Search and Find

Book Title

Author/Publisher

Table of Contents

Show eBooks for my device only:

 

Interactive QuickTime - Authoring Wired Media

Interactive QuickTime - Authoring Wired Media

of: Matthew R. Peterson

Elsevier Reference Monographs, 2003

ISBN: 9780080495460 , 597 Pages

Format: PDF

Copy protection: DRM

Windows PC,Mac OSX Apple iPad, Android Tablet PC's

Price: 58,95 EUR



More of the content

Interactive QuickTime - Authoring Wired Media


 

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