﻿<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:book="http://www.netyi.net"><channel><title>Flash_图形图像与多媒体_计算机类_最新资料_得益网</title><link>http://www.netyi.net/Category/36</link><description>Flash_图形图像与多媒体_计算机类_最新资料_得益网</description><copyright /><generator>得益网</generator>
<item><title>learn flash media server 3</title><link>http://www.netyi.net/training/15ead3ba-2215-404b-8f2d-b14594527c7a</link><description> Table of Contents  &lt;br/&gt;&lt;br/&gt;Copyright &lt;br/&gt;Chapter 1. Getting Started with Flash Media Server 3 &lt;br/&gt;Section 1.1. The New Flavors for Flash Media Server 3 &lt;br/&gt;Section 1.2. What Is a Media Server? &lt;br/&gt;Section 1.3. Installing FMS3 &lt;br/&gt;Section 1.4. Organizing Your Development Environment &lt;br/&gt;Section 1.5. Testing FMS3 Connections &lt;br/&gt;Section 1.6. Using the FMS3 Administration Console &lt;br/&gt;Section 1.7. Using This Book &lt;br/&gt;Chapter 2. Recording and Playing Back Streaming Audio and Video &lt;br/&gt;Section 2.1. Streaming and Broadcasting &lt;br/&gt;Section 2.2. Minimalist Project &lt;br/&gt;Section 2.3. Combined Record and Playback Application &lt;br/&gt;Chapter 3. Setting Your Camera and Microphone &lt;br/&gt;Section 3.1. Camera and Microphone Methods for Setting Parameters &lt;br/&gt;Section 3.2. Minimalist Project &lt;br/&gt;Section 3.3. Dynamically Testing Your Camera and Microphone Settings &lt;br/&gt;Section 3.4. Key Considerations &lt;br/&gt;Section 3.5. Adjusting Camera and Audio with Flash Media Encoder &lt;br/&gt;Chapter 4. Nonpersistent Client-Side Remote Shared Objects &lt;br/&gt;Section 4.1. Sharing Data on Multiple Connections &lt;br/&gt;Section 4.2. Instantiating Remote Shared Objects &lt;br/&gt;Section 4.3. Minimalist Project for Shared Movie Clip &lt;br/&gt;Section 4.4. Minimalist Project for Shared Text &lt;br/&gt;Section 4.5. Minimalist Project for Shared Function &lt;br/&gt;Section 4.6. An Upgraded Text Chat &lt;br/&gt;Chapter 5. Two-Way Audio-Video Communications &lt;br/&gt;Section 5.1. Face-to-Face Communication &lt;br/&gt;Section 5.2. The NetStream Bundle &lt;br/&gt;Section 5.3. The NetStream Class and Live Streams &lt;br/&gt;Section 5.4. The World's Easiest Two-Way A/V Chat Application &lt;br/&gt;Section 5.5. A Better Two-Way Chat Application &lt;br/&gt;Section 5.6. Four-Way Conference Application &lt;br/&gt;Section 5.7. Moving On to More Server-Side Applications &lt;br/&gt;Chapter 6. Broadcasting and Server-Side Bandwidth Control &lt;br/&gt;Section 6.1. Casting Many Streams &lt;br/&gt;Section 6.2. Switching Cameras &lt;br/&gt;Section 6.3. The Minimum Studio &lt;br/&gt;Section 6.4. Introduction to the Server Side &lt;br/&gt;Section 6.5. Dynamic Camera, Microphone, and Bandwidth Controls &lt;br/&gt;Section 6.6. Bandwidth Checker &lt;br/&gt;Section 6.7. Conclusion &lt;br/&gt;Chapter 7. Working With Server-Side Files: The File Class &lt;br/&gt;Section 7.1. Recording Data &lt;br/&gt;Section 7.2. The File Class &lt;br/&gt;Section 7.3. Client-Side Formatting &lt;br/&gt;Section 7.4. Server-Side Formatting &lt;br/&gt;Section 7.5. Beggar's Database &lt;br/&gt;Chapter 8. Server-Side Shared Objects &lt;br/&gt;Section 8.1. What Are Server-Side Shared Objects? &lt;br/&gt;Section 8.2. Working with Server-Side Shared Objects &lt;br/&gt;Section 8.3. Removing Users &lt;br/&gt;Section 8.4. Persistent Server-Side Shared Object &lt;br/&gt;Section 8.5. The Idea Factory &lt;br/&gt;Chapter 9. Server-Side Streams &lt;br/&gt;Section 9.1. Stream Management &lt;br/&gt;Section 9.2. Anatomy of Stream.play( ) &lt;br/&gt;Section 9.3. Playing MP3 Files &lt;br/&gt;Section 9.4. Changing Streams &lt;br/&gt;Section 9.5. Server-Side NetStream Class &lt;br/&gt;Chapter 10. Bringing in Data and Working with Configuration Files &lt;br/&gt;Section 10.1. Cue Points, Metadata, and Stream Completion &lt;br/&gt;Section 10.2. Server-Side LoadVars Class &lt;br/&gt;Section 10.3. Minimalist Example Using Server-Side LoadVars( ) &lt;br/&gt;Section 10.4. Server-Side XML Class &lt;br/&gt;Section 10.5. Using the Configuration Files &lt;br/&gt;Section 10.6. Doing More with Flash Media Server 3 &lt;br/&gt;   &lt;br/&gt;</description><pubDate>2008-08-07 14:23:21</pubDate></item>
<item><title>foundation_Actionscript3[1].0_Animation</title><link>http://www.netyi.net/training/d9ce92d6-7c11-4e84-9373-bd118e1cb206</link><description>目录 Table of Contents&lt;br/&gt;第一部分AtionSript动画基础&lt;br/&gt;第1章 基本动画概念&lt;br/&gt;1.1 什么是动画&lt;br/&gt;1.2帧和运动&lt;br/&gt;1.2.1帧就是记录&lt;br/&gt;1.2.2程序帧&lt;br/&gt;1.3动态与静态&lt;br/&gt;1.4小结&lt;br/&gt;第2章AtionSript3.0动画基础&lt;br/&gt;2.1动画基础&lt;br/&gt;2.2关于AtionSript版本&lt;br/&gt;2.3类和OOP&lt;br/&gt;2.3.1基类&lt;br/&gt;2.3.2包&lt;br/&gt;2.3.3导入&lt;br/&gt;2.3.4构造函数&lt;br/&gt;2.3.5继承&lt;br/&gt;2.3.6Movielip/Sprite子类&lt;br/&gt;2.3.7创建文档类&lt;br/&gt;2.4设置AtionSript3.0应用程序&lt;br/&gt;2.4.1使用FlashS3IDE&lt;br/&gt;2.4.2使用FlexBuilder&lt;br/&gt;2.4.3使用免费的命令行编译器&lt;br/&gt;2.4.4关于跟踪&lt;br/&gt;2.4.5缩放影片&lt;br/&gt;2.5使用代码动画&lt;br/&gt;2.5.1循环&lt;br/&gt;2.5.2帧循环&lt;br/&gt;2.5.3剪辑事件&lt;br/&gt;2.5.4事件和事件处理器&lt;br/&gt;2.5.5侦听器和处理器&lt;br/&gt;2.5.6动画事件&lt;br/&gt;2.6显示列表&lt;br/&gt;2.7用户交互&lt;br/&gt;2.7.1鼠标事件&lt;br/&gt;2.7.2鼠标位置&lt;br/&gt;2.7.3键盘事件&lt;br/&gt;2.7.4键盘代码&lt;br/&gt;2.8小结&lt;br/&gt;第3章动画中的三角学&lt;br/&gt;3.1什么是三角学&lt;br/&gt;3.2角&lt;br/&gt;3.2.1弧度和度&lt;br/&gt;3.2.2Flash坐标系统&lt;br/&gt;3.2.3三角形的边&lt;br/&gt;3.3三角函数&lt;br/&gt;3.3.1正弦&lt;br/&gt;3.3.2余弦&lt;br/&gt;3&lt;br/&gt;3.3.3正切&lt;br/&gt;3.3.4反正弦和反余弦&lt;br/&gt;3.3.5反正切&lt;br/&gt;3.4旋转&lt;br/&gt;3.5波&lt;br/&gt;3.5.1光滑的上下运动&lt;br/&gt;3.5.2线性垂直运动&lt;br/&gt;3.5.3脉冲动画&lt;br/&gt;3.5.4两个角的波&lt;br/&gt;3.5.5用drawingAPI绘制波&lt;br/&gt;3.6圆和椭圆&lt;br/&gt;3.6.1圆形运动&lt;br/&gt;3.6.2椭圆形运动&lt;br/&gt;3.7毕达哥拉斯定理&lt;br/&gt;3.8两点之间的距离&lt;br/&gt;3.9本章重点公式&lt;br/&gt;3.10小结&lt;br/&gt;第4章渲染技术&lt;br/&gt;4.1Flash中的颜色&lt;br/&gt;4.1.1使用16进制颜色值&lt;br/&gt;4.1.2透明度和32位色&lt;br/&gt;4.1.3新的数值类型：int和uint&lt;br/&gt;4.1.4组合颜色&lt;br/&gt;4.1.5提取组成色&lt;br/&gt;4.2drawingAPI&lt;br/&gt;4.2.1图形对象&lt;br/&gt;4.2.2使用lear移除绘画&lt;br/&gt;4.2.3使用lineStyle设定线条样式&lt;br/&gt;4.2.4使用lineTo和moveTo绘制线条&lt;br/&gt;4.2.5使用urveTo绘制曲线&lt;br/&gt;4.2.6使用beginFill和endFill创建图形&lt;br/&gt;4.2.7使用beginGradientFill创建渐变填充&lt;br/&gt;4.3颜色变换&lt;br/&gt;4.4滤镜&lt;br/&gt;4.4.1创建滤镜&lt;br/&gt;4.4.2动画滤镜4&lt;br/&gt;4.5位图&lt;br/&gt;4.6载入或嵌入内容&lt;br/&gt;4.6.1载入内容&lt;br/&gt;4.6.2嵌入内容&lt;br/&gt;4.7本章重点公式&lt;br/&gt;4.8小结&lt;br/&gt;第二部分 基本运动&lt;br/&gt;第5章速度和加速度&lt;br/&gt;5.1速度&lt;br/&gt;5.1.1向量和速度&lt;br/&gt;5.1.2一个轴上的速度&lt;br/&gt;5.1.3两个轴上的速度&lt;br/&gt;5.1.4角速度&lt;br/&gt;4&lt;br/&gt;5.1.5速度扩展&lt;br/&gt;5.2加速度&lt;br/&gt;5.2.1一个轴上的加速度&lt;br/&gt;5.2.2两个轴上的加速度&lt;br/&gt;5.2.3重力加速度&lt;br/&gt;5.2.4角加速度&lt;br/&gt;5.2.5太空船&lt;br/&gt;5.3本章重点公式&lt;br/&gt;5.4小结&lt;br/&gt;第6章边界和摩擦力&lt;br/&gt;6.1环境边界&lt;br/&gt;6.1.1设置边界&lt;br/&gt;6.1.2移除物体&lt;br/&gt;6.1.3重新生成物体&lt;br/&gt;6.1.4屏幕折回&lt;br/&gt;6.1.5回弹&lt;br/&gt;6.2摩擦力&lt;br/&gt;6.2.1摩擦力,115正确方法&lt;br/&gt;6.2.2摩擦力,116容易方法&lt;br/&gt;6.2.3摩擦力的应用&lt;br/&gt;6.3本章重点公式&lt;br/&gt;6.4小结&lt;br/&gt;第7章用户交互：移动物体&lt;br/&gt;7.1按下和放开精灵&lt;br/&gt;7.2拖动精灵&lt;br/&gt;7.2.1使用mouseMove拖动&lt;br/&gt;7.2.2使用startDrag/stopDrag拖动&lt;br/&gt;7.2.3拖动与运动代码结合&lt;br/&gt;7.3抛&lt;br/&gt;7.4小结&lt;br/&gt;第三部分 高级运动&lt;br/&gt;第8章缓动和弹性&lt;br/&gt;8.1比例运动&lt;br/&gt;8.2缓动&lt;br/&gt;8.2.1简单的缓动&lt;br/&gt;8.2.2何时停止缓动&lt;br/&gt;8.2.3移动的目标&lt;br/&gt;8.2.4缓动不只是应用于运动&lt;br/&gt;8.2.5高级缓动&lt;br/&gt;8.3弹性&lt;br/&gt;8.3.1一维弹性&lt;br/&gt;8.3.2二维弹性&lt;br/&gt;8.3.3移动目标点的弹性&lt;br/&gt;8.3.4弹性在哪儿&lt;br/&gt;8.3.5弹性链&lt;br/&gt;8.3.6多目标点弹性&lt;br/&gt;8.3.7目标偏移&lt;br/&gt;8.3.8使用弹性贴加多个物体&lt;br/&gt;8.4本章重点公式&lt;br/&gt;5&lt;br/&gt;8.5小结&lt;br/&gt;第9章碰撞检测&lt;br/&gt;9.1碰撞检测方法&lt;br/&gt;9.2hitTestObjet和hitTestPoint1&lt;br/&gt;529.2.1碰撞测试两个精灵&lt;br/&gt;9.2.2碰撞测试一个精灵和一个点&lt;br/&gt;9.2.3使用shapeFlag的碰撞测试&lt;br/&gt;9.2.4hitTest总结&lt;br/&gt;9.3基于距离的碰撞检测&lt;br/&gt;9.3.1简单的基于距离的碰撞检测&lt;br/&gt;9.3.2基于碰撞的弹性&lt;br/&gt;9.4多物体碰撞检测策略&lt;br/&gt;9.4.1基本的多物体碰撞检测&lt;br/&gt;9.4.2多物体弹性&lt;br/&gt;9.5其他的碰撞检测方法&lt;br/&gt;9.6本章重点公式&lt;br/&gt;9.7小结&lt;br/&gt;第10章坐标旋转和角度回弹&lt;br/&gt;10.1简单的坐标旋转&lt;br/&gt;10.2高级坐标旋转&lt;br/&gt;10.2.1旋转一个物体&lt;br/&gt;10.2.2旋转多个物体&lt;br/&gt;10.3沿角度回弹&lt;br/&gt;10.3.1执行旋转&lt;br/&gt;10.3.2优化代码&lt;br/&gt;10.3.3动态化&lt;br/&gt;10.3.4修复“脱离边界”问题&lt;br/&gt;10.3.5多角度回弹&lt;br/&gt;10.4本章重点公式&lt;br/&gt;10.5小结&lt;br/&gt;第11章台球物理&lt;br/&gt;11.1质量&lt;br/&gt;11.2动量&lt;br/&gt;11.3动量守恒&lt;br/&gt;11.3.1一个轴上的动量守恒&lt;br/&gt;11.3.2两个轴上的动量守恒&lt;br/&gt;11.4本章重点公式&lt;br/&gt;11.5小结&lt;br/&gt;第12章粒子引力和重力&lt;br/&gt;12.1粒子&lt;br/&gt;12.2重力&lt;br/&gt;12.2.1引力&lt;br/&gt;12.2.2碰撞检测和反应&lt;br/&gt;12.2.3沿轨道运行&lt;br/&gt;12.3弹性&lt;br/&gt;12.3.1引力与弹性&lt;br/&gt;12.3.2弹性结点域&lt;br/&gt;12.3.3结点的连接&lt;br/&gt;12.3.4有质量的结点&lt;br/&gt;6&lt;br/&gt;12.4本章重点公式&lt;br/&gt;12.5小结&lt;br/&gt;第13章正向运动：行走&lt;br/&gt;13.1介绍正向和反向运动&lt;br/&gt;13.2开始正向运动编程&lt;br/&gt;13.2.1移动一个关节&lt;br/&gt;13.2.2移动两个关节&lt;br/&gt;13.3自动运行&lt;br/&gt;13.3.1创建自然的行走循环&lt;br/&gt;13.3.2动态化&lt;br/&gt;13.4 使它真正地行走&lt;br/&gt;13.4.1给它一些空间&lt;br/&gt;13.4.2加入重力&lt;br/&gt;13.4.3控制碰撞&lt;br/&gt;13.4.4控制反应&lt;br/&gt;13.4.5屏幕折回&lt;br/&gt;13.5小结&lt;br/&gt;第14章反向运动：拖动和伸展&lt;br/&gt;14.1伸展和拖动一个关节&lt;br/&gt;14.1.1伸展一个关节&lt;br/&gt;14.1.2拖动一个关节&lt;br/&gt;14.2拖动多个关节&lt;br/&gt;14.2.1拖动两个关节&lt;br/&gt;14.2.2拖动更多的关节&lt;br/&gt;14.3伸展多个关节&lt;br/&gt;14.3.1向鼠标伸展&lt;br/&gt;14.3.2向一个物体伸展&lt;br/&gt;14.3.3加入一些交互&lt;br/&gt;14.4使用标准的反向运动方法&lt;br/&gt;14.4.1余弦定律介绍&lt;br/&gt;14.4.2AtionSript余弦定律&lt;br/&gt;14.5本章重点公式&lt;br/&gt;14.6小结&lt;br/&gt;第四部分 3D动画&lt;br/&gt;第15章3D基础&lt;br/&gt;15.1第3维和透视&lt;br/&gt;15.1.1z轴&lt;br/&gt;15.1.2透视&lt;br/&gt;15.2速度和加速度&lt;br/&gt;15.3回弹&lt;br/&gt;15.3.1单个物体回弹&lt;br/&gt;15.3.2多物体回弹&lt;br/&gt;15.3.3z轴排序&lt;br/&gt;15.4重力..&lt;br/&gt;15.5折回&lt;br/&gt;15.6缓动和弹性&lt;br/&gt;15.6.1缓动&lt;br/&gt;15.6.2弹性&lt;br/&gt;15.7坐标旋转&lt;br/&gt;7&lt;br/&gt;15.8碰撞检测&lt;br/&gt;15.9本章重点公式&lt;br/&gt;15.10小结&lt;br/&gt;第16章3D线条和填充&lt;br/&gt;16.1创建点和线&lt;br/&gt;16.2生成面&lt;br/&gt;16.3创建3D填充&lt;br/&gt;16.43D实体建模&lt;br/&gt;16.4.1旋转立方体建模&lt;br/&gt;16.4.2建模其他形体&lt;br/&gt;16.5移动3D实体模型&lt;br/&gt;16.6小结&lt;br/&gt;第17章背面剔除和3D灯光&lt;br/&gt;17.1背面剔除&lt;br/&gt;17.2深度排序&lt;br/&gt;17.33D灯光&lt;br/&gt;17.4小结&lt;br/&gt;第五部分 其他技术&lt;br/&gt;第18章矩阵数学&lt;br/&gt;18.1矩阵基础&lt;br/&gt;18.2矩阵运算&lt;br/&gt;18.2.1矩阵加法&lt;br/&gt;18.2.2矩阵乘法&lt;br/&gt;18.3Matrix类&lt;br/&gt;18.4小结&lt;br/&gt;第19章 实用技巧汇集&lt;br/&gt;19.1 布朗（随机）运动&lt;br/&gt;19.2 随机分布&lt;br/&gt;19.2.1 方形分布&lt;br/&gt;19.2.2 圆形分??&lt;br/&gt;19.2.3 偏移分布&lt;br/&gt;19.3 基于定时器和时间的动画&lt;br/&gt;19.3.1 基于定时器的动画&lt;br/&gt;19.3.2 基于时间的动画&lt;br/&gt;19.4 相同质量物体之间的碰撞&lt;br/&gt;19.5 声音集成&lt;br/&gt;19.6 有用的公式&lt;br/&gt;Making Things Move! 结束语&lt;br/&gt;</description><pubDate>2008-08-05 11:13:46</pubDate></item>
<item><title>Foundation Flash CS3 Video</title><link>http://www.netyi.net/training/136e0890-d37f-4a88-846e-13f39cb3fc3f</link><description>ABOUT THE AUTHORS:&lt;br/&gt;&lt;br/&gt;Tom Green is professor of interactive multimedia at the Humber Institute of Technology and&lt;br/&gt;Advanced Learning in Toronto. When not in class, Tom is a partner with Community MX, a regular&lt;br/&gt;columnist for Digital-Web.com, and a frequent contributor to the Adobe Developer Center.&lt;br/&gt;Tom has written four books for friends of ED, including Foundation Flash CS3 for Designers,&lt;br/&gt;which he coauthored with David Stiller. He is also an “Adobe community expert”; participates in&lt;br/&gt;several advisory boards at Adobe; speaks at user group meetings and conferences around the&lt;br/&gt;world; and is one of the founding members of FlashinTO, the largest Flash user group on the&lt;br/&gt;planet. Tom has also regularly lectured at universities and colleges in Germany, the United&lt;br/&gt;States, Canada, and China. His web site can be found at www.tomontheweb.ca.&lt;br/&gt;Adam Thomas’s career can best be defined as a successful hobby. Having an early interest in&lt;br/&gt;computers and being mostly self-taught, he decided to go to Humber College in Toronto, studying&lt;br/&gt;computer information systems. Soon after his graduation in 2001, Adam was invited back to&lt;br/&gt;his school to be a professor of rich media and web development. Besides teaching, he runs a&lt;br/&gt;successful web studio called Robin Hood Tech. Adam takes pride in employing former students&lt;br/&gt;and gives them the opportunity to gain experience and excel in a competitive field. Adam is&lt;br/&gt;cofounder of the Robin Hood Business Model, which advocates for justice in business. Adam&lt;br/&gt;strives for integrity and simplicity, but his true motivation is his wife and family who are daily&lt;br/&gt;reminders of love, faith, and blessing. Adam’s web site can be found at www.adambenjamin.com.&lt;br/&gt;&lt;br/&gt;What’s in it for you?&lt;br/&gt;&lt;br/&gt;So now that you know why you are here, you should also know that this book is a continuation&lt;br/&gt;of the journey we started together in the first edition of this book, Foundation Flash 8 Video.&lt;br/&gt;When the book was written two years ago, the authors claimed not to be experts in the field&lt;br/&gt;“because the field is too new.” We can still make that claim because even though there is a&lt;br/&gt;growing body of knowledge out there, the community is finding creative uses for web video,&lt;br/&gt;and Adobe is continuing to provide the new software and platforms for its delivery. In two years,&lt;br/&gt;we have gone from simply creating and playing with video to being able to do the following:&lt;br/&gt;Deliver HD video to a web page (see Chapter 12)&lt;br/&gt;Create an FLV file for cell phone playback (see Chapter 12)&lt;br/&gt;Record a video and stream it live in the FLV file or in the H.264 format (see Chapter 10)&lt;br/&gt;Deliver video directly to a desktop AIR application known as the Adobe Media Player&lt;br/&gt;(see Chapter 3)&lt;br/&gt;Create a Flash video application using only ActionScript and nothing in the library (see&lt;br/&gt;Chapter 7)&lt;br/&gt;The amazing thing about this is that these were the technologies that hit the street when we&lt;br/&gt;started writing this book.&lt;br/&gt;The first three chapters of the book are a primer. They are designed to get you up and running&lt;br/&gt;with Flash video and cover the fundamentals of the workflow from concept to encoding to&lt;br/&gt;upload.&lt;br/&gt;The rest of the book explores the creative uses of video from creating a custom video player to&lt;br/&gt;playing an HD video through the FLVPlayback component. In between those two techniques, we&lt;br/&gt;explore a number of techniques:&lt;br/&gt;Working and playing with Alpha channel video&lt;br/&gt;Using filters and blend effects&lt;br/&gt;Masking video&lt;br/&gt;Ageing video&lt;br/&gt;Working with multiple videos&lt;br/&gt;Using a webcam&lt;br/&gt;Working with cue points and captions&lt;br/&gt;We hope you learn something from this book and (most importantly) that you have the same&lt;br/&gt;amount of fun that Adam, David, and I had as we worked our way through the book. Playing&lt;br/&gt;wonderful “what-if “games and having fun with this technology is what has made the past several&lt;br/&gt;years so exciting. We can hardly wait to see what’s in store in the next seven years.&lt;br/&gt;&lt;br/&gt;TABLE OF CONTENTS:&lt;br/&gt;&lt;br/&gt;Chapter 1 Creating and Playing Flash Video&lt;br/&gt;Chapter 2 Editing Video for Flash&lt;br/&gt;Chapter 3 Alternative FLV-Creation Tools&lt;br/&gt;Chapter 4 Creating a Custom Player&lt;br/&gt;Chapter 5 “Talking Head” Video and Alpha Channels&lt;br/&gt;Chapter 6 Adding Filters and Blend Effects to Flash Video&lt;br/&gt;Chapter 7 Masking Video&lt;br/&gt;Chapter 8 Flash Video Tricks, Tips, and Special Effects&lt;br/&gt;Chapter 9 Playing with Multiple Videos&lt;br/&gt;Chapter 10 The Camera Object and Flash Video&lt;br/&gt;Chapter 11 Cue Points and Captions in Flash Video&lt;br/&gt;Chapter 12 Going Small and Going Big with Flash Video&lt;br/&gt;Index&lt;br/&gt;&lt;br/&gt;</description><pubDate>2008-07-23 18:02:14</pubDate></item>
<item><title>&lt;Falsh MX与外挂软件动画制作&gt;视频教程</title><link>http://www.netyi.net/training/63b85384-f37b-4507-8a8e-abeebb5c2bd3</link><description>&amp;amp;lt;Falsh MX与外挂软件动画制作&amp;amp;gt;视频教程(由于本视频稍有难度,因此视频中配合有每一步的原理及声音讲解),为Flash水平提高篇,适合学习Flash有了一定基础,并尝试开发相应的应用程序的人.</description><pubDate>2008-07-21 18:01:11</pubDate></item>
<item><title>ActionScript 3.0 Cookbook 中文版</title><link>http://www.netyi.net/training/3d312353-f47c-4832-9d91-43600aa83667</link><description>第一章 ActionScript 基础&lt;br/&gt;第二章 自订类别&lt;br/&gt;第三章 执行期间环境&lt;br/&gt;第四章 数字和数学&lt;br/&gt;第五章 阵列&lt;br/&gt;第六章 显示清单&lt;br/&gt;第七章 绘图和遮罩&lt;br/&gt;第八章 点阵图&lt;br/&gt;第九章 文字&lt;br/&gt;第十章 过滤器和转换&lt;br/&gt;第十一章 程式动画&lt;br/&gt;第十二章 字串&lt;br/&gt;第十三单 正规运算式&lt;br/&gt;第十四章 日期和时间&lt;br/&gt;第十五章 音效程式设计&lt;br/&gt;第十六章 视讯&lt;br/&gt;第十七章 储存永存资料&lt;br/&gt;第十八章 和其他影片通讯&lt;br/&gt;第十九章 传送和载入资料&lt;br/&gt;第二十章 XML&lt;br/&gt;第二一章 Web Service 和 Flash Remoting&lt;br/&gt;第二二章 建立整合式应用程式&lt;br/&gt;第二三章 档案管理&lt;br/&gt;第二四章 槽口程式设计&lt;br/&gt;&lt;br/&gt;学习Flash Action Script 目前最好的书。程序员或Flash爱好者必备书。&lt;br/&gt;&lt;br/&gt;只传经典！</description><pubDate>2008-07-18 21:10:55</pubDate></item>
<item><title>[神匠] Flash 8.0 动画设计技法轻松全掌握(视频)</title><link>http://www.netyi.net/training/a81caef2-a1e3-4ece-bc8d-ce2797450464</link><description>[神匠] Flash 8.0 动画设计技法轻松全掌握（视频光盘资料），个人觉得还不错~</description><pubDate>2008-07-11 20:33:17</pubDate></item>
<item><title>中文版Flash8动画设计制作入门与提高</title><link>http://www.netyi.net/training/33194700-f43d-4655-82ac-2e21afd7ca21</link><description>内容简介&lt;br/&gt;　　这是一本专门讲解Flash 8动画设计与制作技术的普及类图书。本书按照基础篇、进阶篇、实例篇和实战篇4部分内容来展开，从Flash动画的入门基础知识到完整动画的设计与完成，使用了大量经典实例来引导读者，并以通俗易懂、生动活泼的语言，全面、系统、由浅入深地讲解了Flash 8的基本功能、使用方法以及动画制作的高级技巧。本书适合作为各大、中专院校相关专业学生自学教程和参考书以及Flash 8动画制作的基础培训班教材，另外也可作为广大Flash爱好者、中小学教师、网页动画制作者、多媒体从业人员的自学教程及参考书。本书所附光盘收录了书中部分实例的源文件和素材、上机练习题的源文件和素材，供读者练习使用和参考。&lt;br/&gt;&lt;br/&gt;　　全书共分4部分16章。第1章介绍Flash 8基础知识；第2章～第12章介绍矢量绘图基础、创建和使用元件、导入素材、制作基本动画、模板和视频的应用、动画作品的测试、优化和发布以及ActionScript动作脚本在设计复杂动画效果和交互式动画中的应用方法等；第13章通过12个经典实例的制作，全面阐述了动画制作的精髓；第14章通过圣诞贺卡的制作，剖析了电子贺卡制作的一般流程与技巧；第15章通过网络影片《月影七绝刀》片断《竹林》的制作，详细介绍了网络影片的创意与构思、人物设定、脚本与分镜等动画专业技术；最后，针对广大想建立全Flash个人网站的读者，在第16章中详细阐述了全Flash个人网站的策划与制作，包括设计网站的名称和标志、栏目与结构、色彩与风格、版面布局、子Flash文件的调用等技术。整个学习流程联系紧密，环环相扣，一气呵成，让读者在掌握Flash各种创作技巧的同时，享受无比的学习乐趣。 &lt;br/&gt;&lt;br/&gt;--------------------------------------------------------------------------------&lt;br/&gt;编辑推荐&lt;br/&gt;　　这是一本专门讲解Flash 8动画设计与制作技术的普及类图书。本书按照基础篇、进阶篇、实例篇和实战篇4部分内容来展开，从Flash动画的入门基础知识到完整动画的设计与完成，使用了大量经典实例来引导读者，并以通俗易懂、生动活泼的语言，全面、系统、由浅入深地讲解了Flash 8的基本功能、使用方法以及动画制作的高级技巧。本书适合作为各大、中专院校相关专业学生自学教程和参考书以及Flash 8动画制作的基础培训班教材，另外也可作为广大Flash爱好者、中小学教师、网页动画制作者、多媒体从业人员的自学教程及参考书。本书所附光盘收录了书中部分实例的源文件和素材、上机练习题的源文件和素材，供读者练习使用和参考。 &lt;br/&gt;&lt;br/&gt;--------------------------------------------------------------------------------&lt;br/&gt;目录&lt;br/&gt;第一部分 基础篇&lt;br/&gt;第1章 初识Flash Professional 8&lt;br/&gt;1．1 Flash是什么&lt;br/&gt;1．2 Flash动画的特点&lt;br/&gt;1．3 今天的Flash 8&lt;br/&gt;1．4 Flash 8的新增功能&lt;br/&gt;1．5 中文版Flash 8的安装与启动&lt;br/&gt;1．5．1 Flash 8系统要求&lt;br/&gt;1．5．2 安装Flash 8&lt;br/&gt;1．5．3 启动Flash 8&lt;br/&gt;1．6 操作界面&lt;br/&gt;1．6．1 启动后的开始页&lt;br/&gt;1．6．2 中文版Flash8的操作界面&lt;br/&gt;1．6．3 中文版Flash8的菜单栏&lt;br/&gt;1．6．4 中文版Flash8工具栏&lt;br/&gt;1．6．5 场景和舞台&lt;br/&gt;1．6．6 时间轴窗口&lt;br/&gt;1．6．7 【属性】面板&lt;br/&gt;1．6．8 浮动面板组&lt;br/&gt;1．6．9 其他常用面板&lt;br/&gt;1．7 Flash文档的基本操作&lt;br/&gt;1．7．1 新建Flash文档&lt;br/&gt;1．7．2 创建Flash幻灯片&lt;br/&gt;1．7．3 设置Flash文档的属性&lt;br/&gt;1．7．4 保存Flash文档&lt;br/&gt;1．7???5 打开Flash文档&lt;br/&gt;1．8 思考与练习&lt;br/&gt;第2章 矢量绘图基础&lt;br/&gt;2．1 矢量图和位图&lt;br/&gt;2．1．1 矢量图&lt;br/&gt;2．1．2 位图&lt;br/&gt;2．2 绘制矢量图&lt;br/&gt;2．2．1 对象绘制模式&lt;br/&gt;2．2．2 绘图工具&lt;br/&gt;2．2．3 上色工具&lt;br/&gt;2．2．4 【颜色】面板组&lt;br/&gt;2．2．5 选择工具&lt;br/&gt;2．2．6 编辑工具&lt;br/&gt;2．2．7 查看工具&lt;br/&gt;2．3 实例演练——绘制夜景&lt;br/&gt;2．4 思考与练习&lt;br/&gt;第3章 文本对象&lt;br/&gt;3．1 使用文本工具&lt;br/&gt;3．1．1 创建文本&lt;br/&gt;3．1．2 选择文本&lt;br/&gt;3．1．3 关于嵌入字体&lt;br/&gt;3．2 设置文本对象的属性&lt;br/&gt;3．2．1 静态文本&lt;br/&gt;3．2．2 动态文本&lt;br/&gt;3．2．3 输入文本&lt;br/&gt;3．3 实例演练——修改文本&lt;br/&gt;3．4 使用滤镜&lt;br/&gt;3．4．1 【滤镜】面板&lt;br/&gt;3．4．2 添加滤镜&lt;br/&gt;3．4．3 查看和删除滤镜&lt;br/&gt;3．4．4 启用和禁用滤镜&lt;br/&gt;3．5 检查拼写&lt;br/&gt;3．6 实例演练&lt;br/&gt;3．6．1 制作发光文字效果&lt;br/&gt;3．6．2 制作位图填充文字效果&lt;br/&gt;3．7 思考与练习&lt;br/&gt;第4章 对象的操作&lt;br/&gt;4．1 对象的移动、复制和删除&lt;br/&gt;4．1．1 移动对象&lt;br/&gt;4．1．2 复制对象&lt;br/&gt;4．1．3 删除对象&lt;br/&gt;4．2 对象的合并&lt;br/&gt;4．3 对象的组合和分离&lt;br/&gt;4．3．1 组合和取消组合&lt;br/&gt;4．3．2 分离对象&lt;br/&gt;4．4 对象的变形&lt;br/&gt;4．4．1 【变形】面板&lt;br/&gt;4．4．2 【变形】子菜单&lt;br/&gt;4．5 对象的对齐和排列&lt;br/&gt;4．5．1 对象的对齐&lt;br/&gt;4．5．2 对象的排列&lt;br/&gt;4．6 线条和轮廓的编辑&lt;br/&gt;4．7 对象编辑的辅助工具&lt;br/&gt;4．7．1 使用网格&lt;br/&gt;4．7．2 使用标尺&lt;br/&gt;4．7．3 使用辅助线&lt;br/&gt;4．8 图层&lt;br/&gt;4．8．1 编辑图层&lt;br/&gt;4．8．2 图层的状态&lt;br/&gt;4．8．3 引导层和遮罩层&lt;br/&gt;4．8．4 分散到各图层&lt;br/&gt;4．9 思考与练习&lt;br/&gt;第5章 元件、实例和库&lt;br/&gt;5．1 元件的类型&lt;br/&gt;5．1．1 影片剪辑(MC)&lt;br/&gt;5．1．2 按钮&lt;br/&gt;5．1．3 图形&lt;br/&gt;5．2 创建元件&lt;br/&gt;5．2．1 转换为元件&lt;br/&gt;5．2．2 新建元件&lt;br/&gt;5．2．3 将已有的动画转换成元件&lt;br/&gt;5．3 实例演练——创建动态文字按钮&lt;br/&gt;5．4 创建实例&lt;br/&gt;5．5 元件与实例&lt;br/&gt;5．5．1 图形元件与实例&lt;br/&gt;5．5．2 MC元件与实例&lt;br/&gt;5．5．3 按钮元件与实例&lt;br/&gt;5．6 改变实例&lt;br/&gt;5．6．1 改变实例的类型&lt;br/&gt;5．6．2 改变实例的颜色效果&lt;br/&gt;5．6．3 交换实例&lt;br/&gt;5．6．4 打散实例&lt;br/&gt;5．6．5 应用混合模式&lt;br/&gt;5．6．6 应用滤镜&lt;br/&gt;5．7 库&lt;br/&gt;5．7．1 认识库&lt;br/&gt;5．7．2 【库】面板&lt;br/&gt;5．7．3 ??理库&lt;br/&gt;5．7．4 公用库&lt;br/&gt;5．7．5 自建公用库&lt;br/&gt;5．7．6 打开外部库&lt;br/&gt;5．8 思考与练习&lt;br/&gt;第6章 动画制作基础&lt;br/&gt;6．1 关于动画&lt;br/&gt;6．1．1 什么是动画&lt;br/&gt;6．1．2 Flash动画&lt;br/&gt;6．1．3 Flash的动画类型&lt;br/&gt;6．2 时间轴和时间轴窗口．&lt;br/&gt;6．3 关于帧&lt;br/&gt;6．3．1 帧的分类&lt;br/&gt;6．3．2 关键帧&lt;br/&gt;6．3．3 帧的编辑&lt;br/&gt;6．3．4 帧的【属性】面板&lt;br/&gt;6．4 Flash基本动画制作&lt;br/&gt;6．4．1 逐帧动画&lt;br/&gt;6．4．2 实例演练——彩旗飘舞&lt;br/&gt;6．4．3 运动补间动画&lt;br/&gt;6．4．4 实例演练——简单文字动画&lt;br/&gt;6．4．5 形状补间动画&lt;br/&gt;6．4．6 实例演练——制作椭圆&lt;br/&gt;变文字动画&lt;br/&gt;6．5 Flash特殊动画制作&lt;br/&gt;6．5．1 沿路径运动的动画&lt;br/&gt;6．5．2 遮罩动画&lt;br/&gt;6．6 实例演练&lt;br/&gt;6．6．1 飞舞的蝴蝶&lt;br/&gt;6．6．2 制作图片遮罩动画&lt;br/&gt;6．7 思考与练习&lt;br/&gt;第7章 导入外部素材&lt;br/&gt;7．1 素材类型&lt;br/&gt;7．2 图像素材&lt;br/&gt;7．2．1 导入位图&lt;br/&gt;7．2．2 导入矢量图形&lt;br/&gt;7．3 编辑位图&lt;br/&gt;7．3．1 在Flash中编辑位图&lt;br/&gt;7．3．2 在外部编辑器中编辑位图&lt;br/&gt;7．4 导入声音&lt;br/&gt;7．4．1 声音类型&lt;br/&gt;7．4．2 添加声音&lt;br/&gt;7．5 编辑声音&lt;br/&gt;7．5．1 设置声音的属性&lt;br/&gt;7．5．2 声音效果的编辑&lt;br/&gt;7．5．3 声音的同步&lt;br/&gt;7．5．4 声音的循环&lt;br/&gt;7．5．5 声音编辑器&lt;br/&gt;7．5．6 声音的压缩&lt;br/&gt;7．6 在移动设备的Flash文档中&lt;br/&gt;使用声音&lt;br/&gt;7．7 实例演练——给按钮添加音效&lt;br/&gt;7．8 思考与练习&lt;br/&gt;第8章 视频和模板的应用&lt;br/&gt;8．1 视频的应用&lt;br/&gt;8．1．1 嵌入视频&lt;br/&gt;8．1．2 外部视频&lt;br/&gt;8．2 支持的视频类型&lt;br/&gt;8．3 视频的导入&lt;br/&gt;8．3．1 导入渐进式下载视频&lt;br/&gt;8．3．2 导入嵌入视频&lt;br/&gt;8．4 更改视频剪辑的属性&lt;br/&gt;8．4．1 使用【属性】面板&lt;br/&gt;8．4．2 使用嵌入“视频属性”对话框&lt;br/&gt;8．4．3 将视频剪辑导出为．flv文件&lt;br/&gt;8．5 实例演练——使用媒体元件&lt;br/&gt;播放外部FLV视频文件&lt;br/&gt;8．6 模板的应用&lt;br/&gt;8．6．1 广告&lt;br/&gt;8．6．2 表单应用程序&lt;br/&gt;8．6．3 照片幻灯片放映&lt;br/&gt;8．6．4 演示文稿&lt;br/&gt;8．6．5 测验&lt;br/&gt;8．6．6 幻灯片演示文稿&lt;br/&gt;8．7 实例演练——照片幻灯片放映&lt;br/&gt;模板的应用&lt;br/&gt;8．8 思考与练习&lt;br/&gt;第二部分 进阶篇&lt;br/&gt;第9章 ActionScript基础&lt;br/&gt;9．1 关于ActionScript&lt;br/&gt;9．1．1 什么是ActionScript&lt;br/&gt;9．1．2 ActionScript的发展&lt;br/&gt;9．1．3 ActionScript的新增功能&lt;br/&gt;9．2 在Flash中实现交互的三要素&lt;br/&gt;9．2．1 ActionScript脚本类型&lt;br/&gt;9．2．2 事件&lt;br/&gt;9．2．3 目标&lt;br/&gt;9．2．4 动作&lt;br/&gt;9．3 关于【动作】面板&lt;br/&gt;9．3．1 打开【动作】面板&lt;br/&gt;9．3．2 【动作】面板的编辑界面&lt;br/&gt;9．3．3 添加动作脚本&lt;br/&gt;9．4 实例演练——用按钮控制电影的播放&lt;br/&gt;9．5 ActionScript入门&lt;br/&gt;9．5．1 基本语法&lt;br/&gt;9．5．2 ActionScript相关术语&lt;br/&gt;9．5．3 数据类型&lt;br/&gt;9．5．4 关于变量&lt;br/&gt;9．5．5 运算符&lt;br/&gt;9．6 思考与练习&lt;br/&gt;第10章 ActionScript的应用&lt;br/&gt;10．1 函数&lt;br/&gt;10．1．1 自定义函数&lt;br/&gt;10．1．2 调用函数&lt;br/&gt;10．2 对象的属性及其设置&lt;br/&gt;10．3 对象的目标路径&lt;br/&gt;10．3．1 绝对路径&lt;br/&gt;10．3．2 相对路径&lt;br/&gt;10．3．3 动态路径&lt;br/&gt;10．4 常见AcfionScript命令语句&lt;br/&gt;10．4．1 控制类动作指令函数&lt;br/&gt;10．4．2 判断类动作&lt;br/&gt;10．4．3 循环类动作&lt;br/&gt;10．5 实例演练&lt;br/&gt;10．5．1 模拟鼠标跟随效果&lt;br/&gt;10．5．2 设置对象的属性&lt;br/&gt;10．5．3 制作滚动文本框&lt;br/&gt;10．6 思考与练习&lt;br/&gt;第11章 组件的应用&lt;br/&gt;11．1 认识组件&lt;br/&gt;11．1．1 【组件】面板&lt;br/&gt;11．1．2 组件的应用&lt;br/&gt;11．2 Data数据组件&lt;br/&gt;11．3 Media媒体组件&lt;br/&gt;11．4 UI用户界面组件&lt;br/&gt;11．5 FLVPlayback视频组件&lt;br/&gt;11．6 实例演练——使用FLvPlayback&lt;br/&gt;组件播放外部FLV视频文件&lt;br/&gt;11．7 思考与练习&lt;br/&gt;第12章 FIash电影的发布&lt;br/&gt;12．1 电影的优化&lt;br/&gt;12．2 作品的测试&lt;br/&gt;12．3 作品的导出&lt;br/&gt;12．3．1 导出影片&lt;br/&gt;12．3．2 作品的导出格式&lt;br/&gt;12．4 发布设置与预览&lt;br/&gt;12．4．1 指定导出文件的类型&lt;br/&gt;12．4．2 发布预览&lt;br/&gt;12．5 思考与练习&lt;br/&gt;第三部分 实例篇&lt;br/&gt;第13章 Flash动画典型实例&lt;br/&gt;13．1 色彩原理和上色练习&lt;br/&gt;13．1．1 色彩原理&lt;br/&gt;13．1．2 简单的上色练习&lt;br/&gt;13．1．3 卡通人物的上色&lt;br/&gt;13．2 花开动画效果&lt;br/&gt;13．3 水中倒影效果&lt;br/&gt;13．4 时间轴特效&lt;br/&gt;13．5 头发飘动动画效果&lt;br/&gt;13．5．1 头发飘动的运动规律&lt;br/&gt;13．5．2 制作头发飘动的动画&lt;br/&gt;13．6 动感水珠效果&lt;br/&gt;13．7 漂亮的网站导航&lt;br/&gt;13．8 音乐开关的制作&lt;br/&gt;13．9 oading的制作&lt;br/&gt;13．10 鼠标跟随效果&lt;br/&gt;13．11 模糊轨迹效果&lt;br/&gt;13．12 位图马赛克效果&lt;br/&gt;第四部分 实战篇&lt;br/&gt;第14章 圣诞贺卡&lt;br/&gt;14．1 影片预览&lt;br/&gt;14．2 创意分析&lt;br/&gt;14．3 脚本与分镜&lt;br/&gt;14．4 动画制作前期准备&lt;br/&gt;14．4．1 绘制草图&lt;br/&gt;14．4．2 准备素材&lt;br/&gt;14．5 制作过程&lt;br/&gt;14．5．1 新建Flash文档&lt;br/&gt;14．5．2 导入素材&lt;br/&gt;14．5．3 制作元件&lt;br/&gt;14．5．4 整合动画&lt;br/&gt;第15章 影片《月影七绝刀》&lt;br/&gt;片断《竹林》&lt;br/&gt;15．1 影片介绍&lt;br/&gt;15．2 影片预览&lt;br/&gt;15．3 创意与构思&lt;br/&gt;15．4 人物设定&lt;br/&gt;15．5 脚本与分镜&lt;br/&gt;15．5．1 什么是分镜&lt;br/&gt;15．5．2 动画片断《竹林》的分镜&lt;br/&gt;15．6 准备素材&lt;br/&gt;15．6．1 绘制场景草图&lt;br/&gt;15．6．2 在：Photoshop中手绘场景&lt;br/&gt;15．7 制作元件&lt;br/&gt;15．7．1 撑船动作&lt;br/&gt;15．7．2 鱼游动作&lt;br/&gt;15．8 整合动画&lt;br/&gt;第16章 全Flash个人网站策划与制作&lt;br/&gt;16．1 全Flash网站的制作思路&lt;br/&gt;16．2 常用技术&lt;br/&gt;16．2．1 ActionScript代码控制&lt;br/&gt;16．2．2 Loading预载动画&lt;br/&gt;16．3 网站策划&lt;br/&gt;16．3．1 确定网站的名称&lt;br/&gt;16．3．2 设计网站的标志(Logo)&lt;br/&gt;16．3．3 网站素材的准备&lt;br/&gt;16．3．4 确定网站的栏目和结构&lt;br/&gt;16．3．5 确定网站的色彩和风格&lt;br/&gt;16．3．6 设计网站的版面布局&lt;br/&gt;16．4 全Flash网站的制作&lt;br/&gt;16．4．1 制作首??动画(index．swf)&lt;br/&gt;16．4．2 制作蝶儿档案子动画(about．swf)&lt;br/&gt;16．4．3 制作蝶儿作品子动画(works．swf)&lt;br/&gt;16．4．4 整体整合&lt;br/&gt;16．5 网站的发布和上传&lt;br/&gt;16．5．1 发布网页&lt;br/&gt;16．5．2 上传网站&lt;br/&gt;&lt;br/&gt;</description><pubDate>2008-06-18 07:49:48</pubDate></item>
<item><title>ACTIONSCRIPT 3.0 编程</title><link>http://www.netyi.net/training/6a869f44-c850-4259-a514-f995960ce622</link><description>ACTIONSCRIPT 3.0 编程 Flash AS 3.0 编程书籍 &lt;br/&gt;不是扫描版的(全清晰文本)。&lt;br/&gt;中文的PDF格式，全书一共26章，700页，很全面的，是初学者很好的教程，也是中高级人员很好的参考书！&lt;br/&gt;是很难得的电子书材料，个人感觉比ActionScript 3 Cookbook要好很多。&lt;br/&gt;&lt;br/&gt;第1 章: ActionScript3.0 简介. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17&lt;br/&gt;关于 ActionScript. . . . . . . . . . . . . . . .  .17&lt;br/&gt;ActionScript 3.0 的优点 . . . . . . . . . . 18&lt;br/&gt;ActionScript 3.0 中的新增功能 . . . . 18&lt;br/&gt;核心语言功能 . . . . . . . . . . . . . . . . . . 18&lt;br/&gt;Flash Player API 功能  . . . . . . . . .20&lt;br/&gt;与早期版本的兼容性 . . . . . . . . . . . . . . 21&lt;br/&gt;第2 章: ActionScript 快速入门 . . . . . . . . . . . . . . . . . . . . . . . . . . . .23&lt;br/&gt;编程基础  . . . . . . . . . . . . . . . . . . . . . . . .23&lt;br/&gt;计算机程序的用途  . . . . . . . . . . . . .23&lt;br/&gt;变量和常量 . . . . . . . . . . . . . . . . . . . .24&lt;br/&gt;数据类型 . . . . . . . . . . . . . . . . . . . . . .25&lt;br/&gt;处理对象  . . . . . . . . . . . . . . . . . . . . . . . .26&lt;br/&gt;属性 . . . . . . . . . . . . . . . . . . . . . . . . . .26&lt;br/&gt;方法 . . . . . . . . . . . . . . . . . . . . . . . . . . 27&lt;br/&gt;事件 . . . . . . . . . . . . . . . . . . . . . . . . . .28&lt;br/&gt;基本事件处理  . . . . . . . . . . . . . . .28&lt;br/&gt;了解事件处理过程  . . . . . . . . . . .29&lt;br/&gt;事件处理示例  . . . . . . . . . . . . . . .33&lt;br/&gt;创建对象实例 . . . . . . . . . . . . . . . . . .33&lt;br/&gt;常用编程元素  . . . . . . . . . . . . . . . . . . . .35&lt;br/&gt;示例：动画公文包片段 . . . . . . . . . . . . 37&lt;br/&gt;使用 ActionScript 构建应用程序 . . .40&lt;br/&gt;用于组织代码的选项  . . . . . . . . . . .40&lt;br/&gt;选择合适的工具 . . . . . . . . . . . . . . . .42&lt;br/&gt;ActionScript 开发过程  . . . . . . . . .43&lt;br/&gt;4 目 录&lt;br/&gt;创建自己的类 . . . . . . . . . . . . . . . . . . . . 44&lt;br/&gt;类设计策略  . . . . . . . . . . . . . . . . . . . 44&lt;br/&gt;编写类的代码  . . . . . . . . . . . . . . . . .45&lt;br/&gt;有关组织类的一些建议  . . . . . . . . . 47&lt;br/&gt;示例：创建基本应用程序 . . . . . . . . . . 47&lt;br/&gt;运行后续示例 . . . . . . . . . . . . . . . . . . . . 53&lt;br/&gt;第3 章: ActionScript 语言及其语法. . . . . . . . . . . . . . . . . . . . . . . . . 55&lt;br/&gt;语言概述 . . . . . . . . . . . . . . . . . . . . . . . . 56&lt;br/&gt;对象和类 . . . . . . . . . . . . . . . . . . . . . . . . 57&lt;br/&gt;包和命名空间 . . . . . . . . . . . . . . . . . . . . 57&lt;br/&gt;包 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58&lt;br/&gt;命名空间  . . . . . . . . . . . . . . . . . . . . . .61&lt;br/&gt;变量 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68&lt;br/&gt;数据类型 . . . . . . . . . . . . . . . . . . . . . . . . 72&lt;br/&gt;类型检查  . . . . . . . . . . . . . . . . . . . . . 73&lt;br/&gt;动态类  . . . . . . . . . . . . . . . . . . . . . . . 77&lt;br/&gt;数据类型说明  . . . . . . . . . . . . . . . . . 78&lt;br/&gt;类型转换  . . . . . . . . . . . . . . . . . . . . . 80&lt;br/&gt;语法 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85&lt;br/&gt;运算符 . . . . . . . . . . . . . . . . . . . . . . . . . .90&lt;br/&gt;条件语句 . . . . . . . . . . . . . . . . . . . . . . . . 97&lt;br/&gt;循环 . . . . . . . . . . . . . . . . . . . . . . . . . . . 100&lt;br/&gt;函数 . . . . . . . . . . . . . . . . . . . . . . . . . . . 102&lt;br/&gt;函数的基本概念  . . . . . . . . . . . . . . 103&lt;br/&gt;函数参数  . . . . . . . . . . . . . . . . . . . . 108&lt;br/&gt;函数作为对象  . . . . . . . . . . . . . . . . .112&lt;br/&gt;函数作用域  . . . . . . . . . . . . . . . . . . . 113&lt;br/&gt;第4 章: ActionScript 中面向对象的编程 . . . . . . . . . . . . . . . . . . . . . 115&lt;br/&gt;面向对象的编程基础知识 . . . . . . . . . .115&lt;br/&gt;类 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117&lt;br/&gt;类定义  . . . . . . . . . . . . . . . . . . . . . . . 117&lt;br/&gt;类属性 (property) 的属性 (attribute) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120&lt;br/&gt;变量  . . . . . . . . . . . . . . . . . . . . . . . . 122&lt;br/&gt;方法  . . . . . . . . . . . . . . . . . . . . . . . . 124&lt;br/&gt;类的枚举  . . . . . . . . . . . . . . . . . . . . 129&lt;br/&gt;嵌入资源类  . . . . . . . . . . . . . . . . . . . 131&lt;br/&gt;接口 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131&lt;br/&gt;继承 . . . . . . . . . . . . . . . . . . . . . . . . . . . 134&lt;br/&gt;高级主题 . . . . . . . . . . . . . . . . . . . . . . . 142&lt;br/&gt;示例：GeometricShapes  . . . . . . . 149&lt;br/&gt;目 录5&lt;br/&gt;第5 章: 处理日期和时间  159&lt;br/&gt;日期和时间基础知识 . . . . . . . . . . . . . 160&lt;br/&gt;管理日历日期和时间 . . . . . . . . . . . . . .161&lt;br/&gt;控制时间间隔  . . . . . . . . . . . . . . . . . . . 164&lt;br/&gt;示例：简单的模拟时钟 . . . . . . . . . . . 166&lt;br/&gt;第6 章: 处理字符串 . . . . . 171&lt;br/&gt;字符串基础知识 . . . . . . . . . . . . . . . . . 172&lt;br/&gt;创建字符串  . . . . . . . . . . . . . . . . . . . . . 173&lt;br/&gt;length 属性 . . . . . . . . . . . . . . . . . . . . . 175&lt;br/&gt;处理字符串中的字符 . . . . . . . . . . . . . 175&lt;br/&gt;比较字符串  . . . . . . . . . . . . . . . . . . . . . 176&lt;br/&gt;获取其它对象的字符串表示形式 . . . 176&lt;br/&gt;连接字符串  . . . . . . . . . . . . . . . . . . . . . 177&lt;br/&gt;在字符串中查找子字符串和模式 . . . 177&lt;br/&gt;在大小写之间转换字符串 . . . . . . . . . 182&lt;br/&gt;示例：ASCII 字符图 . . . . . . . . . . . . . 182&lt;br/&gt;第7 章: 处理数组 . . . . . . 189&lt;br/&gt;数组基础知识  . . . . . . . . . . . . . . . . . . . 189&lt;br/&gt;索引数组  . . . . . . . . . . . . . . . . . . . . . . . 191&lt;br/&gt;关联数组  . . . . . . . . . . . . . . . . . . . . . . . 199&lt;br/&gt;多维数组  . . . . . . . . . . . . . . . . . . . . . . 202&lt;br/&gt;克隆数组  . . . . . . . . . . . . . . . . . . . . . . 204&lt;br/&gt;高级主题  . . . . . . . . . . . . . . . . . . . . . . 205&lt;br/&gt;示例：PlayList  . . . . . . . . . . . . . . . . .210&lt;br/&gt;第8 章: 处理错误 . . . . . . 215&lt;br/&gt;错误处理基础知识 . . . . . . . . . . . . . . . 216&lt;br/&gt;错误类型  . . . . . . . . . . . . . . . . . . . . . . . 218&lt;br/&gt;ActionScript 3.0 中的错误处理 . . 220&lt;br/&gt;ActionScript 3.0 错误处理的构成元素 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221&lt;br/&gt;错误处理策略 . . . . . . . . . . . . . . . . 222&lt;br/&gt;处理 Flash Player 的调试版  . . . . . 222&lt;br/&gt;在应用程序中处理同步错误 . . . . . . 223&lt;br/&gt;创建自定义错误类 . . . . . . . . . . . . . . 228&lt;br/&gt;响应错误事件和状态 . . . . . . . . . . . . 229&lt;br/&gt;比较错误类  . . . . . . . . . . . . . . . . . . . . 232&lt;br/&gt;ECMAScript 核心错误类 . . . . . 232&lt;br/&gt;ActionScript 核心错误类  . . . . . 234&lt;br/&gt;flash.error 包的错误类 . . . . . . . . 235&lt;br/&gt;示例：CustomErrors 应用程序  . . 236&lt;br/&gt;6 目 录&lt;br/&gt;第9 章: 使用正则表达式 243&lt;br/&gt;正则表达式基础知识 . . . . . . . . . . . . .244&lt;br/&gt;正则表达式语法 . . . . . . . . . . . . . . . . .246&lt;br/&gt;创建正则表达式实例  . . . . . . . . . .247&lt;br/&gt;字符、元字符和元序列  . . . . . . . .248&lt;br/&gt;字符类  . . . . . . . . . . . . . . . . . . . . . 250&lt;br/&gt;数量表示符  . . . . . . . . . . . . . . . . . .252&lt;br/&gt;逻辑“或”  . . . . . . . . . . . . . . . . . .253&lt;br/&gt;组 . . . . . . . . . . . . . . . . . . . . . . . . . . .254&lt;br/&gt;标志和属性  . . . . . . . . . . . . . . . . . .257&lt;br/&gt;对字符串使用正则表达式的方法 . . 260&lt;br/&gt;示例：Wiki 分析器  . . . . . . . . . . . . . .262&lt;br/&gt;第10 章: 处理事件 . . . . . 267&lt;br/&gt;事件处理基础知识 . . . . . . . . . . . . . . .268&lt;br/&gt;ActionScript 3.0 事件处理与早期版本事件处理的不同之处 . . . . . . . . . . . . 271&lt;br/&gt;事件流 . . . . . . . . . . . . . . . . . . . . . . . . .273&lt;br/&gt;事件对象 . . . . . . . . . . . . . . . . . . . . . . .275&lt;br/&gt;事件侦听器 . . . . . . . . . . . . . . . . . . . . .279&lt;br/&gt;示例：Alarm Clock  . . . . . . . . . . . . .286&lt;br/&gt;第11 章: 处理 XML . . . .293&lt;br/&gt;XML 基础知识 . . . . . . . . . . . . . . . . . .294&lt;br/&gt;用于处理 XML 的 E4X 方法 . . . . . .297&lt;br/&gt;XML 对象 . . . . . . . . . . . . . . . . . . . . . 299&lt;br/&gt;XMLList 对象  . . . . . . . . . . . . . . . . . 302&lt;br/&gt;初始化 XML 变量  . . . . . . . . . . . . . . 303&lt;br/&gt;组合和变换 XML 对象  . . . . . . . . . . 304&lt;br/&gt;遍历 XML 结构  . . . . . . . . . . . . . . . . 306&lt;br/&gt;使用 XML 命名空间  . . . . . . . . . . . . . .311&lt;br/&gt;XML 类型转换 . . . . . . . . . . . . . . . . . . 312&lt;br/&gt;读取外部 XML 文档  . . . . . . . . . . . . . 314&lt;br/&gt;示例：从 Internet 加载 RSS 数据 . 314&lt;br/&gt;第12 章: 显示编程 . . . . . 319&lt;br/&gt;显示编程的基础知识 . . . . . . . . . . . . 320&lt;br/&gt;核心显示类 . . . . . . . . . . . . . . . . . . . . .324&lt;br/&gt;显示列表方法的优点 . . . . . . . . . . . . .326&lt;br/&gt;处理显示对象 . . . . . . . . . . . . . . . . . . .328&lt;br/&gt;DisplayObject 类的属性和方法 328&lt;br/&gt;在显示列表中添加显示对象  . . . .329&lt;br/&gt;处理显示对象容器  . . . . . . . . . . . .329&lt;br/&gt;目 录7&lt;br/&gt;遍历显示列表 . . . . . . . . . . . . . . . . 333&lt;br/&gt;设置舞台属性 . . . . . . . . . . . . . . . . 334&lt;br/&gt;处理显示对象的事件  . . . . . . . . . 338&lt;br/&gt;选择 DisplayObject 子类  . . . . . 338&lt;br/&gt;处理显示对象  . . . . . . . . . . . . . . . . . . 339&lt;br/&gt;改变位置 . . . . . . . . . . . . . . . . . . . . 340&lt;br/&gt;平移和滚动显示对象  . . . . . . . . . 345&lt;br/&gt;处理大小和缩放对象  . . . . . . . . . 346&lt;br/&gt;控制缩放时的扭曲  . . . . . . . . . .347&lt;br/&gt;缓存显示对象 . . . . . . . . . . . . . . . . 349&lt;br/&gt;何时启用缓存  . . . . . . . . . . . . . 350&lt;br/&gt;启用位图缓存  . . . . . . . . . . . . . . 351&lt;br/&gt;设置不透明背景颜色  . . . . . . . . 351&lt;br/&gt;应用混合模式 . . . . . . . . . . . . . . . . 352&lt;br/&gt;调整 DisplayObject 颜色  . . . . . 353&lt;br/&gt;使用代码设置颜色值  . . . . . . . 353&lt;br/&gt;使用代码更改颜色和亮度效果. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354&lt;br/&gt;旋转对象 . . . . . . . . . . . . . . . . . . . . 355&lt;br/&gt;淡化对象 . . . . . . . . . . . . . . . . . . . . 355&lt;br/&gt;遮罩显示对象 . . . . . . . . . . . . . . . . 356&lt;br/&gt;对象动画  . . . . . . . . . . . . . . . . . . . . . . 358&lt;br/&gt;动态加载显示内容 . . . . . . . . . . . . . . 360&lt;br/&gt;加载显示对象 . . . . . . . . . . . . . . . . 360&lt;br/&gt;监视加载进度 . . . . . . . . . . . . . . . . . 361&lt;br/&gt;指定加载上下文 . . . . . . . . . . . . . . 362&lt;br/&gt;示例：SpriteArranger  . . . . . . . . . . 363&lt;br/&gt;第13 章: 处理几何结构  . 371&lt;br/&gt;几何学基础知识 . . . . . . . . . . . . . . . . . 371&lt;br/&gt;使用 Point 对象  . . . . . . . . . . . . . . . . .374&lt;br/&gt;使用 Rectangle 对象  . . . . . . . . . . . .376&lt;br/&gt;使用 Matrix 对象  . . . . . . . . . . . . . . . .379&lt;br/&gt;例如：将矩阵转换用于显示对象 . . . 381&lt;br/&gt;第14 章: 使用绘图 API  .387&lt;br/&gt;绘图 API 使用基础知识  . . . . . . . . . 388&lt;br/&gt;了解 Graphics 类 . . . . . . . . . . . . . . . 389&lt;br/&gt;绘制直线和曲线 . . . . . . . . . . . . . . . . 390&lt;br/&gt;使用内置方法绘制形状 . . . . . . . . . . 392&lt;br/&gt;创建渐变线条和填充 . . . . . . . . . . . . 393&lt;br/&gt;将 Math 类与绘制方法配合使用 . . 398&lt;br/&gt;使用绘图 API 进行动画处理  . . . . . 399&lt;br/&gt;示例：Algorithmic Visual Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400&lt;br/&gt;8 目 录&lt;br/&gt;第15 章: 过滤显示对象  .403&lt;br/&gt;过滤显示对象的基础知识 . . . . . . . . 403&lt;br/&gt;创建和应用滤镜 . . . . . . . . . . . . . . . . 405&lt;br/&gt;创建新滤镜  . . . . . . . . . . . . . . . . . 405&lt;br/&gt;应用滤镜  . . . . . . . . . . . . . . . . . . . 405&lt;br/&gt;滤镜的工作原理  . . . . . . . . . . . . . .407&lt;br/&gt;使用滤镜的潜在问题  . . . . . . . . . .407&lt;br/&gt;可用的显示滤镜 . . . . . . . . . . . . . . . . 409&lt;br/&gt;斜角滤镜  . . . . . . . . . . . . . . . . . . . 409&lt;br/&gt;模糊滤镜  . . . . . . . . . . . . . . . . . . . . 410&lt;br/&gt;投影滤镜  . . . . . . . . . . . . . . . . . . . . .411&lt;br/&gt;发光滤镜  . . . . . . . . . . . . . . . . . . . . 412&lt;br/&gt;渐变斜角滤镜  . . . . . . . . . . . . . . . . 412&lt;br/&gt;渐变发光滤镜  . . . . . . . . . . . . . . . . 413&lt;br/&gt;示例：合并基本滤镜  . . . . . . . . . . 414&lt;br/&gt;颜色矩阵滤镜  . . . . . . . . . . . . . . . . 417&lt;br/&gt;卷积滤镜  . . . . . . . . . . . . . . . . . . . . 417&lt;br/&gt;置换图滤镜  . . . . . . . . . . . . . . . . . . 419&lt;br/&gt;示例：Filter Workbench  . . . . . . . .424&lt;br/&gt;第16 章: 处理影片剪辑  .425&lt;br/&gt;影片剪辑基础知识 . . . . . . . . . . . . . . .425&lt;br/&gt;处理 MovieClip 对象  . . . . . . . . . . . .427&lt;br/&gt;控制影片剪辑回放 . . . . . . . . . . . . . . .427&lt;br/&gt;处理场景  . . . . . . . . . . . . . . . . . . . 430&lt;br/&gt;使用 ActionScript 创建 MovieClip 对象 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430&lt;br/&gt;为 ActionScript 导出库元件  . . 430&lt;br/&gt;加载外部 SWF 文件 . . . . . . . . . . . . .433&lt;br/&gt;示例：RuntimeAssetsExplorer  . .434&lt;br/&gt;第17 章: 处理文本 . . . . .439&lt;br/&gt;处理文本的基础知识 . . . . . . . . . . . . 440&lt;br/&gt;显示文本 . . . . . . . . . . . . . . . . . . . . . . .442&lt;br/&gt;文本类型  . . . . . . . . . . . . . . . . . . . .442&lt;br/&gt;修改文本字段内容  . . . . . . . . . . . .443&lt;br/&gt;显示 HTML 文本  . . . . . . . . . . . . .443&lt;br/&gt;在文本字段中使用图像  . . . . . . . 444&lt;br/&gt;在文本字段中滚动文本  . . . . . . . 444&lt;br/&gt;选择和操作文本 . . . . . . . . . . . . . . . . .446&lt;br/&gt;捕获文本输入 . . . . . . . . . . . . . . . . . . .447&lt;br/&gt;限制文本输入 . . . . . . . . . . . . . . . . . . .448&lt;br/&gt;目 录9&lt;br/&gt;设置文本格式  . . . . . . . . . . . . . . . . . . 449&lt;br/&gt;指定文本格式 . . . . . . . . . . . . . . . . 449&lt;br/&gt;应用层叠样式表 . . . . . . . . . . . . . . 450&lt;br/&gt;加载外部 CSS 文件 . . . . . . . . . . . 451&lt;br/&gt;设置文本字段内文本范围的格式 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 452&lt;br/&gt;高级文本呈现  . . . . . . . . . . . . . . . . . . 453&lt;br/&gt;处理静态文本  . . . . . . . . . . . . . . . . . . 455&lt;br/&gt;示例：报纸风格的文本格式设置 . . 456&lt;br/&gt;读取外部 CSS 文件 . . . . . . . . . . .457&lt;br/&gt;在页面上排列素材元素  . . . . . . . 459&lt;br/&gt;更改字体大小以适合字段大小  . 460&lt;br/&gt;在多列之间拆分文本  . . . . . . . . . 462&lt;br/&gt;第18 章: 处理位图 . . . . 465&lt;br/&gt;处理位图的基本知识 . . . . . . . . . . . . 465&lt;br/&gt;Bitmap 和 BitmapData 类  . . . . . . 468&lt;br/&gt;处理像素  . . . . . . . . . . . . . . . . . . . . . . 470&lt;br/&gt;处理单个像素 . . . . . . . . . . . . . . . . 470&lt;br/&gt;像素级别冲突检测  . . . . . . . . . . . . 471&lt;br/&gt;复制位图数据  . . . . . . . . . . . . . . . . . . .473&lt;br/&gt;使用杂点功能制作纹理 . . . . . . . . . . 474&lt;br/&gt;滚动位图  . . . . . . . . . . . . . . . . . . . . . . .476&lt;br/&gt;示例：动画处理使用屏幕外位图的 sprite . . . . . . . . . . . . . . . . . . . . . . . . . . . . .476&lt;br/&gt;第19 章: 处理视频 . . . . .477&lt;br/&gt;视频基础知识  . . . . . . . . . . . . . . . . . . .478&lt;br/&gt;了解 Flash 视频 (FLV) 格式  . . . . . 480&lt;br/&gt;了解 Video 类 . . . . . . . . . . . . . . . . . . . 481&lt;br/&gt;加载视频文件  . . . . . . . . . . . . . . . . . . 482&lt;br/&gt;控制视频回放  . . . . . . . . . . . . . . . . . . 483&lt;br/&gt;检测视频流的末尾  . . . . . . . . . . . 484&lt;br/&gt;流式传输视频文件 . . . . . . . . . . . . . . 485&lt;br/&gt;了解提示点  . . . . . . . . . . . . . . . . . . . . 485&lt;br/&gt;为 onCuePoint 和 onMetaData 编写回调方法. . . . . . . . . . . . . . . . . . . . . . . 486&lt;br/&gt;将 NetStream 对象的 client 属性设置为一个 Object . . . . . . . . . . . . . . . .487&lt;br/&gt;创建自定义类并定义用于处理回调方法的方法 . . . . . . . . . . . . . . . . . . . . . 488&lt;br/&gt;扩展 NetStream 类并添加处理回调方法的方法. . . . . . . . . . . . . . . . . . . . 488&lt;br/&gt;扩展 NetStream 类并使其为动态类. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 490&lt;br/&gt;将 NetStream 对象的 client 属性设置为 this . . . . . . . . . . . . . . . . . . . . . . . 491&lt;br/&gt;使用提示点  . . . . . . . . . . . . . . . . . . . . 492&lt;br/&gt;使用视频元数据 . . . . . . . . . . . . . . . . 492&lt;br/&gt;10 目 录&lt;br/&gt;捕获摄像头输入 . . . . . . . . . . . . . . . . .496&lt;br/&gt;了解 Camera 类 . . . . . . . . . . . . . .496&lt;br/&gt;在屏幕上显示摄像头内容  . . . . . .497&lt;br/&gt;设计摄像头应用程序  . . . . . . . . . .497&lt;br/&gt;连接到用户摄像头  . . . . . . . . . . . .497&lt;br/&gt;验证是否已安装摄像头  . . . . . . . .498&lt;br/&gt;检测摄像头的访问权限  . . . . . . . 499&lt;br/&gt;最优化视频品质  . . . . . . . . . . . . . . 501&lt;br/&gt;监视回放条件  . . . . . . . . . . . . . . . 502&lt;br/&gt;向服务器发送视频  . . . . . . . . . . . 503&lt;br/&gt;高级主题 . . . . . . . . . . . . . . . . . . . . . . 503&lt;br/&gt;Flash Player 与编码的 FLV 文件的兼容性. . . . . . . . . . . . . . . . . . . . . . . . 503&lt;br/&gt;关于配置 FLV 文件以便在服务器上托管. . . . . . . . . . . . . . . . . . . . . . . . . . 504&lt;br/&gt;关于在 Macintosh 上将本地 FLV 文件设定为目标. . . . . . . . . . . . . . . . . 505&lt;br/&gt;示例：视频自动唱片点唱机 . . . . . . 505&lt;br/&gt;第20 章: 处理声音 . . . . 513&lt;br/&gt;声音处理基础知识 . . . . . . . . . . . . . . . 514&lt;br/&gt;了解声音体系结构 . . . . . . . . . . . . . . . 516&lt;br/&gt;加载外部声音文件 . . . . . . . . . . . . . . . 517&lt;br/&gt;处理嵌入的声音 . . . . . . . . . . . . . . . . 520&lt;br/&gt;处理声音流文件 . . . . . . . . . . . . . . . . . 521&lt;br/&gt;播放声音 . . . . . . . . . . . . . . . . . . . . . . . 521&lt;br/&gt;暂停和恢复播放声音  . . . . . . . . . .522&lt;br/&gt;监视回放  . . . . . . . . . . . . . . . . . . . .523&lt;br/&gt;停止声音流  . . . . . . . . . . . . . . . . . .524&lt;br/&gt;加载和播放声音时的安全注意事项 525&lt;br/&gt;控制音量和声相 . . . . . . . . . . . . . . . . .526&lt;br/&gt;处理声音元数据 . . . . . . . . . . . . . . . . .527&lt;br/&gt;访问原始声音数据 . . . . . . . . . . . . . . .528&lt;br/&gt;捕获声音输入 . . . . . . . . . . . . . . . . . . .532&lt;br/&gt;访问麦克风  . . . . . . . . . . . . . . . . . .532&lt;br/&gt;将麦克风音频传送到本地扬声器 533&lt;br/&gt;更改麦克风音频  . . . . . . . . . . . . . .533&lt;br/&gt;检测麦克风活动  . . . . . . . . . . . . . .534&lt;br/&gt;向媒体服务器发送音频以及从中接收音频. . . . . . . . . . . . . . . . . . . . . . . . . .535&lt;br/&gt;示例：Podcast Player  . . . . . . . . . .535&lt;br/&gt;读取播客频道的 RSS 数据 . . . . .536&lt;br/&gt;使用 SoundFacade 类简化声音加载和回放 . . . . . . . . . . . . . . . . . . . . . . .537&lt;br/&gt;显示回放进度  . . . . . . . . . . . . . . . 540&lt;br/&gt;暂停和恢复回放  . . . . . . . . . . . . . . 541&lt;br/&gt;扩展 Podcast Player 示例 . . . . . 541&lt;br/&gt;目 录11&lt;br/&gt;第21 章: 捕获用户输入  543&lt;br/&gt;用户输入基础知识 . . . . . . . . . . . . . . 543&lt;br/&gt;捕获键盘输入  . . . . . . . . . . . . . . . . . . 545&lt;br/&gt;捕获鼠标输入  . . . . . . . . . . . . . . . . . . .547&lt;br/&gt;示例：WordSearch . . . . . . . . . . . . 552&lt;br/&gt;第22 章: 网络与通信 . . .557&lt;br/&gt;网络和通信基础知识 . . . . . . . . . . . . 558&lt;br/&gt;处理外部数据  . . . . . . . . . . . . . . . . . . 560&lt;br/&gt;连接到其它 Flash Player 实例  . . . 566&lt;br/&gt;套接字连接  . . . . . . . . . . . . . . . . . . . . .572&lt;br/&gt;存储本地数据  . . . . . . . . . . . . . . . . . . .576&lt;br/&gt;处理文件上载和下载 . . . . . . . . . . . . 579&lt;br/&gt;示例：构建 Telnet 客户端 . . . . . . . 589&lt;br/&gt;示例：上载和下载文件 . . . . . . . . . . 592&lt;br/&gt;第23 章: 客户端系统环境 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599&lt;br/&gt;客户端系统环境基础知识 . . . . . . . . 599&lt;br/&gt;使用 System 类 . . . . . . . . . . . . . . . . . 601&lt;br/&gt;使用 Capabilities 类  . . . . . . . . . . . . 602&lt;br/&gt;使用 ApplicationDomain 类 . . . . . 603&lt;br/&gt;使用 IME 类  . . . . . . . . . . . . . . . . . . . 606&lt;br/&gt;示例：检测系统功能 . . . . . . . . . . . . . .611&lt;br/&gt;第24 章: 打印 . . . . . . . . 615&lt;br/&gt;打印基础知识  . . . . . . . . . . . . . . . . . . . 616&lt;br/&gt;打印页面  . . . . . . . . . . . . . . . . . . . . . . . 617&lt;br/&gt;Flash Player 任务和系统打印 . . . . . 618&lt;br/&gt;设置大小、缩放和方向 . . . . . . . . . . . 621&lt;br/&gt;示例：多页打印 . . . . . . . . . . . . . . . . 623&lt;br/&gt;示例：缩放、裁剪和拼接 . . . . . . . . 625&lt;br/&gt;第25 章: 使用外部 API 627&lt;br/&gt;使用外部 API 的基础知识  . . . . . . . 628&lt;br/&gt;外部 API 要求和优点  . . . . . . . . . . . 630&lt;br/&gt;使用 ExternalInterface 类 . . . . . . . . 631&lt;br/&gt;获取有关外部容器的信息  . . . . . 632&lt;br/&gt;从 ActionScript 中调用外部代码 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 632&lt;br/&gt;从容器中调用 ActionScript 代码 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 633&lt;br/&gt;外部 API 的 XML 格式  . . . . . . . 634&lt;br/&gt;示例：将外部 API 用于网页容器  . 636&lt;br/&gt;示例：将外部 API 用于 ActiveX 容器. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 642&lt;br/&gt;12 目 录&lt;br/&gt;第26 章: Flash Player 安全性. . . . . . . . . . . . . . . . . . . . . . . . . . . .649&lt;br/&gt;Flash Player 安全性概述 . . . . . . . . 650&lt;br/&gt;权限控制概述 . . . . . . . . . . . . . . . . . . .652&lt;br/&gt;安全沙箱 . . . . . . . . . . . . . . . . . . . . . . 660&lt;br/&gt;限制网络 API  . . . . . . . . . . . . . . . . . . .662&lt;br/&gt;全屏模式安全性 . . . . . . . . . . . . . . . . .664&lt;br/&gt;加载内容 . . . . . . . . . . . . . . . . . . . . . . .665&lt;br/&gt;跨脚本访问 . . . . . . . . . . . . . . . . . . . . .668&lt;br/&gt;作为数据访问加载的媒体 . . . . . . . . . 671&lt;br/&gt;加载数据 . . . . . . . . . . . . . . . . . . . . . . .674&lt;br/&gt;从导入到安全域的 SWF 文件加载嵌入内容 . . . . . . . . . . . . . . . . . . . . . . . . . .676&lt;br/&gt;处理旧内容 . . . . . . . . . . . . . . . . . . . . . 677&lt;br/&gt;设置 LocalConnection 权限  . . . . . 677&lt;br/&gt;控制对主机网页中脚本的访问 . . . . .678&lt;br/&gt;共享对象 . . . . . . . . . . . . . . . . . . . . . . .679&lt;br/&gt;摄像头、麦克风、剪贴板、鼠标和键盘访问 . . . . . . . . . . . . . . . . . . . . . . . . . 680&lt;br/&gt;索 引 . . . . . . . . . . . . . . . .683&lt;br/&gt;</description><pubDate>2008-05-28 16:49:05</pubDate></item>
<item><title>The Focal Easy Guide to Flash MX 2004 : For new users and professionals</title><link>http://www.netyi.net/training/14c37cd2-bcbd-45bb-8fbf-8c3a82bc478a</link><description>Editorial Reviews&lt;br/&gt;&lt;br/&gt;Review&lt;br/&gt;&amp;quot;A useful companion for current Flash MX 2004 users, and particularly worthwhile for those thinking of working with the software and seeking to understand its features.&amp;quot; - Game Developers' Association of Australia&lt;br/&gt;&lt;br/&gt;&amp;quot;I have found this book by Birgitta Hosea to be an essential reference guide to keep by my computer! As I am currently teaching myself Flash MX 2004, I have found myself constantly leafing through the pages of this book for advice. The many illustrations found amongst the pages and step by step guides have made learning Flash very clear and easy. I would recommend this book to anybody, be they a beginner or an expert! This book works on two levels; as a step by step learning process for beginners or an excellent reference guide for experts. Highly recommended! If you work with Flash, you need this book!&amp;quot; - online reviewer, amazon.co.uk&lt;br/&gt;&lt;br/&gt;&amp;quot;...it is very easy to read. It is not buried in jargon, but instead uses real examples in a step by step tutorial like setting, where you play with the program and get comfortable with the environment. &lt;br/&gt;I seriously loved this book...Go to a local book store and thumb through it yourself.&amp;quot; - online reviewer, amazon.com &lt;br/&gt;&lt;br/&gt;Product Description&lt;br/&gt;Confused by ActionScript? Want to get to grips with creating interactive graphics and animation in Flash quickly? Whether you are a new user or a professional illustrator, designer or animator experienced in other animation and effects packages, this highly visual, color book will be all you need to get you up and running with the latest powerful upgrade - Flash MX 2004. &lt;br/&gt;&lt;br/&gt;Birgitta Hosea uses tried and tested material based on her teaching, breaking down the software into its main components and providing lots of screenshots and simple step-by-step instructions. This encourages you to get the most out of the programme and fully develop your skills, whilst allowing those with particular needs to jump ahead. The structure and style, influenced by her commercial and creative expertise, allows you either as a student or professional to dip in and out according to the needs of your specific projects, but also allows the exploration of the programmes capability when you have more time. &lt;br/&gt;&lt;br/&gt;It is a generalist, accessible, visual and a truly introductory guide, written from the perspective of a designer with a thorough coverage of the basic features of Flash MX 2004, without going too in-depth into coding with ActionScript.&lt;br/&gt;&lt;br/&gt;Birgitta Hosea is a motion graphics artist and Course Director of the London Animation Studio at Central Saint Martins College of Art and Design. Her experience ranges from designing idents and promotional materials to working as an Art Director on pop promos and short films.&lt;br/&gt;&lt;br/&gt;&amp;#183; Save time - learn all you need to know to get the most from Flash MX &lt;br/&gt;&amp;#183; Clear and concise, full color coverage, written for Flash MX, but relevant for all versions&lt;br/&gt;&amp;#183; Ideal for professionals new to Flash as well as students wanting to get to grips with this powerful visual effects and motion graphics software. &lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;Contents&lt;br/&gt;&lt;br/&gt;1 Introduction 1&lt;br/&gt;History and Development of the Program 2&lt;br/&gt;What is it Used for? 3&lt;br/&gt;How to Use This Book 3&lt;br/&gt;2 Interface 7&lt;br/&gt;The Start Page 8&lt;br/&gt;What are all the Windows for? 11&lt;br/&gt;The Stage 11&lt;br/&gt;The Timeline 13&lt;br/&gt;Panel Sets and Customizing Your Interface 15&lt;br/&gt;Using the Help files 17&lt;br/&gt;Flash Documents 17&lt;br/&gt;Naming Files and Working Cross Platform 18&lt;br/&gt;3 Vector Drawing 21&lt;br/&gt;The Drawing Tools 22&lt;br/&gt;Drawing a Line 23&lt;br/&gt;The Shape Tools 25&lt;br/&gt;Drawing with the Pencil tool 26&lt;br/&gt;Painting with the Brush tool 27&lt;br/&gt;Using the Pen tool and the Subselection tool 28&lt;br/&gt;Changing Colors 30&lt;br/&gt;Creating Gradient Fills 31&lt;br/&gt;Transform Fill Tool 33&lt;br/&gt;Creating Text 34&lt;br/&gt;Spell Checker 36&lt;br/&gt;4 Selecting and Modifying 37&lt;br/&gt;Making Selections 38&lt;br/&gt;Modifying Drawings 38&lt;br/&gt;The Free Transform Tool 40&lt;br/&gt;Ink Bottle Tool 42&lt;br/&gt;Paint Bucket Tool 42&lt;br/&gt;Dropper Tool 43&lt;br/&gt;Eraser Tool 43&lt;br/&gt;Changing Your View 43&lt;br/&gt;Using Layers 44&lt;br/&gt;Step by Step Manually Create a Drop Shadow 46&lt;br/&gt;Rulers, Guides and Grids 48&lt;br/&gt;Step by Step to Create a Perspective Grid 49&lt;br/&gt;At a Glance Keyboard Shortcuts for the Tools 52&lt;br/&gt;5 Importing Images 53&lt;br/&gt;Vectors vs. Bitmaps 54&lt;br/&gt;Still Image File Types You can Import 55&lt;br/&gt;To Import a Still Image into Flash 57&lt;br/&gt;Importing Images with Areas of Transparency 57&lt;br/&gt;Tracing Bitmaps 60&lt;br/&gt;Painting with Bitmaps 62&lt;br/&gt;6 Navigation 1 – buttons 65&lt;br/&gt;Button Symbols 66&lt;br/&gt;Libraries 67&lt;br/&gt;Creating a Button Symbol 68&lt;br/&gt;What is a Symbol? 71&lt;br/&gt;What is a Keyframe? 72&lt;br/&gt;What is a Behavior? 73&lt;br/&gt;Step by step to Create a Links Page 73&lt;br/&gt;Using Movie Clip Symbols 77&lt;br/&gt;Step-by-step Animated Rollover Buttons 77&lt;br/&gt;7 Navigation 2 – Menus 81&lt;br/&gt;Button Actions and Frame Actions 82&lt;br/&gt;Creating a Basic Menu 82&lt;br/&gt;Menus and Submenus 88&lt;br/&gt;An Online Portfolio 93&lt;br/&gt;Loading Images 95&lt;br/&gt;‘Mail to’ Link 99&lt;br/&gt;8 Animation 101&lt;br/&gt;Creating a Banner Ad with Frame-by-Frame Animation 102&lt;br/&gt;Separating and Locking Layers 102&lt;br/&gt;Using Keyframes 103&lt;br/&gt;Onion Skinning 104&lt;br/&gt;Frame Rate and Size 106&lt;br/&gt;Can’t I Just Change These Settings After my&lt;br/&gt;Animation is Finished? 106&lt;br/&gt;Symbol Animation 107&lt;br/&gt;Creating Graphic Symbols and Instances 108&lt;br/&gt;Motion Tweening 110&lt;br/&gt;Editing Symbols 112&lt;br/&gt;Summary 112&lt;br/&gt;9 More Animation Techniques 115&lt;br/&gt;Using Motion Paths 116&lt;br/&gt;Easing 119&lt;br/&gt;Shape Tweening 120&lt;br/&gt;Animated Highlights 124&lt;br/&gt;Animating Gradients 125&lt;br/&gt;Mask Layers 127&lt;br/&gt;10 Further Animation Techniques 129&lt;br/&gt;Timeline Effects 130&lt;br/&gt;Animated Symbols 133&lt;br/&gt;Creating a Looped Background 135&lt;br/&gt;Copying and Pasting Frames 136&lt;br/&gt;Symbols Within Symbols 137&lt;br/&gt;Altering Symbol Center Points 139&lt;br/&gt;Using Scenes 140&lt;br/&gt;Character Design Tips 141&lt;br/&gt;11 Sound 143&lt;br/&gt;Creating Sounds to Bring into Flash 144&lt;br/&gt;Some Fundamentals of Digital Audio 145&lt;br/&gt;Importing Sounds 146&lt;br/&gt;Streaming vs. Event Sounds 148&lt;br/&gt;Editing Sounds in Flash 150&lt;br/&gt;Attach a Sound to a Button 151&lt;br/&gt;Adding Comments to Frames 152&lt;br/&gt;Warning about File Sizes 153&lt;br/&gt;12 Video 155&lt;br/&gt;What is Digital Video? 156&lt;br/&gt;How do you Bring it into Your Computer? 157&lt;br/&gt;Using Video in Flash 157&lt;br/&gt;Rotoscoping 160&lt;br/&gt;Preparing for Video Output 161&lt;br/&gt;13 Designing For Cross-Media 167&lt;br/&gt;Planning a Web Site 168&lt;br/&gt;Information Architecture 170&lt;br/&gt;Design for the Web 171&lt;br/&gt;Planning for Animation 176&lt;br/&gt;14 Putting Flash on the web 179&lt;br/&gt;Accessibility 180&lt;br/&gt;Project Management Tips 182&lt;br/&gt;Tips for Lowering File Sizes 184&lt;br/&gt;Testing Your Work 186&lt;br/&gt;Anatomy of a Web Site 187&lt;br/&gt;Exporting 187&lt;br/&gt;Creating Pre-Loaders 191&lt;br/&gt;Uploading 194&lt;br/&gt;15 Cross-media Publishing 195&lt;br/&gt;Publishing Profiles 196&lt;br/&gt;Exporting Stills 197&lt;br/&gt;Exporting with Audio 198&lt;br/&gt;Exporting for Video Output 198&lt;br/&gt;About Compression 199&lt;br/&gt;Compositing Your Flash Movie 200&lt;br/&gt;Putting your Flash Movie onto Video or DVD 202&lt;br/&gt;Exporting Projectors 203&lt;br/&gt;Creating a Hybrid CD 203&lt;br/&gt;Appendix: Resources 205&lt;br/&gt;Web usage statistics 206&lt;br/&gt;Web design info 206&lt;br/&gt;Accessibility 206&lt;br/&gt;More about mobile devices 206&lt;br/&gt;Sound resources on the web 206&lt;br/&gt;ActionScripting tutorials on the web 206&lt;br/&gt;Flash animation tutorials on the web 207&lt;br/&gt;Animation resources on the web 207&lt;br/&gt;Further reading on character animation 207&lt;br/&gt;Further reading on motion graphics 207&lt;br/&gt;Further reading on Flash 207&lt;br/&gt;Index 209</description><pubDate>2008-05-26 21:31:57</pubDate></item>
<item><title>Learning Flash Media Server 3</title><link>http://www.netyi.net/training/6b7aa4f8-a9f4-4d77-9760-2bf9e989c170</link><description>Learning Flash Media Server 3&lt;br/&gt;&lt;br/&gt;Publisher: O'Reilly&lt;br/&gt;Author: William B. Sanders&lt;br/&gt;Publication Date: March 31, 2008&lt;br/&gt;Pages: 273&lt;br/&gt;Series: Adobe Developer Library&lt;br/&gt;ISBN 10: 0596515901&lt;br/&gt;ISBN 13: 9780596515904&lt;br/&gt; &lt;br/&gt;&lt;br/&gt;If you're interested in recording and streaming media using Flash Media Server 3 (FMS3) and Adobe's Real-Time Messaging Protocol, this unique 267-page PDF-only book is the perfect primer. It is not a reference, but a systematic guide to developing FMS3 applications using ActionScript 3.0, with chapters that focus on specific aspects of the server and how they work. FMS3 is very different from regular web servers. Because its open-socket server technology stays connected until users quit the application, you can stream audio, video, text, and other media in real time. FMS3 is also quite different from previous versions, a fact that web developers familiar with Flash Media Server 2 or Flash Communication Server 1.5 will quickly discover. Don't worry. With Learning Flash Media Server 3 and a little experience with Flash CS3 and ActionScript 3.0, anyone can get up to speed in no time. You'll learn how to install FMS3, organize your development environment with Apache web server, and use the management console before diving into the whys and hows of: &lt;br/&gt;&lt;br/&gt;* Recording and playing back streaming audio and video in VP6 and H.264 formats&lt;br/&gt;* Using the new Flash Media Encoder to stream and record video&lt;br/&gt;* Camera and microphone settings&lt;br/&gt;* Non-persistent client-side remote shared objects&lt;br/&gt;* Two-way audio-video communications&lt;br/&gt;* Broadcasting and server-side bandwidth control&lt;br/&gt;* Working with server-side files: the file class&lt;br/&gt;* Server-side shared objects&lt;br/&gt;* Server-side streams&lt;br/&gt;* Setting up a software load handler using FMS3's new server-side NetStream&lt;br/&gt;* Bringing in data and working with configuration files&lt;br/&gt;&lt;br/&gt;At the heart of every chapter is a core set of code that shows the minimum requirements needed for different procedures. Beyond that, Learning Flash Media Server 3 provides you with plenty of options for using FMS3's different versions -- the full-feature server, the streaming-only server, and the limited-user development server. It's a whole new world of media, and this book puts you right at the doorstep.&lt;br/&gt;&lt;br/&gt;Table of Contents  &lt;br/&gt;&lt;br/&gt;Copyright &lt;br/&gt;Chapter 1. Getting Started with Flash Media Server 3 &lt;br/&gt;Section 1.1. The New Flavors for Flash Media Server 3 &lt;br/&gt;Section 1.2. What Is a Media Server? &lt;br/&gt;Section 1.3. Installing FMS3 &lt;br/&gt;Section 1.4. Organizing Your Development Environment &lt;br/&gt;Section 1.5. Testing FMS3 Connections &lt;br/&gt;Section 1.6. Using the FMS3 Administration Console &lt;br/&gt;Section 1.7. Using This Book &lt;br/&gt;Chapter 2. Recording and Playing Back Streaming Audio and Video &lt;br/&gt;Section 2.1. Streaming and Broadcasting &lt;br/&gt;Section 2.2. Minimalist Project &lt;br/&gt;Section 2.3. Combined Record and Playback Application &lt;br/&gt;Chapter 3. Setting Your Camera and Microphone &lt;br/&gt;Section 3.1. Camera and Microphone Methods for Setting Parameters &lt;br/&gt;Section 3.2. Minimalist Project &lt;br/&gt;Section 3.3. Dynamically Testing Your Camera and Microphone Settings &lt;br/&gt;Section 3.4. Key Considerations &lt;br/&gt;Section 3.5. Adjusting Camera and Audio with Flash Media Encoder &lt;br/&gt;Chapter 4. Nonpersistent Client-Side Remote Shared Objects &lt;br/&gt;Section 4.1. Sharing Data on Multiple Connections &lt;br/&gt;Section 4.2. Instantiating Remote Shared Objects &lt;br/&gt;Section 4.3. Minimalist Project for Shared Movie Clip &lt;br/&gt;Section 4.4. Minimalist Project for Shared Text &lt;br/&gt;Section 4.5. Minimalist Project for Shared Function &lt;br/&gt;Section 4.6. An Upgraded Text Chat &lt;br/&gt;Chapter 5. Two-Way Audio-Video Communications &lt;br/&gt;Section 5.1. Face-to-Face Communication &lt;br/&gt;Section 5.2. The NetStream Bundle &lt;br/&gt;Section 5.3. The NetStream Class and Live Streams &lt;br/&gt;Section 5.4. The World's Easiest Two-Way A/V Chat Application &lt;br/&gt;Section 5.5. A Better Two-Way Chat Application &lt;br/&gt;Section 5.6. Four-Way Conference Application &lt;br/&gt;Section 5.7. Moving On to More Server-Side Applications &lt;br/&gt;Chapter 6. Broadcasting and Server-Side Bandwidth Control &lt;br/&gt;Section 6.1. Casting Many Streams &lt;br/&gt;Section 6.2. Switching Cameras &lt;br/&gt;Section 6.3. The Minimum Studio &lt;br/&gt;Section 6.4. Introduction to the Server Side &lt;br/&gt;Section 6.5. Dynamic Camera, Microphone, and Bandwidth Controls &lt;br/&gt;Section 6.6. Bandwidth Checker &lt;br/&gt;Section 6.7. Conclusion &lt;br/&gt;Chapter 7. Working With Server-Side Files: The File Class &lt;br/&gt;Section 7.1. Recording Data &lt;br/&gt;Section 7.2. The File Class &lt;br/&gt;Section 7.3. Client-Side Formatting &lt;br/&gt;Section 7.4. Server-Side Formatting &lt;br/&gt;Section 7.5. Beggar's Database &lt;br/&gt;Chapter 8. Server-Side Shared Objects &lt;br/&gt;Section 8.1. What Are Server-Side Shared Objects? &lt;br/&gt;Section 8.2. Working with Server-Side Shared Objects &lt;br/&gt;Section 8.3. Removing Users &lt;br/&gt;Section 8.4. Persistent Server-Side Shared Object &lt;br/&gt;Section 8.5. The Idea Factory &lt;br/&gt;Chapter 9. Server-Side Streams &lt;br/&gt;Section 9.1. Stream Management &lt;br/&gt;Section 9.2. Anatomy of Stream.play( ) &lt;br/&gt;Section 9.3. Playing MP3 Files &lt;br/&gt;Section 9.4. Changing Streams &lt;br/&gt;Section 9.5. Server-Side NetStream Class &lt;br/&gt;Chapter 10. Bringing in Data and Working with Configuration Files &lt;br/&gt;Section 10.1. Cue Points, Metadata, and Stream Completion &lt;br/&gt;Section 10.2. Server-Side LoadVars Class &lt;br/&gt;Section 10.3. Minimalist Example Using Server-Side LoadVars( ) &lt;br/&gt;Section 10.4. Server-Side XML Class &lt;br/&gt;Section 10.5. Using the Configuration Files &lt;br/&gt;Section 10.6. Doing More with Flash Media Server 3</description><pubDate>2008-04-18 07:51:04</pubDate></item>
<item><title>ActionScript.3.with.Design.Patterns</title><link>http://www.netyi.net/training/bc901fc5-c489-470c-a8e5-f4a33426b55d</link><description>Today's ActionScript-based applications require increasingly sophisticated architectures and code. This book aids intermediate and advanced ActionScript developers in  learning how to plan and build applications more effectively. You'll learn how to apply design patterns as solutions to common programming scenarios. Beyond a reference, Advanced ActionScript with Design Patterns is a practical guide complete with sample mini-applications illustrating each design pattern. The accompanying CD includes a trial version of Flash 8 along with all the lesson files needed to work with the text. Table of Contents: Part I - Successful Projects 1. How to Design Applications     2. Programming to Interfaces     Part II - Patterns 3. MVC     4. Singleton     5. Factory (Abstract Factory and Factory Method)     6. Proxy     7. Iterator     8. Composite     9. Decorator     10. Command     11. Memento     12. State     Part III - Advanced ActionScript Topics 13. Working with Events     14. Sending and Loading Data     15. E4X (XML)     16. Regular Expressions&lt;br/&gt;</description><pubDate>2008-04-11 15:46:35</pubDate></item>
<item><title>Flash XML Applications</title><link>http://www.netyi.net/training/6b533f35-d45e-4173-834f-6e2f82aaf456</link><description>Contents&lt;br/&gt;Acknowledgements vii&lt;br/&gt;Introduction ix&lt;br/&gt;Section 1 Introduction to XML Applications and ActionScript 2 1&lt;br/&gt;Chapter 1 XML Introduction 3&lt;br/&gt;Chapter 2 ActionScript 2 Revisited 10&lt;br/&gt;Chapter 3 XML and XMLNode Classes 20&lt;br/&gt;Chapter 4 Tutorial: Creating a Universal XML Load/onload Class 38&lt;br/&gt;Chapter 5 Parsing XML with AS2 46&lt;br/&gt;Chapter 6 Tutorial: Creating a Universal XHTML Parser 53&lt;br/&gt;Chapter 7 XML Server-Side 63&lt;br/&gt;Section 2 Components 73&lt;br/&gt;Chapter 8 The Menu, MenuBar, and Tree Components 75&lt;br/&gt;Chapter 9 The ComboBox Component 85&lt;br/&gt;Chapter 10 Connector Components 90&lt;br/&gt;Chapter 11 Creating an RSS Feed Reader 102&lt;br/&gt;Section 3 Creating a Real Estate Web Site 111&lt;br/&gt;Chapter 12 Creating Your Own Menu Bar 113&lt;br/&gt;Chapter 13 Creating the Database (Part 1) 121&lt;br/&gt;Chapter 14 Creating the Database (Part 2) 146&lt;br/&gt;Chapter 15 Content Management 171&lt;br/&gt;Section 4 ActionScript 3 203&lt;br/&gt;Chapter 16 ActionScript 3: Basic Tutorial 205&lt;br/&gt;Chapter 17 XMLDocument, XMLNode, XML, and XMLList Classes 226&lt;br/&gt;Chapter 18 Menu Bar and ComboBox 262&lt;br/&gt;Chapter 19 The Search Engine (Part 1) 278&lt;br/&gt;Chapter 20 The Search Engine (Part 2) 301&lt;br/&gt;Index</description><pubDate>2008-04-10 10:56:14</pubDate></item>
<item><title>Flash CS3用户指南</title><link>http://www.netyi.net/training/31e721ca-1718-4761-977a-90bd60ca8903</link><description>第 1 章: 快速入门&lt;br/&gt;第 2 章: 工作区&lt;br/&gt;第 3 章: 创建和管理文档&lt;br/&gt;第 4 章: Adobe Version Cue&lt;br/&gt;第 5 章: 使用导入的插图&lt;br/&gt;第 6 章: 绘制&lt;br/&gt;第 7 章: 使用颜色、笔触和填充&lt;br/&gt;第 8 章: 处理图形对象&lt;br/&gt;第 9 章: 使用元件、实例和库资源&lt;br/&gt;第 10 章: 创建动画&lt;br/&gt;第 11 章: 特殊效果&lt;br/&gt;第 12 章: 使用文本&lt;br/&gt;第 13 章: 创建多语言文本&lt;br/&gt;第 14 章: 处理声音&lt;br/&gt;第 15 章: 使用视频&lt;br/&gt;第 16 章: 创建电子教学内容&lt;br/&gt;第 17 章: 创建辅助内容&lt;br/&gt;第 18 章: 使用屏幕&lt;br/&gt;第 19 章: ActionScript&lt;br/&gt;第 20 章: 发布 Flash 内容&lt;br/&gt;第 21 章: 从 Flash 中导出&lt;br/&gt;第 22 章: 使用 Flash 进行打印&lt;br/&gt;第 23 章: 最佳做法&lt;br/&gt;</description><pubDate>2008-04-08 15:24:52</pubDate></item>
<item><title>Creating a Web Site with Flash Visual QuickProject Guide</title><link>http://www.netyi.net/training/4fcd099b-7d7e-4a81-a506-cedc064064aa</link><description>Face it: Poorly designed, static Web sites just don't cut it anymore. The Web (not to mention the technology surrounding it) has been around long enough, and people have grown accustomed enough to dealing with it, that folks want (and expect) a little razzle-dazzle when they go online. For just $12.99, this compact guide shows you how to deliver it! Whether your boss wants you to jazz up the company's Web site or you're burning the midnight oil trying to pull together some Web animations for a class project, this tightly focused, project-based guide shows you how to start creating Flash animations in an instant! Using big, bold full-color pictures and streamlined instructions, it covers just the need-to-know essentials that will get you animating with Flash: using the Flash authoring tool, creating and animating graphics, tweening, adding sound, and more.&lt;br/&gt;&lt;br/&gt;     Copyright &lt;br/&gt;     introduction &lt;br/&gt;        what you'll create &lt;br/&gt;        how this book works &lt;br/&gt;        companion web site &lt;br/&gt;        explore flash &lt;br/&gt;        the next step &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 1.  prepare your site files &lt;br/&gt;        define folder structure &lt;br/&gt;        create your site file &lt;br/&gt;        set canvas properties &lt;br/&gt;        save your file &lt;br/&gt;        save your color scheme &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 2.  design the layout of your stage &lt;br/&gt;        set up guides &lt;br/&gt;        draw background &lt;br/&gt;        add linear gradient &lt;br/&gt;        edit linear gradient &lt;br/&gt;        create radial gradients &lt;br/&gt;        reusable graphics &lt;br/&gt;        edit a symbol &lt;br/&gt;        organize with layers &lt;br/&gt;        move between layers &lt;br/&gt;        import vector art &lt;br/&gt;        organize symbols &lt;br/&gt;        transform objects &lt;br/&gt;        import bitmap image &lt;br/&gt;        add masking layer &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 3.  add and style text &lt;br/&gt;        add a single line of text &lt;br/&gt;        fixed-width text &lt;br/&gt;        change a text box &lt;br/&gt;        add an e-mail link &lt;br/&gt;        add graphic text &lt;br/&gt;     Chapter 4.  use the timeline to organize your site &lt;br/&gt;        create the home page &lt;br/&gt;        add frames &lt;br/&gt;        insert keyframes &lt;br/&gt;        add frame labels &lt;br/&gt;        control the timeline &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 5.  add animation to your web site &lt;br/&gt;        create a motion &lt;br/&gt;        play animation in flash &lt;br/&gt;        complex animation &lt;br/&gt;        copy and paste frames &lt;br/&gt;        add timeline effects &lt;br/&gt;        move animations &lt;br/&gt;        pause an animation &lt;br/&gt;        preview your movie &lt;br/&gt;        control movie clips &lt;br/&gt;        add a transition effect &lt;br/&gt;        add a transition effect &lt;br/&gt;        add a transition effect &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 6.  build a navigation system &lt;br/&gt;        create buttons &lt;br/&gt;        preview button actions &lt;br/&gt;        animate a button state &lt;br/&gt;        add button sound &lt;br/&gt;        duplicate buttons &lt;br/&gt;        layout buttons &lt;br/&gt;        add sections to the site &lt;br/&gt;        add actionscript &lt;br/&gt;        alter button behavior &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 7.  add inside sections of the web site &lt;br/&gt;        build separate movies &lt;br/&gt;        create scrolling text &lt;br/&gt;        load external movies &lt;br/&gt;        load external text &lt;br/&gt;        link to external pages &lt;br/&gt;        slide show controls &lt;br/&gt;        add progress bar &lt;br/&gt;        extra bits &lt;br/&gt;     Chapter 8.  publish your web site &lt;br/&gt;        swf settings &lt;br/&gt;        optimize file sizes &lt;br/&gt;        create a preloader &lt;br/&gt;        html settings &lt;br/&gt;        collect files for upload &lt;br/&gt;        collect files for upload &lt;br/&gt;     Index &lt;br/&gt;</description><pubDate>2008-04-01 20:48:53</pubDate></item>
<item><title>Flash ActionScript3.0学习笔记</title><link>http://www.netyi.net/training/32bf6038-44e6-49ef-a43a-45e267dc6524</link><description>第 1-4 章，ActionScript 编程概述 &lt;br/&gt;讨论 ActionScript 3.0 核心概念，其中包括语言语法、语句和运算符、ECMAScript 第4 版语言规范草案、面向对象的 ActionScript 编程以及管理 Adobe? Flash? Player 9 显示列表中的显示对象的新方法。&lt;br/&gt;第 5-10 章，ActionScript 3.0 核心数据类型和类&lt;br/&gt;介绍 ActionScript 3.0 中的顶级数据类型（也是 ECMAScript 规范草案的一部分）。&lt;br/&gt;第 11-26 章，Flash Player API&lt;br/&gt;介绍在特定于 Adobe Flash Player 9 的包和类中实现的重要功能，其中包括事件处理、网络和通信、文件输入和输出、外部接口、应用程序安全模型等。</description><pubDate>2008-04-01 18:51:01</pubDate></item>
<item><title>FLASH四宝贝之-使用ActionScript 3.0组件</title><link>http://www.netyi.net/training/50c09d6b-fef2-425e-98e2-6d044ac113ea</link><description>简介 &lt;br/&gt;目标读者 系统要求关于本文档印刷惯例 本手册中使用的术语其它资源 &lt;br/&gt;第1 章: 关于 ActionScript 3.0 组件&lt;br/&gt;使用组件的优点&lt;br/&gt;组件类型 &lt;br/&gt;在文档中添加和删除&lt;br/&gt;删除组件 &lt;br/&gt;查找版本&lt;br/&gt;ActionScript 3.0 事件处理模型&lt;br/&gt;一个简单的应用程序 &lt;br/&gt;应用程序的设计&lt;br/&gt;创建 Greetings 应用程序 &lt;br/&gt;运行后续示例&lt;br/&gt;第2 章: 使用组件&lt;br/&gt;组件体系结构 &lt;br/&gt;ActionScript 3.0 基于 FLA 的组件&lt;br/&gt;基于 SWC 的组件&lt;br/&gt;ActionScript 3.0 组件 API &lt;br/&gt;使用组件文件 &lt;br/&gt;组件文件的存储位置 &lt;br/&gt;组件源文件的存储位置 &lt;br/&gt;组件源文件和类路径 &lt;br/&gt;修改组件文件.&lt;br/&gt;调试组件应用程序&lt;br/&gt;设置参数和属性&lt;br/&gt;在 ActionScript 中设置组件属性&lt;br/&gt;4 目 录&lt;br/&gt;库&lt;br/&gt;调整组件大小&lt;br/&gt;实时预览&lt;br/&gt;处理事件&lt;br/&gt;关于事件侦听器&lt;br/&gt;关于事件对象 &lt;br/&gt;使用显示列表&lt;br/&gt;向显示列表添加组件 &lt;br/&gt;移动显示列表中的组件 &lt;br/&gt;从显示列表中删除组件&lt;br/&gt;使用 FocusManager&lt;br/&gt;使用基于 List 的组件&lt;br/&gt;使用 DataProvider&lt;br/&gt;创建 DataProvider &lt;br/&gt;使用 dataProvider 参数&lt;br/&gt;使用 ActionScript&lt;br/&gt;操作 DataProvider&lt;br/&gt;使用 CellRenderer&lt;br/&gt;设置单元格格式 &lt;br/&gt;定义自定义 CellRenderer 类&lt;br/&gt;CellRenderer 属性 &lt;br/&gt;为 DataGrid 对象的列应用 CellRenderer&lt;br/&gt;为可编辑单元格定义 CellRenderer &lt;br/&gt;将图像、SWF 文件或影片剪辑用作 CellRenderer &lt;br/&gt;使组件具有辅助功能&lt;br/&gt;第3 章: 使用 UI 组件&lt;br/&gt;使用 Button 组件&lt;br/&gt;与 Button 进行用户交互&lt;br/&gt;Button 参数&lt;br/&gt;创建具有 Button 组件的应用程序&lt;br/&gt;使用 CheckBox 组件&lt;br/&gt;与 CheckBox 进行用户交互&lt;br/&gt;CheckBox 参数&lt;br/&gt;创建具有 CheckBox 组件的应用程序&lt;br/&gt;使用 ColorPicker 组件&lt;br/&gt;与 ColorPicker 组件进行用户交互&lt;br/&gt;ColorPicker 参数&lt;br/&gt;创建具有 ColorPicker 组件的应用程序&lt;br/&gt;使用 ComboBox 组件&lt;br/&gt;与 ComboBox 组件进行用户交互&lt;br/&gt;ComboBox 参数&lt;br/&gt;创建具有 ComboBox 组件的应用程序&lt;br/&gt;目 录5&lt;br/&gt;使用 DataGrid 组件&lt;br/&gt;与 DataGrid 组件进行用户交互&lt;br/&gt;DataGrid 参数&lt;br/&gt;创建具有 DataGrid 组件的应用程序&lt;br/&gt;使用 Label 组件&lt;br/&gt;与 Label 组件进行用户交互&lt;br/&gt;Label 参数&lt;br/&gt;创建具有 Label 组件的应用程序&lt;br/&gt;使用 List 组件&lt;br/&gt;与 List 组件进行用户交互&lt;br/&gt;List 参数&lt;br/&gt;创建具有 List 的应用程序&lt;br/&gt;使用 NumericStepper&lt;br/&gt;用户与 NumericStepper 的交互&lt;br/&gt;NumericStepper 参数&lt;br/&gt;创建具有 NumericStepper 的应用程序&lt;br/&gt;使用 ProgressBar&lt;br/&gt;用户与 ProgressBar 的交互&lt;br/&gt;ProgressBar 参数&lt;br/&gt;创建具有 ProgressBar 的应用程序&lt;br/&gt;使用 RadioButton &lt;br/&gt;用户与 RadioButton 的交互&lt;br/&gt;RadioButton 参数&lt;br/&gt;创建具有 RadioButton 的应用程序&lt;br/&gt;使用 ScrollPane 组件&lt;br/&gt;用户与 ScrollPane 的交互&lt;br/&gt;ScrollPane 参数&lt;br/&gt;创建具有 ScrollPane 的应用程序&lt;br/&gt;使用 Slider&lt;br/&gt;用户与 Slider 组件的交互&lt;br/&gt;Slider 参数&lt;br/&gt;创建具有 Slider 的应用程序&lt;br/&gt;使用 TextArea&lt;br/&gt;用户与 TextArea 的交互&lt;br/&gt;TextArea 参数&lt;br/&gt;创建具有 TextArea 的应用程序&lt;br/&gt;使用 TextInput&lt;br/&gt;用户与 TextInput 的交互&lt;br/&gt;TextInput 参数&lt;br/&gt;创建具有 TextInput 的应用程序&lt;br/&gt;使用 TileList&lt;br/&gt;与 TileList 的用户交互&lt;br/&gt;TileList 参数&lt;br/&gt;创建具有 TileList 的应用程序&lt;br/&gt;6 目 录&lt;br/&gt;使用 UILoader&lt;br/&gt;与 UILoader 的用户交互&lt;br/&gt;UILoader 参数&lt;br/&gt;创建具有 UILoader 的应用程序&lt;br/&gt;使用 UIScrollBar&lt;br/&gt;与 UIScrollBar 的用户交互&lt;br/&gt;UIScrollBar 参数&lt;br/&gt;创建具有 UIScrollBar 的应用程序&lt;br/&gt;第4 章: 自定义 UI 组件&lt;br/&gt;关于 UI 组件自定义&lt;br/&gt;设置样式&lt;br/&gt;了解样式设置&lt;br/&gt;访问组件的默认样式&lt;br/&gt;在组件实例上设置和获取样式&lt;br/&gt;使用 TextFormat 设置文本属性&lt;br/&gt;为组件的所有实例设置样式&lt;br/&gt;为所有组件设置样式&lt;br/&gt;关于外观&lt;br/&gt;创建新外观&lt;br/&gt;为所有实例创建外观&lt;br/&gt;为部分实例创建外观&lt;br/&gt;自定义 Button&lt;br/&gt;对 Button 使用样式&lt;br/&gt;对 Button 使用外观&lt;br/&gt;自定义 CheckBox &lt;br/&gt;对 CheckBox 使用样式&lt;br/&gt;对 CheckBox 使用外观&lt;br/&gt;自定义 ColorPicker&lt;br/&gt;对 ColorPicker 使用样式&lt;br/&gt;对 ColorPicker 使用外观&lt;br/&gt;自定义 ComboBox&lt;br/&gt;对 ComboBox 使用样式&lt;br/&gt;对 ComboBox 使用外观&lt;br/&gt;自定义 DataGrid&lt;br/&gt;对 DataGrid 使用样式&lt;br/&gt;为单个列设置样式&lt;br/&gt;设置标题样式&lt;br/&gt;对 DataGrid 使用外观&lt;br/&gt;自定义 Label&lt;br/&gt;对 Label 使用样式&lt;br/&gt;对 Label 使用外观&lt;br/&gt;目 录7&lt;br/&gt;自定义 List&lt;br/&gt;对 List 使用样式&lt;br/&gt;对 List 使用外观&lt;br/&gt;自定义 NumericStepper&lt;br/&gt;对 NumericStepper 使用样式&lt;br/&gt;对 NumericStepper 使用外观&lt;br/&gt;自定义 ProgressBar&lt;br/&gt;对 ProgressBar 使用样式&lt;br/&gt;对 ProgressBar 使用外观&lt;br/&gt;自定义 RadioButton&lt;br/&gt;对 RadioButton 使用样式&lt;br/&gt;对 RadioButton 使用外观&lt;br/&gt;自定义 ScrollPane&lt;br/&gt;对 ScrollPane 使用样&lt;br/&gt;对 ScrollPane 使用外观&lt;br/&gt;自定义 Slider&lt;br/&gt;对 Slider 使用样式&lt;br/&gt;对 Slider 使用外观&lt;br/&gt;自定义 TextArea&lt;br/&gt;对 TextArea 使用样式&lt;br/&gt;对 TextArea 使用外观&lt;br/&gt;自定义 TextInput &lt;br/&gt;对 TextInput 使用样式&lt;br/&gt;对 TextInput 使用外观&lt;br/&gt;自定义 TileList&lt;br/&gt;对 TileList 使用样式&lt;br/&gt;对 TileList 使用外观&lt;br/&gt;自定义 UILoader&lt;br/&gt;自定义 UIScrollBar&lt;br/&gt;对 UIScrollBar 使用样式&lt;br/&gt;对 UIScrollBar 使用外观&lt;br/&gt;第5 章: 使用 FLVPlayback 组件&lt;br/&gt;使用 FLVPlayback 组件&lt;br/&gt;创建具有 FLVPlayback 组件的应用程序&lt;br/&gt;FLVPlayback 组件参数&lt;br/&gt;指定 source 参数&lt;br/&gt;使用实时预览&lt;br/&gt;全屏支持&lt;br/&gt;用于播放多个 FLV 文件的布局对齐方式&lt;br/&gt;自动播放渐进式下载的 FLV 文件&lt;br/&gt;8 目 录&lt;br/&gt;使用提示点&lt;br/&gt;使用“Flash 视频提示点”对话框&lt;br/&gt;在 ActionScript 中使用提示点&lt;br/&gt;添加 ActionScript 提示点&lt;br/&gt;侦听 cuePoint 事件&lt;br/&gt;查找提示点&lt;br/&gt;搜索导航提示点&lt;br/&gt;启用和禁用嵌入式 FLV 文件提示点&lt;br/&gt;删除 ActionScript 提示点&lt;br/&gt;播放多个 FLV 文件&lt;br/&gt;使用多个视频播放器&lt;br/&gt;从 Flash Media Server 流式加载 FLV 文件&lt;br/&gt;关于本机带宽检测或无带宽检测&lt;br/&gt;关于非本机带宽检测&lt;br/&gt;自定义 FLVPlayback 组件&lt;br/&gt;选择预先设计的外观&lt;br/&gt;分别在各个 FLV 回放自定义用户界面组件内设置外观&lt;br/&gt;按钮组件&lt;br/&gt;BufferingBar 组件&lt;br/&gt;SeekBar 和 VolumeBar 组件&lt;br/&gt;连接 FLV 回放自定义用户界面组件&lt;br/&gt;创建新外观&lt;br/&gt;使用外观布局&lt;br/&gt;缓冲栏&lt;br/&gt;搜索栏和音量栏&lt;br/&gt;背景剪辑和前景剪辑&lt;br/&gt;修改外观行为&lt;br/&gt;使用 SMIL 文件&lt;br/&gt;第6 章: 使用 FLVPlayback 字幕组件&lt;br/&gt;使用 FLVPlaybackCaptioning 组件&lt;br/&gt;将字幕添加到 FLVPlayback 组件&lt;br/&gt;设置 FLVPlaybackCaptioning 组件参数&lt;br/&gt;指定 source 参数&lt;br/&gt;显示字幕&lt;br/&gt;目 录9&lt;br/&gt;使用 Timed Text 字幕&lt;br/&gt;将提示点用于字幕&lt;br/&gt;了解 FLVPlaybackCaptioning 提示点标准&lt;br/&gt;了解如何为嵌入的事件提示点创建字幕&lt;br/&gt;支持带有嵌入的事件提示点的多语言轨道&lt;br/&gt;播放多个带有字幕的 FLV 文件&lt;br/&gt;自定义 FLVPlaybackCaptioning 组件&lt;br/&gt;附录A: Timed Text 标签</description><pubDate>2008-03-21 15:42:27</pubDate></item>
<item><title>ActionScript 3 Cookbook 中文完整版</title><link>http://www.netyi.net/training/b26ac599-a40a-4f3d-b1ef-016067dc4fe9</link><description>ActionScript 3 Cookbook 中文完整版，难得的翻译中文好教材！&lt;br/&gt;&lt;br/&gt;第一章. ActionScript 语言基础&lt;br/&gt;&lt;br/&gt;第二章. 自定义类&lt;br/&gt;&lt;br/&gt;第三章. 运行时环境 &lt;br/&gt;&lt;br/&gt;第四章. 数字和数学 &lt;br/&gt;&lt;br/&gt;第五章. 数组&lt;br/&gt;&lt;br/&gt;第六章. 可视化对象列表 (目录)&lt;br/&gt;&lt;br/&gt;第七章. 绘图和遮罩  (目录)&lt;br/&gt;&lt;br/&gt;第八章. 位图 (目录)&lt;br/&gt;&lt;br/&gt;第九章. 文本 (目录)&lt;br/&gt;&lt;br/&gt;第十章. 滤镜和转换 (目录)&lt;br/&gt;&lt;br/&gt;第十一章. 动画编程 (目录)&lt;br/&gt;&lt;br/&gt;第十二章. 字符串 （目录）&lt;br/&gt;&lt;br/&gt;第十四章. 日期和时间 (目录)&lt;br/&gt;&lt;br/&gt;第十五章. 声音编程 (目录)&lt;br/&gt;&lt;br/&gt;第十六章. 视频 (目录)&lt;br/&gt;&lt;br/&gt;第十七章. 数据持久性 (目录)&lt;br/&gt;&lt;br/&gt;第十八章. Flash程序之间的通信 (目录)&lt;br/&gt;&lt;br/&gt;第十九章. 发送和读取数据 (目录)&lt;br/&gt;&lt;br/&gt;第二十章. XML (目录)&lt;br/&gt;&lt;br/&gt;第二十一章. Web服务和Flash Remoting (目录)&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;第二十二章. 建立交互式应用程序 (目录)&lt;br/&gt;&lt;br/&gt;第二十三章. 文件管理 (目录)&lt;br/&gt;&lt;br/&gt;第二十四章. Socket编程 (目录)&lt;br/&gt;&lt;br/&gt;</description><pubDate>2008-03-21 14:22:15</pubDate></item>
<item><title>Flash The Future</title><link>http://www.netyi.net/training/98c0225d-1ac0-4bc8-9c18-a12a6794c989</link><description>设计简单的flash应用，商务应用，游戏袖珍电脑;使用evb evc的，并提供这些应用对复印机无局限性pocket internet explorer的;建立flash内容播放侵权;使用闪光灯构建界面交互电视。该光盘包含代码和事例，从本书另加奖金开发工具掌上电脑。&lt;br/&gt;&lt;br/&gt;Design simple Flash applications, business applications, and games for pocket PCs; use eVB and eVC to deliver these applications on the PPC without the limitations of Pocket Internet Explorer; create Flash content for playback on DVD; and use Flash to construct interfaces for interactive TV. The CD- ROM includes code and examples from the book plus bonus developer tools for Pocket PC.&lt;br/&gt;&lt;br/&gt;About the Author&lt;br/&gt;JON WARREN LENTZ is the best-selling lead co-author of both the Flash 4 Bible and the Flash 5 Bible (Hungry Minds).&lt;br/&gt;&lt;br/&gt;BILL TURNER is co-author of Flash 5 Cartoons and Games (Coriolis).&lt;br/&gt;&lt;br/&gt;IAN CHIA has developed games and programs for Ford Motor Company, Sony Europe, and SprintPCS. </description><pubDate>2008-03-20 10:03:21</pubDate></item>
<item><title>Macromedia Flash MX 2004 ActionScript Training from the Source</title><link>http://www.netyi.net/training/c6adfc6c-ca55-4668-8e7c-aae3fa12f7c9</link><description>     Copyright &lt;br/&gt;     Bio &lt;br/&gt;     Acknowledgments &lt;br/&gt;     introduction &lt;br/&gt;        Macromedia Training from the Source &lt;br/&gt;        Macromedia Authorized Training and Certification &lt;br/&gt;        What You Will Learn in This Book &lt;br/&gt;        Minimum System Requirements &lt;br/&gt; &lt;br/&gt;     Chapter 1.  Introducing ActionScript &lt;br/&gt;        ActionScript Matures to Version 2.0 &lt;br/&gt;        Differences Between ActionScript 1.0 and 2.0 &lt;br/&gt;        Similarities Between Actionscript 1.0 and 2.0 &lt;br/&gt;        Why Learn ActionScript? &lt;br/&gt;        ActionScript Elements &lt;br/&gt;        Using the Actions Panel/ActionScript Editor &lt;br/&gt;        Planning a Project &lt;br/&gt;        Writing Your First Script &lt;br/&gt;        Testing Your First Script &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 2.  Using Event Handlers &lt;br/&gt;        What Event Handlers Do &lt;br/&gt;        Choosing the Right Event Handler &lt;br/&gt;        Using Mouse Events &lt;br/&gt;        Making the Most of Attaching Mouse Events to Movie Clips &lt;br/&gt;        Using Frame Events &lt;br/&gt;        Using Clip Events &lt;br/&gt;        Orchestrating Multiple Events &lt;br/&gt;        Understanding Event Handler Methods &lt;br/&gt;        Using Event Handler Methods &lt;br/&gt;        Using Listeners &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 3.  Understanding Target Paths &lt;br/&gt;        Understanding Multiple Timelines &lt;br/&gt;        Targeting the Current Movie &lt;br/&gt;        Targeting the Main Movie &lt;br/&gt;        Targeting a Parent Movie &lt;br/&gt;        Targeting Movie Clip Instances &lt;br/&gt;        Targeting Movies on Levels &lt;br/&gt;        Targeting Movie Clip Instances on Levels &lt;br/&gt;        Understanding Multiple Identities &lt;br/&gt;        Creating and Referencing Global Elements &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 4.  Using Object Classes &lt;br/&gt;        What Objects are and Why They're Useful &lt;br/&gt;        Built-In Object Classes &lt;br/&gt;        Using the Color Class &lt;br/&gt;        Using the Key Class to Add Interactivity &lt;br/&gt;        Working with String and Selection Classes &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 5.  Using Functions &lt;br/&gt;        Creating Functions &lt;br/&gt;        Adding Parameters to Functions &lt;br/&gt;        Using Local Variables and Creating Functions that Return Results &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 6.  Creating and Manipulating Data &lt;br/&gt;        Creating Variables &lt;br/&gt;        Creating Arrays &lt;br/&gt;        Creating Dynamic Text Fields and Retrieving Information &lt;br/&gt;        Retrieving the Data &lt;br/&gt;        Building Expressions &lt;br/&gt;        Operators &lt;br/&gt;        Manipulating Numerical Data Using Math &lt;br/&gt;        Manipulating Strings &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 7.  Creating Custom Classes &lt;br/&gt;        Classes, Top-Level Classes, and Instances &lt;br/&gt;        Creating a Class &lt;br/&gt;        The Classpath &lt;br/&gt;        Packages and Importing Classes &lt;br/&gt;        Getters and Setters &lt;br/&gt;        Defining Members &lt;br/&gt;        Understanding Inheritance &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 8.  Using Conditional Logic &lt;br/&gt;        Controlling a Script's Flow &lt;br/&gt;        Determining Conditions &lt;br/&gt;        Reacting to Multiple Conditions &lt;br/&gt;        Defining a Boundary &lt;br/&gt;        Turning Power On/Off &lt;br/&gt;        Reacting to User Interaction &lt;br/&gt;        Detecting Collisions &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 9.  Automating Scripts with Loops &lt;br/&gt;        Why Loops Are Useful &lt;br/&gt;        Types of Loops &lt;br/&gt;        Writing and Understanding Loop Conditions &lt;br/&gt;        Nested Loops &lt;br/&gt;        Loop Exceptions &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 10.  Scripting UI Components &lt;br/&gt;        Components: A Scripting Primer &lt;br/&gt;        Configuring Component Properties &lt;br/&gt;        Triggering Scripts Using Component Events &lt;br/&gt;        Using Component Methods &lt;br/&gt;        Using The FocusManager Component &lt;br/&gt;        Customizing UI Components With ActionScript &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 11.  Getting Data In and Out of Flash &lt;br/&gt;        Understanding Data Sources and Data Formats &lt;br/&gt;        GET vs. POST &lt;br/&gt;        Using The LoadVars Class &lt;br/&gt;        Policy Files &lt;br/&gt;        Using Shared Objects &lt;br/&gt;        Using the WebServiceConnector Component &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 12.  Using XML with Flash &lt;br/&gt;        XML Basics &lt;br/&gt;        Using the XML Class &lt;br/&gt;        Using Socket Servers &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 13.  Validating Data &lt;br/&gt;        The Logic Behind Validating Data &lt;br/&gt;        Using Validation Routines &lt;br/&gt;        Handling Errors &lt;br/&gt;        Validating Strings &lt;br/&gt;        Validating Sequences &lt;br/&gt;        Validating Against a List of Choices &lt;br/&gt;        Validating Numbers &lt;br/&gt;        Processing Validated Data &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 14.  Working with Text Fields &lt;br/&gt;        Dynamically Creating and Configuring Text Fields &lt;br/&gt;        Using TextFormat Objects &lt;br/&gt;        Loading and Communicating with Inline Images and SWFs &lt;br/&gt;        Formatting Text Fields with Cascading Style Sheets &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 15.  Controlling Movie Clips Dynamically &lt;br/&gt;        Creating Movie Clip Instances Dynamically &lt;br/&gt;        Building Continuous-Feedback Buttons &lt;br/&gt;        Using Actionscript to Draw Lines Dynamically &lt;br/&gt;        Using the Drawing Methods &lt;br/&gt;        Creating Filled Shapes Dynamically &lt;br/&gt;        Z-Sorting Movie Clip Instances &lt;br/&gt;        Dragging and Dropping Movie Clip Instances &lt;br/&gt;        Removing Dynamically Created Content &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 16.  Time- and Frame-Based Dynamism &lt;br/&gt;        The Use of Time in Flash &lt;br/&gt;        Working with Dates in Flash &lt;br/&gt;        Determining the Passage of Time &lt;br/&gt;        Controlling the Playback Speed and Direction of a Timeline &lt;br/&gt;        Tracking Playback and Downloading Progression &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 17.  Scripting for Sound &lt;br/&gt;        Controlling Sound with ActionScript &lt;br/&gt;        Creating a Sound Object &lt;br/&gt;        Dragging a Movie Clip Instance within a Boundary &lt;br/&gt;        Controlling Volume &lt;br/&gt;        Controlling Panning &lt;br/&gt;        Attaching Sounds and Controlling Sound Playback &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 18.  Loading External Assets &lt;br/&gt;        The Ins and Outs of Loading External Assets &lt;br/&gt;        Loading Movies into Targets &lt;br/&gt;        Loading JPGs Dynamically &lt;br/&gt;        Creating an Interactive Placeholder &lt;br/&gt;        Loading Movies into Levels &lt;br/&gt;        Controlling a Movie on a Level &lt;br/&gt;        Loading MP3s Dynamically &lt;br/&gt;        Reacting to Dynamically Loaded MP3s &lt;br/&gt;        Extracting ID3 Data From an MP3 File &lt;br/&gt;        Loading and Controlling External Video &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 19.  Testing and Debugging &lt;br/&gt;        Eliminating Bugs Before They Hatch &lt;br/&gt;        Maximizing the Testing and Debugging Process &lt;br/&gt;        Fixing Compile-Time Bugs &lt;br/&gt;        Finding and Fixing Run-Time Bugs &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 20.  Maximum-Strength SWFs &lt;br/&gt;        Understanding and Using fscommand() &lt;br/&gt;        Using Flash Studio Pro &lt;br/&gt;        Using FlashVars &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Chapter 21.  Printing and Context Menus &lt;br/&gt;        Flash Printing versus Browser Printing &lt;br/&gt;        Using the PrintJob Class &lt;br/&gt;        Creating Custom Context Menus &lt;br/&gt;        What You Have Learned &lt;br/&gt; &lt;br/&gt;     Licensing Agreement &lt;br/&gt;</description><pubDate>2008-03-20 01:58:35</pubDate></item>
<item><title>Foundation Flex for Designers(Flex设计师基础)</title><link>http://www.netyi.net/training/8da7bf0e-cc20-45e9-9ce2-13d9cd97991d</link><description>All Flex applications look the same—a blue-gray background and silver-skinned components—right? That doesn't have to be the case, though. This book shows you how to ensure that your Flex 2 and 3 projects stand out from the crowd and provide your users with an application that is both visually stunning and beautifully functional.&lt;br/&gt;&lt;br/&gt;Flex Builder coupled with the Adobe Creative Suite (CS3) is a powerful combination, providing all the tools you need to create compelling, vibrant interfaces. This book guides you through creating applications with Flex Builder, designing layouts in Fireworks, creating custom skins for your components in Photoshop and Illustrator, and using CSS to enhance the appearance of your rich Internet applications (RIAs).&lt;br/&gt;&lt;br/&gt;You'll learn how to efficiently use and style states, enabling you to switch between &amp;quot;pages&amp;quot;, thus adding real depth to your applications. You’ll also learn how to build web forms that are intuitive to use, helping your users provide the information you’re after.&lt;br/&gt;&lt;br/&gt;Your Flex applications no longer have to be contained within a web browser window—Adobe Integrated Runtime (AIR) enables the creation of desktop applications. This book explores giving an AIR application a truly custom shape and style, leaving the rectangular form that defines most applications far, far behind.&lt;br/&gt;&lt;br/&gt;Flex isn't just for programmers; it’s time for designers to take back RIAs and show what that &amp;quot;R&amp;quot; really stands for. The Internet is not just about collecting data—it’s about visual communication and giving people a rich user experience, and that’s what designers do best.&lt;br/&gt;&lt;br/&gt;In this book, you'll learn how to:&lt;br/&gt;&lt;br/&gt;* Create fluid layouts for Flex applications&lt;br/&gt;* Use CSS to change the appearance of components&lt;br/&gt;* Use Photoshop and Flash to create custom skins for Flex components&lt;br/&gt;* Create a custom-shaped desktop application (AIR)&lt;br/&gt;* Use Fireworks to simplify layout and the production process&lt;br/&gt;&lt;br/&gt;目录 Summary of Contents&lt;br/&gt;Chapter 1 Introducing Flex and Flex Builder 3&lt;br/&gt;Chapter 2 Styling &lt;br/&gt;Chapter 3 Working with States &lt;br/&gt;Chapter 4 Flex and Fireworks &lt;br/&gt;Chapter 5 Flex with Photoshop and Illustrator &lt;br/&gt;Chapter 6 Flex Builder and Flash &lt;br/&gt;Chapter 7 ActionScript in Flex&lt;br/&gt;Chapter 8 Flex Photo Gallery&lt;br/&gt;Chapter 9 Flex Video Gallery with Drag-and-Drop&lt;br/&gt;Chapter 10 Exploring Flex Charting &lt;br/&gt;Chapter 11 Creating Forms: The “Will Flex for Food”&lt;br/&gt;Registration Page &lt;br/&gt;Chapter 12 Flex and AIR &lt;br/&gt;&lt;br/&gt;关于作者 About the Author&lt;br/&gt;Greg Goralski is an interdisciplinary interactive designer based in Toronto. He is an alumni of the Canadian Film Centre Media Lab and the Interactive Project Lab. He has won Gold at the National Post Design Exchange awards and has presented his work at numerous festivals, including the World Expo in Aichi,Japan. As a professor at the Humber College School of Media Studies, he divides his time among playing with technology,training the next generation of interactive designers, and being inspired by his students. Greg also drinks too much coffee,and should really be living on a beach. His website is www.greggoralski.com.&lt;br/&gt;&lt;br/&gt;LordAlex Leon is an active member of the Flash community and a wellrespected&lt;br/&gt;industry leader with over 7 years of experience creating content&lt;br/&gt;and applications for the Internet and devices. He is the founder of LordAlex&lt;br/&gt;Works? (LAW), a Flash platform consultancy firm based in Montreal,&lt;br/&gt;Quebec, Canada, helping new media and content providers deliver intelligent,&lt;br/&gt;rich Internet content and powerful applications based on the Flash&lt;br/&gt;platform.&lt;br/&gt;LordAlex runs a personal blog dedicated to the Flash platform and related&lt;br/&gt;technologies that you can read at www.lordalex.org.&lt;br/&gt;You can find LordAlex in his spare time writing tutorials in English, French, and Spanish or speaking at international events and conferences. LordAlex also runs the local official Montreal Adobe User Group, the largest AUG in the province of Quebec.&lt;br/&gt;&lt;br/&gt;Mike Jones is an old man of the Flash world, having first picked up Flash in late 1996, when it was still called Futurewave Splash. For over a decade now, he has produced web applications,websites, and desktop applications, all developed using the Flash platform—not once thinking that perhaps it was time to find something better to do.&lt;br/&gt;In his spare time, Mike runs the website FlashGen.com (www.flashgen.com). Originally launched as a Macromedia Generator resource site in 1998, Mike now uses it as a blog-style repository for information based on Flash, Flex, AIR, and ActionScript. He lives in Haslemere, Surrey, UK, with his fianc&amp;#233;e and their cat, Figo.&lt;br/&gt;</description><pubDate>2008-03-20 00:30:42</pubDate></item>
<item><title>Learning ActionScript 3.0</title><link>http://www.netyi.net/training/c75c59ee-4abd-46d6-b8e6-e970cdf3e010</link><description>这是一本关于ActionScript 3的基础的书，出版社是鼎鼎有名的 O'Reilly。2008年1月才出版的，肯定非常新。下面是目录：&lt;br/&gt;Summary of Contents&lt;br/&gt;Chapter 1: ACTIONSCRIPT OVERVIEW&lt;br/&gt;What Is ActionScript 3.0&lt;br/&gt;The Flash Platform.&lt;br/&gt;Procedural Versus Object-Oriented Programming. &lt;br/&gt;The Document Class&lt;br/&gt;Legacy Code Compatibility&lt;br/&gt;Chapter 2: CORE LANGUAGE FUNDAMENTALS&lt;br/&gt;Miscellaneous Basics&lt;br/&gt;Variables and Data Types&lt;br/&gt;Conditionals&lt;br/&gt;Loops&lt;br/&gt;Arrays&lt;br/&gt;Functions&lt;br/&gt;Custom Objects&lt;br/&gt;this&lt;br/&gt;Absolute versus Relative Addresses&lt;br/&gt;Chapter 3: PROPERTIES, METHODS, AND EVENTS&lt;br/&gt;Inherited Attributes&lt;br/&gt;Properties&lt;br/&gt;Events&lt;br/&gt;Methods&lt;br/&gt;Event Propagation&lt;br/&gt;Frame and Timer Events&lt;br/&gt;Removing Event Listeners&lt;br/&gt;Chapter 4:The Display List&lt;br/&gt;The Sum of Its Parts&lt;br/&gt;Adding and Removing Children&lt;br/&gt;Managing Object Names, Positions, and Data Types&lt;br/&gt;Changing the Display List Hierarchy&lt;br/&gt;A Dynamic Navigation Bar&lt;br/&gt;Chapter 5: TIMELINE CONTROL&lt;br/&gt;Playhead Movement&lt;br/&gt;Frame Labels&lt;br/&gt;Frame Rate&lt;br/&gt;A Simple Site or Application Structure&lt;br/&gt;Chapter 6: OOP&lt;br/&gt;Classes&lt;br/&gt;Inheritance&lt;br/&gt;Composition&lt;br/&gt;Encapsulation&lt;br/&gt;Polymorphism&lt;br/&gt;Navigation Bar Revisited&lt;br/&gt;Chapter 7: MOTION&lt;br/&gt;Basic Movement&lt;br/&gt;Geometry and Trigonometry&lt;br/&gt;Physics&lt;br/&gt;Programmatic Tweening&lt;br/&gt;Timeline Animation Recreations&lt;br/&gt;Particle Systems&lt;br/&gt;Chapter 8: DRAWING WITH VECTORS&lt;br/&gt;The Graphics Class&lt;br/&gt;The Geometry Package&lt;br/&gt;The Motion Package&lt;br/&gt;9-Slice Scaling &lt;br/&gt;Applied Examples&lt;br/&gt;Chapter 9: DRAWING WITH PIXELS&lt;br/&gt;Bitmap Caching&lt;br/&gt;The BitmapData Class&lt;br/&gt;Blend Modes&lt;br/&gt;Bitmap Filters&lt;br/&gt;Color Effects&lt;br/&gt;Image Encoding and Saving&lt;br/&gt;Chapter 10: TEXT&lt;br/&gt;Creating Text Fields&lt;br/&gt;Setting Text Field Characteristics&lt;br/&gt;Selecting Text&lt;br/&gt;Formatting Text&lt;br/&gt;Formatting with HTML and CSS&lt;br/&gt;Triggering ActionScript from HTML Links&lt;br/&gt;Parsing Text Fields&lt;br/&gt;Loading HTML and CSS&lt;br/&gt;Chapter 11: SOUND&lt;br/&gt;ActionScript Sound Architecture&lt;br/&gt;Internal and External Sounds&lt;br/&gt;Playing, Stopping, and Pausing Sounds&lt;br/&gt;Buffering Streaming Sounds&lt;br/&gt;Changing Sound Volume and Pan&lt;br/&gt;Reading ID3 Metadata from MP3 Sounds&lt;br/&gt;Visualizing Sound Data&lt;br/&gt;Working with Microphone Sound&lt;br/&gt;Waveform Visualization&lt;br/&gt;Chapter 12: VIDEO&lt;br/&gt;Encoding&lt;br/&gt;Components&lt;br/&gt;Full-screen Video&lt;br/&gt;Captions&lt;br/&gt;Coding Your Own Video Playback&lt;br/&gt;Chapter 13: LOADING ASSETS&lt;br/&gt;Loading Sound and Video&lt;br/&gt;Loading Text&lt;br/&gt;Loading Display Objects&lt;br/&gt;Communicating Across ActionScript Virtual Machines&lt;br/&gt;Taking a Brief Look at Security&lt;br/&gt;Chapter 14: XML and E4X&lt;br/&gt;Understanding XML Structure&lt;br/&gt;Creating an XML Object&lt;br/&gt;Reading XML&lt;br/&gt;Writing XML&lt;br/&gt;Deleting XML Elements&lt;br/&gt;Loading External XML Documents&lt;br/&gt;Communicating with XML Servers&lt;br/&gt;An XML-Based Navigation System&lt;br/&gt;Chapter 15:Programming Design and Resources&lt;br/&gt;Programming Design Methodologies&lt;br/&gt;Object-Oriented Design Patterns&lt;br/&gt;Resources</description><pubDate>2008-03-19 15:40:55</pubDate></item>
<item><title>教程网Flash 2004视频</title><link>http://www.netyi.net/training/37f41bc1-765c-4fdd-a8de-37acfe799f8a</link><description>第一章：初级认识&lt;br/&gt;&lt;br/&gt;1.动画基础知识&lt;br/&gt;&lt;br/&gt;2.认识Flash MX2004&lt;br/&gt;&lt;br/&gt;3.命令菜单1&lt;br/&gt;&lt;br/&gt;4.命令菜单2&lt;br/&gt;&lt;br/&gt;5.命令菜单3&lt;br/&gt;&lt;br/&gt;6.命令菜单4&lt;br/&gt;&lt;br/&gt;7.工具箱1&lt;br/&gt;&lt;br/&gt;8.工具箱2&lt;br/&gt;&lt;br/&gt;9.工具箱3&lt;br/&gt;&lt;br/&gt;10.面板介绍1&lt;br/&gt;&lt;br/&gt;11.面板介绍2&lt;br/&gt;&lt;br/&gt;12.面板介绍3&lt;br/&gt;&lt;br/&gt;第二章：动画基础&lt;br/&gt;&lt;br/&gt;13.文本特性&lt;br/&gt;&lt;br/&gt;14.动画特性&lt;br/&gt;&lt;br/&gt;15.多媒体特性&lt;br/&gt;&lt;br/&gt;16.常用脚本&lt;br/&gt;&lt;br/&gt;17.动态按扭&lt;br/&gt;&lt;br/&gt;18.百叶窗&lt;br/&gt;&lt;br/&gt;19.落页飘飘&lt;br/&gt;&lt;br/&gt;第三章：文字动画&lt;br/&gt;&lt;br/&gt;20.时间特效&lt;br/&gt;&lt;br/&gt;21.冲击波文字&lt;br/&gt;&lt;br/&gt;22.旋转网址制作&lt;br/&gt;&lt;br/&gt;第四章：鼠标动画 &lt;br/&gt;&lt;br/&gt;23.满天繁星&lt;br/&gt;&lt;br/&gt;24鼠标跟随&lt;br/&gt;&lt;br/&gt;25.特效鼠标&lt;br/&gt;&lt;br/&gt;第五章：音频运用&lt;br/&gt;&lt;br/&gt;26.音乐开关&lt;br/&gt;&lt;br/&gt;27.背景音乐开关&lt;br/&gt;&lt;br/&gt;28.音乐控制按扭&lt;br/&gt;&lt;br/&gt;第六章：特效动画&lt;br/&gt;&lt;br/&gt;29.水纹特效&lt;br/&gt;&lt;br/&gt;30.焰火特效&lt;br/&gt;&lt;br/&gt;31.下载进度条&lt;br/&gt;&lt;br/&gt;第七章：高级动画 &lt;br/&gt;&lt;br/&gt;32.外部文字调用&lt;br/&gt;&lt;br/&gt;33.组件的运用&lt;br/&gt;&lt;br/&gt;34.拼图游戏&lt;br/&gt;&lt;br/&gt;35.行为面板&lt;br/&gt;</description><pubDate>2008-02-21 09:41:22</pubDate></item>
<item><title>爱闪最新VIP教程---Flash ActionScript视频</title><link>http://www.netyi.net/training/761c9530-e59a-4420-9971-ff377ea1f516</link><description>做过Flash动画的Flash爱好者们都知道，要做好一个Flash动画，AS是必不可少的，即使只是很简单的几句代码也能起到整个Flash画龙点睛的作用。本套视频为爱闪的会员教程。&lt;br/&gt;视频教程目录：&lt;br/&gt;1、基本控制播放 2、控制五角星 3、路径的概念 &lt;br/&gt;4、各种控制 5、设置对象属性 6、IF判断语句 &lt;br/&gt;7、For循环语句实现累加 8、while循环语句 &lt;br/&gt;</description><pubDate>2008-02-20 09:30:25</pubDate></item>
<item><title>爱闪最新教程----Flash综合实例视频</title><link>http://www.netyi.net/training/897dcdc7-7f44-4ca4-bef3-401252a60eb6</link><description>教程目录：&lt;br/&gt;1、如何制做鞭炮效果 2、设计闪光标志 3、制做闪光蒙版文字 &lt;br/&gt;4、制做幕布拉开效果 5、简单的文字掠光效果 6、用AS控制背景音乐播放 &lt;br/&gt;7、图片与闪光的平移 &lt;br/&gt;</description><pubDate>2008-02-19 14:04:28</pubDate></item>
<item><title>Macromedia Flash 8 For Dummies</title><link>http://www.netyi.net/training/4d4b29dc-1ac4-4f19-a1f4-f96d9b361b6e</link><description>About This Book&lt;br/&gt;As though you hadn’t guessed, Macromedia Flash 8 For Dummies covers the&lt;br/&gt;powerful animation product Flash 8, from Macromedia. (The preceding version&lt;br/&gt;was Flash MX 2004.) Flash 8 is the latest version of the popular software&lt;br/&gt;used on some of the coolest Web sites on the Internet.&lt;br/&gt;Flash comes in two versions: Flash 8 Basic and Flash 8 Professional (Pro). In&lt;br/&gt;addition to including all the features of Flash 8 Basic, the Pro version of Flash&lt;br/&gt;has powerful features for programmers and production teams, such as project&lt;br/&gt;file management, version control of Flash files, and the ability to connect&lt;br/&gt;Flash to live external data sources and Web services. In addition, Flash 8 Pro&lt;br/&gt;offers special graphics effects, custom animation controls, better handling of&lt;br/&gt;bitmap scaling, and improvements in the way video content is handled. In&lt;br/&gt;this book, we focus on the features of Flash 8 Basic rather than Flash 8 Pro&lt;br/&gt;because they’re much more useful to people who are new to Flash. However,&lt;br/&gt;we do sometimes describe the Flash 8 Pro features. We comprehensively&lt;br/&gt;explain the Flash features, including&lt;br/&gt;&amp;amp;#x1; Working with the Flash screen, toolbars, and menus&lt;br/&gt;&amp;amp;#x1; Creating graphics and text in Flash&lt;br/&gt;&amp;amp;#x1; Adding sound and video&lt;br/&gt;&amp;amp;#x1; Using layers to organize your animation&lt;br/&gt;&amp;amp;#x1; Creating symbols, which are objects that you save for repeated use&lt;br/&gt;&amp;amp;#x1; Animating graphics (the key to Flash)&lt;br/&gt;&amp;amp;#x1; Creating interactive Web sites&lt;br/&gt;&amp;amp;#x1; Publishing Flash movies to your Web site</description><pubDate>2008-02-15 14:31:51</pubDate></item>
<item><title>Flash 8: The Missing Manual</title><link>http://www.netyi.net/training/b8728dbf-24b1-4e94-9a3a-09c541782111</link><description>Macromedia's Flash 8 is the world's premier program for adding animation to websites. And with the latest version, this popular program becomes more versatile, letting beginning webmasters and expert developers alike create sophisticated web content. But Flash isn't intuitive. And it doesn't come with a manual. Whether you want to learn the basics or unleash the program's true power, Flash 8: The Missing Manual is the ideal instructor. &lt;br/&gt;&lt;br/&gt;This hands-on guide to today's hottest web design tool is aimed at nondevelopers, and it teaches you how to translate your ideas into great web content. &lt;br/&gt;&lt;br/&gt;It begins with a solid primer on animation, which helps you get comfortable with the Flash interface. Once you have these basics under your belt, Flash 8: The Missing Manual moves on to advanced animations, including adding special effects and audio, video, and interactivity to your presentations. When you're really feeling steady, the book shows how to use a dollop of ActionScript to customize your content. It then teaches you how to publish your Flash creations for web surfers everywhere to enjoy. Along the way, the book shows you good design principles and helps you avoid elements that can distract or annoy an audience. &lt;br/&gt;&lt;br/&gt;Author Emily Vander Veer has more than a dozen books to her credit, including titles on web design and scripting--most written for non-technical readers. Her background makes her the perfect author for a straightforward book on a complex subject. She takes Flash 8: The Missing Manual from the basics to the advanced, yet avoids a hasty jump into tough topics that can leave readers confused.&lt;br/&gt;&lt;br/&gt;Not only will Flash 8: The Missing Manual help you turn a concept into unique, dynamic content, but it will continue to serve as a reference as you develop your website.</description><pubDate>2008-02-15 14:26:19</pubDate></item>
<item><title>4u2v最新视频-----Flash卡通动画完美设计</title><link>http://www.netyi.net/training/559b3bb6-3f4a-4f65-aa09-67aba1b44015</link><description>本教程全面介绍了使用Flash制作迪士尼类卡通的全过程。实用性强： 包含了大量的卡通动画以及特征动画的教学信息，让读者掌握动漫制作从策划到最终发布的整个过程。内容丰富： 在内容设置上科学合理，强调软件新功能以及特殊技巧的应用，重点突出特技、特效镜头，设计素材充分，实例丰富。&lt;br/&gt;目录:&lt;br/&gt;第一章 Flash动画设计基础知识&lt;br/&gt;1.2Flash动画的发展趋势&lt;br/&gt;2.1传统动画制作流程&lt;br/&gt;2.2Flash动画的原理&lt;br/&gt;2.3制作Flash动画的工作流程&lt;br/&gt;3.1-3.3基本的技能要求-1&lt;br/&gt;3.1-3.3基本的技能要求-2&lt;br/&gt;3.4丰富的想象力&lt;br/&gt;3.5极强的审美感-&lt;br/&gt;3.5极强的审美感-2&lt;br/&gt;第二章 Flash剧本的构思&lt;br/&gt;第2章开头&lt;br/&gt;2.1节开头&lt;br/&gt;2.1.1动作型剧本&lt;br/&gt;2.1.2情感型剧本&lt;br/&gt;2.1.3幽默型剧本&lt;br/&gt;2.1.4校园青春型剧本&lt;br/&gt;2.1.5哲理型剧本&lt;br/&gt;2.2节开头&lt;br/&gt;2.2.1-2.2.2原创剧本和改编剧本&lt;br/&gt;2.3剧本的取材-1&lt;br/&gt;2.3剧本的取材-2&lt;br/&gt;2.4剧本的写作方法&lt;br/&gt;2.5开头&lt;br/&gt;2.5.1剧作分析的重要性&lt;br/&gt;2.5.2抓住剧作特点&lt;br/&gt;2.5.3必要的修养&lt;br/&gt;第三章 镜头的分配及技巧&lt;br/&gt;3.1.1 Flash动画中的机位&lt;br/&gt;3.1.2个人风格的确立&lt;br/&gt;3.1.3影响画面设计的其它因素&lt;br/&gt;3.2.1镜头的摇动&lt;br/&gt;3.2.2镜头的追踪&lt;br/&gt;3.2.3镜头的推移&lt;br/&gt;3.2.4镜头的推拉&lt;br/&gt;3.2.5镜头的升降&lt;br/&gt;3.2.6镜头的旋转&lt;br/&gt;3.2.7镜头的倾斜&lt;br/&gt;3.2.8镜头的切换&lt;br/&gt;3.2.9镜头的景深&lt;br/&gt;3.2设计剧本镜头&lt;br/&gt;3.3.1镜头的远景&lt;br/&gt;3.3.2镜头的全景&lt;br/&gt;3.3.3镜头的中景&lt;br/&gt;3.3.4镜头的特写&lt;br/&gt;3.3.5镜头的大特写&lt;br/&gt;3.3镜头范围的调整&lt;br/&gt;3.4.1组接的逻辑&lt;br/&gt;3.4.2组接的景别变化&lt;br/&gt;3.4.3组接的拍摄方向&lt;br/&gt;3.4.4组接的规律&lt;br/&gt;3.4.5组接的时间长度&lt;br/&gt;3.4.6组接的影调色彩&lt;br/&gt;3.4.7组接的节奏&lt;br/&gt;3.4.8组接的方法-1&lt;br/&gt;3.4.8组接的方法-2&lt;br/&gt;3.4镜头的组接技巧&lt;br/&gt;3.4总结&lt;br/&gt;第四章 使用flash绘制矢量图形以及背景&lt;br/&gt;第四章开头&lt;br/&gt;4.1.1临摹图形-1&lt;br/&gt;4.1.1临摹图形-2 &lt;br/&gt;4.1.2为临摹图形填充颜色&lt;br/&gt;4.1开头 &lt;br/&gt;4.2.1人物的绘制－基本知识&lt;br/&gt;4.2.2人物图形的绘制-1 &lt;br/&gt;4.2.2人物图形的绘制-2&lt;br/&gt;4.2.3为绘制好的人物填充颜色-1 &lt;br/&gt;4.2.3为绘制好的人物填充颜色-2&lt;br/&gt;4.2人物的绘制开头 &lt;br/&gt;4.3.1动物的绘制-1&lt;br/&gt;4.3.1动物的绘制-2 &lt;br/&gt;4.3.2为绘制好的动物图像填充颜色&lt;br/&gt;4.3动物的绘制 &lt;br/&gt;4.4.1植物-树的绘制-1 &lt;br/&gt;4.4.1植物-树的绘制-2 &lt;br/&gt;4.4植物的绘制 &lt;br/&gt;4.5.1背景的绘制-1 &lt;br/&gt;4.5.1背景的绘制-2&lt;br/&gt;4.5.2背景颜色的填充 &lt;br/&gt;4.5背景的绘制&lt;br/&gt;第五章 动画角色及其运动&lt;br/&gt;第五章开篇 &lt;br/&gt;5.1角色的创建 &lt;br/&gt;5.1.1动画中的角色&lt;br/&gt;5.1.2角色的创建 &lt;br/&gt;5.1.3位图转换创建角色 &lt;br/&gt;5.2人的运动 &lt;br/&gt;5.2.1人的走动&lt;br/&gt;5.2.2人物的跑步 &lt;br/&gt;5.2.3人物的转身 &lt;br/&gt;5.3动物的运动 &lt;br/&gt;5.3.1四足类动物的运动-2 &lt;br/&gt;5.3.2飞行类动物的运动 &lt;br/&gt;5.3.3海底动物运动的方式-1 &lt;br/&gt;5.3.3海底动物运动的方式-2 &lt;br/&gt;5.4自然界景物的运动 &lt;br/&gt;5.4.1风的运动 &lt;br/&gt;5.4.2水的运动 &lt;br/&gt;5.4.3火的运动-1 &lt;br/&gt;5.4.3火的运动-2 &lt;br/&gt;5.4.3火的运动-3 &lt;br/&gt;5.4.3火的运动-4 &lt;br/&gt;5.4.4云的运动 &lt;br/&gt;5.4.5雨的运动 &lt;br/&gt;5.4.6雪的运动 &lt;br/&gt;5.4.7雷电的运动 &lt;br/&gt;第六章 Flash动画的创建&lt;br/&gt;第六章开篇 &lt;br/&gt;6.1.1动画运动规律－时间 &lt;br/&gt;6.1.2动画运动规律－原画加动画 &lt;br/&gt;6.2自然运动动画的创建开篇 &lt;br/&gt;6.2.1风运动动画的创建 &lt;br/&gt;6.2.2水运动动画的创建 &lt;br/&gt;6.2.3火运动动画的创建 &lt;br/&gt;6.2.4爆炸运动动画的创建-1 &lt;br/&gt;6.2.4爆炸运动动画的创建-2 &lt;br/&gt;6.2.5云的运动的创建-1 &lt;br/&gt;6.2.5云的运动的创建-2 &lt;br/&gt;6.2.5云的运动的创建-3 &lt;br/&gt;6.3动物运动的创建 &lt;br/&gt;6.3.1四足类动物运动的创建-1 &lt;br/&gt;6.3.1四足类动物运动的创建-2 &lt;br/&gt;6.3.2飞行类动物运动动画的创建 &lt;br/&gt;6.3.3软体动物运动动画的创建-1 &lt;br/&gt;6.3.3软体动物运动动画的创建-2 &lt;br/&gt;6.4人物动画的创建 &lt;br/&gt;6.4.1人物表情规律 &lt;br/&gt;6.4.2人物走路运动动画的创建 &lt;br/&gt;6.4.3人物跑动运动的创建&lt;br/&gt;6.4.4人物转身运动动画的创建 &lt;br/&gt;第七章 动画制作实例&lt;br/&gt;第七章开篇 &lt;br/&gt;7.1作品策划及剧本编写 &lt;br/&gt;7.2.1主角的定位与绘制 &lt;br/&gt;7.2.2其它角色的定位 &lt;br/&gt;7.3素材的准备开篇 &lt;br/&gt;7.3.1背景的准备 &lt;br/&gt;7.3.2背景元件的合成-1 &lt;br/&gt;7.3.2背景元件的合成-2 &lt;br/&gt;7.3.3短片中文本的准备-1 &lt;br/&gt;7.3.3短片中文本的准备-2 &lt;br/&gt;7.3.4影片属性设置及音乐文件的导入 &lt;br/&gt;7.4.1酒缸图像的绘制 &lt;br/&gt;7.4.2谷仓的绘制 &lt;br/&gt;7.4.3小鸟的绘制 &lt;br/&gt;7.4.4其它物品的绘制 &lt;br/&gt;7.5.1作品字幕的制作-1 &lt;br/&gt;7.5.1作品字幕的制作-2 &lt;br/&gt;7.5.2第一幕动画的制作-1 &lt;br/&gt;7.5.2第一幕动画的制作-2 &lt;br/&gt;7.5.3第二幕动画的制作-1 &lt;br/&gt;7.5.3第二幕动画的制作-2 &lt;br/&gt;7.5.4尾声动画的制作 &lt;br/&gt;第八章 flash文件的优化以及发布&lt;br/&gt;第8章开篇 &lt;br/&gt;8.1.1减少影片的大小 &lt;br/&gt;8.1.2-8.1.3文本的优化，颜色的优化 &lt;br/&gt;8.1.4影片中元素和线条的优化 &lt;br/&gt;8.1.5动作脚本的优化 &lt;br/&gt;8.1FLASH影片的优化 &lt;br/&gt;8.2flash影片的发布 &lt;br/&gt;8.2.1影片的发布 &lt;br/&gt;8.2.2Flash输出格式的设置及发布 &lt;br/&gt;8.2.3HTML格式的设置-1 &lt;br/&gt;8.2.3HTML格式的设置-2 &lt;br/&gt;8.2.4GIF动画的画布设置及发布-1 &lt;br/&gt;8.2.4GIF动画的画布设置及发布-2 &lt;br/&gt;8.3输出为视频文件 &lt;br/&gt;8.3.1MOV影片输出的设置及发布-1 &lt;br/&gt;8.3.1MOV影片输出的设置及发布-2 &lt;br/&gt;8.3.2AVI影片的输出设置及发布 &lt;br/&gt;</description><pubDate>2008-02-14 16:19:21