THERE'S A GREAT DEMAND TODAY for mobile content and applications. Many of the leading device manufacturers and platforms are supporting Adobe Flash Player, and since many of them are also integrating Adobe AIR directly into the mobile device's OS, there has never been a better time for getting to know how to author content designed for the small screen.
With the fast-moving pace of the mobile industry it's really important to keep abreast of the latest developments in the Adobe Flash Platform, and so Beginning Flash, Flex, and AIR Development for Mobile Devices includes all the key developments of “Flash on mobile” since my first book, Professional Flash Lite Mobile Development (Wrox, 2010).
Over the course of the book, you learn how to utilize industry-leading software for authoring mobile content. You'll become familiar with the Adobe Flex framework and the MXML components optimized for mobile devices. You'll also learn how to utilize the Flash Player 10.3 and AIR ActionScript 3.0 APIs.
The material set out in this book is really targeted for developers at all levels. At a base level it will help you start creating Flash-enabled mobile applications. This book also contains extensive code examples that are explained in detail and essentially cover how you create mobile applications from the ground up, targeted at Flash Player 10.1 and AIR 2.5, using ActionScript 3.0. The book is for anyone wanting to showcase mobile content across a range of mobile platforms.
This book is aimed at mobile developers looking to create and distribute new mobile applications.
Programmers and developers of all experiences will be able to use the book as a reference on how to author content for mobiles and devices using Adobe Flash, Flex, and AIR.
The book is designed to help both experienced mobile developers and newcomers gain a comprehensive introduction to Flash, Flex, and AIR. As such, Chapters 1 and 2 are primarily aimed at newcomers to the Adobe Flash Platform; the background to Flash, Flex, and AIR is discussed, along with the tools used in the creation of mobile applications — namely, Flash Builder and Device Central CS5.5.
Beginning Flash, Flex, and AIR Development for Mobile Devices introduces the reader to a number of topics covering the key authoring aspects of developing for the current iteration of the Adobe Flash Platform, guiding the reader through the following chapters:
The book is written in such a way that it allows the reader to pick up and start from any chapter.
By design, Chapters 1 through 3 contain relatively little code when compared to later chapters; from Chapter 4 onwards, you'll notice a substantial increase in the number of examples to follow and tasks to carry out.
Each chapter in the book will start with a list of chapter objectives and an introduction, and then end with a chapter summary, exercises, and a table of the key concepts learned in the chapter.
Chapter 10 will feature more tasks that rely on the reader using a mobile device to test content.
You will need to have one of the following Operating Systems:
To use the code samples and run the example applications in this book you will need the following:
While you do not explicitly need a Flash- or AIR-enabled mobile device, to complete all the tasks, a Google Android device running Gingerbread 2.3.4 is recommended. Many of the examples covered in this book, in addition to Google Android, will run on Apple iOS devices with version 4.x and above, including the iPad, iPhone, and iPod Touch devices. Each of the examples will also work on the BlackBerry PlayBook device, running the BlackBerry Tablet OS.
To help you get the most from the text and keep track of what's happening, we've used a number of conventions throughout the book. Among these are the Try It Out activity and the accompanying How It Works. A sample of the format follows:
The Try It Out is an exercise you should work through, following the text in the book.
WARNING Boxes with a warning icon like this one hold important, not-to-beforgotten information that is directly relevant to the surrounding text.
NOTE The pencil icon indicates notes, tips, hints, tricks, and asides to the current discussion.
As for styles in the text:
We present code in a few different ways:
We use this monofont type with no highlighting for some of the code examples.
We use bold to emphasize code that is particularly important in the present context.
Also, the Source view in Flash Builder provides a rich color scheme to indicate various parts of code syntax. This is a great tool to help you learn language features in the editor and to help prevent mistakes as you code. To reinforce the colors used in Flash Builder, the code listings in this book are colorized using colors similar to what you would see on screen in Flash Builder working with the book's code. In order to optimize print clarity, some colors have a slightly different hue in print than what you see on screen. But all the colors for the code in this book should be close enough to the default Flash Builder colors to give you an accurate representation of the colors.
The following example taken from Chapter 4 shows how code could be colored and highlighted:
package
{
import flash.display.Sprite;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.ui.Multitouch;
public class MultitouchAndGestures extends Sprite
{
private var multitouch:TextField;
public function MultitouchAndGestures()
As you work through the examples in this book, you may choose either to type in all the code manually, or to use the source code files that accompany the book. All the source code used in this book is available for download at www.wrox.com. When at the site, simply locate the book's title (use the Search box or one of the title lists) and click the Download Code link on the book's detail page to obtain all the source code for the book. Code that is included on the website is highlighted by the following icon:
Listings include the filename in the title and also are identified by a Listing number. If the downloaded item is just a code snippet, you'll find the filename in a code note such as this in the text:
NOTE Because many books have similar titles, you may find it easiest to search by ISBN; this book's ISBN is 978-0-470-94815-6.
Once you download the code, just decompress it with your favorite compression tool. Alternately, you can go to the main Wrox code download page at www.wrox.com/dynamic/books/download.aspx to see the code available for this book and all other Wrox books.
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To find the errata page for this book, go to www.wrox.com and locate the title using the Search box or one of the title lists. Then, on the book details page, click the Book Errata link. On this page, you can view all errata that has been submitted for this book and posted by Wrox editors. A complete book list, including links to each book's errata, is also available at www.wrox.com/misc-pages/booklist.shtml.
If you don't spot “your” error on the Book Errata page, go to www.wrox.com/contact/techsupport.shtml and complete the form there to send us the error you have found. We'll check the information and, if appropriate, post a message to the book's errata page and fix the problem in subsequent editions of the book.
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