This video demonstrates the construction and layout of a Feathers Screen class. The home screen of our application is rather simple. It includes a graphical title image and a little bit of text. We'll employ a scroll container to contain these items, followed by the objects themselves in the form of an image loader and a label.
Feathers components have no default visual representation until a theme is applied. We'll see how to add a theme to a project.
Starling and feathers are both GPU accelerated frameworks. Built upon Flash Player and AIR stage 3D technology. This recording serves as an overview of the relationship between stage 3D, starling, and feathers. Stage 3D is the name given to the new set of APIs in Flash Player 11 and AIR 3, which allowed GPU accelerated rendering of both 2D and 3D content. Note that working with Stage 3D is very different from working with the traditional display list.
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Adobe Apps for Education provides an introduction to Adobe software applications, helps you learn what you can create, and inspires with ideas for sample projects using these tools.
The document categorizes the types of digital content that you can create with Adobe software applications and identifies which tools are best for creating different kinds of content. Each content category includes sample projects for beginner, intermediate, and expert Adobe users. Some projects include hyperlinks to tutorials on Adobe for Academics, Adobe TV, and the Adobe Education Exchange.
The document also includes an Adobe app glossary to help you easily identify the wide diversity of software applications Adobe offers.
This document is published in three different formats:
Low resolution interactive PDF file - this version is ideal for sharing digitally or sending over email and includes hyperlinks to tutorialsHigh resolution interactive PDF file - this version is ideal for sharing... Read More
Video demonstration of how to update the Adobe AIR SDK and new compiler which is bundled with Flash Builder 4.7.
Bloom's Taxonomy Cheat Sheet by Francie Kugelman
Posted on Jul 31, 2013 by David Egbert
If you're looking for a student only view of Behance portfolios please see http://studentshow.com instead of going to the normal site. Student Show displays only the online portfolios of students.
I would like to introduce a draft of what a four-year Adobe curriculum could potentially look like. This is in response to the question at http://edex.adobe.com/resource/c2eda9/.Disclaimer: Several of the products on this list I have never used, or know only slightly. If the community would like to take ownership of this curriculum outline and fix it up, please do! Year 1: Basic artistic competency. Year 2: Advanced artistic competency.Year 3: Basic programming competency.Year 4: Advanced programming competency.
I am trying to figure out what order is the best way to learn everything Adobe. I have started with Photoshop, Illustrator, and In Design. Where should I go next, and what is the best way to go about it if I don't have the ability to drive to a school and take classroom classes. Thank you in advance, as I want to learn every one of the Adobe products I subscribe to in depth. I am curious the recommended learning order.DanielCalderone514@gmail.com
In this article, we will be enabling a multi-screen layout for a Flash-based game menu to work, across devices of varying screen resolutions, seamlessly. The game is a fictional work named “Burning Feathers”. It has three separate screens that you can access from the startup menu. These screens should adapt to a variety of layouts, screen sizes, resolutions, and operating systems across desktop, tablet, and mobile devices.
In the past, if we wanted to copy some data from a camera object to a bitmap, we would need to draw the data from the display object using flash.display.BitmapData.draw() and then manipulate it in some way. This is problematic at times… if there is no way of knowing whether we have valid bitmap data to draw from!
Using Flash Player 11.4, we have a number of alternatives to this workflow which allow us to both listen for an event to fire once a frame is available to have its data harvested, and a number of methods from retrieving the frame data from the camera object in order to manipulate it.
Posted on Oct 3, 2012 by Chris Huston
Queuing Theory is included in many introductory Operations Management courses and plays an important part in a company minimizing costs and/or improving customer satisfaction. However, the theory tends to be rather dry and the math can be complex and abstract. As a result, learners often struggle to get a good understanding of Queuing Theory and how it can be applied in real-world contexts.
Solution Part 1: QueueSim
QueueSim is a web application developed with Flash Builder, Photoshop, and InDesign that runs on desktop computers, iPads, and Android Tablets. QueueSim simulates one or more queues for one or more service stations. The graphics in the animation are meant to roughly represent queuing in an Emergency Room. The animated queue and real-time chart are intended to help students get a visceral understanding of queuing, to really see and feel the effects of queues while allowing them to adjust a wide range of parameters to explore different queuing scenarios and how they might better manag... Read More
Posted on Oct 2, 2012 by Bruce Boehne
Students work individually or in small groups to select a product and project that product 20 years into the future. They create a company on paper to produce the product and seek investor captitalization by issuing stock at an IPO.
Posted on Oct 1, 2012 by Mahmoud Amer
This is an Adobe-Air App created with Adobe Flash Professional CS5.5. The app includes 1500 academic words that appear frequently in academic texts. The app provides learners with the ability to learn these words via powered quizzes, look-ups from the dictionary of their choice, and also offers flash-card like activities to review the words. There is also a search functionality that allows learners to search using any keyword imaginable to find synonyms to the words. The powered quizzes allow learners to focus on words they usually get wrong on the quizzes. Every word has a power number that goes up every time the word is not identified on the quiz correctly. The number goes down when it is identified correctly on the quiz. The app also allows learners partial credit if they can guess the meaning of the word by giving them three tries. This app utilizes the Touch Features available in the Adobe CS 5.5 Flash version. The learners swipe up to look up the word using Google images (to help them see the word in di... Read More
As there seems to be theme of "gamifying" education, contests are the perfect motivator. Here's a contest open to students of all ages in California. It includes all kinds of digital media in curriculum areas.
Starling is an ActionScript 3 2D framework developed on top of the Stage3D APIs (available on desktop in Flash Player 11 and Adobe AIR 3). Starling is mainly designed for game development, but could be used for many other use cases. Starling makes it possible to write fast GPU accelerated applications without having to touch the low-level Stage3D APIs.
Most Flash developers want to be able to leverage GPU acceleration (through Stage3D) without the need to write such higher-level frameworks and dig into the low-level Stage3D APIs. Starling is completely designed after the Flash Player APIs and abstracts the complexity of Stage3D (Molehill) and allows easy and intuitive programming for everyone.
Obviously Starling is for ActionScript 3 developers, especially those involved in 2D game development; of course you will need to have a basic understanding of ActionScript 3. By its design (lightweight, flexible and simple), Starling can be used also be used for other use cases like UI programming. That said, everyth... Read More
This book will present you with a full rundown of all the new features in the upcoming AIR 3.0 runtime. Along with each feature, if applicable, will be a demonstration of how to employ the new feature. There's also be a short introduction to AIR and a chapter dedicated to providing you with additional resources.
Learn to Code: This website is the easiest way to learn code. For those who are interested in game design, developing apps., or web design, here's a great way to get started. Appropriate for "kids of all ages," this helps to build the background knowledge necessary to put students on the right path. It's interactive, fun, and collaborative.
In this lesson, you'll learn how to use the iOS Provisioning Portal to set up certificates, devices, and the App ID for your application.
To form a valid submission, the Android Market requires an .apk to be signed with a digital code signing certificate that has certain precise properties. In this lesson, you'll see how to do this correctly and avoid trouble with your submission.
In this lesson, you'll see how to enable the video playback of an .flv file on the device by using the Video Display object, along with the NetConnection and NetStream classes in ActionScript.
AIR for mobile enables you to invoke Google Maps through the default web browser or Maps application. In this lesson, you'll see how to invoke the default map application and have it display specific coordinates.
The zoom gesture is a pinching and pulling motion with two fingers. In this lesson, we'll look at how to use the multitouch zoom gesture when scaling an object on the Stage.