Android development with Flash : your visual blueprint for developing mobile apps /

Presents instructions for creating Android applications using Flash, with information on such topics as downloading the Android SDK, compiling from the command line, building images, working with data from SQLite databases, and using URL protocols.

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Bibliographic Details
Online Access: Full text (MCPHS users only)
Main Author: Dolce, Julian
Format: Electronic eBook
Language:English
Published: Indianapolis, IN : Wiley Pub., 2010
Series:Visual read less, learn more.
Subjects:
Local Note:ProQuest Ebook Central

MARC

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100 1 |a Dolce, Julian. 
245 1 0 |a Android development with Flash :  |b your visual blueprint for developing mobile apps /  |c by Julian Dolce. 
260 |a Indianapolis, IN :  |b Wiley Pub.,  |c ©2010. 
300 |a 1 online resource (x, 340 pages) :  |b illustrations 
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500 |a Includes index. 
505 0 |a Cover13; -- How to Use This Visual Blueprint Book -- Table of Contents -- Chapter 1: Getting Started with Android Development -- Introducing Android Devices -- Introducing the Development Tools -- Introducing the Available APIs -- Check What APIs Are Not Available -- Become an Android Developer -- Get the Android SDK -- Get the Android Eclipse Plug-in -- Enable USB Debugging -- Create an Android Virtual Device -- Start the Emulator -- Chapter 2: Getting Started with Flash CS5 -- Using the Actions Panel -- Create a Skeleton Custom Class -- Set the Source Path -- Create MovieClips -- Create Buttons -- Edit Properties in Flash -- Add Objects to the Stage with Code -- Remove Objects from the Stage with Code -- Work with Events -- Using the Drawing API -- Using Flash CS5 Help -- Chapter 3: Developing Your First Application -- Create a New Project -- Configure Publish Settings -- Set Your Application Output -- Create a P12 Certificate -- Compile from Flash Professional CS5 -- Compile from the Command Line -- Install Your Application on Your Device -- Update Your Version Number -- Set Application Permissions -- Set a Custom Application URI -- Chapter 4: Designing Your Application -- Mobile User Interface Guidelines -- Understanding Screen Resolutions -- Create Full-Screen Applications -- Understanding Screen Orientation -- Create Usable Hit States -- Understanding Layout -- Chapter 5: Handling Interaction -- Create Button States -- Respond to Touch Events -- Track Multiple Touches -- Respond to Zoom Events -- Respond to Rotate Events -- Respond to Pan Events -- Respond to Swipe Events -- Listen for Accelerometer Events -- Determine If the Accelerometer Is Available -- Determine Device Orientation -- Detect Which Way Is Up -- Filter Accelerometer Data -- Chapter 6: Working with Images -- Prepare Your Images -- Import Images -- Display Images -- Bundle Images with Your Application -- Load Images at Runtime -- Create Images Dynamically -- Save Images to the Camera Roll -- Select Images from the Camera Roll -- Display the Camera -- Chapter 7: Working with Sound -- Import Audio into Your Project -- Choose an Audio Codec -- Bundle Sounds with Your Application -- Load Sounds at Runtime -- Play Sounds -- Stop Sounds -- Set the Volume of a Sound -- Visualize the Sound Spectrum -- Access the Microphone -- Chapter 8: Working with Video -- Explore Available Video Formats and Encode a Video File -- Convert Videos -- Embed a Video -- Bundle a Video with Your Application -- Load a Video -- Buffer a Video -- Control a Video -- Set the Volume of a Video -- Chapter 9: Working with Text -- Embed Fonts in Your Application -- Create an Input TextField -- Create a Password TextField -- Using TLF TextFields -- Create a Scrollable TextField -- Chapter 10: Saving State -- Create a Local SharedObject -- Write to a SharedObject -- Load Data from a SharedObject -- Connect to a SQLite Database -- Create a SQLite Table -- Insert Data into a SQLite Table -- Select Data from a SQLite Table -- Update Data in a SQLite Table -- Delete Data from a SQLite Table -- Handle Application Exits -- Save Application States -- Handle Back and Menu B. 
520 |a Presents instructions for creating Android applications using Flash, with information on such topics as downloading the Android SDK, compiling from the command line, building images, working with data from SQLite databases, and using URL protocols. 
588 0 |a Print version record. 
590 |a ProQuest Ebook Central  |b Ebook Central College Complete 
630 0 0 |a Android (Electronic resource) 
630 0 0 |a Flash (Computer file) 
650 0 |a Application software  |x Development. 
650 0 |a Mobile computing. 
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