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Ebooks Flash CS3 (english)

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Foundation Flash CS3 for Designers



What you’ll learn
- The ins and outs of the Flash CS3 interface
- How to use all of Flash CS3's essential features, such as text, graphics, and animation
- How to use video and sound effectively in Flash
- The basics of ActionScript 3.0
- Building Flash user interfaces rapidly using components.
- How to populate a Flash movie with dynamic data such as XML.
- The Basics of creating Flash Lite applications (Flash for mobile devices)
- Using Cascading Style Sheets with Flash
- Optimizing and publishing your Flash movies

Summary of Contents
Chapter 1: Learning the Flash CS3 Professional
Chapter 2: Graphics in Flash CS3
Chapter 3: Symbols and Libraries
Chapter 4: ActionScript Basics
Chapter 5: Audio in Flash CS3
Chapter 6 Text in Flash CS3
Chapter 7: Animation in Flash CS3
Chapter 8: Video in Flash
Chapter 9: Using the Flash UI Components to Build Interfaces
Chapter 10: CSS and Flash
Chapter 11: Dynamic Data (XML) and Flash
Chapter 12: Going Mobile in Flash
Chapter 13: Optimizing Flash Movies
Chapter 14: Publishing Flash Movies

Ebook : http://www.megaupload.com/?d=LNEDMUKW


Foundation Actionscript 3.0 Animation Making Things Move



In this book, you'll learn
- All the ActionScript 3.0 (including math and trigonometry functions) and Flash rendering techniques you'll need to start animating with code
- Basic motion principles such as velocity, acceleration, friction, easing, and bouncing
- How to handle user interaction via the keyboard and mouse
- Advanced motion techniques such as springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics
- All the basic 3D concepts you need to do 3D in Flash, from simple perspective to full 3D solids complete with backface culling and dynamic lighting

Summary of Contents
PART ONE - ACTIONSCRIPTED ANIMATION BASICS
Chapter 1 Basic Animation Concepts
Chapter 2 Basics of ActionScript 3.0 for Animation
Chapter 3 Trigonometry for Animation
Chapter 4 Rendering Techniques
PART TWO - BASIC MOTION
Chapter 5 Velocity and Acceleration
Chapter 6 Boundaries and Friction
Chapter 7 User Interaction: Moving Objects Around
PART THREE - ADVANCED MOTION
Chapter 8 Easing and Springing
Chapter 9 Collision Detection
Chapter 10 Coordinate Rotation and Bouncing Off Angles
Chapter 11 Billiard Ball Physics
Chapter 12 Particle Attraction and Gravity
Chapter 13 Forward Kinematics: Making Things Walk
Chapter 14 Inverse Kinematics: Dragging and Reaching
PART FOUR - 3D ANIMATION
Chapter 15 3D Basics
Chapter 16 3D Lines and Fills
Chapter 17 Backface Culling and 3D Lighting
PART FIVE - ADDITIONAL TECHNIQUES
Chapter 18 Matrix Math
Chapter 19 Tips and Tricks

Ebook : http://www.megaupload.com/?d=2SXJOT9U




Foundation ActionScript 3.0 with Flash CS3 and Flex



In this book, you’ll:
Use the fundamentals of ActionScript 3.0 with both the Flash IDE and Flex
Take advantage of ActionScript 3.0's object-oriented features
Manipulate sound and video to produce exciting modern web applications
Work with XML as your data source
Witness the power of ActionScript 3.0 in two complete case studies

Ebook : http://www.megaupload.com/?d=A4UEOYE1




Foundation Flash Cartoon Animation



What you'll learn
- How to effectively plan an animation project
- How to put together storyboards
- How to create elegant character libraries
- How to set up your .fla file, ready for animation to commence
- How to make more efficient use of your time with plugins, where to find good plugins, and how to create your own
- How to animate, frame by frame, or using tweens
- Why After Effects can be better than Flash for some tasks.
- Effective After Effects Techniques, such as camera mechanics
- How to make Flash not look like Flash
Summary of Contents
Chapter 1 - The Project Plan
Chapter 2 - Character Libraries
Chapter 3 - Storyboards and Animatics
Chapter 4 - Setting Up Your FLA
Chapter 5 - Plug-ins and Extensions
Chapter 6 - Frame by Frame Animation
Chapter 7 - Animating With Tweens
Chapter 8 - Animation Special Effects
Chapter 9 - Why Use After Effects?
Chapter 10 - After Effects and Camera Mechanics
Chapter 11 - Making Flash Not Look Like Flash
Chapter 12 - Tips and Tricks

Ebook : http://www.megaupload.com/?d=RF8LL6QZ
http://w13.easy-share.com/14425761.html
http://www.filefactory.com/file/7284f3/

The Essential Guide to Flex 2 with ActionScript 3.0



You will:
- Examine the power of designing layouts using Flex's MXML containers.
- Discover many of the new features of ActionScript 3.0.
- Work your way through a professional case study, building up a complete Flex application.
- Connect Flex to Adobe's powerful ColdFusion application server, and start to work with Flex applications powered by dynamic server-side code.
- Learn how states can smoothly transition your application interfaces between different data displays.

Summary of contents:
Chapter 1: Introducing RIAs and Installing Flex Builder 2
Chapter 2: Introducing Flex and Flex Builder 2
Chapter 3: Introducing ActionScript 3.0
Chapter 4: Containers and Components
Chapter 5: Navigation Containers
Chapter 6: Flex and XML
Chapter 7: States
Chapter 8: Case Study: Part 1
Chapter 9: The Repeater Component
Chapter 10: Case Study: Part 2
Chapter 11: Drag and Drop
Chapter 12: Flex and ColdFusion
Chapter 13: Charting
Chapter 14: Printing
Chapter 15: Unfinished Symphony

Ebook : http://rapidshare.com/files/20699042/b-523b01.zip



Object-Oriented ActionScript 3.0



In this book you'll learn:
- The essential principles of object-oriented programming, including inheritance, encapsulation, polymorphism, and more
- Valuable lessons on actionscript 3.0 project planning and programming, including design patterns and source control
- How to create your own extensible, reusable application framework using OOP best practices
- Advanced data integration techniques such as Web services and communication between Flash and the browser Object-Oriented ActionScript 3.0

Summary of Contents
PART ONE: OOP AND ACTIONSCRIPT
Chapter 1: Introduction to OOP
Chapter 2: Programming Concepts
Chapter 3: ActionScript 3.0 Programming
PART TWO: FLASH OOP GUIDELINES
Chapter 4: Planning
Chapter 5: Project Workflow
Chapter 6: Best Practices
Chapter 7: Working with Flex 2
PART THREE: CORE OOP CONCEPTS
Chapter 8: Encapsulation
Chapter 9: Classes
Chapter 10: Inheritance
Chapter 11: Polymorphism
Chapter 12: Interfaces
Chapter 13: Design Patterns
Chapter 14: Case Study: An OOP Media Player
PART FOUR: BUILDING AND EXTENDING DYNAMIC FRAMEWORKS
Chapter 15: Manager Classes
Chapter 16: UI Widgets
Chapter 17: OOP Animation and Effects
PART FIVE: DATA INTEGRATION
Chapter 18: Exchanging Data Between Components
Chapter 19: Communication Between Flash and the Browser
Chapter 20: Server Communication (XML and Web Services)
Chapter 21: Case Study: Slideshow Engine

Ebook : http://www.megaupload.com/?d=AX100XOU
 
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