Foundation ActionScript 3.0 Image Effects discusses the ins and outs of graphical manipulation through code of all the different elements available in a Flash project, from vectors to bitmaps to videos, from animated text effects to dynamic video filters. Flash 8 introduced a vast array of image features, such as blend modes and filters as well as ActionScript's powerful BitmapData object, and this book covers all those effects in their current CS4 form, as well as the new graphical options that are available, such as the Pixel Bender Toolkit. It also details the many possible effects that can be achieved and the associated practical applications, with a focus on strong OOP methodologies to make the code more modular and reusable across projects.
Gives detailed information on all of the image manipulation abilities of Flash CS4
Covers complex technology, such as the Pixel Bender Toolkit
There is no other book like it, covering the same topics in as much depth
What you'll learn
Practice image manipulation using modular, object-oriented techniques
Includes a comprehensive library of image effects classes
Explore the bitmap manipulation classes in depth
Applicable to most if not all of the Flash "disciplines"
Provides a multitude of practical examples, not just theory
Learn the new Pixel Bender language
Who is this book for?
This book is a great resource for any reader with an intermediate to advanced knowledge of ActionScript developing Flash games, applications and interfaces, animations or Websites, as the effects detailed are applicable across multiple disciplines. If you understand the best practices OOP syntax and know how to manipulate a Flash movie beyond the basics, you will be able to pick up the book and apply its lessons in your own work, as it clearly points out how the effects discussed have practical applications for amateurs and professionals alike.
Foundation ActionScript 3.0 Image Effects discusses the ins and outs of graphical manipulation through code of all the different elements available in a Flash project, from vectors to bitmaps to videos, from animated text effects to dynamic video filters. Flash 8 introduced a vast array of image features, such as blend modes and filters as well as ActionScript's powerful BitmapData object, and this book covers all those effects in their current CS4 form, as well as the new graphical options that are available, such as the Pixel Bender Toolkit. It also details the many possible effects that can be achieved and the associated practical applications, with a focus on strong OOP methodologies to make the code more modular and reusable across projects.
Gives detailed information on all of the image manipulation abilities of Flash CS4
Covers complex technology, such as the Pixel Bender Toolkit
There is no other book like it, covering the same topics in as much depth
What you'll learn
Practice image manipulation using modular, object-oriented techniques
Includes a comprehensive library of image effects classes
Explore the bitmap manipulation classes in depth
Applicable to most if not all of the Flash "disciplines"
Provides a multitude of practical examples, not just theory
Learn the new Pixel Bender language
Who is this book for?
This book is a great resource for any reader with an intermediate to advanced knowledge of ActionScript developing Flash games, applications and interfaces, animations or Websites, as the effects detailed are applicable across multiple disciplines. If you understand the best practices OOP syntax and know how to manipulate a Flash movie beyond the basics, you will be able to pick up the book and apply its lessons in your own work, as it clearly points out how the effects discussed have practical applications for amateurs and professionals alike.
This book gives you everything you need to know about network programming using Python 3, the latest version of the Python language. It will benefit both scripters and serious application developers who want a feature-rich, yet simple language. Fully updated, this second edition includes all the new developments in network programming such as WSGI, FastCGI, and asynchronous communication.
Foundations of Python 3 Network Programming, Second Edition explains multitasking network servers using several models, including forking, threading, and non-blocking sockets. Extensive examples throughout the book demonstrate important concepts and practices, and provide a cadre of fully-functioning stand alone programs. Readers may even use the examples included as building blocks to create their own software.
What you’ll learn
Understand low level networking
Handle sending and receiving email including composing and decoding emails, SMTP, POP and IMAP
Program the lower levels of web application programming such as FastCGI and WSGI
Script file transfer and backups
Access web services using Python
Master multitasking with threads, forking, and asynchronous communication
Who is this book for?
This book will be of interest to python programmers who need to program networked applications using Python. From web application developers, to systems integrators, to system administrators—this book has everything you need to know.
Virtual Reality has turned the corner from being a mere laboratory novelty to become a valuable tool with practical applications in many fields. From best-selling VR guru Bill Sherman comes Developing Virtual Reality Applications - a comprehensive compendium that examines over 50 unique and foundational VR applications in Business, Science, Medicine, Education, Spatial Studies, Public Safety, and Entertainment industries. Each chapter contains one or more key applications that are explored in depth, as well as examples of these applications in their most recent form and the most current research being conducted. The book also cross-references techniques between different application areas, synthesizing the data into a coherent whole that describes overall VR trends and fundamental best practices. Such synergy gives you a hands-on guide for developing your own applications, and provides an enhanced, longitudinal view of VR development. By promoting mobility across disciplines, Developing Virtual Reality Applications becomes an indispensable one-stop reference for anyone working in this burgeoning field.
Presents a wide variety of detailed application descriptions across ALL areas of industry, providing you with practical ideas for VR development in ANY area of interest!
Cross references development techniques between different application areas, supplying you with fundamental best practices across disciplines!
Includes an online and media-rich companion site with hours of footage from application demonstrations, which puts you in the middle of the action!
This book takes an object-oriented approach to Java using the Java 1.5 release in a way that is appropriate for those just learning to write high-quality programs. The book features both text-based and GUI-based examples to demonstrate computing concepts and provide readers with maximum versatility. This new edition has an earlier evolution of object concepts, developed in a way that capitalizes on the power of objects without overwhelming beginning programmers. It places less empahsis on applets and more emphasis on GUI-based applications, while still maintaining a clean division between graphical and non-graphical topics. This book is appropriate for beginning programmers who want to learn to program with Java as well as experienced programmers who want to add Java to their skill-set.
This book takes an object-oriented approach to Java using the Java 1.5 release in a way that is appropriate for those just learning to write high-quality programs. The book features both text-based and GUI-based examples to demonstrate computing concepts and provide readers with maximum versatility. This new edition has an earlier evolution of object concepts, developed in a way that capitalizes on the power of objects without overwhelming beginning programmers. It places less empahsis on applets and more emphasis on GUI-based applications, while still maintaining a clean division between graphical and non-graphical topics. This book is appropriate for beginning programmers who want to learn to program with Java as well as experienced programmers who want to add Java to their skill-set.
Foundations of AOP for J2EE Development covers a relatively new programming paradigm: aspect-oriented programming, or AOP. Presented are the core concepts of AOP: AspectJ 5, JBoss AOP, Spring AOP, and JAC. Specific features of these tools are compared. The book also explores the potential uses of AOP in everyday programming life, such as design patterns implementation, program testing, and application management.
In the latter part of the book, the authors show how AOP can ease the task of J2EE application development. (J2EE is known for being a rich and somewhat complicated framework.)
This new text/reference is a shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. It covers all graphics basics and several advanced topics, without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories.
The book is designed as an excellent shortcut for scientists and engineers who understand Java programming to learn 3D graphics, and will serve nearly as well as a concise 3D graphics textbook for students who know programming basics already. Moreover, it is a good reference for C/C++ graphics programmers to learn Java and JOGL. It is recommended for readers who know basic vector analysis and programming already.
Resource Allocation and Cross Layer Control in Wireless Networks presents abstract models that capture the cross layer interaction from the physical to transport layer in wireless network architectures including cellular, ad-hoc and sensor networks as well as hybrid wireless-wireline. The emphasis in the presentation is on describing the models and the algorithms with application examples that illustrate the range of possible applications. Representative cases are analyzed in full detail to illustrate the applicability of the analysis techniques, while in other cases the results are described without proofs and references to the literature are provided.
Since Microsofts release of BizTalk Server 2006, there is a serious need for more documentation on this product. Foundations of BizTalk Server 2006 fills that void. The book will take you from novice to professional, equipping you with the tools youll need to get started in the world of BizTalk server integration.
From installation to deployment, you will grow increasingly more comfortable with the product as you work through a multitude of hands-on examples and demo applications. This book will demystify the product and emphasize the new 2006 BizTalk Server features. So even if youre a reluctant reader at first, youll gain full confidence in the product by books end.