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Flex and Object-Oriented Programming
06_287644-ch01.qxp 6/23/08 11:28 PM Page 3 About Flex 3 lex 3 is the most recent version of a platform for developing and deploying software applications that run on top of the Adobe Flash IN THIS CHAPTER FPlayer. While such tools have existed for many years, the most recent Understanding the fundamentals toolkit from Adobe Systems allows programmers with object-oriented back- of Flex grounds to become productive very quickly using the skills they already have learned in other programming languages and platforms. Getting to know Flex applications Since the release of Flex 2, the Flex development environment has encour- aged a development workflow similar to that used in other desktop develop- Developing in Flex versus Flash ment environments such as Visual Studio, Delphi, and JBuilder. The Using Flex with object-oriented developer writes source code and compiles an application locally and then programming uploads the finished application to a Web server for access by the user. That isn’t how Flex started, however. Understanding the Flash Player Flex was originally released by Macromedia as a server-based application Learning the history of the Flash deployment and hosting platform. In the early versions of the Flex product Player line, an MXML/ActionScript compiler was included in a Java-based Web Making the most of Flex 3 application hosted on a Java 2 Enterprise Edition (J2EE) server. Application development tools source code was stored on the server. When a user made a request to the server, the application was compiled “on request” and delivered to the user’s Getting help browser, and hosted by the FlashCOPYRIGHTED Player. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Image Data Martin Spitaler
Imperial College London MICROSCOPY DAY 2011: Understanding and handling image data Martin Spitaler Understanding Images (Martin Spitaler) • What’s in an image file: •Pixel data • metadata • Getting the data into the file: Image acquisition • Image file formats • Using images: Image visualisation and presentation Handling Images (Chris Tomlinson & Mark Woodbridge) • Omero image database • Xperimenter experiment annotation system What’s in an image file: Pixel data Pixel (or binary) data with information about the sample • One or more frames of pixels (XY, XZ) • Each frame typically consists of a two-dimensional array of pixel values • Pixel values can be: • light intensity • array of intensities (PALM, STORM) • array of fluorescence lifetimes • in the future: correlated data, e.g. exposure times (CMOS), mass spectra, … • Frames are stacked in one or more specific orders: • Channel (colour, lifetime, …) •Z stack •Time • XY position in a plate MICROSCOPY DAY 2011: Understanding & handling image data Martin Spitaler What’s in an image file: Meta data Meta data make sense of the pixel information • Image type (TIFF, LSM, CXD, …) • pixel dimensions (size, time point, focus position) • Hardware settings: •objective lens • excitation light source: • type (laser, lamp) •intensity • excitation and dichroic filters •… • emission settings: • emission filters • detector gain and offset • pinhole size • sampling speed / exposure time •… MICROSCOPY DAY 2011: Understanding & handling image data Martin Spitaler What’s NOT in an image file: Experimental -
Flash E Software Libero Stefano Sabatini
Flash e software libero Stefano Sabatini GULCh Cagliari, 2009-10-24 GULCh - Gruppo Utenti Linux Cagliari - www.gulch.it Stefano Sabatini, Flash e software libero 1 La tecnologia alla base di Flash ● Un file flash / SWF (Small Web Format / ShockWave Format) è interpretato da una macchina virtuale Flash ● I file SWF possono essere interpretati sia da un interprete standalone sia da un plugin inserito all'interno del browser. ● Il linguaggio della VM è orientato alla renderizzazione di animazioni ● Motore di rendering basato su grafica scalare ● Il linguaggio solitamente utilizzato per la programmazione degli SWF è un file Action Script (2 / 3), gli ambiente di sviluppo visuale generano automaticamente il codice (programmazione “visuale”). ● Esistono vari formati del linguaggio della VM (SWF 1– SWF 10). ● L'esecuzione di uno swiff è soggetto a delle restrizioni di sicurezza ● Con la tecnologia AIR (Adobe Integrate Realtime) è possibile utilizzare la stessa teconologia di sviluppo e renderizzazione per applicazioni desktop native (senza le limitazioni di sicurezza di Flash) ● A partire da Flash 10, supporto a un motore 3D Cagliari, 2009-10-24 GULCh - Gruppo Utenti Linux Cagliari - www.gulch.it Stefano Sabatini, Flash e software libero 2 La tecnologia alla base di Flash ● Supporto a stream multimediali: ● Video: On2 VP6 (Flash 8), Sorenson Spark (Flash 6/7), H.264 (Flash 10) ● Audio: MP3, Nellymoser, Speex (Flash 10), ADPCM ● Tecnologia di comunicazione e streaming multimediale (RTMP, RTMPT, RTMPS, RTMPE) Cagliari, 2009-10-24 GULCh - Gruppo Utenti Linux Cagliari - www.gulch.it Stefano Sabatini, Flash e software libero 3 Ambiti di utilizzo di Flash ● Presentazione di elementi multimediali all'interno di pagine web (youtube / vimeo / facebook) ● Inclusione di animazioni all'interno di pagine web (e.g. -
User's Guide to NIST Biometric Image Software (NBIS)
NISTIR 7392 2007 User's Guide to NIST Biometric Image Software (NBIS) Craig I. Watson ([email protected]) Michael D. Garris ([email protected]) Elham Tabassi ([email protected]) Charles L. Wilson ([email protected]) R. Michael McCabe ([email protected]) Stanley Janet ([email protected]) Kenneth Ko ([email protected]) National Institute of Standards and Technology Bldg. 225, Rm. A216 100 Bureau Drive, Mail Stop 8940 Gaithersburg, MD 20899-8940 i ACKNOWLEDGEMENTS We would like to acknowledge the Federal Bureau of Investigation and the Department of Homeland Security who provided funding and resources in conjunction with NIST to support the development of this fingerprint image software. NOTE TO READER This document provides guidance on how the NIST Biometric Image Software (NBIS) non- export controlled packages are installed and executed. Its content and format is one of user's guide and reference manual. Some algorithmic overview is provided, but more details can be found in the cited references. The Table of Contents provides the reader a map into the document, and the hyperlinks in the electronic version enable the reader to effectively navigate the document and locate desired information. These hyperlinks are unavailable when using a paper copy of the document. Any updates to this software will be posted NIST Image Group’s Open Source Sever (NIGOS). ii TABLE OF CONTENTS 1. INTRODUCTION ...................................................................................................................................................... 1 2. -
Image File Formats
Glossary Image File Formats Glossary of File Formats and Imaging Terminology JPEG: stands for “Joint Photographic Experts Group.” It’s the most common format for storing digital camera photographs or scanned images. It is a “lossy” compression format, meaning it shrinks the files by discarding the information that the human eye cannot perceive. JPEGs are widely supported and used on the web, for example when sharing images through email. They have several compression level options. TIFF: stands for “Tagged Image File Format” and is one of the most widely supported file formats for storing bit-mapped images on personal computers (both PCs and Macintosh computers). TIFF files can be any resolution, and can be black and white, gray-scaled, or color. Used for high-quality images (lossless compression). TIFF format is widely supported by image-manipulation applications such as Photoshop by Adobe. GIF(F): stands for “Graphics Interchange Format.” A bit-mapped file format used for graphics as opposed to photographic images. GIF supports 8-bit color (maximum of 256 colors, compared to JPEGs 16 million colors.) They are widely used on the Web because the files compress well. GIFs include a color table including the most representative 256 colors used. Not recommended for files with a lot of color shading! PNG: stands for “Portable Network Graphics.” PNG files contain a bitmap of indexed colors and use lossless compression. They are similar to GIF files, but differ in that they do not have copyright limitations. PNG files are typically used to store graphics for web images and also have the ability to preserve transparency. -
Kennismaken Met Flash CS5
1 Kennismaken met Flash CS5 dobe Flash CS5 is dé wereldwijde industriestandaard voor het ontwerpen van interactieve internettoepassingen en Agames. Het toepassingsgebied van Flash is enorm breed. U kunt Flash gebruiken voor eenvoudige geanimeerde advertenties maar ook voor complete webapplicaties met scripts, streaming video en e-commercedatabases. Dit inleidende hoofd- stuk maakt u bekend met enkele achtergronden van het werkveld waar Flash wordt ingezet. U leert kort welke geschiedenis Flash inmiddels achter de rug heeft en welke versies er zijn van Flash. Ook leert u meer over de technieken die Flash op de achtergrond gebruikt. Natuurlijk maken we ook een rondje langs de nieuwe eigenschappen van Flash CS5. Wanneer u reeds bekend bent met deze zaken, kunt u dit hoofdstuk vluchtig doornemen en gebruiken ter naslag of referentie. U leert in dit hoofdstuk: Hoe Flash is ontstaan en wat het doel van Flash is. Welke versies van Flash CS5 er zijn en in welke CS5-bundels Flash verkrijgbaar is. Wat de verschillen zijn tussen vector- en bitmaptechnieken. Welke Flash-bestandsformaten u moet kennen. Wat belangrijke (nieuwe) eigenschappen en kenmerken van Flash-toepassingen zijn. Hoofdstuk 1 – Kennismaken met Flash CS5 Geschiedenis en basisbegrippen Flash CS5 is het resultaat van een jarenlange ontwikkeling. Oorspronkelijk werd Flash vooral ingezet als animatietoepassing voor websites. Waarschijn- lijk weet u dat HTML (HyperText Markup Language) de taal is waarin webpagina’s worden opgemaakt. HTML is een taal die nogal wat beperkin- gen kent, maar is uitstekend geschikt voor eenvoudige paginaopmaak, het maken van tabellen, het aanleggen van koppelingen tussen webpagina’s en meer. De taal is echter niet geschikt voor dynamische interactie met de gebruiker. -
BA(Prog) III Yr 21/3/2020
BA(prog) III yr 21/3/2020 Color Palettes Palettes are mathematical tables that define the color of a pixel displayed on the screen. The most common palettes are 1, 4, 8, 16, and 24 bits deep: 1. When color monitors became available for computers, managing the computations for displaying colors severely taxed the hardware and memory available at the time. 256-color, 8-bit images using a color lookuptable or palette were the best a computer could do. 2. 256 default system colors were statistically selected by Apple and Microsoft engineers (working independently) to be the colors and shades that are most “popular” in photographic images. 3. Two system palettes are, of course, different. 4. Web authorities also decided on a palette of 216 “web-safe” colors that would allow browsers to display images properly on both Macintosh and Windows computer. 5. GIF files using 256-color palettes are saved in a lossless format. The PNG format also uses palettes (24-bits or 32 bits if an “alpha” mask is included for transparency), and is lossless. It was developed for the Internet(it supports only the RGB color space) to expand GIF’s limited 256 colors to millions of colors. 6. In 24-bit color systems, your computer works with three channels of 256 discrete shades of each color (red, green, and blue) represented as the three axes of a cube. This allows a total of 16,777,216 colors (256 256 256). Image File Formats Most applications on any operating system can manage JPEG, GIF, PNG, and TIFF image formats. -
V´Yvoj Hernıho Editoru Na Platformˇe Flash
MASARYKOVA UNIVERZITA F}w¡¢£¤¥¦§¨ AKULTA INFORMATIKY !"#$%&'()+,-./012345<yA| Vyvoj´ hern´ıhoeditoru na platformˇeFlash DIPLOMOVA´ PRACE´ Bc. Martin Jakubec Brno, jaro 2014 Prohl´aˇsen´ı Prohlasuji,ˇ zeˇ tato diplomova´ prace´ je mym´ puvodn˚ ´ım autorskym´ d´ılem, ktere´ jsem vypracoval samostatne.ˇ Vsechnyˇ zdroje, prameny a literaturu, ktere´ jsem priˇ vypracovan´ ´ı pouzˇ´ıval nebo z nich cerpal,ˇ v praci´ rˇadn´ eˇ cituji s uveden´ım upln´ eho´ odkazu na prˇ´ıslusnˇ y´ zdroj. Vedouc´ıpr´ace: RNDr. Barbora Kozl´ıkova,´ Ph.D. ii Podˇekov´an´ı Rad´ bych podekovalˇ Ba´reˇ Kozl´ıkove´ za skvelˇ e´ veden´ı diplomove´ prace´ a za vsechenˇ cas,ˇ ktery´ mi venovala.ˇ Dale´ chci podekovatˇ Michalu Gab- rielovi za konzultace a odborne´ rady a celemu´ tymu´ CUKETA, s.r.o. za po- skytnut´ı zazem´ ´ı priˇ vyvoji´ hern´ıho editoru. iii Shrnut´ı C´ılem diplomove´ prace´ je navrhnout a implementovat jadro´ hern´ıho en- ginu a editoru pro konfiguraci hern´ıch mechanismu˚ na platformeˇ Flash. Hern´ı engine bude modularn´ ´ı, aby jej bylo moznˇ e´ rozsiˇ rovatˇ a vyuzˇ´ıvat pro ruzn˚ e´ typy her. Soucˇast´ ´ı prace´ bude ukazka´ hry nakonfigurovane´ v tomto editoru. V neposledn´ı radˇ eˇ se budu snazitˇ prezentovat prakticke´ zkusenostiˇ z vyvoje´ realn´ e´ hry. iv Kl´ıˇcov´aslova hern´ı editor, level editor, hern´ı engine, vyvoj´ her, Adobe Flash, game en- gine, Flash Player, hern´ı prumysl,˚ hern´ı navrh,´ game design v Obsah 1 Uvod´ ................................... 3 2 Historie hern´ıhopr ˚umyslu ...................... 5 2.1 50.–60. leta´ ............................. 5 2.2 60.–70. -
Digital Preservation Guidance Note: Graphics File Formats
Digital Preservation Guidance Note: 4 Graphics File Formats Digital Preservation Guidance Note 4: Graphics file formats Document Control Author: Adrian Brown, Head of Digital Preservation Research Document Reference: DPGN-04 Issue: 2 Issue Date: August 2008 ©THE NATIONAL ARCHIVES 2008 Page 2 of 15 Digital Preservation Guidance Note 4: Graphics file formats Contents 1 INTRODUCTION .....................................................................................................................4 2 TYPES OF GRAPHICS FORMAT........................................................................................4 2.1 Raster Graphics ...............................................................................................................4 2.1.1 Colour Depth ............................................................................................................5 2.1.2 Colour Spaces and Palettes ..................................................................................5 2.1.3 Transparency............................................................................................................6 2.1.4 Interlacing..................................................................................................................6 2.1.5 Compression ............................................................................................................7 2.2 Vector Graphics ...............................................................................................................7 2.3 Metafiles............................................................................................................................7 -
Guide to Image File Formats
Guide to Image File Formats JPEG WebP PNG-8 GIF • Supported on all browsers • NOT supported on Safari • Limited to 256 colors • Supports animation and • No support for animation • Limited animation support • No support for animation transparency or transparency • Uses Lossy compression • Supports transparency • Produces larger file than = = PNG-8 • Best for photography & that also supports • Best for screenshots or large hero images transparency logos with limited color • For animation, WebM or • Uses lossy compression • 25-34% smaller than JPEG palette MP4 produce smaller file WebP Lossless PNG-24 LOSSY VS. LOSSLESS • NOT supported on Safari • Supports transparency • Limited animation support • Produces images with COMPRESSION • Best for reserving full millions of colors without With lossy compression, image detail = loss of detail some of your data will be • 26% smaller than • 3x larger image file than lost forever. Lossy image comparable PNGs compressed JPEG compression permanently removes image data and degrades the image in the WebP produces smaller PNG-32 process. file size than JPEG & SVG PNG equivalent • Supported on all browsers This is not as bad as it • Uses an extra 8-bit alpha sounds, as some detail • Supported on all browsers channel for advanced might not be perceivable transparency capabilities to the human eye. • XML-based markup language used to describe geometric • Useful for creating Lossless compression, shapes and positions in image transparency gradients by contrast, preserves • Produces vector graphics that data so nothing is lost. can be animated with CSS = FUNCTIONAL Lossless algorithms keep • Not allowed by default SIMILARITIES all the necessary data in WordPress due to to recreate the image security risks exactly. -
FLASH CS3 – Nivel: I
Curso: FLASH CS3 – Nivel: I Adobe Flash es una aplicación en forma de estudio de animación que trabaja sobre "Fotogramas" destinado a la producción y entrega de contenido interactivo para diferentes audiencias alrededor del mundo sin importar la plataforma. Es actualmente escrito y distribuido por Adobe Systems, y utiliza gráficos vectoriales e imágenes ráster, sonido, código de programa, flujo de vídeo y audio bidireccional (el flujo de subida sólo está disponible si se usa conjuntamente con Macromedia Flash Communication Server). En sentido estricto, Flash es el entorno y Flash Player es el programa de máquina virtual utilizado para ejecutar los archivos generados con Flash. Los archivos de Flash, que tienen generalmente la extensión de archivo SWF, pueden aparecer en una página web para ser vista en un navegador, o pueden ser reproducidos independientemente por un reproductor Flash. Los archivos de Flash aparecen muy a menudo como animaciones en páginas Web y sitios Web multimedia, y más recientemente Aplicaciones de Internet Ricas. Son también ampliamente utilizados en anuncios de la web. En versiones anteriores, Macromedia amplió a Flash más allá de las animaciones simples, convirtiéndolo en una herramienta de desarrollo completa, para crear principalmente elementos multimedia e interactivos para Internet. Fue hasta 2005 perteneciente a la empresa Macromedia conocido hasta entonces como Macromedia Flash® y adquirido por Adobe Systems (desde entonces conocido como Adobe Flash) ampliando con ello su portafolio de productos dentro del mercado. EL Programa Flash fue una concepción de Jonathan Gay, quien desarrollo la idea mientras estaba en la universidad y lo amplió durante su trabajo para Silicon Beach Software.