for
AdvancED Flash on Devices, written for existing Flash developers
and other interested mobile professionals, covers both mobile and
device development with Flash Lite, as well as Flash 10 for
smartphones and other non-PC devices. Table of Contents The Mobile
and Device Landscape Flash Lite Platform Fundamentals Flash Lite 3
Tips and Tricks for Developing Flash Mobile Applications Mobile and
Device Widget Platforms with Flash Flash Lite User Interface
Components and Frameworks Extending Flash on Mobile and Devices
Using OEM-Based Solutions Porting Flash Lite Applications to the
iPhone using Third-Party Tools Adobe Integrated Runtime on Mobile
Devices Adopting AIR for Mobile Devices Developing Cross-Platform
Air Applications Mobile Applications and Development Strategies
with Flex 4 and Flash Catalyst Adopting Flex for Multiple Devices
Building Mobile Applications Using Test-Driven Development Creating
a Cross-Platform Video Player and Optimizing Content
Die Kostenrechnung gehort, zusammen mit den anderen Teilgebieten
des Finanz- und Rechnungswesens, zu den Kernkompetenzen der
Betriebswirtschaftslehre. Gerade in Zeiten steigender
Wettbewerbsintensitat und fortschreitender Globalisierung ist die
genaue Kenntnis der Kosten und Erlose und deren Beeinflussung von
entscheidender Bedeutung fur die Zukunft von Unternehmen.
"Controlling, Kostenrechnung und Kostenmanagement" fuhrt
komprimiert in die Grundlagen einer modernen Kostenrechnung ein.
Thomas Joos stellt gut nachvollziehbar die Methoden und Systeme der
traditionellen Kostenrechnung vor. Er geht detailliert auf die
Kernelemente Kostenarten-, Kostenstellen- und Kostentragerrechnung
ein. Gleichzeitig vermittelt er ein profundes Wissen uber die
Ansatze des Kostenmanagements. Zusatzliche Ubungsaufgaben fordern
ein effektives Selbststudium.
Fur die 5. Auflage wurde das Kapitel Strategisches Controlling"
vertieft und ein neues Kapitel Wertorientiertes Controlling"
erganzt."
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