CorelDRAW is a Vector graphic software, allowing the user to produce World Class Illustrations with 16.7 million colours.
SALIENT FEATURES
With CorelDRAW you can create Illustrations from scratch, enhance the Designs, use and embellish scanned Photos of your Digital Art, and send your finished work out in many ways.
Vector-based drawing Program with extensive text handling and precision-drawing features.
Ideal tool for virtually any design project from Commercial Art to technical illustrations, advertisements, publishing and Internet publishing.
APPLICATIONS
Full-color Design Illustrations.
Complex Design Drawings.
Commercial Art.
Photorealistic Design Images.
Surrealistic Images.
Animation sequences.
Libraries of Designs.
High-quality drawings from low-resolution originals.
Web page designing.
For CorelDRAW Topics Covered
Illustrator
Illustrator is a vector graphics creation software for print media and web, allowing the user to produce World Class Illustrations with 16.7 million colors.
SALIENT FEATURES
Creative tools for Print Media Output.
Sophisticated Web Graphic Tools.
Special Effects to Images.
Versatile Transparency Capabilities
Dynamic Media Projects
APPLICATIONS
Complex and High Quality Output.
Logos.
Libraries.
High Quality Illustrations.
Creating Banners, Posters, Handbills etc
CAREER OPTIONS
Graphic Designer
ADOBE FLASH
Adobe Flash multimedia applications that allow designers and developers the freedom to create rich and engaging applications, presentations, animations, and web sites.
SALIENT FEATURES
Movie created in Flash has a very less file size.
Multiple actions can be attached,such as can create a new HTML file or add a Shockwave Flash movie to an existing HTML file.
Aftershock will also create a script to detect START or STOP the movie, GO TO
A URL, LOAD a new movie or perform any number of other functions.
Another unique feature of Flash 4 is Bandwidth Profiler.This feature takes care of the usual drawback of multimedia file size, and bring the user to reality.
APPLICATIONS
Flash is Primarily an animation tool for the Web.
You can also create Corporate presentations and 2D Animations.
For Flash Topics Covered
ADOBE FLASH WITH ActionScript
Prerequisite for learning ActionScript is knowledge of the following in
C programming language -
Data Types
Functions
Conditions
Arrays
Loops
Classes
Interactive Flash
Giving your movies instructions
Working with the Actions panel
Direct typing
Who are you talking to?
Controlling movie clips on the stage
Arguments
Listening to what your movies are telling you
Events in Flash
External events
Internal events
Introducing event handlers .
Movies That Remember
Introducing variables
Creating variables and using them with literals and expressions
Naming variables
Creating variables
Using literal values
Using expressions
Input and output
Using string expressions
Working with numbers
Other uses for numeric expressions
Working with Boolean values
Logic operators
Arrays
Reasons for using arrays
Arrays let you store related information together
Arrays let you hold information in a specific order
Arrays let you index information
Arrays let you link information
Creating a new array
Typing an array
Using variable values as offsets
Movies That Decide for Themselves
Decision making
Making decisions in ActionScript: The if action
Defining a decision
Alternative actions
Acting on alternatives: The else action
More than one alternative: The else if action
Handling lots of alternatives: The switch action
Switching without breaks
More Power, Less Script
Timeline loops
ActionScript loops
while loops
Useful things to do with while loops
for loops
init
condition
next
Some useful examples of for loops
Simple loop
Reverse loop
Two at a time
Looping through elements in an array
Applying an operation to all the elements in an array
Searching an array for a specific value
Cross-indexing a pair of arrays
Hangman
Movies That Remember How to Do Things
Breaking down a task
Bundling actions and running them afterward
Using anonymous and named functions
Using functions to hide evil math
Using functions to take care of repetitive jobs
Choosing which actions to bundle and where
Arguments and redundancy
Local variables and modular code
Returning values from a function
Typing functions
Running in circles
Nesting functions
Using nested functions
Using more function nesting to tidy up your script
Objects and Classes
Introducing objects and classes
Type and object-oriented programming
Classes, generalization, and abstraction
Seeing arrays in a new light
The Array constructor method
Other Array methods
Array properties
Creating classes and objects (instances) in Flash
Instances
The Object object
Viewing an object in Flash
Constructors
Objects, objects, everywhere
Lurking objects
Making a show reel
Objects on the Stage
Movie clips and buttons as objects
Symbol types and behaviors
Two sides of the same object
Working with Library items
Let chaos reign
Bitmap caching
The other side of bitmap caching
Bitmap caching and RAM
Changing the appearance of a cached movie clip
When to use bitmap caching
Referencing different timelines with ActionScript
Different place, different variable
Locating variables from inside an event handler function
Reusing handler functions
The apply method
Global variables
Reusable Code and Realistic Movement
Breaking down big tasks into smaller ones
Black-box programming
Creating simple components
Creating a modular set of playback controls
Dark Valentine
Modular control of movie clips
How to simulate realistic movement
Motion with acceleration
Trailing the pointer (a mouse follower)
Understanding the inertial code
Fine-tuning the component
Function-based modular code
Swarming behavior
Taking the swarming effect forward
Creating tweens with ActionScript
Using import to access the Tween class
How to use the Tween constructor function
Understanding the transition types
Games and Sprites
What is a sprite?
Control
External and internal data
Movement
Collision
Planning zapper
The game world (the main timeline)
gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT