Training course outlines and descriptions
Flash Lite 2.0/2.1: Mobile Application Development
(Prices and course length may vary. Check with your local training center for this information.)
Description
Flash Lite 2.0/2.1: Mobile Application Development provides students the knowledge
and hands-on practice they need to produce and deliver high-quality animations,
interfaces, games and applications specifically designed to take advantage of mobile
device capabilities. The course allows a developer with no Flash experience to quickly
start improving their mobile workflow using Flash Lite, and to develop applications
much faster than with other technologies. The course is task based, with students
learning by actually building these applications. The course focuses on mobile best
practices and students will learn how to build applications that run efficiently on lower
powered mobile devices.
Course length
Three days
Audience
To be fully prepared to understand all the learning points in this course you
must come in with the following knowledge:
- Knowledge of mobile terminology.
- Knowledge of a scripting language.
You are not required to have any knowledge of authoring Flash applications or
development in other mobile technology.
Course outline
Introducing Flash Lite 2.0/2.1
- Reviewing the course outline
- Understanding the Mobile Landscape
- Introducing Flash Lite 2.0 / 2.1
Getting Started
- Installing the Adobe Flash Lite Player
- Installing the Flash Lite Player on a Device
- Learning the Flash CS3 Professional Interface
- Exploring the interface elements
- Using Document Templates
- Publishing Mobile Documents
Using Adobe Device Central
- Moving SWF Files to a Handset
- Comparing Mobile Specific Issues with the Desktop Flash player
- Using Adobe Device Central
- Testing content in Adobe Device Central
- Create a New Flash Lite Document
- Using Device Profiles and Device Sets
- Testing Content with Device Parameters
Using Visual Objects
- Organizing Mobile Applications
- Organizing Graphical Assets
- Understanding Image Types
- Importing Images
- Creating Vector Images
- Organizing Mobile Applications
- Understanding Movie Clips
- Understanding Buttons
- Creating a Movie Clip and Using Buttons
- Creating Mask Effects
Working with Text Assets
- Working with Text Assets
- Changing text properties
- Creating Input Text Fields
- Understanding Font Handling
- Optimizing Text for Mobile Devices
Creating Timeline Based Animation
- Creating Animations
- Creating Motion Tweens
- Controlling the Timeline
- Creating an Animation
- Creating Frame-by-Frame Animations
- Onion skinning
- Using distribute to layers
- Balancing Quality and Performance
- Animation Best Practices
Building Well Architected Applications
- Data Typing Objects
- Declaring Objects and Data Typing
- Controlling Application Flow
Controlling Visual Objects with ActionScript
- Adding Actions to Timeline Frames
- Controlling Visual Objects
- Creating Visual objects at runtime
- Controlling object depth using ActionScript
- Dynamically Controlling MovieClips
Building an Effective User Interface
- Handling User Events on a Device
- Communicating with the device
- Setting the Soft Key labels
- Handling Key Presses
- Guiding the User’s Experience
- Referring to code in another timeline
- Using _parent
Creating a Mobile Game
- Using ActionScript to animate
- Changing MovieClip properties over time
- Using ActionScript for Animation
- Changing an animation interactively
- Stopping an animation
- Deleting the onEnterFrame event
Using Class Based Development
- Creating Classes in ActionScript
- Linking a Class to a MovieClip symbol
- Creating and Using ActionScript Classes
- Defining class properties and methods
- Managing Scope issues in class files
Loading and Using XML Data to drive Dynamic Content
- Using XML
- Loading XML data into Flash Lite
- Loading XML
- Understanding Array and Objects variables
- Parsing and using XML data
Streaming Data Synchronously to the Handset
- Introducing XML Sockets
- Setting Up a Jabber Account
- Using XMLSocket in Flash Lite 2.1
- Passing XML Data through Jabber
- Assembling XML data
Writing Persistant Data to the Device
- Persisting Data in a Flash Lite Application
- Persisting Data
- Posting XML data to be persisted on the server
- Dispatching custom events
Using Sound with Mobile Devices
- Incorporating sound into a Flash Lite application
- Using the Sound Class
- Testing for Sound Capabilities
- Loading External Sounds
- Controlling Sound
Adding Video to a Mobile Application
- Using Video in Flash Lite 2
- Using Bundled Device Video
- Using External Device Video
Creating Flash Lite Content For BREW
- Using BREW and Flash Lite
- Setting up the BREW environment
- Authoring Flash Lite Applications for BREW
- Uploading to BREW Enabled Devices for testing