Getting Started with Adobe® Flash® Lite®For the Digital Home
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Thoughts on Flash
Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when they were in their proverbial garage. Apple was their first big customer, adopting their Postscript language for our new Laserwriter printer. Apple invested in Adobe and owned around 20% of the company for many years. The two companies worked closely together to pioneer desktop publishing and there were many good times. Since that golden era, the companies have grown apart. Apple went through its near death experience, and Adobe was drawn to the corporate market with their Acrobat products. Today the two companies still work together to serve their joint creative customers – Mac users buy around half of Adobe’s Creative Suite products – but beyond that there are few joint interests. I wanted to jot down some of our thoughts on Adobe’s Flash products so that customers and critics may better understand why we do not allow Flash on iPhones, iPods and iPads. Adobe has characterized our decision as being primarily business driven – they say we want to protect our App Store – but in reality it is based on technology issues. Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true. Let me explain. First, there’s “Open”. Adobe’s Flash products are 100% proprietary. They are only available from Adobe, and Adobe has sole authority as to their future enhancement, pricing, etc. While Adobe’s Flash products are widely available, this does not mean they are open, since they are controlled entirely by Adobe and available only from Adobe. -
How to Enable Flash Player
How to Enable Flash on Your Web Browser Many of the online courses in the UC Learning Center use the Adobe Flash Player. Locate your web browser from the list below for instructions on how to enable flash. Internet Explorer Google Chrome Mozilla Firefox Mac Safari Internet Explorer 1. Launch your Internet Explorer web browser. 2. Click the Tools icon in the upper-right corner of Internet Explorer. (The icon looks like a gear.) 3. In the pop-up menu that appears, click Manage Add-ons. 1 4. In the dialogue box that appears, select Toolbars and Extensions. 5. In the list of Add-ons, look for “Shockwave Flash Object” (another name for Flash Player). In the Status column, check to see whether Shockwave Flash Object is Disabled. If it is disabled, click the row for Shockwave Flash Object to select it. 2 6. In the lower-right corner of the Manage Add-ons dialog box, click Enable. 7. Close the Manage Add-ons dialog box. Source: https://helpx.adobe.com/flash-player/kb/install-flash-player-windows.html Google Chrome To enable Flash in Google Chrome, 1. Type the following in the URL field of a Chrome browser tab: chrome://settings/content/flash 2. On the Settings screen, make sure Flash is enabled by checking the Ask first (recommended) option. 3 3. Attempt to launch the course again. Mozilla Firefox Beginning with Firefox 52, the browser will not activate plugins (e.g. Flash Player) by default. Instead, Firefox lets you choose whether to allow a plugin to run on a website. -
Protecting Online Video Distribution with Adobe Flash Media Technology
White Paper Protecting Online Video Distribution with Adobe Flash Media Technology Table of contents Introduction 1 Introduction Online video is a growing phenomenon. Record numbers of people are going online to watch 1 Overview of Adobe video everything from user-generated videos and breaking news events to television programs and distribution solutions full-length movies. Gone are the days of waiting for a program to air; consumers can now choose 2 Best practices for effective content protection from a plethora of high-quality content, available on-demand. 2 Flash Media Server content From advertising-funded videos to subscriptions to pay-per-view, content providers are adapting protection features a variety of business models to monetize content in the online world. As an owner or distributor 3 Flash Media Server workflow of premium commercial content, such as films and TV shows, you must ensure that hackers do example 4 Persistent content protection with not bypass your business model or violate your copyrights. Flash Media Rights Management Content protection solutions help create and preserve revenue streams; maintain copyright; and Server preserve content integrity or privacy. For instance, hackers may attempt to bypass payment in a 5 Flash Media Rights Management Server content protection pay-per-view model. Others may try to rip your content for redistribution. Worse, someone features could try to make money from pirated content, or may introduce their own advertising or 5 Comparison between Flash Media branding but skip paying content licenses or bandwidth fees by piggybacking on your Rights Management Server and distribution platform. In an enterprise situation, a disgruntled employee may be tempted to post Flash Media Server valuable or private company information on public video sites. -
Adobe Trademark Database for General Distribution
Adobe Trademark List for General Distribution As of May 17, 2021 Please refer to the Permissions and trademark guidelines on our company web site and to the publication Adobe Trademark Guidelines for third parties who license, use or refer to Adobe trademarks for specific information on proper trademark usage. Along with this database (and future updates), they are available from our company web site at: https://www.adobe.com/legal/permissions/trademarks.html Unless you are licensed by Adobe under a specific licensing program agreement or equivalent authorization, use of Adobe logos, such as the Adobe corporate logo or an Adobe product logo, is not allowed. You may qualify for use of certain logos under the programs offered through Partnering with Adobe. Please contact your Adobe representative for applicable guidelines, or learn more about logo usage on our website: https://www.adobe.com/legal/permissions.html Referring to Adobe products Use the full name of the product at its first and most prominent mention (for example, “Adobe Photoshop” in first reference, not “Photoshop”). See the “Preferred use” column below to see how each product should be referenced. Unless specifically noted, abbreviations and acronyms should not be used to refer to Adobe products or trademarks. Attribution statements Marking trademarks with ® or TM symbols is not required, but please include an attribution statement, which may appear in small, but still legible, print, when using any Adobe trademarks in any published materials—typically with other legal lines such as a copyright notice at the end of a document, on the copyright page of a book or manual, or on the legal information page of a website. -
Flash Lite Datasheet
Datasheet ADOBE® FLASH® LITE™ 3 DELIVER MULTIMEDIA EXPERIENCES TO MOBILE DEVICES Adobe Flash Lite 3 software is a powerful runtime engine that helps mobile and consumer electronics device manufacturers differentiate their products by delivering web browsability as well as video and interactive content to a broad range of devices. Flash Lite 3 enables developers to quickly create engaging mobile applications, speed time to market, and increase customer adoption. Experience true mobile multimedia manufacturers can easily access device data to Flash Lite 3 enables mobile and consumer enable UI personalization and customization. electronics device manufacturers to deliver For instance, device home screens can display multimedia experiences across devices, different images or content depending on allowing consumers to browse Adobe Flash locality—the same device could display Big enabled websites and enjoy video and other Ben when powered up in London, with the rich content. Flash Lite 3 devices offer access Eiffel Tower appearing when used in Paris. to dynamic applications such as interactive Customizable UIs enable manufacturers games, mobile magazines, daily comics, and mobile operators to engage subscribers screensavers, infotainment, and personal with dynamic content and target new productivity applications, plus the ability market segments. to browse websites powered by Adobe Flash Choose a proven application platform software, including vibrant sports and Flash Lite 3 is based on the Flash platform, entertainment sites. In a first for mobile which is supported by a community of devices, Flash Lite 3 also plays back FLV, two million designers and developers. The the most popular video format on the platform includes the desktop player and Internet. -
CGT 353: Principles of Interactive and Dynamic Media Moving On: Other Aspects of the Flash Platform Mobile Development, AIR, Flex, and Catalyst
CGT 353: Principles of Interactive and Dynamic Media Moving on: Other Aspects of the Flash Platform Mobile Development, AIR, Flex, and Catalyst The Adobe Flash Platform: • What you have learned in this class is only the beginning… • The entirety of the Flash Platform is enormous. • Includes: o Flash o Flash Lite o AIR o Flex and FlexBuilder o Catalyst o BlazeDS Server o Adobe Flash Media Server family • Continue to explore the platform more thoroughly in CGT 451… Introduction to Mobile Development: • Current version of Player is Flash Lite 3.1 • FL 3.1 does NOT provide support for AS 3.0 • FL 3.1 DOES provide support for Flash Player 8 and flv videos • Version comparison: http://www.adobe.com/products/flashlite/version • According to Strategy Analytics, the number of Flash Lite shipped devices will reach 1 billion in 2009 and more than 2.5 billion by the end of 2010. • See supported devices list: http://www.adobe.com/mobile/supported_devices • See penetration statistics here. • Checkout Adobe Device Central • Also sign up for and install the Device Profile Updater on the Adobe Website – this will allow you to update the phones on your device central. Resources: • Adobe Mobile and Devices Center: http://www.adobe.com/devnet/devices Going Wireless: • Are over 2.5 billion mobile users today! • Consumers are now more likely to purchase a higher-end or smart phone than they are a computer. • Mobile applications (games, etc…) are overtaking desktop/ browser based apps… • Significant portion of CGT 451 is based on mobile Flash development… Flash -
Getting Started with Sound in Macromedia™ Flash Lite™ 1.1 in Sony Ericsson Phones Tutorial | Getting Started with Sound in Macromedia™ Flash Lite™ 1.1
Tutorial March 2007 Getting Started with Sound in Macromedia™ Flash Lite™ 1.1 in Sony Ericsson phones Tutorial | Getting Started with Sound in Macromedia™ Flash Lite™ 1.1 Preface About this tutorial This tutorial was authored by Hayden Porter, www.aviarts.com. Hayden is a Flash mobile developer and musician with a special interest in integrating sound and music with mobile devices. He has written exten- sively on the subject of interactive sound and is the editor for www.sonify.org, a leading online resource for information about interactive sound for the web and mobile. This tutorial describes how to get started using sound in Macromedia™ Flash Lite™ 1.1 content for Sony Ericsson phones. The reader should have intermediate knowledge of using ActionScript and familiarity with sound terminol- ogy. Knowledge of Macromedia™ Flash™ 4 scripting is also helpful but not essential. Sony Ericsson Developer World On www.sonyericsson.com/developer, developers find documentation and tools such as phone White papers, Developers guidelines for different technologies, SDKs (Software Development Kits) and relevant APIs (Application Programming Interfaces). The Web site also contains discussion forums monitored by the Sony Ericsson Developer Support team, an extensive Knowledge base, Tips and tricks, example code and news. Sony Ericsson also offers technical support services to professional developers. For more information about these professional services, visit the Sony Ericsson Developer World Web site. These Developers guidelines are published by: This document is published by Sony Ericsson Mobile Communications AB, without any Sony Ericsson Mobile Communications AB, warranty*. Improvements and changes to this text necessitated by typographical errors, inaccuracies SE-221 88 Lund, Sweden of current information or improvements to programs and/or equipment, may be made by Phone: +46 46 19 40 00 Sony Ericsson Mobile Communications AB at any Fax: +46 46 19 41 00 time and without notice. -
EXTENDING FLASH PROFESSIONAL Iv Contents
Extending ADOBE® FLASH® PROFESSIONAL Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 12/6/2013 iii Contents Chapter 1: Introduction Working with the JavaScript API . 1 What’s new in the JavaScript API . 4 JavaScript API objects . 10 Sample implementations . 16 Chapter 2: Top-Level Functions and Methods Top-level summary . 18 activate() . 18 alert() . 19 configureTool() . 19 confirm() . 20 deactivate() . 21 keyDown() . 21 keyUp() . 22 mouseDoubleClick() . 23 mouseDown() . 23 mouseMove() . 24 mouseUp() . 25 notifySettingsChanged() . 25 prompt() . 26 setCursor() . 27 Chapter 3: actionsPanel object actionsPanel summary . 28 actionsPanel.getClassForObject() - dropped . 28 actionsPanel.getScriptAssistMode() - dropped . 29 actionsPanel.getSelectedText() . 30 actionsPanel.getText() . 30 actionsPanel.hasSelection() . 31 actionsPanel.replaceSelectedText() . 31 actionsPanel.setScriptAssistMode() - dropped . 32 actionsPanel.setSelection() . 33 actionsPanel.setText() . 34 Chapter 4: BitmapInstance object bitmapInstance summary . 35 bitmapInstance.getBits() . 35 bitmapInstance.hPixels . 36 bitmapInstance.setBits() . 37 bitmapInstance.vPixels . 37 Last updated 12/6/2013 EXTENDING FLASH PROFESSIONAL iv Contents Chapter 5: BitmapItem object bitmapItem summary . 39 bitmapItem.allowSmoothing . 40 bitmapItem.compressionType .. -
Adobe® Flash® Professional CC Help Legal Notices Legal Notices for Legal Notices, See
Adobe® Flash® Professional CC Help Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 10/3/2014 iii Contents Chapter 1: What's New New features summary . .1 Chapter 2: Animation Animation Guide . .4 Working with classic tween animation . .7 Motion tween animation . 16 Editing Motion Tweens using Motion Editor . 35 Shape tweening . 41 Frames and keyframes . 45 Frame-by-frame animation . 48 Creating and publishing a WebGL document . 50 Custom Brushes . 55 Best practices - Advertising with Flash . 58 Creating and publishing an HTML5 Canvas document . 60 Working with scenes . 65 Working with multiple timelines . 66 Five steps to learning Flash Professional . 67 Using mask layers . 68 Animation basics . 69 Learn Flash Professional CS6 video tutorials . 74 Altering the Curve of a motion . 74 Animation Learning Guide for Flash . 74 Graphic Effects Learning Guide for Flash . 74 Spring for Bones . 74 Text Layout Framework . 74 Using the Deco Tool . 75 Avoiding common authoring mistakes in Flash Professional . 75 Chapter 3: Audio Using sounds in Flash . 76 Exporting Sounds . 81 Sound and ActionScript . 84 Chapter 4: Images Exporting SVG files . 87 Graphic filters . 89 Working with Photoshop PSD filesin Flash . 97 Working with Illustrator AI files in Flash . 106 Working with Fireworks files inFlash . 115 Transforming and combining graphic objects . 118 Snapping art into position . 122 Placing artwork into Flash . 124 Last updated 10/3/2014 FLASH PROFESSIONAL iv Contents Imported bitmaps and Flash . 128 Create a sprite sheet . .. -
Adobe Flash Professional for Ios Game Development a Feasible and Viable Alternative to Xcode?
IT 14 028 Examensarbete 15 hp Juni 2014 Adobe Flash Professional for iOS Game Development A Feasible and Viable Alternative to Xcode? Leila Svantro Institutionen för informationsteknologi Department of Information Technology Abstract Adobe Flash Professional for iOS Game Development - a Feasible and Viable Alternative to Xcode? Leila Svantro Teknisk- naturvetenskaplig fakultet UTH-enheten The smartphone operating system iOS is the second highest ranked after Android. The apps in App Store and Google Play combined consist of 70-80 % games, which Besöksadress: are the primary entertainment applications. Many developers are learning game Ångströmlaboratoriet Lägerhyddsvägen 1 development or refreshing their skills to profit on this trend. The problem statements Hus 4, Plan 0 are: is it viable and feasible to use Adobe Flash Professional (AFP) for the iOS game development compared to Xcode and could AFP be used exclusively for iOS game Postadress: development? Information on both IDEs has been analyzed. Furthermore, Box 536 751 21 Uppsala implementations and code comparisons have been made. The results and analysis shows differences regarding expenses while possibilities for developing the same kind Telefon: of games essentially are equivalent. The conclusions are that AFP is a viable IDE for 018 – 471 30 03 iOS game development in the aspect of possibilities. It is not feasible on a long-term Telefax: basis when considering the expenses however it could be feasible on a short-term 018 – 471 30 00 basis depending on the developer’s requirements of extension and Mac OS for App Store publishing. AFP is not able to be used exclusively for the iOS game development Hemsida: if publishing to the App Store is a requirement however it is if publishing is restricted http://www.teknat.uu.se/student to single devices. -
Running Head
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Athabasca University Library Institutional Repository 1 Developing multimedia mLearning for mobiles Claire Bradley and Richard Haynes, Centre for Excellence in Teaching and Learning in Reusable Learning Objects, London Metropolitan University, 166-220 Holloway Road, London, N7 8DB, UK [email protected] [email protected] Abstract This short paper presents a prototype multimedia learning object that has been developed for the mobile phone. It outlines the rationale for this work and then discusses the issues raised and the design solutions that resulted during the development process. It concludes with an overview of where this work is going, and some of the issues that need to be faced to make multimedia mobile learning objects available to students. Introduction The ability to produce effective multimedia learning applications for technology that is ubiquitous is very appealing. Mobile phones are becoming more technically sophisticated. They can create and play multimedia content: they have larger, high quality, colour screens; many models can now capture, edit and play back video, audio and photographs, and can run Flash- based interactive applications (through Flash Lite). They also have greater storage capacity and networking connectivity, can connect to the Internet and PCs, and have Bluetooth and WIFI. Surveys conducted with University students in October 2005 and February 2006 show that they own mobile phones that have multimedia and connectivity capabilities in increasing numbers (Cook et al, 2006). Harnessing the use of these devices for multimedia learning resources which are known to engage and motivate students (e.g. -
Learning Actionscript 2.0 in Flash
LEARNING ACTIONSCRIPT ™ 2.0 IN FLASH® © 2007 Adobe Systems Incorporated. All rights reserved. Learning ActionScript 2.0 in Adobe® Flash® If this guide is distributed with software that includes an end user agreement, this guide, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. Except as permitted by any such license, no part of this guide may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Adobe Systems Incorporated. Please note that the content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement. The content of this guide is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Adobe Systems Incorporated. Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies that may appear in the informational content contained in this guide. Please remember that existing artwork or images that you may want to include in your project may be protected under copyright law. The unauthorized incorporation of such material into your new work could be a violation of the rights of the copyright owner. Please be sure to obtain any permission required from the copyright owner. Any references to company names in sample templates are for demonstration purposes only and are not intended to refer to any actual organization.