Books & Videos

Table of Contents

  1. Chapter 1 AIR

    1. Installing the Adobe Development Tools

    2. Installing the AIR Runtime on an Android Device

    3. What Is in the AIR SDK

    4. New ActionScript Libraries

    5. AIR on the Desktop Versus AIR on Android

    6. Mobile Flash Player 10.1 Versus AIR 2.6 on Android

  2. Chapter 2 Call Me, Text Me

    1. Setting Up Your Device

    2. Creating a Project

    3. Creating the Application Descriptor

    4. Writing the Code

    5. Packaging Your Application As an APK File and Installing It on the Device

    6. Testing and Debugging

    7. Mobile Utility Applications

    8. Installing AIR on an Android Device via a Server

    9. Other Tools

    10. Conclusion

  3. Chapter 3 Android

    1. Android Software Development Kit

    2. How Does AIR Run on Android?

    3. Using the Command-Line Tool

    4. Conclusion

  4. Chapter 4 Permissions, Certificates, and Installation

    1. Why Mobile?

    2. The APK File

    3. Registering As an Android Developer

    4. Publishing an Application on the Android Market

    5. Controlling Distribution by Using the MAC Address

    6. Launching an AIR Application

    7. Monetizing Your Application

    8. Reporting

    9. Conclusion

  5. Chapter 5 Evaluating Device Capabilities and Handling Multiple Devices

    1. Hardware

    2. Software

    3. Creating Content for Multiple Screens

    4. Conclusion

  6. Chapter 6 Opening and Closing an Application and Saving Data

    1. The AIR Application

    2. Why and How to Save Data

    3. Conclusion

  7. Chapter 7 Multitouch Technology

    1. A Brief History

    2. What Is Multitouch and Gesture?

    3. The Multitouch Class

    4. The GestureEvent Class

    5. The TouchEvent Class

    6. The GestureWorks Library

    7. Designing for Touch

    8. Conclusion

  8. Chapter 8 Accelerometer

    1. What Is a Motion Sensor?

    2. Conclusion

  9. Chapter 9 Camera

    1. The Gallery Application and the CameraRoll Class

    2. The Camera Application and the CameraUI Class

    3. EXIF Data

    4. Conclusion

  10. Chapter 10 Geolocation

    1. Geolocation Classes

    2. Locating a Device Using Global Positioning System and Network/WiFi Technology

    3. AIR and Android

    4. Reverse Geocoding

    5. Maps

    6. EXIF Data and the Map Object

    7. The speed Property

    8. Conclusion

  11. Chapter 11 Microphone and Audio

    1. The Microphone

    2. Audio Assets

    3. Working with Sounds

    4. ID3 Tags

    5. Modifying Sound

    6. Raw Data and the Sound Spectrum

    7. Audio and Application Activity

    8. Conclusion

  12. Chapter 12 Video

    1. Preparing Video

    2. Playing Video

    3. Capturing Video

    4. Conclusion

  13. Chapter 13 StageWebView

    1. The Native Browser

    2. The StageWebView Class

    3. Conclusion

  14. Chapter 14 Hardware Acceleration

    1. Some Definitions

    2. Rendering, or How Things Are Drawn to the Screen

    3. GPU Rendering on Android

    4. The Display List

    5. Matrices

    6. Hardware-Accelerated Audio and Video

    7. Conclusion

  15. Chapter 15 Your Device and Others

    1. RTMFP UDP

    2. P2P Over a Local Network

    3. P2P Over a Remote Network

    4. Arduino and Physical Computing

    5. Conclusion

  16. Chapter 16 ViewManager

    1. Navigation

    2. Breadcrumb Navigation

    3. Flash Builder ViewNavigator

    4. Conclusion

  17. Chapter 17 Case Study

    1. The Album Application

    2. Conclusion

  18. Chapter 18 Asset Management

    1. Text

    2. Optimizing Art

    3. Bitmap Size and Mip Mapping

    4. Vector Graphics at Runtime

    5. Sprite Sheet and Blitting

    6. Custom Cursor

    7. Asynchronous Bitmap Decoding

    8. Caching Assets

    9. Components

    10. Conclusion

  19. Chapter 19 Best Practices for Development

    1. Resources on Optimization

    2. Where to Find Help

    3. How Does It Run?

    4. Memory

    5. Events

    6. Diagnostics Tools

    7. Conclusion

  1. Colophon