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by Jeff Swartz, Rob Dixon, Mike Chambers
Apollo for Adobe Flex Developers Pocket Guide
Preface
Apollo Runtime Naming Conventions
What This Book Covers
What Alpha Means
Audience for This Book
What Does This Book Assume?
Who This Book Is For
Who This Book Is Not For
How This Book Is Organized
How to Use This Book
Conventions Used in This Book
License and Code Examples
Support and More Information
Accessing the Book Online
Online Apollo Resources
Apollo site
Apollo Developer FAQ
Apollo Developer Center
Apollo API Reference
Apollo Documentation
Apollo Forum
Apollo coders mailing list
Mike Chambers weblog
MXNA Apollo Smart Category
Flex Developer Center
OnFlex.org
Flex coders mailing list
Universal Desktop Weblog
How to Contact Us
About the Authors
Mike Chambers
Robert L. Dixon
Jeff Swartz
Acknowledgments
1. Introduction to Apollo
1.1. A Short History of Web Applications
1.2. Problems with Delivering Applications via the Browser
1.2.1. Conflicting UI
1.2.2. Distance from the Desktop
1.2.3. Primarily Online Experience
1.2.4. Lowest Common Denominator
1.3. Introducing the Apollo Runtime
1.4. Primary Apollo Technologies
1.4.1. Primary Application Technologies
1.4.1.1. Flash
1.4.1.2. HTML
1.4.1.2.1. Why WebKit?
1.4.1.2.2. Open project
1.4.1.2.3. Proven technology that web developers know
1.4.1.2.4. Minimum effect on Apollo runtime size
1.4.1.2.5. Proven ability to run on mobile devices
1.4.2. Primary Document Technology
1.4.2.1. PDF
1.4.2.2. HTML
1.4.3. What Does An Apollo Application Contain?
1.4.3.1. Technology Integration and Script Bridging
1.4.4. Apollo Functionality
1.4.4.1. Apollo Programming APIs
1.4.4.2. Apollo Desktop Integration
1.4.5. Apollo Development Toolset
1.4.6. Is Apollo the End of Web Applications in the Browser?
2. Getting Started with Apollo Development
2.1. Installing the Apollo Alpha 1 Runtime
2.1.1. Windows Installation
2.1.2. Mac OS Installation
2.2. What You Need in Order to Develop Apollo Applications
2.2.1. Downloading and Setting Up Flex Builder 2.0.1 and Apollo Extensions
2.2.2. Downloading and Setting Up the Apollo SDK
2.2.2.1. Installation and Configuration on Mac OS
2.2.2.2. Installation and Configuration on Windows
2.3. Building a Sample Apollo Application
2.3.1. Building and Debugging the Hello World Application in Flex Builder 2.0.1
2.3.2. Building and Debugging the Hello World Application Using the Apollo SDK
2.3.3. Packaging and Distributing the Hello World Application
2.3.3.1. Packaging the application using Flex Builder 2.0.1
2.3.3.2. Packaging the application using ADT
2.3.3.3. Distributing and installing your application
2.4. Next Steps
3. Using HTML Within Flex-Based Apollo Applications
3.1. HTML Support in Apollo
3.1.1. The HTMLControl class and the Flex HTML Component
3.2. Using the Flex HTML Component
3.2.1. Navigating to a Web Page
3.2.2. Loading HTML from a String
3.2.3. Knowing When the Location Has Changed
3.2.4. Manipulating the HTML DOM
3.2.5. Applying CSS Styles to the HTML Component
3.2.6. Manipulating the HTML Component as a Sprite
3.2.7. Accessing the Underlying HTMLControl object
3.3. Using the HTMLControl Class
3.3.1. Loading HTML from a URL Location
3.3.2. Loading a String Value Containing HTML Text
3.3.3. Manipulating the HTML DOM
3.3.4. Knowing When the Content Bounds Change
3.4. Script Bridging: Communicating Between ActionScript and JavaScript
3.4.1. Manipulating the DOM from ActionScript
3.4.2. Listening for JavaScript Events from ActionScript
3.4.3. Calling JavaScript Functions from ActionScript
3.4.4. Calling ActionScript Functions from JavaScript
4. Using the File System API
4.1. Security Model
4.2. Accessing Files and Directories
4.2.1. File Class Properties for Accessing Common Directory Locations
4.2.2. The url and nativePath Properties of a File Object
4.2.3. URI Schemes
4.2.3.1. app-storage
4.2.3.2. app-resource
4.2.3.3. file
4.3. Asynchronous and Synchronous Versions of Methods
4.4. Reading Directory Contents
4.5. Getting File Information
4.6. Copying and Moving Files and Directories
4.7. Creating Files and Directories
4.8. Deleting Files and Directories
4.9. Reading and Writing Files
4.9.1. The open( ) and openAsync( ) Methods
4.9.2. File Open Modes
4.9.3. Read and Write Methods
4.9.4. More Information
5. Apollo Mini-Cookbook
5.1. Working with the File System
5.1.1. Writing a Text File from a String
5.1.1.1. Problem
5.1.1.2. Solution
5.1.1.3. Discussion
5.1.2. Reading a Text File into a String
5.1.2.1. Problem
5.1.2.2. Solution
5.1.2.3. Discussion
5.1.3. Encoding Bitmap Data into PNG or JPEG Format and Writing It to the File System
5.1.3.1. Problem
5.1.3.2. Solution
5.1.3.3. Discussion
5.1.4. Serializing and De-Serializing ActionScript Objects to the File System
5.1.4.1. Problem
5.1.4.2. Solution
5.1.4.3. Discussion
5.1.5. Browsing for a File
5.1.5.1. Problem
5.1.5.2. Solution
5.1.5.3. Discussion
5.1.6. Getting a Directory Listing
5.1.6.1. Problem
5.1.6.2. Solution
5.1.6.3. Discussion
5.2. Working with HTML
5.2.1. Recognizing When a Page Has Fully Loaded
5.2.1.1. Problem
5.2.1.2. Solution
5.2.1.3. Discussion
5.2.2. Altering the Appearance of the HTML Component
5.2.2.1. Problem
5.2.2.2. Solution
5.2.2.3. Discussion
5.3. Using the Windowing API
5.3.1. Making a Window Transparent
5.3.1.1. Problem
5.3.1.2. Solution
5.3.1.3. Discussion
5.3.2. Using Your Own Window Chrome Elements
5.3.2.1. Problem
5.3.2.2. Solution
5.3.2.3. Discussion
5.3.3. Moving and Resizing a Window That Uses Custom Chrome
5.3.3.1. Problem
5.3.3.2. Solution
5.3.3.3. Discussion
5.3.4. Making a Window Cast a Shadow on the Desktop
5.3.4.1. Problem
5.3.4.2. Solution
5.3.4.3. Discussion
5.3.5. Saving and Restoring the Size and Position of a Window
5.3.5.1. Problem
5.3.5.2. Solution
5.3.5.3. Discussion
A. Apollo Packages and Classes
B. Apollo Command-Line Tools
B.1. AMXMLC
B.2. ADL
B.3. ADT
Index
About the Authors
Copyright
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Prev
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About the Authors
Apollo for Adobe Flex Developers Pocket Guide
Mike Chambers
Rob Dixon
Jeff Swartz
Editor
Steven Weiss
Copyright © 2009 Adobe Systems Inc.
Adobe Dev Library
2013-03-31T19:16:42-07:00
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