Interactive QuickTime (eBook)
597 Seiten
Elsevier Science (Verlag)
978-0-08-049546-0 (ISBN)
*Describes concepts and techniques of interactivity applicable to technologies beyond QuickTime-including Flash.
*Features real-world, hands-on projects of progressive sophistication allowing developers to start with a project appropriate to their own level of QuickTime experience.
*A companion CD-ROM contains the book's source code, tutorials, and demo software, including a demo version of Live Stage Pro (with a discount offer for the full version).
Interactivity is one of the most captivating topics for today's online community. It is a fast-growing field pushed by the rapid development and dispersion of Java, Shockwave, Flash, and QuickTime. While several good books are available about the interactive capabilities of Java, Shockwave, and Flash, until now there hasn't been a book about QuickTime interactivity. A logical follow-up to QuickTime for the Web, this eagerly awaited book by Matthew Peterson details the power of QuickTime's wired media technology and provides a resource for professionals developing and deploying interactive QuickTime content. This content can extend far beyond simple movies-it can act as application user interfaces, educational multimedia, scientific display panels, musical instruments, games and puzzles, etc., and can interact with you, your browser, a server, or with other movies. Describes concepts and techniques of interactivity applicable to technologies beyond QuickTime-including Flash. Features real-world, hands-on projects of progressive sophistication allowing developers to start with a project appropriate to their own level of QuickTime experience.
Front Cover 1
Interactive QuickTime: Authoring Wired Media 2
Copyright Page 5
Contents 6
Foreword 16
Preface 19
What This Book Is and Is Not 19
How to Read This Book 20
Explorations 22
Acknowledgements 23
Part I: Background Information 26
Chapter 1. What Is Interactive QuickTime? 28
Explorations 32
Chapter 2. How Do You Play an Interactive Movie? 35
Explorations 39
Chapter 3. The Stuff QuickTime Is Made Of 44
What Are Atoms 44
Tracks 46
Samples 46
Sprite Track Samples 46
Sprites 47
Scripts 48
How to Make Interactive Sprite Tracks 51
Explorations 53
Part II: Wiring Existing Movies 54
Chapter 4. Getting Familiar with the Tools 56
Explorations 66
Chapter 5. Customizing the Presentation of an Existing Movie 68
Explorations 74
Chapter 6. Digital Rights Management 76
Explorations 82
Chapter 7. Adding DVD Features 84
Explorations 92
Part III: Sprite Worlds 94
Chapter 8. A Simple World 96
Explorations 108
Chapter 9. Talking with Sprites 110
Targets 110
Properties 112
Actions 114
Custom Actions 116
Custom Properties 119
Rotation Behavior 120
Explorations 122
Chapter 10. Collision Detection 124
Bounds Overlap 127
Radius Overlap 131
Point Testing 134
Explorations 140
Chapter 11. Cel-Based Animation 142
Picasso 143
Interactive Door 145
Looping Images 147
Inchworm Technique 151
Onionskinning 155
Coordinated Animation 157
Cel-Based Pushing 158
Cel-Based Dragging 160
Explorations 161
Chapter 12. User Interaction 164
Pop Quiz 165
Mouse Event Definitions 166
Checkbox 170
Mouse Hit Testing 172
Mouse Enter and Mouse Exit 173
Mouse Moved 175
Drag Manager 175
Double Clicks 179
Focus 180
Key Events 181
Keyboard Managers 186
Explorations 187
Chapter 13. Scripted Motion 190
Linear Interpolation 191
Easing In and Out 192
Motion along a Mathematical Function 194
Circular Motion 198
Paths 201
Spline Interpolation 204
Explorations 207
Chapter 14. Scripted Stretching 210
Bar Graphs 211
Drawing Lines 213
Perspective 216
Explorations 218
Chapter 15. Cloning Sprites 222
Making New Sprites 222
Cloning Sprites with Behavior 224
Disposing of Sprites 226
Explorations 228
Chapter 16. Modeling Physics 230
Forces 230
Friction 233
Collisions 235
Explorations 237
Part IV: User Interfaces 240
Chapter 17. Buttons 242
Simple Buttons 242
Checkboxes 246
Components 248
Radio Buttons 249
Explorations 252
Chapter 18. Sliders 254
Explorations 258
Chapter 19. Text Input 260
Filtering the Input 265
Text Field Component with Border 266
Recursive Connections 268
Multilined Text Areas 268
Password Fields 269
Explorations 272
Chapter 20. Menus 274
Explorations 279
Part V: Multimedia 280
Chapter 21. Audio and Video 282
Audio 284
Video 287
Loading Linear Media 292
Explorations 293
Chapter 22. Effects 296
Codec Effects 299
Explorations 301
Chapter 23. Image Overrides 302
Explorations 306
Chapter 24. MIDI Instruments 308
SoundFonts 314
Sampled Instruments 315
Explorations 318
Chapter 25. Text Tracks 320
Scrolling Ticker Tape 320
LCD Clock 322
Text Links (Hotspots) 330
Searching Text Captions 333
Explorations 340
Chapter 26. Flash Tracks 344
Controlling QuickTime from a Flash Button 345
Controlling a Flash Button from QuickTime 347
Controlling Flash Movie Properties 350
Explorations 351
Chapter 27. QTVR 354
Controlling VR 357
Multinodes, Hotspots, Cubics, and Maps 360
Explorations 364
Chapter 28. MovieTracks 368
Explorations 375
Chapter 29. Third-Party Tracks 378
Explorations 383
Chapter 30. Other Tracks 384
Video Tracks in Disguise 384
Text Tracks in Disguise 384
Timecode Tracks 385
Modifier and Tween Tracks 386
QuickDraw 3D Track 388
Streaming Tracks 388
Hint Tracks 388
PDF Tracks 389
Fast Tracks (FT) 389
Cursor Tracks 389
WorldWideVariables Tracks 391
Base Tracks 391
Explorations 392
Part VI: Communicating with the World 394
Chapter 31. XML and QTLists 396
QTLists versus XML 398
Working with QTLists 402
Explorations 407
Chapter 32. Loading Data 410
Explorations 413
Chapter 33. Setting Up a QTList Server 416
About Tekadence Magik 416
Setting Up the Test Server 417
Explorations 419
Chapter 34. Sending Data to a Server 422
Launch the Server 422
Explorations 428
Chapter 35. Exchanging QTLists 430
Explorations 439
Chapter 36. Communicating with the Browser 442
Passing Data into a Movie 446
Explorations 448
Chapter 37. Dynamic Media 452
Explorations 461
Chapter 38. Intermovie Communication 464
IsMovieActive 469
Explorations 469
Chapter 39. Communicating with Applications 472
Explorations 475
Appendices 478
Appendix A. Useful Numbers 480
Appendix B. Math Functions 488
Appendix C. String Functions 496
Appendix D. QTList Functions 502
Appendix E. Programming Techniques 508
Spatial Programming 508
Breaking a Loop 509
Exception Handling and Error Detection 510
Functions, Methods, and Subroutines 511
Recursion 512
Numerical Correction 513
Dividing by Zero (Epsilon Correction) 514
Random Number Generation 516
Dictionaries and Lists 517
Debugging 518
Profiling 519
Lazy Constructors 520
Parallel Processing 521
Sustainable Hacking 523
Dynamic Script Evaluation 523
Collaboration 524
Appendix F. Sprite and Track Geometry 526
Coordinate System 526
Spatial Properties 527
Distance between Two Tracks 529
2.5 Dimensions 529
Screen Updates 530
Matrix Transformations 530
Area of Sprites 538
Sprite Center 539
Two Points 540
A Point and a Line 540
Two Lines 541
Regular Polygons 541
Triangles 541
Circles 541
Spheres 542
Appendix G. Graphics Modes 544
Appendix H. Codecs 546
Appendix I. General MIDI 548
Instruments 548
Drum Kits 550
Controllers 551
Appendix J. Components 552
Appendix K. QTText Tags 556
Appendix L. HTML Embed Parameters 560
Embed Attributes 561
Appendix M. Wired Actions 564
Appendix N. Wired Constants 572
Appendix O. ASCII Table 578
Appendix P. Wired Sprites with Java 582
Appendix Q. Web Links 584
Appendix R. Contributing Developers 588
Appendix S. CD Contents 590
Glossary 594
Index 600
About the Author 623
QuickTime Developer Series 624
Erscheint lt. Verlag | 29.9.2003 |
---|---|
Sprache | englisch |
Themenwelt | Sachbuch/Ratgeber |
Informatik ► Betriebssysteme / Server ► Macintosh / Mac OS X | |
Mathematik / Informatik ► Informatik ► Datenbanken | |
Mathematik / Informatik ► Informatik ► Grafik / Design | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
ISBN-10 | 0-08-049546-X / 008049546X |
ISBN-13 | 978-0-08-049546-0 / 9780080495460 |
Haben Sie eine Frage zum Produkt? |
![PDF](/img/icon_pdf_big.jpg)
Kopierschutz: Adobe-DRM
Adobe-DRM ist ein Kopierschutz, der das eBook vor Mißbrauch schützen soll. Dabei wird das eBook bereits beim Download auf Ihre persönliche Adobe-ID autorisiert. Lesen können Sie das eBook dann nur auf den Geräten, welche ebenfalls auf Ihre Adobe-ID registriert sind.
Details zum Adobe-DRM
Dateiformat: PDF (Portable Document Format)
Mit einem festen Seitenlayout eignet sich die PDF besonders für Fachbücher mit Spalten, Tabellen und Abbildungen. Eine PDF kann auf fast allen Geräten angezeigt werden, ist aber für kleine Displays (Smartphone, eReader) nur eingeschränkt geeignet.
Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen eine
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen eine
Geräteliste und zusätzliche Hinweise
Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.
aus dem Bereich