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Provided by: Tekno Point Multimedia Flash Lite 2.0/2.1 : Mobile Application Development |
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Training
Provided by Tekno Point Multimedia
Flash Lite 2.0/2.1 : Mobile Application Development
Eligibility / Audience:
To be fully prepared to understand the learning points in this course you must come in with the following knowledge:
1. Basic knowledge of mobile terminology
2. Experience with a scripting language
3. No Flash 8 Professional authoring environment experience necessary
Related Software Programs or Products: Adobe Flash8/CS3
Related Awards, Degrees or Certifications: You can give online Exam for Adobe Flashlite Certification
Related Jobs or Careers: Mobile Application Developer, Mobile Game developer, Mobile content Developer
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Flash Lite 2.0/2.1 : Mobile Application Development
- Unit 1: Introducing Flash Lite
- About the Course
- Objectives
- Prerequisites
- Understanding the Course Format .
- Reviewing the course outline .
- Understanding the Mobile Landscape
- Flash Lite vs. other technologies
- Supporting the mobile generation
- Introducing Flash Lite . / .
- Understanding Flash Lite . and .
- Flash Lite features for mobile devices
- Classifying Flash Lite applications
- Supported devices
- Using the Content Development Kit
- Joining the Adobe Mobile Developer Program
- Finding Mobile Content
- Nokia Content Discoverer client
Unit 2: Getting Started
- Installing the Adobe Flash Lite Player
- Using Nokia PC Suite
- Installing the Flash Lite Player on a Device (optional)
- Learning the Flash Professional Interface
- Using the Start Page
- Exploring the interface elements
- Working with panels
- Setting preferences
- Setting document properties
- Configuring document publish settings
- Using Document Templates
- Creating a template
- Mobile template specifics
- Walkthrough: Exploring Flash and creating a Flash Lite . template
- Publishing Mobile Documents
- Choosing the device
- Publishing documents
- Walkthrough: Publishing Flash Lite Applications
- Using the Mobile Emulator
- Using the navigation keys
- Using the Output panel
- Walkthrough: Using the Mobile Emulator
- Transferring Files to the Handset
- Walkthrough: Moving SWF Files to a Handset
- Comparing Mobile Specific Issues with the Desktop Flash player
- Working around screen limitations
- Working around memory limitations
- Factoring in processor speed
- Walkthrough: Comparing Flash Lite vs. Flash player .
Unit 3: Using Visual Objects .
- Organizing Mobile Applications
- Organizing assets using layers
- Understanding mobile template layers.
- Creating a new layer .
- Working with layers .
- Organizing Graphical Assets
- Understanding Image Types
- Understanding vector images
- Understanding bitmaps
- Comparing vectors vs. bitmaps .
- Importing Images .
- Positioning images
- Walkthrough: Importing Images .
- Creating Vector Images
- Understanding the object drawing model
- Using the drawing tools
- Using the Natural Drawing Tools .
- Using guides and rulers
- Specifying stroke vs. fill
- Walkthrough: Creating Drawings in Flash
- Organizing Mobile Applications .
- Using symbols .
- Using the library .
- Using symbol instances
- Understanding symbol edit modes .
- Walkthrough: Using Graphic Symbols
- Understanding Movie Clips .
- Adding a movie clip to a document
- Nesting movie clips .
- Best practices with symbols
- Understanding Buttons
- Using buttons
- Using button instances .
- Understanding button states
- Using invisible buttons as hotspots
- Walkthrough: Creating a Movie Clip and Using Buttons .
- Creating Mask Effects .
- Creating masks
- Walkthrough: Creating a Mask Effect
Unit 4: Working with Text Assets .
- Working with Text Assets
- Creating text assets .
- Changing text properties
- Understanding text field types .
- Using static text fields .
- Using input text fields
- Using text in Flash Lite . .
- Using dynamic text fields .
- Creating Input Text Fields .
- Understanding Font Handling
- Working with static text and fonts .
- Working with dynamic and input text with fonts .
- Optimizing Text for Mobile Devices
- Anti-aliasing text .
- Changing the font rendering method .
- Using pixel fonts for better text appearance
- Font mapping in FLA files
- Walkthrough: Understanding Font Issues in Mobile Devices
Unit 5: Creating Timeline Based Animation .
- Creating Animations
- Introducing the Timeline .
- Creating Motion Tweens .
- Motion tween elements
- Motion tweening
- Controlling the Timeline .
- Understanding actions .
- Creating an Animation
- Creating Frame-by-Frame Animations
- Frame by frame animation and symbols
- Onion skinning .
- Using distribute to layers .
- Walkthrough: Creating a Frame-by-Frame Animation
- Balancing Quality and Performance
- Using FSCommand(setQuality) .
- Importing a bitmap gradient .
- Walkthrough: Create a Best Practice Animation .
- Animation Best Practices .
- Close-up is better
- Simpler is better
- Hand tune your animations .
- Avoid overlapping tweens
- Start your project with a frame rate of to fps .
- Place your artwork in symbols
- Avoid pans and alpha fades
Unit 6: Building Well Architected Applications .
- Data Typing Objects .
- Data types are classes
- String data type .
- Number data type .
- Boolean data type .
- Understanding data type conversion
- Using the trace() Function .
- Using System.capabilities .
- Declaring Objects and Data Typing .
- Controlling Application Flow
- Calling functions and passing arguments
- Writing a user defined function
- Returning or not returning data from a function
- Understanding function placement
- Walkthrough: Creating User Defined Functions .
Unit 7: Controlling Visual Objects with ActionScript
- Adding Actions to Timeline Frames
- Adding ActionScript using the Actions panel
- Controlling visual objects.
- Controlling MovieClips and TextFields .
- Setting properties using ActionScript.
- Controlling Visual Objects
- Creating Visual objects at runtime
- Understanding Movie Clip Depth
- Controlling object depth using ActionScript .
- Using attachMovie() to create visual objects .
- Walkthrough: Organizing Visual Content .
- Dynamically Controlling MovieClips
- Creating an indefinite number of instances .
- Removing movie clips at runtime .
- Walkthrough: Dynamically Controlling Views .
Unit 8: Building an Effective User Interface
- Handling User Events on a Device .
- Handling key events in Flash Lite
- Communicating with the device
- Summarizing fscommand() settings
- Setting the Soft Key labels
- Handling Key Presses .
- Guiding the User s Experience
- Customizing the focus rectangle .
- Controlloing focus with the Selection class
- Referring to code in another timeline
- Understanding the path keywords
- Using _parent .
- Walkthrough: Controlling the Focus Rectangle
Unit 9: Creating a Mobile Game .
- Using ActionScript to animate
- Changing MovieClip properties over time
- Responding to the onEnterFrame event .
- Animating by changing properties over time
- Setting properties in relation to the Stage
- Using ActionScript for Animation .
- Changing an animation interactively .
- Using the hitTest() method
- Referring to movie clips dynamically .
- Removing a MovieClip at runtime .
- Walkthrough: Testing for Collisions
- Stopping an animation .
- Testing for the end of an animation .
- Deleting the onEnterFrame event .
- Walkthrough: Scoring and Ending the Game
Unit 10: Using Class Based Development .
- Creating Classes in ActionScript
- Linking a Class to a MovieClip symbol
- Extending the MovieClip symbol API
- Creating and Using ActionScript Classes .
- Defining class properties and methods
- Walkthrough: Adding Methods and Properties to a Class .
- Managing Scope issues in class files .
- Understanding the problem .
- Changing scope using the Delegate class
- Walkthrough: Using the Delegate Class .
Unit 11: Loading and Using XML Data to drive Dynamic Content
- Using XML
- Using white space in XML files.
- Using tag-based markup in XML files
- Loading XML data into Flash Lite
- Using the XML class .
- Making HTTP Requests to Different Domains .
- Handling the asynchronous response from XML requests .
- Loading XML .
- Understanding Array and Objects variables
- Creating and using an Array variable .
- Manipulating data within an Array
- Creating and using a "generic" Object
- Understanding Array and Object syntax
- Parsing and using XML data
- Loading the XML data
- Understanding the XMLNode objects
- Walkthrough: Parsing XML .
Unit 12: Streaming Data Synchronously to the Handset .
- Introducing XML Sockets
- Understanding Flash Lite socket connections
- Introducing an XML socket server: Jabber
- Setting Up a Jabber Account
- Using XMLSocket in Flash Lite .
- Using the XMLSocket class
- Connecting to the socket server
- Disconnecting from the socket server
- Walkthrough: Creating an XMLSocket connection
- Passing XML Data through Jabber .
- Identifying as a Flash based Jabber client .
- Sending data through XMLSocket
- Receiving data through XMLSocket .
- Walkthrough: Sending and Receiving XML Data .
- Assembling XML data
- Using compound String concatenation .
- Using the XML and XMLNode API .
- Walkthrough: Sending and Receiving Messages
Unit 13: Writing Persistant Data to the Device
- Persisting Data in a Flash Lite Application
- introducing local shared objects .
- Persisting Data
- Posting XML data to be persisted on the server
- sending XML data .
- Walkthrough: Passing XML Data Out of a Flash Lite Application
- Dispatching custom events
- understanding the need for event dispatching .
- using mx.events.EventDispatcher .
- Walkthrough: Understanding Event Dispatching .
Unit 14: Using Sound with Mobile Devices .
- Incorporating sound into a Flash Lite application
- Importing sound .
- Changing imported sound properties
- Compressing and exporting sounds .
- Exporting sound files for use with ActionScript
- Using the Sound Class
- Using the attachSound() method .
- Using the loadSound()method .
- Testing for Sound Capabilities
- Returning the maximum volume of the device .
- Returning the current volume of the device
- Using the System.capabilities values .
- Loading External Sounds .
- Controlling Sound
- Using the start() method
- Using the stop() method
- Walkthrough: Controlling Sound
Unit 15: Adding Video to a Mobile Application .
- Using Video in Flash Lite
- Limitations of device video
- Using device video formats
- Determing device capabilities .
- Using embedded ("bundled") device video
- Using the ActionScript Video class .
- Using Bundled Device Video .
- Using External Device Video .
- Playing device video in the emulator
- Walkthrough: Using External Video
Unit 16 : Creating Flash Lite Content For BREW
- Using BREW and Flash Lite .
- Understanding the BREW development process .
- installing BREW development software .
- Setting up the BREW environment
- Authoring Flash Lite Applications for BREW .
- understanding BREW file types
- understanding the device file structure
- Using the BREW Publishing Wizard in Flash Professional
- Deploying to the BREW SDK Simulator
- Walkthrough: Using the BREW Simulator
- Uploading to BREW Enabled Devices for testing
- Understanding the requirements for device testing
- Walkthrough: Uploading an Application to a BREW Enabled Device
- About the Course
- Objectives
- Prerequisites
- Understanding the Course Format .
- Reviewing the course outline .
- Understanding the Mobile Landscape
- Flash Lite vs. other technologies
- Supporting the mobile generation
- Introducing Flash Lite . / .
- Understanding Flash Lite . and .
- Flash Lite features for mobile devices
- Classifying Flash Lite applications
- Supported devices
- Using the Content Development Kit
- Joining the Adobe Mobile Developer Program
- Finding Mobile Content
- Nokia Content Discoverer client
Unit 2: Getting Started
- Installing the Adobe Flash Lite Player
- Using Nokia PC Suite
- Installing the Flash Lite Player on a Device (optional)
- Learning the Flash Professional Interface
- Using the Start Page
- Exploring the interface elements
- Working with panels
- Setting preferences
- Setting document properties
- Configuring document publish settings
- Using Document Templates
- Creating a template
- Mobile template specifics
- Walkthrough: Exploring Flash and creating a Flash Lite . template
- Publishing Mobile Documents
- Choosing the device
- Publishing documents
- Walkthrough: Publishing Flash Lite Applications
- Using the Mobile Emulator
- Using the navigation keys
- Using the Output panel
- Walkthrough: Using the Mobile Emulator
- Transferring Files to the Handset
- Walkthrough: Moving SWF Files to a Handset
- Comparing Mobile Specific Issues with the Desktop Flash player
- Working around screen limitations
- Working around memory limitations
- Factoring in processor speed
- Walkthrough: Comparing Flash Lite vs. Flash player .
Unit 3: Using Visual Objects .
- Organizing Mobile Applications
- Organizing assets using layers
- Understanding mobile template layers.
- Creating a new layer .
- Working with layers .
- Organizing Graphical Assets
- Understanding Image Types
- Understanding vector images
- Understanding bitmaps
- Comparing vectors vs. bitmaps .
- Importing Images .
- Positioning images
- Walkthrough: Importing Images .
- Creating Vector Images
- Understanding the object drawing model
- Using the drawing tools
- Using the Natural Drawing Tools .
- Using guides and rulers
- Specifying stroke vs. fill
- Walkthrough: Creating Drawings in Flash
- Organizing Mobile Applications .
- Using symbols .
- Using the library .
- Using symbol instances
- Understanding symbol edit modes .
- Walkthrough: Using Graphic Symbols
- Understanding Movie Clips .
- Adding a movie clip to a document
- Nesting movie clips .
- Best practices with symbols
- Understanding Buttons
- Using buttons
- Using button instances .
- Understanding button states
- Using invisible buttons as hotspots
- Walkthrough: Creating a Movie Clip and Using Buttons .
- Creating Mask Effects .
- Creating masks
- Walkthrough: Creating a Mask Effect
Unit 4: Working with Text Assets .
- Working with Text Assets
- Creating text assets .
- Changing text properties
- Understanding text field types .
- Using static text fields .
- Using input text fields
- Using text in Flash Lite . .
- Using dynamic text fields .
- Creating Input Text Fields .
- Understanding Font Handling
- Working with static text and fonts .
- Working with dynamic and input text with fonts .
- Optimizing Text for Mobile Devices
- Anti-aliasing text .
- Changing the font rendering method .
- Using pixel fonts for better text appearance
- Font mapping in FLA files
- Walkthrough: Understanding Font Issues in Mobile Devices
Unit 5: Creating Timeline Based Animation .
- Creating Animations
- Introducing the Timeline .
- Creating Motion Tweens .
- Motion tween elements
- Motion tweening
- Controlling the Timeline .
- Understanding actions .
- Creating an Animation
- Creating Frame-by-Frame Animations
- Frame by frame animation and symbols
- Onion skinning .
- Using distribute to layers .
- Walkthrough: Creating a Frame-by-Frame Animation
- Balancing Quality and Performance
- Using FSCommand(setQuality) .
- Importing a bitmap gradient .
- Walkthrough: Create a Best Practice Animation .
- Animation Best Practices .
- Close-up is better
- Simpler is better
- Hand tune your animations .
- Avoid overlapping tweens
- Start your project with a frame rate of to fps .
- Place your artwork in symbols
- Avoid pans and alpha fades
Unit 6: Building Well Architected Applications .
- Data Typing Objects .
- Data types are classes
- String data type .
- Number data type .
- Boolean data type .
- Understanding data type conversion
- Using the trace() Function .
- Using System.capabilities .
- Declaring Objects and Data Typing .
- Controlling Application Flow
- Calling functions and passing arguments
- Writing a user defined function
- Returning or not returning data from a function
- Understanding function placement
- Walkthrough: Creating User Defined Functions .
Unit 7: Controlling Visual Objects with ActionScript
- Adding Actions to Timeline Frames
- Adding ActionScript using the Actions panel
- Controlling visual objects.
- Controlling MovieClips and TextFields .
- Setting properties using ActionScript.
- Controlling Visual Objects
- Creating Visual objects at runtime
- Understanding Movie Clip Depth
- Controlling object depth using ActionScript .
- Using attachMovie() to create visual objects .
- Walkthrough: Organizing Visual Content .
- Dynamically Controlling MovieClips
- Creating an indefinite number of instances .
- Removing movie clips at runtime .
- Walkthrough: Dynamically Controlling Views .
Unit 8: Building an Effective User Interface
- Handling User Events on a Device .
- Handling key events in Flash Lite
- Communicating with the device
- Summarizing fscommand() settings
- Setting the Soft Key labels
- Handling Key Presses .
- Guiding the User s Experience
- Customizing the focus rectangle .
- Controlloing focus with the Selection class
- Referring to code in another timeline
- Understanding the path keywords
- Using _parent .
- Walkthrough: Controlling the Focus Rectangle
Unit 9: Creating a Mobile Game .
- Using ActionScript to animate
- Changing MovieClip properties over time
- Responding to the onEnterFrame event .
- Animating by changing properties over time
- Setting properties in relation to the Stage
- Using ActionScript for Animation .
- Changing an animation interactively .
- Using the hitTest() method
- Referring to movie clips dynamically .
- Removing a MovieClip at runtime .
- Walkthrough: Testing for Collisions
- Stopping an animation .
- Testing for the end of an animation .
- Deleting the onEnterFrame event .
- Walkthrough: Scoring and Ending the Game
Unit 10: Using Class Based Development .
- Creating Classes in ActionScript
- Linking a Class to a MovieClip symbol
- Extending the MovieClip symbol API
- Creating and Using ActionScript Classes .
- Defining class properties and methods
- Walkthrough: Adding Methods and Properties to a Class .
- Managing Scope issues in class files .
- Understanding the problem .
- Changing scope using the Delegate class
- Walkthrough: Using the Delegate Class .
Unit 11: Loading and Using XML Data to drive Dynamic Content
- Using XML
- Using white space in XML files.
- Using tag-based markup in XML files
- Loading XML data into Flash Lite
- Using the XML class .
- Making HTTP Requests to Different Domains .
- Handling the asynchronous response from XML requests .
- Loading XML .
- Understanding Array and Objects variables
- Creating and using an Array variable .
- Manipulating data within an Array
- Creating and using a "generic" Object
- Understanding Array and Object syntax
- Parsing and using XML data
- Loading the XML data
- Understanding the XMLNode objects
- Walkthrough: Parsing XML .
Unit 12: Streaming Data Synchronously to the Handset .
- Introducing XML Sockets
- Understanding Flash Lite socket connections
- Introducing an XML socket server: Jabber
- Setting Up a Jabber Account
- Using XMLSocket in Flash Lite .
- Using the XMLSocket class
- Connecting to the socket server
- Disconnecting from the socket server
- Walkthrough: Creating an XMLSocket connection
- Passing XML Data through Jabber .
- Identifying as a Flash based Jabber client .
- Sending data through XMLSocket
- Receiving data through XMLSocket .
- Walkthrough: Sending and Receiving XML Data .
- Assembling XML data
- Using compound String concatenation .
- Using the XML and XMLNode API .
- Walkthrough: Sending and Receiving Messages
Unit 13: Writing Persistant Data to the Device
- Persisting Data in a Flash Lite Application
- introducing local shared objects .
- Persisting Data
- Posting XML data to be persisted on the server
- sending XML data .
- Walkthrough: Passing XML Data Out of a Flash Lite Application
- Dispatching custom events
- understanding the need for event dispatching .
- using mx.events.EventDispatcher .
- Walkthrough: Understanding Event Dispatching .
Unit 14: Using Sound with Mobile Devices .
- Incorporating sound into a Flash Lite application
- Importing sound .
- Changing imported sound properties
- Compressing and exporting sounds .
- Exporting sound files for use with ActionScript
- Using the Sound Class
- Using the attachSound() method .
- Using the loadSound()method .
- Testing for Sound Capabilities
- Returning the maximum volume of the device .
- Returning the current volume of the device
- Using the System.capabilities values .
- Loading External Sounds .
- Controlling Sound
- Using the start() method
- Using the stop() method
- Walkthrough: Controlling Sound
Unit 15: Adding Video to a Mobile Application .
- Using Video in Flash Lite
- Limitations of device video
- Using device video formats
- Determing device capabilities .
- Using embedded ("bundled") device video
- Using the ActionScript Video class .
- Using Bundled Device Video .
- Using External Device Video .
- Playing device video in the emulator
- Walkthrough: Using External Video
Unit 16 : Creating Flash Lite Content For BREW
- Using BREW and Flash Lite .
- Understanding the BREW development process .
- installing BREW development software .
- Setting up the BREW environment
- Authoring Flash Lite Applications for BREW .
- understanding BREW file types
- understanding the device file structure
- Using the BREW Publishing Wizard in Flash Professional
- Deploying to the BREW SDK Simulator
- Walkthrough: Using the BREW Simulator
- Uploading to BREW Enabled Devices for testing
- Understanding the requirements for device testing
- Walkthrough: Uploading an Application to a BREW Enabled Device
About The Training Provider: Tekno Point Multimedia
Tekno Point Multimedia - Tekno Point Multimedia , An Adobe Authorized Training Center
is positioned as Advance Flash Platform Training provider to professionals, however we do offer courses for beginners as well. We are already an established player in Corporate training and now are paying equal importance to coaching individual professionals from accross the world, who have chosen Flash as their way of life ,at our...

