Interactive QuickTime: Authoring Wired Media (互動式QuickTime:創作有線媒體)

Matthew R. Peterson

  • 出版商: Morgan Kaufmann
  • 出版日期: 2003-08-22
  • 定價: $1,870
  • 售價: 5.0$935
  • 語言: 英文
  • 頁數: 597
  • 裝訂: Paperback
  • ISBN: 1558607463
  • ISBN-13: 9781558607460
  • 相關分類: Java 程式語言
  • 立即出貨(限量) (庫存=1)

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商品描述

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.

Contents

Foreword by Steven Gulie
Preface
What This Book Is and Is Not
How to Read This Book
Explorations
Acknowledgements

Part I Background Information

Chapter 1 What Is Interactive QuickTime?
Explorations

Chapter 2 How Do You Play an Interactive Movie?
Explorations

Chapter 3 The Stuff QuickTime Is Made Of
What Are Atoms
Tracks
Samples
Sprite Track Samples
Sprites
Scripts
How to Make Interactive Sprite Tracks
Explorations

Part II Wiring Existing Movies

Chapter 4 Getting Familiar with the Tools
Explorations

Chapter 5 Customizing the Presentation of an Existing Movie
Explorations

Chapter 6 Digital Rights Management
Explorations

Chapter 7 Adding DVD Features
Explorations

Part III Sprite Worlds

Chapter 8 A Simple World
Explorations

Chapter 9 Talking with Sprites
Targets
Properties
Actions
Custom Actions
Custom Properties
Rotation Behavior
Explorations

Chapter 10 Collision Detection
Bounds Overlap
Radius Overlap
Point Testing
Explorations

Chapter 11 Cel-Based Animation
Picasso
Interactive Door
Looping Images
Inchworm Technique
Onionskinning
Coordinated Animation
Cel-Based Pushing
Cel-Based Dragging
Explorations

Chapter 12 User Interaction
Pop Quiz
Mouse Event Definitions
Checkbox
Mouse Hit Testing
Mouse Enter and Mouse Exit
Mouse Moved
Drag Manager
Double Clicks
Focus
Key Events
Keyboard Managers
Click Anywhere Keyboard Manager
Key Polling Manager
Explorations
Answers to Quiz

Chapter 13 Scripted Motion
Linear Interpolation
Easing In and Out
Motion along a Mathematical Function
Circular Motion
Paths
Spline Interpolation
Explorations

Chapter 14 Scripted Stretching
Bar Graphs
Drawing Lines
Perspective
Explorations

Chapter 15 Cloning Sprites
Making New Sprites
Cloning Sprites with Behavior
Disposing of Sprites
Explorations

Chapter 16 Modeling Physics
Forces
Friction
Collisions
Explorations

Part IV User Interfaces

Chapter 17 Buttons
Simple Buttons
Checkboxes
Components
Radio Buttons
Explorations

Chapter 18 Sliders
Explorations

Chapter 19 Text Input
Filtering the Input
Text Field Component with Border
Recursive Connections
Multilined Text Areas
Password Fields
Explorations

Chapter 20 Menus
Explorations

Part V Multimedia

Chapter 21 Audio and Video
Audio
Video
Loading Linear Media
Explorations

Chapter 22 Effects
Codec Effects
Explorations

Chapter 23 Image Overrides
Explorations

Chapter 24 MIDI Instruments
SoundFonts
Sampled Instruments
Explorations

Chapter 25 Text Tracks
Scrolling Ticker Tape
LCD Clock
Text Links (Hotspots)
Searching Text Captions
Explorations

Chapter 26 Flash Tracks
Controlling QuickTime from a Flash Button
Controlling a Flash Button from QuickTime
Controlling Flash Movie Properties
Explorations

Chapter 27 QTVR
Controlling VR
Multinodes, Hotspots, Cubics, and Maps
Explorations

Chapter 28 MovieTracks
Explorations

Chapter 29 Third-Party Tracks
Explorations

Chapter 30 Other Tracks
Video Tracks in Disguise
Text Tracks in Disguise
Timecode Tracks
Modifier and Tween Tracks
QuickDraw 3D Track
Streaming Tracks
Hint Tracks
PDF Tracks
Fast Tracks (FT)
Cursor Tracks
WorldWideVariables Tracks
Base Tracks
Explorations

Part VI Communicating with the World

Chapter 31 XML and QTLists
QTLists versus XML
Working with QTLists
Explorations

Chapter 32 Loading Data
Explorations

Chapter 33 Setting Up a QTList Server
About Tekadence Magik
Setting Up the Test Server
Explorations

Chapter 34 Sending Data to a Server
Launch the Server
Explorations

Chapter 35 Exchanging QTLists
Explorations

Chapter 36 Communicating with the Browser
Passing Data into a Movie
Explorations

Chapter 37 Dynamic Media
Explorations

Chapter 38 Intermovie Communication
IsMovieActive
Explorations

Chapter 39 Communicating with Applications
Explorations

Appendices

Appendix A Useful Numbers

Appendix B Math Functions

Appendix C String Functions

Appendix D QTList Functions

Appendix E Programming Techniques
Spatial Programming
Breaking a Loop
Exception Handling and Error Detection
Functions, Methods, and Subroutines
Calling Functions across Tracks and Movies
Recursion
Numerical Correction
Floating-Point Precision
Dividing by Zero (Epsilon Correction)
Random Number Generation
Custom Random Generator
Dictionaries and Lists
Debugging
DebugStr
Profiling
Lazy Constructors
Parallel Processing
Sustainable Hacking
Dynamic Script Evaluation
Collaboration

Appendix F Sprite and Track Geometry
Coordinate System
Spatial Properties
Distance between Two Tracks
2.5 Dimensions
Screen Updates
Matrix Transformations
Area of Sprites
Sprite Center
Two Points
A Point and a Line
Two Lines
Regular Polygons
Triangles
Circles
Spheres

Appendix G Graphics Modes

Appendix H Codecs

Appendix I General MIDI
Instruments
Drum Kits
Controllers

Appendix J Components

Appendix K QTText Tags

Appendix L HTML Embed Parameters
Embed Attributes

Appendix M Wired Actions

Appendix N Wired Constants

Appendix O ASCII Table

Appendix P Wired Sprites with Java

Appendix Q Web Links

Appendix R Contributing Developers

Appendix S CD Contents

Glossary
Index
About the Author
QuickTime Developer Series

商品描述(中文翻譯)

互動性是當今網絡社區中最引人入勝的話題之一。它是由Java、Shockwave、Flash和QuickTime的快速發展和普及推動的快速增長領域。雖然有幾本關於Java、Shockwave和Flash的互動能力的好書可供選擇,但直到現在還沒有一本關於QuickTime互動性的書籍。這本由Matthew Peterson撰寫的期待已久的書籍是《QuickTime for the Web》的合理續集,詳細介紹了QuickTime有線媒體技術的強大功能,並為專業人士提供了開發和部署互動QuickTime內容的資源。這些內容可以遠遠超出簡單的電影,它們可以作為應用程序用戶界面、教育多媒體、科學展示面板、音樂樂器、遊戲和謎題等,並且可以與您、您的瀏覽器、服務器或其他電影進行互動。

目錄
前言:Steven Gulie
前言
本書的內容
閱讀本書的方法
探索
致謝

第一部分 背景信息
第1章 什麼是互動QuickTime?
探索

第2章 如何播放互動電影?
探索

第3章 QuickTime的組成部分
什麼是原子
軌道
樣本
精靈軌道樣本
精靈
腳本
如何製作互動精靈軌道
探索

第二部分 配線現有電影
第4章 熟悉工具
探索

第5章 自定義現有電影的演示
探索

第6章 數字版權管理
探索

第7章 添加DVD功能
探索

第三部分 精靈世界
第8章 簡單的世界
探索

第9章 與精靈對話
目標
屬性
動作
自定義動作
自定義屬性
旋轉行為
探索

第10章 碰撞檢測
邊界重疊
半徑重疊
點測試
探索

第11章 基於圖像的動畫
畢加索
互動門
循環圖像
蠕動技術
洋蔥皮動畫
協調動畫
基於圖像的推動
基於圖像的拖動
探索

第12章 用戶交互
小測驗
鼠標事件定義
複選框
鼠標命中測試
鼠標進入和鼠標離開
鼠標移動
拖動管理器
雙擊
焦點
鍵盤事件
鍵盤管理器
點擊任意位置的鍵盤管理器
鍵盤輪詢管理器
探索
小測驗答案

第13章 腳本運動
線性插值
緩入和緩出
沿數學函數運動
圓形運動
路徑
樣條插值
探索

第14章 腳本拉伸
條形圖
繪製線條
透視
探索

第15章 克隆精靈
創建新精靈
具有行為的克隆精靈
處理精靈
探索

第16章 物理建模

摩擦
碰撞
探索

第四部分 用戶界面
第17章 按鈕
簡單按鈕
複選框
組件
單選按鈕
探索

第18章 滑塊
探索

第19章 文本輸入
過濾輸入
帶邊框的文本字段組件
遞歸連接
多行文本區域
密碼字段
探索

第20章 菜單
探索

第五部分 多媒體
第21章 音頻和視頻
音頻
視頻
加載線性媒體
探索

第22章 特效
編解碼器效果
探索

第23章 圖像覆蓋
探索

第24章 MIDI樂器
S