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Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done
 
 
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Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done [Paperback]

Phillip Kerman (Author)
3.8 out of 5 stars  See all reviews (21 customer reviews)

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Book Description

0672328283 978-0672328282 February 13, 2006

Phillip Kerman's Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done approaches learning from a different perspective than the typical book on a web graphics application.  Rather than simply describing how to use each feature of a product, Macromedia Flash 8 @work introduces key tools in a single chapter and then moves on to what you really want to know -- how to use Macromedia Flash to complete the projects you're likely to face every day on the job.


You'll get step-by-step coverage of how to complete 10 common projects chosen by a panel of Flash users. Plus, tips, tricks, and notes will provide you with the information you need to apply what you learn on these projects to others you'll undoubtedly be asked to create at work. 


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About the Author

Phillip Kerman is an accomplished trainer, conducting training all around the world. He is a frequent speaker at the annual Macromedia User Conference. Author of Sams Teach Yourself Flash in 24 Hours and ActionScripting in Flash MX, Phillip is lauded as teaching very effectively in his books.

 

Excerpt. © Reprinted by permission. All rights reserved.

Introduction

Introduction

A lot of books claim that they're unique, but this one really is. The @ work series leads you directly into building the kinds of practical projects you're likely to encounter in a professional environment. That promise has appeal because readers have a very clear idea of what they want to build. The projects in this book are definitely in demand. (I know because all these projects have come up more than once in my job.) However, the idea that you can bypass details and learn just the facts is a potential fallacy that threatens the premise of this book series. In fact, I'd argue that there are only a few ways to learn difficult subjects and, unfortunately, none are "quick and easy."

In case you think I'm a walking contradiction, let me explain how this book can be to the point without being so "lite" that the projects aren't useful. It might sound terrible, but in this book you won't learn the Flash skills needed to build complex projects. But the projects you'll build aren't lightweight either. Rather, for each chapter, I've built adaptable support files that serve as engines that display your content. What you'll learn here is how to adapt and extend these engines for your projects. (Of course, you'll be able to investigate the files to see how I built them, but the focus is on using these files.)

These engines are not merely templates that you fill with your own content, switch a few colors, and then put your logo on. In fact, the engines are invisible. For example, when you add captions to a video (in Chapter 3, "Creating a Video with Synchronized Captions"), you create the text display and supply the actual captions. The engine handles the bulk of the timing and programming tasks and then simply sends a message to your display when a new caption should appear. Here's a wild analogy to illustrate how it works: Think of how you're insulated from the details involving exactly how your car works. You only have to interface with the steering wheel, gas pedal, and brakes. Now imagine if your car had modular components enabling you to change and modify everything in the interior. As long as you always included some sort of steering wheel, gas pedal, and brakes, the whole system would work.

I know the engines in this book work because I've already seen them customized and extended by several book reviewers. Furthermore, after writing the chapters, I began creating more and more templates that work within the engines (and you can download these from http://www.samspublishing.com). I also expect readers will develop even more templates and email them to me to share. (Making templates for the engines is easy; that's one of the main things you'll be doing in this book.)

Let me conclude with a few contrasting notes about what this book is and isn't, and who it's written for. This book is appropriate for a wide range of readers; some of you will simply replace a few colors and add your logo to the finished files I supply, while others will create very advanced templates that adapt and extend my engines. You'll definitely get a lot more out of the book if you're familiar enough with Flash that you're not fighting with its interface. I explain every step in detail, but I also know that it's easy to get lost if you've never touched Flash. The target audience for this book is an accomplished novice or intermediate Flash user. A lot of people learn how to create animations and projects with simple interactivity but then hit a wall that blocks them from tackling advanced projects. I'm writing for the reader who's at that wall but who wants to learn only how to get over the wall at hand—the projects at hand in your work today.

This book is not a guide to Object Oriented Programming (OOP). Although all the code in my engines uses OOP as well as ActionScript 2 (AS2), you can build the projects using any style you want: You can do everything in the Flash timeline or make your own class files (that is, use AS2). You don't need any AS2 experience. The only AS2-specific task you must complete is to copy .as files into the folders in which you're building the projects. All my source files are open for your perusal (which, for me, is a lot like appearing in public in my underwear—not that I've done that). I'm not a hack programmer by any means, but don't expect the source files to be the most elegant examples of OOP you've ever seen. They will, of course, work for the task at hand and won't have a negative impact on performance.

Every project in this book assumes you're delivering content to Flash Player 8. I suppose that's not totally practical because many clients don't want to require their users to have the latest version of the Flash plug-in until after it has been out a while. (However, in Chapter 1, "Exploring Flash 8," I give you evidence for why the adoption rate is likely to occur quickly with Flash Player 8.) The reason the projects use features that require Flash Player 8 is not arbitrary. In every case, I'm embracing new features that either provide results previously unavailable or because they make the development of the project much easier.

The engines in this book are not Flash components. You won't receive a library of advanced UI components. Nor are the engines standalone applications. However, I did build a few helper applications that turned out very cool. For example, one tool lets you add cue points to video and audio in a very natural manner during video playback. I should also add that you won't find a bunch of clipart in the files I've made available for you to download from the accompanying CD-ROM. I hope I don't see a real project in which a reader uses my prototype graphics. Not that I mind, but they're pretty rough.

You are welcome to use any of the code from this book in your real projects. You have no further obligation to me and, similarly, there's no stated or implied guarantee that I will support the files (beyond maintaining the book errata). My point is simply that the projects really are ready for primetime and I expect you to use them.

Finally, for the third time, I'll reiterate that the projects are not lightweight. While I was writing them, I refused to build something that wasn't representative of a real project (and therefore was impractical). I've yet to persuade a client that we should remove a useful feature just because I found it hard to build, so I didn't use excuses here either. Having said that, it's possible you will want a specialty feature added to one of the engines. Realize that you'll learn how to make pretty significant changes to the projects throughout this book. I wouldn't be surprised if you wanted to insert an additional feature I didn't think of. In such cases, feel free to email me at work@phillipkerman.com, and I might be motivated to actually build it—at worst, I can point you in the right direction to help you build it yourself.

Organization of This Book

This book is divided into three parts:

  • Part I, "Getting Started," introduces Flash 8 and provides your basic training for building projects in Flash. The two chapters in this part are really the prerequisites for the rest of the book; don't skip them.

  • Part II, "Projects," contains a variety of practical projects that are sure to come up in some form during your Flash career. They're not in any particular order and have little overlap or cross referencing. Therefore, you can read them in any order. For example, if you need to add captions to a video, start with Chapter 3, "Creating a Video with Synchronized Captions." If you need to make a PowerPoint-like presentation, jump directly to Chapter 7, "Creating a PowerPoint-style Slide Presentation." In each chapter you'll start by building a basic working version of the project and then go on to add enhancements and variations as you w...


Product Details

  • Paperback: 432 pages
  • Publisher: Sams (February 13, 2006)
  • Language: English
  • ISBN-10: 0672328283
  • ISBN-13: 978-0672328282
  • Product Dimensions: 9.2 x 7 x 1 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #1,308,315 in Books (See Top 100 in Books)

More About the Author

I've been teaching Flash since version 3 and writing books since version 5. I also do contract development (programming).

My early experiences in photography have a direct correlation to my job today. The feeling I get when I see a project that I assemble come to life is the same I'd get watching a photograph develop in the darkroom.

While I understand that great projects involve the work of many dedicated
people, I'm not shy to point out that I was the primary programmer for the following projects:
. the original Millennium Three site (archived at
http://www.deepplay.com/sites/m399/),
. a real-time Flash auction that consistently sells over $5
million in cattle during a typical 90-minute sale (http://www.stampedecattle.com),
. the site for the "other" cool office chair (http://www.allsteeloffice.com/number19/movie.asp),
. the Witness to History kiosk featured in the Communication Arts 11th Annual Interactive Exhibition (http://www.commarts.com/ca/interactive/cai05/36_ia05.html).

The short story of my rise from mere mortal to being in charge of everything at
phillipkerman.com LLC goes like this:
. I was a student photographer for Sunset High School's newspaper and yearbook
. I rode my bicycle from Portland, Oregon, to go to college in Rochester, New York
(and got all 2 years' worth of physical education credits waived in the process)
. I graduated from the Rochester Institute of Technology with a bachelor of science in imaging and photographic technology
. I worked for Sinar Bron, Inc., selling premier professional photographic equipment
. I worked for The Human Element, Inc., doing Authorware (version 1) development
. Finally, I drove back to Portland, Oregon, where I've been doing contract work and teaching for more than 10 years.

For details about all the projects I've worked on, see archives of my newsletter at www.phillipkerman.com/newsletter

 

Customer Reviews

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Average Customer Review
3.8 out of 5 stars (21 customer reviews)
 
 
 
 
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31 of 33 people found the following review helpful:
5.0 out of 5 stars A much needed Flash 8 book!, March 16, 2006
By 
Raymond Brigleb (Portland, OR, United States) - See all my reviews
(VINE VOICE)    (REAL NAME)   
This review is from: Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done (Paperback)
I was very pleasantly surprised to find this book. I've enjoyed Mr. Kerman's books in the past, they're always very informative and practical. And I think that's the key: practical. I like using Flash and I love making Flash projects, but I find ActionScript a really cumbersome language. It's no Ruby. That's fine, but I don't want a book that's cumbersome too.

Creating Flash projects over and over again, you definitely realize there are certain patterns to your work. You need video, you need a preloader, you need to parse XML files, etc. A lot of books try to cover everything available to a Flash programmer and end up really telling you very little. By focusing in on what's important, Mr. Kerman has written something very close to a masterpiece in the field.

Chapter 1 is an excellent overview of the new features in Flash 8, and frankly I wasn't even aware of half of them because Macromedia doesn't really emphasize the new features of the ActionScript language, they emphasize the authoring environment and the visuals. Chapter 2 is an overview of constructing a real-world Flash project and it is priceless. You become a great Flash developer when you see how a Flash project is really just a lot of pieces put together. You learn in this chapter how to break apart your projects, how to arrange content, and so forth. It's an excellent prelude to the rest of the book.

The rest of the chapters of the book (and contents of the CD-ROM) cover eight projects similar to the types of real-world projects I've been doing lately. I'm not going to cover them all, they're all really good, but let's take some examples from the Portfolio chapter. This is an excellent example of what's great about this book. This chapter takes you through building modular components that you put together to make a portfolio. The thumbnails are separate from the larger views, and they are separate from the chapter navigation. You don't build one project, really, but as many as you want! You can combine these things as much as you want. And when you're ready, dig into the libraries that you didn't have to study in detail. You have worked up from a great foundation, but you're well entitled to play with the foundation too, if you want!

If you find yourself building Flash projects, especially websites, that are of any real size, you should really get a copy of this book. The writing is great, the code is solid and the possibilities are endless. And for this price it's a downright bargain.

Finally, a really great book on Flash 8!
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25 of 27 people found the following review helpful:
5.0 out of 5 stars Practical API to get the job done, March 27, 2006
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This review is from: Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done (Paperback)
I debated whether to give it 4 stars or 5 stars, at the end I gave it 5. Here is the run down of the book:

What this book does NOT do:
- Teach you how to create an API.
- Teach you Flash 8 from beginner to expert (this is NOT a tutorial or anything similar)
- Teach you ActionScript

What this book does do:
- Give you working APIs for real projects.
- Explain to you how to work with the particular APIs.
- Get you thinking about ActionScript as a full featured programming language.
- Get your work done, hiding in the API a lot of the complexity.
- Saves you time.

If you are looking for a tutorial on flash, you will find many, though I haven't been particularly impressed by any Flash tuotrial book up to date. And this book was never set to be a tutorial, it goes straight to the project.
I would highly recommend this book for those busy professionals that have a lot of projects come up and who don't have the time to learn yet another programming language. I consider myself at an intermediate level in flash, but a beginner in Actionscript.
Phillip Kerman did a very good job in providing several "projects and techniques to get the job done". Which was what he set up to do with this book, and hence he gets 5 full stars. This book saved me about 20-30 hours of research and coding I would have required to create a couple of projects.

If you are looking for a tutorial on Flash 8 or Actionscript stay away from this book. However, if you are looking for high quality, working Flash 8 code that you can customize for your own projects, it would be hard to find a better one.
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11 of 12 people found the following review helpful:
5.0 out of 5 stars Great guide for users looking to expand their skills., March 20, 2006
By 
This review is from: Macromedia Flash 8 @work: Projects and Techniques to Get the Job Done (Paperback)
My overall feeling on this book is that it is great guide for those readers transitioning from one skill set in Flash to another. While it is ok for beginners it is best you have had some experience with Flash before reading this book as it is designed more to make existing users better then getting newbies up to speed in a hurry. The author uses a most practical perspective in each chapter to solve common problems and makes it a point to highlight best practices and the common pitfalls to avoid and why. In this way the he carries the reader through the logical reasoning behind each technique so that one can relate the more complex and technical aspects of programming to the visual design elements with which you are already familiar.
There are many examples where the author shows how various techniques can be achieved without programming in the timeline, which some readers may be more comfortable with, and he then shows how the same goal is accomplished with programming for comparison. He takes the sensitive tone of a mentor as he shares his insight on the benefits and drawbacks of each approach in order to help the reader decide which may be best for their own projects.
Those wanting to jump into scripting have the benefit of the file templates provided on the CD-ROM. The book walks through the design and construction of each project. Completed samples are provided with the book and more templates are available for download from the author's web site,. This way you can focus on the concepts of design and construction or the details of implementation depending on your needs and interests.
If you have a background in JavaScript programming or you have been doing ActionScript 1 for some time this book provides assistance with project design and architecture. Many of the examples and templates make use of custom classes and Object Oriented Programming with ActionScript 2. In my personal opinion practical examples are about the best way to pick up a new language. Between the guidance in each chapter and the example files, a causal script writer can easily go from copying code snippets that create nifty visual effects to writing their own from scratch.
Whenever possible the author encourages the reader to remember the end user's experience as they develop their design. He points out how the use of visual effects should enhance the experience of the content for the user and not distract from it. He also shows how the techniques in programming and some practical steps in authoring can be leveraged in other projects, thus saving time and effort.
I think that the practical project based approach used in the book and the author's familiar and casual tone is really what distinguishes it. It makes the large range of topics easier to absorb and many of the concepts and techniques used to develop each project are indicative of what is required for most website and e-learning applications. Regardless of your focus and reasons for using Flash, this book will help you to expand your skills and provide a useful reference as you embark on new territory with your own projects.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
swf template, navigation cue points, quiz engine, select the first keyframe, fla file, linkage identifier, fia file, swf file, schemas folder, bitmap item, clip option, upload screen, thumbnail templates, test movie, thumbnail screen, quiz content, starter template, zoom screen, movie clip instance, working folder, thumb symbol, main timeline, runtime sharing, public var, presentation engine
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Final Thoughts, Planning the Projects, Flash Professional, Flash Basic, Synchronized Captions, Creating Special Effects, Publish Settings, Basic Photo Share Project, Free Transform, Import Video, Internet Explorer, Animating Wheel, Basic Latin, Dark Photo, Graphic Basic Linkage Identifier, What's New, Advanced All-Flash Login, Assessment Quiz, Film Dirt, Synchronized Images Template, Adjust Color, Basic Caption Display Template, Common Libraries, Exploring Flash, External Paths
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