(Adobe Flash +Action Script + C Programming Language)
Level I
ADOBE FLASH
Adobe Flash MX 2004 multimedia applications that allow designers and developers the freedom to create rich and engaging applications, presentations, animations, and web sites.
SALIENT FEATURES
Applications can be created by integrating images, drawings, audio, video, and text. Files that you publish from flash can be displayed on many different computer operating systems, handhold devices, phones, and even television. Flash can be viewed by almost every online visitor you might have to a web site because the flash player is installed on a majority of computers today. Flash is considered to be a standard for displaying rich content on the web.
APPLICATIONS
Flash is Primarily an animation tool for the Web.
You can also create Corporate presentations and 2D Animations.
Level II
ADOBE FLASH ACTION SCRIPT
Prerequisite for learning Action Script is knowledge of the following in
C programming language -
Data Types
Functions
Conditions
Arrays
Loops
Classes
Basic Level Of Action Script (Level 1)
Chapter 1.
Introduction ActionScript & Actions Panel.
Using actions to give commands to a Flash movie.
Targeting actions at different things in a movie.
Listening to Flash & handling Flash events.
Writing callbacks so that real time events can trigger actions.
Using variables as containers for storing information.
Chapter 2.
Planning your design project with the client in mind.
Building your ActionScript step by step to make your code easy to modify.
Structuring the flow of your ActionScript.
Introducing the Futuremedia case study.
Chapter 3.
Introducing variables & containers for storing information.
Understanding different types of variables: numeric, string & Boolean.
Using expressions to generate values to be stored in variables.
Taking user interactivity beyond button clicking, using input & output text.
Using arrays to deal with complex, related information.
Chapter 4.
Getting Flash to look at a situation & decide what to do based on what it sees.
Using sausage notation (or, “How I learned to stop worrying & love braces”)
Giving Flash the intelligence to check passwords.
Chapter 5.
Using loops to make Flash repeat actions.
Examining several different kinds of loops.
Using loops with arrays to work on lots of information at once.
Building a hangman game with Flash & ActionScript.
Creating the static graphics for the Futuremedia site.
Chapter 6.
Breaking down tasks into subtasks & using functions to structure your code.
Understanding the difference between anonymous & named functions.
Using functions to recycle blocks of script.
Using arguments & returning results.
Making functions more robust through typing.
Building the dynamic graphics for the Futuremedia site.
Chapter 7.
Using objects to describe things with state & behavior.
Storing related collections of variables & functions.
Creating custom objects classes.
Working with ActionScript’s core built-in objects.
Chapter 8.
Understanding how items on the stage correspond to objects in script.
Structuring scripts to take advantage of nested movie-clip timelines.
Using properties of graphical objects to build advanced interactivity.
Understanding how bitmap caching can improve the performance & frame rate of Flash movie.