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GRAPHICS AND MULTIMEDIA BOOKS
Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Richard Leggett and Scott Janousek and Weyert de Boer. By friends of ED.
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1 comments about Foundation Flash Applications for Mobile Devices (Foundation).
- This book will take a flash developer a long way towards publishing applications on mobile phones. I didn't see anything on utilizing web services (something that is easy to do with flash lite 2.x) nor how to create .cab files (which was why I actually bought the book), but it covers just about everything else to a good level of working depth.
I wouldn't suggest this book to someone without any flash actionscript experience (or at least some object oriented programming experience) but you don't have to be a comp. sci. major either. Well written and not too witty (some programmer books can read like geek joke books) this book approaches the flash mobile development process from a practical hands on stance which works well with those who like to get their hands dirty while learning.
Strongly recommended reading for next gen phone app development in flash.
~Gabriel
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Stephen Wolfram. By Cambridge University Press.
The regular list price is $100.00.
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5 comments about The Mathematica Book, Fourth Edition.
- The mathematica book is the best manual ever written
for some piece of software.
I would even say, the major advantage of mathematica
compared to other computer algebra systems is that
it comes with decent documentation.
I would love to have all software manuals to meet the
standards set by the mathematica book.
The most important feature of this book is that
it is organized in learning stages
which helped me a lot in speeding up my personal
learning process.
This is the outline
Chapter 0 = first two hour of reading:
overview over the possibilities
Chapter 1 = first two days of reading:
standard solutions for standard problems
Chapter 2 = first two month of reading:
general principles and ideas
Chapter 3 = as time goes by:
technicalities
After six months you can be done with the book,
and will have to use the mathematica usenet for
special questions you may encounter in your daily work.
- I ordered this book and eventually amazon cancelled the order because it was not available. They then ask me to review it? Where is it?
Rev brucee
Update: now it's available for free download.
- Iin terms of speed and functionality, the program Mathematica is the most amazing program I have ever used. It is an indispensable tool for research in many areas of the sciences and mathematics. From the evaluation of mathematical formulas to the graphing of three-dimensional data over time, it can handle almost anything that you need to process or analyze. Surprisingly user-friendly for such a capable program, it takes very little time for even a novice to put it to productive use. However, with all that capability there is a problem with the sheer number and detail of the options, which is why the documentation is so critical. While there is extensive online documentation with Mathematica that is easy to use, there is still a need for the documentation in physical form.
This book, in its fourth edition, is complete, and easy to use, with the exception of requiring a bit of physical effort to lift. That's correct - the book contains 1,470 pages. In my extensive use of Mathematica, I use the book and online help in about equal amounts. Generally, I use the online help when I don't remember a precise syntax and I'll use the book when I'm concerned more with the details of the behavior or the nuances of an operation or a capability.
I consider this reference book essential to the efficient use of Mathematica and well its procurement, if the software package you have does not contain a copy. This fourth edition contains excellent tutorials, a myriad of examples, and a wonderful gallery of graphic images.
Published in Mathematics and Computer Education, reprinted with permission.
- Mathematica can be a very daunting program for first time users. I remember when I first started using it back in 1997, and I was amazed with its power and conciseness. This is the best book on the subject and probably the only one you'll need by the author of the program himself. The book starts out with very simple concepts and builds on them to include just about anything you'd ever want to do with Mathematica, including the solution of indefinite integrals. The explanations are to the point, the examples are of sufficient complexity to demonstrate the features but not too complex, and the use of figures in the book is excellent. If you don't need the program's fancy graphics or sound capabilities, you won't have to suffer through inexplicable examples that use them. The author isolates the explanation of that portion of the program in its own chapters.
There is a fifth edition of this book, but it is out of print, and sellers are asking ridiculously high prices for copies. Since an electronic version of this book comes with every copy of Mathematica you should do fine with this earlier in-print version.
- First I will say that I am not a Math nut and I have had to spend 3 months learning Vector math and Mathematica 5.2 to do some modeling. While I can get many things to work and plot. The syntax problems associated with the software are numerous and very difficult to resolve. Using version 4 of this book I have found that the issues I need to resolve are not easy to find in this book. Of course the writers of the software assume a certain familiarity with the type of maths employed and certain programming skills, but they have made it much more difficult for the casual user to use the software. This book is not much help in that regard. Instead I have purchased Mathematica Navigator by Heikki Ruskeepaa and am starting to go through that book in the hope that it will help me. The CD with that easily installs into Math 5.2, but not version 6. The latest software has a lot of new functions and a useful debugging window which helps update code, but the old style help index has gone. Thus, the software is not fully backwards compatible. Where this leaves us with these books for earlier versions of Mathematica I am not sure. Hopefully there is enough of 5.2 remaining in Mathematica 6 to make my purchase worthwhile. If not I am back to 5.2 and to building my own set of nested functions to do rotations and translations in 3D.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by John Maeda. By Thames & Hudson.
The regular list price is $34.95.
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3 comments about Creative Code: Aesthetics + Computation.
- Maeda is a certifiable genius, but his books have gone downhill since his first, "Design by Numbers." That book is an exceptional introduction to computational design, original, and elegant. His next, "Maeda at Media" took many hundreds of pages to sum up Maeda's years a the MIT Media Lab. It was something of an egotistical embarrassment. Maeda, then just in his mid-thirties, included pretty much every experiement and project he'd done to date. Even geniuses need editors.
Now, in "Creative Code" we get a book not really different from the "New Masters of Flash" series that's now in (I think) its third edition. CC is a collection of case studies of work by some very smart people, and some essays about digital media, working methods, and so on. Much of it is great work and pretty. It's rendered pretty lifeless in a printed book, of course, so you'll want to track down this work online to actually check it out.
How valuable will this be to you? Do you need another heavy, sexy design book? If you're really interested in this kind of work, you'll certainly already know about all of these designers, and probably about most of the peices included here. You've probably also read the designers' own blogs or web sites, so you'll know about their methods and interests in much more detail than you get here. (The description's statement that "little of this research has been seen outside the laboratory" is not true.) In that case, you get a book of pretty pictures that probably will sit on your shelf more than on your lap. If you're looking for code samples or detailed technical explanations, you'll be better off looking elsewhere.
It's kind of a shame in the end. He's so talented, I want to see Maeda doing less surveying of the state of interaction design and more genuinely innovative and interesting things. In fact, I'll tell you what's needed: to finish the project he started in DBN, which is to really explain the concept of "coding elegance" (and the creativity behind it). There's a lot in all three books about the aesthetic appeal of well-written computer code, but there's not much about what specifically makes one algorithm more beautiful than another. This algorithmic elegance is really central to Maeda's work; he says that digital designers should appreciate both the coding and the visual/interactive design natures of the medium. The people represented in this book are the ones who'll be able to do that, but it hasn't happened yet.
- I read 7 times in a row this book to analyse it in depth. It is fun and very exciting to read as you go through dozen of highly interesting projects. My analysis of this book brought me to the conclusion that it also contains a vision, a powerfull secret message. It convinced me we are builders of a new era, a "renaissance" of human knowledge and activities with computational technologies.
Within a friendly package, i got intimately convinced by the faithfull project of John Maeda, and I'm now driving my research having in mind the many accessible yet visionary projects i have seen in this book. I'm applying to MIT Media Lab and i want to change the world, with my vision.
- The book is carefully, beautifully designed, it really shines in your bookshelf. Nevertheless, i found it to be lacking more thoughts, ideas - something to fill the void, to make the images meaningful. It fails to inspire, to make you ask questions, to expose the deeper structures and ideas behind the artwork. That's a big "sin" so to say, since maeda is well known for having interesting things to say.
Without real text i think it's just a beautiful book, no more and no less than that. Great for snobs, or for having in your living room...
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Thor Alexander. By Charles River Media.
The regular list price is $49.95.
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5 comments about Massively Multiplayer Game Development 2 (Game Development).
- there is very little detailed technical content in this book -- i mean, if you are a software developer, then a lot of this feels like fluff. i wanted a leg up on coding, and this isn't that book. it does provide a certain high-level overview, but it's not sufficient for "game development." for example, the discussions of server architect are interesting, but largely represent a kind of "we did this and were successful" summaries. if you wanted to move into this field, this book isn't an "open sesame." if you haven't thought much about the field and just want to get a feel for what the issues are, then the text is interesting but expensive.
- To the game developer, the theory behind MMOGs can be a mystery. Often it is hit-and-miss and many developers can and do get it wrong. Great games can turn to dust because designers made critical mistakes.
This book does NOT have all the answers!
But it does pose a lot of questions and provides learned and thoughtful chapters written by some of the best game people in the business.
Part one covers design techniques with eleven chapters in game theory.
Part two explores engineering techniques including automated testing, data collection and analysis and anti cheat mechanisms.
Part three gets into production techniques with eight chapters covering subjects from project management to providing online support.
Its become my Bible of MMOG dev.
- PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.
As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.
This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.
Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do know their particular areas of expertise.
James
- The book is unlike typical computer graphics books that focus mainly at the source code level. Alexander has compiled an impressive set of essays, drawn from game programmers at several companies. It is an industry-wide summation of publicly available ideas for state of the art coding, circa 2005.
Look, if you are hoping for tips on solving a specific coding problem, this may not be the best choice of books. Instead, the articles are more useful at the architectural design level, for a new multiplayer game. Some topics seem quite novel. Like applying graph theory to study and design a game. Including at the large ["macro"] level where you might be building a community, with economic facets. Graph theory also permits a way to classify different MM games, providing a unified and consistent view. Not the sort of thing you might expect to run into in a gaming text. But the complexities of building a MM world can be staggering.
There are many more essays, touching on numerous aspects. You need to be an experienced game developer to fully appreciate this book. Which is not to say that the ideas here cannot ultimately find expression at the source code level. Just that you need to take a high level view.
- As an experienced online game producer with one reasonably successful title under my belt I really felt that this book offered less in terms of game development knowledge than what can be freely and easily found on the internet.
The book itself is a collection of essay-length chapters written by different authors regarding various aspects of online game design. I found that the length of these chapters is generally too long for simpler subjects and too short for more complicated topics.
The authors aren't heavy-hitters from Microsoft, Sony, Blizzard, etc. Not that there aren't some great minds behind some of the articles, but I really felt that the majority of the articles were written by authors that didn't have nearly the amount of knowledge regarding these topics that I would expect. In particular there are a few articles from authors (some whose companies have a less than stellar reputation with their users) that contain some patently bad advice.
Overall, I'd say the book is hit-and-miss, with more misses than hits. There are a few worthwhile articles, but not enough to justify the cost of this book. You'll get almost as much from reading the chapter list and spending some time thinking about the topics covered as you will from actually reading the chapters.
I wouldn't recommend this book to a person of any level of experience in online game development. There are far better books on this subject out there.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Daniel Gray and Gary Leib and John Kuramoto. By Sybex.
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5 comments about The Art of Cartooning with FLASH (With CD-ROM).
- This is a pretty decent book. However, for the most part it had nothing new or original to offer that I hadn't already seen in other animation books. Nice artwork thought and it's definitely pretty to look at so I guess in a way it's useful in providing inspirational material. But you're not really going to gain anything new by reading it.
- Shows you how to make use and organize symbols. Also some helpful hints and how to make use of alpha and tint functions. I learned how to make use of the transitions and shape tweens in animation very helpful. If only it were more specific on character animation and staging it would get a five star rating.
- I bought this book thinking it was for beginners but it's not. This is what I'd call an advanced flash cartooning book. I was frustrated with some of the examples in the book. I didn't like how the author did his walk cycle. The walk cycle was too complicated for me. I tried several times to read the book with an open mind but that didn't help. I also didn't like the fact that their animatic wasn't created using flash but with quicktime. I did enjoy their flash cartoon "Jicketts Speed Shop Episode 1". Go check out jicketts.com/pilot/index.html
The best flash cartooning book I've come across for beginners is "Flash 5 Cartooning" by Mark Clarkson. I'd recommend "Flash 5 Cartooning" instead of this book.
- A few years ago I tried learning Flash animation by using tutorials on the Internet. I learned a little bit, but most of the tutorials weren't concise and they were confusing and usually I found myself aggravated with Flash deeming it was "too complicate to learn." I found this book for $5 and decided to give Flash another try. Gray made this book easily accessible for novices and advanced users alike with clear instructions. Each chapter begins with a few words on the techniques you will learn in that chapter and some tips. Then the rest of the chapter consists of hands-on exercises. Artwork and sample files are included on the CD-Rom if you do not have any original artwork. These exercises are very easy to follow. I completed the first four chapters and I made a short movie with music. That was only two days after reading the chapters. I read the help file about importing music. This topic isn't covered in the first four chapters but it is in later chapters. It does not take hours upon hours to learn Flash animation using this book. Knowing some basics of Flash beforehand will come in handy, though. I highly recommend this book if you want to learn to make Flash animations. You will not regret your purchase!!
*The CD-Rom also includes software. Macromedia Flash 5, Adobe Photoshop, Bias Peak VST, Bias Peak LE, Bias Deck, and Sonic Foundry's Sound Forge. Most of the programs are PC & Mac compatible.*
- I don't get why other guys gave 5 stars to this it's not giving enough information.The chapter go like this:
chapter 1 : Is only talking about the author and what he thinks of the book
chapter 2 :It talks about Very Very Very basic stuff of animation
I don't want to bother myself by writing more about this book
it's just a waste of time unless you don't know what is flash!
It's 32.99$ l wouldn't buy it even for 5.00$ I recommend to everyone to buy "Animating Flash characters" it's cheaper and better.
The guys who rated this item with 5 stars are surely the author or his frieds, or maybe they didn't even see what's on the book
Anyway l made the mistake of buying it and l am writing this so you won't do the same mistake as l did.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Andrea L. Ames and David R. Nadeau and John L. Moreland. By Wiley.
The regular list price is $85.00.
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5 comments about VRML 2.0 Sourcebook, 2nd Edition.
- please informacion acerca de como cancelar
- Doesn't take you through the subject in the conventional manner. After the first couple of intro chapters, you can then easily delve into any other chapter for what you need. Very useful as a reference once you understand the basics. A bit weak on using scripts to control and interact with VRML worlds. Other than this minor gripe, a great book.
- This book is perfect for beginners and those that already now the basics and want to advance further. It has many examples and is written in a intelligent manor. If you are advanced in VRML you may still benefit from this book however when it comes to scripting and adding Java to your 3d worlds you will need to invest in other books.
- I agree completely with the other reviewers. This book is has an amazing wealth of information about VRML and will have you making some amazing worlds by the time you are finished. Many important subjects are covered, from beginning to advanced topics. I do agree that there isn't NEARLY enough information about scripting with VRML, just a brief talk of how to do it. Some more examples with this would have been a huge help, but otherwise, I'd recommend this book to anyone who uses VRML, no matter your expertise.
- Even nearly nine years after it was first written, this book continues to be valuable for more reasons than when it was published. If you are still involved in VRML and have some need to learn this language, this book is a complete guide that starts from the beginning with the simplest concepts and shape definitions and then builds to advanced concepts such as textures, lighting, and fog. Throughout the book there are figures of the resulting images and plenty of sample VRML files for all examples. I do agree with the other reviewers that chapter 30, the one on scripting, is really the only chapter that is no longer worthwhile since so many changes have been made to the scripting part of VRML. Other than that, this is truly one of the best written and most instructive tech books I have ever bought. If you are going to study VRML, there is no longer any other book in existence but this one that is worth owning.
The second reason to own this book has only popped up over the last two or three years. Since Xj3D began to come on the scene several years ago as the XML-based open-source replacement for VRML, this book has become invaluable for evaluating that tool's ability to build virtual worlds. In fact, the Web3D consortium's "test files" for Xj3D, which continues to be a work in progress, are VRML files from this book that have been translated into Xj3D. Since the base tags are the same in Xj3D as they are in VRML, if you are able to understand VRML you should be able to understand what's going on in an Xj3D file with just a little investigation into the basic differences. This will allow you to intelligently evaluate Xj3D and determine if you can find any weaknesses or discrepancies in that tool's implementation.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Alejandro Reyes. By Schroff Development Corporation.
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1 comments about Beginner's Guide to SolidWorks 2008.
- I bought this book when the company I worked for upgraded from SolidWorks 2007 to 2008. I found it to be useful especially since the IDE interface changed from 2007. The material is presented in a logical start-to-finish design method so it's a great tutorial. However it's not much use as a reference only due to the structure of the book. If your switching to SolidWorks 2008 I highly recommend this book just to get the most out of the IDE.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Sham Bhangal. By O'Reilly Media, Inc..
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5 comments about Flash Hacks: 100 Industrial-Strength Tips & Tools.
- Title: Flash Hacks - 100 Industrial-Strength Tips & Tools
Author: Sham Bhangal
Publisher: O"Reilly
ISBN: 0-596-00645-4
Pages: 452 pages
Reviewer: Philip High
Rating: 5 out of 5 stars
When I encountered the first versions of Flash my impression was of an unnecessarily complex animation program with an obscure interface and REALLY WEIRD drawing tools. I've wanted to say that in public for years and now that I've gotten it off my chest I feel much better, thank you.
Yet, Macromedia must have been onto something, since the program has obviously matured into an indispensable tool for creators of dynamic, interactive, multimedia content for the web and beyond. But, as you might expect, the complexity has only multiplied. This book dives right into the issue by forgoing lengthy tutorials and focusing directly on getting results and solving specific problems - 100 of them to be exact. Once inside it is caution-to-the-wind since the only guide lines are "what if" and "whatever works." That's why they're called hacks, after all. It's an approach that works for me, since I'm really just an overgrown novice that has used the program for several years but infrequently. When I do use it I just want to get the job done and don't have the luxury (or patience, maybe?) to search the documentation, learn a comprehensive set of new skills, then figure out how they apply to my current need. And I don't think I'm alone here.
Although the book, like Flash itself, is not for the unmotivated, there really is something here for everyone from beginner to veteran. If you are tempted by the promise of shiny new tricks and sweet insider workarounds then you can eagerly and easily search these pages for tasty snacks to digest now and save the heavier helpings for later. The preface offers a useful starting point with a concise overview and clear explanations of the conventions used to organize and demonstrate the text.
The book covers a wide range of topics. Twelve chapters are each devoted to specific issues such as Visual Effects, Drawing and Masking, 3D and Physics, Sound, ActionScript, etc., and each contains several related tips. The individual "hacks", although usable by themselves, often relate to material in other examples, and are clearly and conveniently cross-referenced in the text. Many of the longer examples can be downloaded from the books web page http://examples.oreilly.com/flashhks.
And, as promised, the tips are pretty nifty. Some are showy, like #33 - Particle Effects. And some are sneaky, like #20 - Use Complex Shapes as Masks (by using a hairline split, invisible to the eye but recognized by the processor, to open enclosed areas.) But even the coolest tricks would be useless if you couldn't understand the instructions. Fortunately that isn't an issue here. The text is easy to read and well organized with clear examples and illustrations. I especially appreciated the tons of URLs to websites with further examples of great Flash work. Another nice feature is how other programs such as Photoshop, Fireworks, and Poser can be used in conjunction with Flash.
This title is one of a series of "Hacks" books by O'Reilly, a list of which can be found at http://hacks.oreilly.com. Billed as "a community for developers and power users of all stripes" I went there anyway and felt only slightly over my head. But it looks like the real deal for the power hungry. I `m a long-time fan of the seriously usable content and simple direct presentation style of O"Reilly technical reference manuals. This book ventures into more creative realms than their usual titles but stays true to form.
- Title: Flash Hacks - 100 Industrial-Strength Tips & Tools
Author: Sham Bhangal
Publisher: O"Reilly
ISBN: 0-596-00645-4
Pages: 452 pages
Reviewer: Philip High
Rating: 5 out of 5 stars
When I encountered the first versions of Flash my impression was of an unnecessarily complex animation program with an obscure interface and REALLY WEIRD drawing tools. I've wanted to say that in public for years and now that I've gotten it off my chest I feel much better, thank you.
Yet, Macromedia must have been onto something, since the program has obviously matured into an indispensable tool for creators of dynamic, interactive, multimedia content for the web and beyond. But, as you might expect, the complexity has only multiplied. This book dives right into the issue by forgoing lengthy tutorials and focusing directly on getting results and solving specific problems - 100 of them to be exact. Once inside it is caution-to-the-wind since the only guide lines are "what if" and "whatever works." That's why they're called hacks, after all. It's an approach that works for me, since I'm really just an overgrown novice that has used the program for several years but infrequently. When I do use it I just want to get the job done and don't have the luxury (or patience, maybe?) to search the documentation, learn a comprehensive set of new skills, then figure out how they apply to my current need. And I don't think I'm alone here.
Although the book, like Flash itself, is not for the unmotivated, there really is something here for everyone from beginner to veteran. If you are tempted by the promise of shiny new tricks and sweet insider workarounds then you can eagerly and easily search these pages for tasty snacks to digest now and save the heavier helpings for later. The preface offers a useful starting point with a concise overview and clear explanations of the conventions used to organize and demonstrate the text.
The book covers a wide range of topics. Twelve chapters are each devoted to specific issues such as Visual Effects, Drawing and Masking, 3D and Physics, Sound, ActionScript, etc., and each contains several related tips. The individual "hacks", although usable by themselves, often relate to material in other examples, and are clearly and conveniently cross-referenced in the text. Many of the longer examples can be downloaded from the books web page [...]
And, as promised, the tips are pretty nifty. Some are showy, like #33 - Particle Effects. And some are sneaky, like #20 - Use Complex Shapes as Masks (by using a hairline split, invisible to the eye but recognized by the processor, to open enclosed areas.) But even the coolest tricks would be useless if you couldn't understand the instructions. Fortunately that isn't an issue here. The text is easy to read and well organized with clear examples and illustrations. I especially appreciated the tons of URLs to websites with further examples of great Flash work. Another nice feature is how other programs such as Photoshop, Fireworks, and Poser can be used in conjunction with Flash.
This title is one of a series of "Hacks" books by O'Reilly, a list of which can be found [...] Billed as "a community for developers and power users of all stripes" I went there anyway and felt only slightly over my head. But it looks like the real deal for the power hungry. I `m a long-time fan of the seriously usable content and simple direct presentation style of O"Reilly technical reference manuals. This book ventures into more creative realms than their usual titles but stays true to form.
- This book is about coming up with new ideas for your Flash web designs, ActionScript, and Flash content. It is not just about showing you some interesting hacks, it is about showing you some of the nonobvious techniques and ideas that will make your Flash designs more original and your applications more effective.
If you want to get some quick ideas for new directions in your designs, the first four chapters look at the core techniques that affect the look and feel of a site, such as drawing, animation, and effects. Chapter 5, Chapter 6, Chapter 7, and Chapter 8 revolve around media and content, so visit them for inspiration and information pertaining to 3D, text, sound, or UI elements. Chapter 9, Chapter 10, Chapter 11, and Chapter 12 cover specialized topics such as browser integration, optimization, and security plus a healthy dose of ActionScript for good measure. You should peruse them for answers to question like, "How do I center the Flash Stage in the browser?" or "How can I prevent someone from stealing my design?"
Flash is a versatile authoring tool and consists of a number of separate areas that usually need to be combined to produce the finished effect or piece, so don't take the chapter titles and synopses as anything other than broad headings. For example, many chapters contain some element of animation, and most hacks contain ActionScript because it lets you do some really interesting things. The following is a brief description of the table of contents:
Chapter 1, Visual Effects
This chapter looks at ways you can make your graphic content more interesting by adding various effects and transitions.
Chapter 2, Color Effects
The savvy designer uses color in addition to animation. Color is often overlooked, but this chapter shows how color changes can transform the atmosphere of a piece or add video-like effects, such as fades and wipes.
Chapter 3, Drawing and Masking
Combining Flash's graphic animation facilities with ActionScript increases your creative horizons considerably. This chapter shows graphic effects created at both authoring time and runtime. Masking, which underlies many of the graphics tricks and techniques, is also discussed.
Chapter 4, Animation
The hacks in this chapter offer content creation shortcuts for manually drawn animation, plus ways to optimize animation created under ActionScript control.
Chapter 5, 3D and Physics
Flash Player is somewhat underpowered in terms of computational and animation speed. Therefore, processor-intensive applications, such as 3D, are problematic in Flash. Flash doesn't include any native 3D ActionScript commands or 3D hardware support, unlike Macromedia Director which supports the Shockwave 3D format. This chapter provides a number of hacks that bypass Flash's performance limitations to add physics simulations and 3D effects to your repertoire.
Chapter 6, Text
This chapter covers ways to store, display, and manipulate text, as well as create animated text effects.
Chapter 7, Sound
Without sound, your carefully crafted content will feel flat and uninspired. The main thrust of this chapter is to show hacks that allow you to create sounds for Flash without having to go to a usually very costly off-the-shelf sound source CD-ROM and without having to nurture any music talent. This chapter also looks at a number of issues that can stop Flash sound from working as advertised and which have put off many Flash sound experimenters in the past. A secondary aim is to present a few sound-related hacks that are not normally attempted. These techniques are hacks because they are sound applications that are not mainstream, such as Flash-based spoken word input and output.
Chapter 8, User Interface Elements
This chapter covers hacks related to user interface issues, such as buttons, scrollbars, and mouse input. However, this book is not about interface design but about stretching Flash in ways Macromedia might not have foreseen or intended. Therefore, the hacks in this chapter cover several nonobvious uses of UI elements within Flash. Some of them overcome apparent limitations in the UI facilities provided by Flash. But the first hack shows that UIs are not just for the end user, sometimes they can make development easier, too.
Chapter 9, Performance and Optimization
This chapter includes hacks to keep your filesizes small and your applications speedy. Flash's animation engine isn't the fastest one around because the Flash Player is optimized for a small download size, not for performance. Also, it is designed with web use in mind; therefore, it is optimized for small, low-bandwidth files rather than large, complex animation. In order to maintain its small footprint and ensure maximum compatibility, the Flash Player does not support hardware acceleration. Therefore, performance issues are often paramount for the Flash designer.
Chapter 10, ActionScript
Although almost every hack in the book includes some ActionScript, this chapter covers ways to get the most out of ActionScript, including undocumented features. ActionScript adds true power to Flash. Without ActionScript, Flash can create only linear animation. With a little ActionScript, you can create basic navigation via clickable buttons and hotspots. Learning more advanced ActionScript techniques gives you access to features such as creating a local shared object also known as a "Flash cookie". Without ActionScript, you cannot create Flash sites that communicate with the browser, exchange data with server-side applications, or download MP3 files.
Chapter 11, Browser Integration
This chapter looks at ways of maximizing browser compatibility so you can maximize the audience and enhance their enjoyment of your content. Ironically, part of the world's love-hate relationship with Flash is based on misconceptions. Many web developers and users don't realize the extent to which Flash works with browsers. In this chapter, we'll see how to integrate Flash with standard browser conventions, such as the Back button, which is highlighted in Hack #94, and search engines like Google.
Chapter 12, Security
This chapter provides a few ways to protect your content and designs, despite the vulnerability of the SWF format.
There are 100 total hacks, with an accompanying thermometer. The "temperature" indicates novice, intermediate, or expert hack.
- Book review of Flash Hacks
Introduction:
Flash Hacks from O'Reilly is a great book that every Flash Designer or Developer should have in their library. The "get-to-the-point" style of the Hacks series is also very useful when you have a deadline fast approaching. There are 100 "hacks" in this book that, for the most part, are projects that can be used in your everyday Flash development.
First the bad news:
BWhile this book is full of great project that touch the surface of most problems, I found that the book could have used more in-depth examples. I also wanted a full chapter on Flash Components, which was not really covered at all. Flash is now the goto format for Rich Internet Applications because of the player market penetration, and with the need to regularly utilize components, it would have been nice to seem more information on the subject.
Now for the good news:
I choose this book mainly for the Sound and Browser Integration chapters, but I was pleasantly suprised to find more than a handful of topics that helped me develop better applications. I especially liked the chapter on Optimization along with the Color Effects chapter. Both of these chapters provided tid-bits of information that were directly related to a few projects I was working on.
Conclusion:
While there is room for improvement, I would highly recommend this book, or the next version that I assume will be coming out shortly. For the begining and intermediate Flash Developer, the hacks in this book will help you build better user experiences for your clients.
Book Rating: 8.5 / 10
- This is a great book..I'm not a guru in flash, but this title is great if you are looking for great tips for flash...full satisfing
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Todd Yard and Peter Elst. By friends of ED.
The regular list price is $44.99.
Sells new for $10.00.
There are some available for $5.34.
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Purchase Information
5 comments about Object-Oriented ActionScript For Flash 8.
- It's one of the more painful book I've came across.
Poorly edited,and poor accuracy. If I could get a refund, I shall be happy to.
New concept are added with no mention whatsoever, in the tutorial.
Additions to files are added with no mention to the files names.
From chapter 1 to 12 I've trudged, but I'd say this book needs a strong review.
- Overall a disappointing, confused book without much of an audience. This book assumes advanced actionscript skills, the most advanced skills I've seen in books teaching flash/actionscript. Here's an example from the first case study:
static public function setInterval (
connection:Object,
intName:String,
path:Object,
func:String,
time:Number ) :Void {
clearInterval(connection, intName);
if (connection instanceof MovieClip) {
if (__listeners[connection] == undefined) {
__listeners[connection] ={}; }
__listernes[connection][intName] = _global.setInterval(path, func, time, arguments[5], arguments[6], arguments[7], arguments[8], arguments[9], arguments[10]);
} else {
if (connection.intervalID == undefined) {
connection.intervalID = "int" + (__intervalID++);
}
__listeners[connection.intervalID] ={};
__listeners[connection.intervalID][intName] = _global.setInterval(path, func, time, arguments[5], arguments[6], arguments[7], arguments[8], arguments[9], arguments[10]);
}}}
If this code looks alien to you, steer clear until your AS is strong enough or be prepared for lots of headscratching. Colin Moock's book, Essential Actionscript 2.0, is far friendlier to intermediate AS users and I recommend getting to know that book from cover to cover.
- This book is a great introduction to OOP. If you are a hardcore programmer then you'll be a bit bored, but for the rest of us who "kind-of" get it, this is the book for you.
The concepts are good and the application of those concepts are solid. The test code works great. I would reccomend this book to anyone who wants to do more OOP work in flash and is more of an artist than a programmer.
- I wanted to learn something about the OOP in Actionscript, and first 12 chapters went well, I was satisfied that I understood everything - it even seemed too easy to me (some examples not very practical ones). But from chapter 13 there is a big jump into very difficult matters which I had a lot of trouble to understand (I had to skip many pages). Generally, in the book there are either very easy or very difficult things (beginning from chapter 13), and some examples on intermediate level are missing - as well as some exercises for the readers who could try to do some work on their own (under the author's guidence).
Anyway, a good book, anybody who has read it and understood everything, can be proud of himself as a great professional. Unfortunately, I am not one of those...
- So this was the third book I read on Object-Oriented Programming for ActionScript 2. So my thoughts are in context of having already been through Moock's excellent Essential ActionScript 2.0 (which did wonders for solidifying my OOP knowledge), and then the dismal New Riders Object-Oriented Programming with ActionScript 2.0 (VOICES) (which was disappointing at best). So, by the time I read Elst and Yard's Object-Oriented ActionScript for Flash 8 -- hereafter referred to as OOA4F8 -- I was already well-versed in the ways of OOP (and for the record, I'm a full-time ActionScripter). I was actually reading the book for the purposes of evaluating the book as a potential text book for a class I taught. So, my opinions are coming from someone who already knew most of the material.
Friends of Ed books are generally pretty good at taking things slow and not assuming too much; this is a great feature in technical books, and OOA4F8 manages to follow suit for the most part. In fact, the first section of the book that introduced general OOP concepts, without getting too much into actual AS, was probably the best such introduction I've seen, heard, or read. It pretty much sold me on the book as a usable text book.
But then I read the rest of the book. Now, for the most part, the explanation of concepts and techniques was adequate to good. However, the further along in various techniques the book took me, the more I disagreed with the approach taken by the authors. One standout example for me is the "IntervalManager" (or perhaps it had a different name, but it was the class that managed your setIntervals). At first I thought, oh, that's a cool idea. It might make the whole making-sure-you-clear-before-you-set thing a little easier. Or maybe it would automatically control the number of repetitions for you. Or something more robust like the Timer class in AS3.
Unfortunately, I saw no value in the IntervalManager. It did not allow you to write less code, and it did not add any functionality beyond what was already available. I may be remembering it wrong now, but you still had to manually clear intervals before setting them, and the code to set up an interval with the new class was virtually the same as what I would normally do, except with a different API.
My recommendation depends on how programmatically-minded you are. If you're a decent ActionScripter already and just need to make the transition from procedural AS to OOP AS, the go with Colin Moock's Essential ActionScript 2.0. It's detailed, technical, and assumes a certain level of knowledge going into it. I found it extremely well-written and made several advanced OOP concepts clear to me. However, if you're a little more left-brained and need a gentler introduction to all things OOP, I would recommend this book, and ideally, then follow it up with Moock's book to iron out some of the disagreeable practices from OOA4F8.
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Posted in Graphics and Multimedia (Monday, October 13, 2008)
Written by Stan Aronoff. By Esri Press.
The regular list price is $69.95.
Sells new for $42.96.
There are some available for $30.08.
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4 comments about Remote Sensing for GIS Managers.
- Aronoff deals with the issue of integration. Of teaching a nontechnical GIS manager the essentials of GIS. So that she can understand what types of data can be extracted. More importantly, how this can be integrated with business applications. The manager sits at the intersection between the business needs and the technical capabilities.
Hopefully, by the time you finish this book, you will have learnt more about both aspects. The examples of existing applications using GIS data are a good grounding. The usage is expanding greatly, as in Google Maps, for example. Maybe you can also come up with a nifty usage.
- Much of the information put into GIS systems presents a view from overhead. This obviously lends itself to generating that data from overhead imagery collected by airplane or satellite. This book presents a good introduction of collecting and more important, using this kind of data.
As you might guess from the title, the book is aimed at the manager who is trying to get information from the GIS system/department. About half the book is on the sensors and sensor platforms. This includes not only sensors that operate in visible light, but also light in other frequencies such as infrared, and active sensors such as sonar, radar and lidar. Chapter 12 is on the applicatiosn of remote sensing within the specific firlds of agriculture, forestry, geology, meteorology, oceanography, climatology, archaeology, military and other areas including business intelligence.
Being a businessman, I was surprised at the infomation available from imagry. There is an overhead picture of a container port. Over time it shows that the loading/unloading cranes haven't moved and that a line of containers has been shown in photographs for some months. Perhaps this is an indication of deteriorating business conditions. Other images show new production buildings being built in an industrial plant indicating improving conditions.
Most of the book is by Stan Aronoff, but he has called on other experts for selected chapters. Fascinating book.
- Remote sensing technology is changing not just government pursuits, but our daily lives - and REMOTE SENSING FOR GIS MANAGERS surveys the uses and applications of GIS using color images and illustrations to explore such diverse fields as agriculture, business, urban planning and more. Little prior information is assumed here: chapters start with the basics such as the characteristics of GIS data and moves to more advanced topics on managing and storing such data. From digital and video cameras to wavelength processing and active sensors, REMOTE SENSING FOR GIS MANAGERS is easy to access, yet packed with technical information. Very highly recommended.
- This book is incredibly readable even for someone just getting started in GIS managing. Visual stunning pictures and enlightening figures dot every single page. I highly recommend this book to anyone interested in the science and practice of GIS management.
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Foundation Flash Applications for Mobile Devices (Foundation)
The Mathematica Book, Fourth Edition
Creative Code: Aesthetics + Computation
Massively Multiplayer Game Development 2 (Game Development)
The Art of Cartooning with FLASH (With CD-ROM)
VRML 2.0 Sourcebook, 2nd Edition
Beginner's Guide to SolidWorks 2008
Flash Hacks: 100 Industrial-Strength Tips & Tools
Object-Oriented ActionScript For Flash 8
Remote Sensing for GIS Managers
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