Internet Books
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thought-and-design provokingReview Date: 2003-06-12
Thorough introduction to cyberspacesReview Date: 1999-12-14
The book fills in many details in the history of building cyberspaces.
Next year in cyberspace!
The best overview and analysis of cyberspace in the 90s.Review Date: 1999-03-13
It's not surprising then, that a uniquely comprehensive view should come from a member of the original generalist profession - architecture. In "ENVISIONING CYBERSPACE: Designing 3D Electronic Spaces," architect and media theorist, Peter Anders has succeeded in delivering one of the best and rarest overviews of the beginnings of the Information Age.
Integrity demands that I disclose that some of my own work is featured in this book, but what I discovered to my great surprise and delight, is that it's also filled with many incredible technologies and ideas that I was unaware of. Such is the difficulty in being aware of everything that's going on in our rapidly evolving era.
Anyone interested or involved in the design and development of information technologies would do well to read this book. The future is not limited to just a simple extrapolation of what's most commonly known today. The real Information Age is a vast, barely explored region of possibility around us and ahead. We're lucky to have Peter Anders serving as both Lewis and Clark.
Envisioning Cyberspace OptimisticallyReview Date: 1999-12-29

Used price: $0.01

Be careful what you order !Review Date: 1998-11-08
Allie doesn't get her program but the Internet Detectives discover that the company is located in Perth Australia. This is good because Internet Detective Tom lives in Perth and he goes to check things out locally. He discovers that CheckMate has been raided by the police and the boss has fled out of the country.
Here's a perfect International mystery for the Internet Detectives to solve. Even their buddy Mitch in New York is involved.
Pretty cool book. But Allie never gets her program ...
It tells what the book is about and what happens in it.Review Date: 1998-05-12
The greatest book.Review Date: 1998-01-28
Internet Detectives: Escape Key, by Michael ColemanReview Date: 1998-01-15

Used price: $1.99

JSFL BibleReview Date: 2006-02-07
JavaScript + Flash + Extensions = WOWReview Date: 2006-01-29
Basically it teaches the basic Flash user that you can extend what Flash normally does for you in its normal authoring environment. Like create new drawing tools, create commands that perform complex real-time tasks instantly (similiar to custom macros), create custom user interfaces, add timeline effects (scripted tweens) to any object, and create scripted behaviors (prebuilt code components) to help almost automate your Flash development.
If your an exisiting Flash developer who knows how code with ActionScript and needs a way to streamline your development environment and development time, this is a book you shouldn't pass up.
Great book for teaching how to create ExtensionsReview Date: 2004-07-25
At first I had never heard about 'Extending' Flash MX 2004, but hopefully my following explanation may help you to understand this concept if you are new to this term. Imagine Flash MX 2004 being a customizable browser such as Firefox. In Firefox, you can download snippets of programs called extensions that add some cool, extra features to your browser. Creating new extensions for Flash MX 2004 is similar to developing extensions for your browser. Using a new language called JavaScript Flash (JSFL), you have the ability to create scripts, commands, behaviors, etc. that add new functionality to not a Flash animation, but to your actual Flash MX 2004 application itself.
This book teaches you how to use JavaScript Flash to create extensions - custom commands, menu items, and others things to help make repetitive tasks easier and enhance your Flash MX 2004 program. You start with the basics and progress towards complicated techniques. Early on you start by creating a command that, for example, allows you to take any shape and automatically arrange them on a user-defined grid. Towards the end, you move beyond simple commands and learn how to modify Behaviors, create custom interfaces using XML, and more!
Another great feature of this book is the expansive JavaScript Flash (JSFL) reference. The JSFL reference section contains all of the various items of the JSFL language that you can refer to when creating your own JSFL extensions. For any JSFL code item or property, you will find a description, the types of values it accepts, and a code example.
If you use Flash MX 2004 extensively and are interested in automating some of the repetitive tasks or adding new, useful features to Flash, you will find this book's coverage of this new topic excellent for intermediate and advanced users.
Extending Flash makes your life easyReview Date: 2004-06-30

Used price: $20.69

Excellent 5th Grade Computer Resource!!Review Date: 2008-03-01
Easy to UseReview Date: 2008-02-08
Thrilled with fifth grade technology lessonsReview Date: 2008-02-04
terrificReview Date: 2008-02-01

Used price: $16.95

Fills Gaps for Editors and Producers AlikeReview Date: 2008-10-02
Virginia Quesada, Q MEDIA, INC. and VIDEOCULT.COM
Inspired by the Real questons of our StudentsReview Date: 2008-07-03
So often, the nature of these questions went beyond the technical text and sample projects that we were using in class. It is also frequently difficult to answer real-world questions about FCP in the classroom context. So many of these answers "depend on the project you are doing . . . "
Consequently, we took to using a series of real-world anecdotes - experiences of our own in postproduction that could illustrate the larger points regarding process and decision-making.
These experiences made the conceptual basis for this book, and those anecdotes became the case studies.
Robbie and I hope that you enjoy what we think is a unique approach!
Amazing Find: Great for any workflow -FCP or notReview Date: 2008-08-30
I am new to the production world; only just recently opening a boutique production company here in Chicago.
For a while I struggled with Final Cut Pro and maintaining productive organization from reel to distribution.
THIS BOOK HAS CHANGED EVERYTHING.
The amount of money that this book has saved me is starting to stretch into the thousands. Optimizing your workflow within Final Cut is the best way to maintain quality and effeciency.
Most creative media help books talk about specifics, glorified tutorials really. Final Cut Pro Workflows breaks down the entire process of post-production in a really straightforward way.
It even gives you amazing case studies that touch on not only the physical aspect of the post-production but dealing with clients, vendors, and talent.
Imagine the best textbook you ever read in school, especially on your favorite subject. I don't know about others but I would read it through, enjoying learning the material. Final Cut Pro Workflows does that.
This book, while obviously geared towards FCP (with suite specific hints, shortcuts, options), should also be marketed towards the overall creation and maintainability of any production company regardless of the suite.
With just a little bit of translation you can apply the business help aspects of this book to an Adobe/ Avid workflow or even a workflow that has takes advantage of ALL the available software out there.
I would highly recommend this book to anyone with a desire to take their production values to the professional level.
Great resource with helpful case studiesReview Date: 2008-06-16
Final Cut Pro Workflows is an awesome resource that doesn't cover all the same button pushing techniques that every other Final Cut Pro book does, but provides insightful and thoughtful workflow techniques that I've been able to apply to all my projects.
What I found particularly cool, and what I think separates this book from others is the 3rd part of book which is a collection of case studies. These case studies are great because they're written as a narrative and explore quite a few different workflows using Final Cut Pro.
This book is a must have!

Used price: $1.14

Great BookReview Date: 2001-05-15
Great BookReview Date: 2001-05-15
EssentialReview Date: 2001-07-19
You could learn Fireworks with this book if you are patient or have a lot of time, but its better suited as a reference book. The layout and order of things don't flow like a step by step, beginners book.
Don't get me wrong, this is an excellant book with a wealth of information. If you are looking for inspirational design ideas then this isn't it. There are some more advanced topics such as customizing Fireworks and a chapter on integrating Fireworks with Dreamweaver. Good value for the money. If you want to find info quick, this book fits the bill.
No nonsense in this oneReview Date: 2001-07-13
Used price: $7.15

An outstanding resource, even for adults!Review Date: 2000-07-12
Motivates interest in children.Review Date: 1999-04-29
Great bookReview Date: 2003-02-12
excellent guide for children to learn another language!Review Date: 2000-02-29

Used price: $8.87

Amazing book if you fit into its targeted audienceReview Date: 2007-07-14
Great writing style, quick read, essential reading if you fit into the targeted audience.
Simple, effective and to the pointReview Date: 2007-01-28
Even though the book is specifically targeted for technology products, the ideas and concepts apply equally well to any product that is being developed with a general audience in mind.
You dont need to be creating a product to purchase this book.
MUST READ if you deal with product dev/website designReview Date: 2006-12-30
Too many webmasters/product designers forget about the end user, and in this book the authors layout specific fallacies ("myths") and prescribe a better way of approaching development.
It's a quick read, but invaluable!
Not For Everyone...But That's A Supreme ComplimentReview Date: 2006-11-12

Used price: $5.50

I'm lovin it!Review Date: 2007-01-24
A work of art! Opens all new possibilities to script buildersReview Date: 2005-09-12
It is clearly written and reads more smoothly than most programming books. While it does assume a basic literacy with ActionScript, it does not leave you flailing with complex 3D concepts. You may have to pull out your definitions of sine and cosine, but beyond that, it is pretty light lifting.
The genious of the book is that it violates commmon assumptions, and this results in simple, elegant techniques that are also powerful for a wide range of problems. The common assumption is that Flash doesn't do 3D. Don't believe it anymore. If you are willing to use some basic limitations to your application (such as keeping your polygon count down), you can have some smoothly flowing, useful 3D applications with relatively little effort. And unless I'm mistaken, those applications will run equally well on a browser running on a Mac, Windows or Linux.
The solutions are simple and eclectic. The authors have created a variety of 3D engines - each optimized for a given purpose. The engines are simple enough that (in theory) you can take the source and enhance it to your needs. Each technique is backed up by source code that you can download from the publisher's web site. But don't shortchange yourself with only the sample code - the explanations in the text are worth the cost of the paper book.
Here are my favorite techniques:
* ch 8 (P 195) - Drawing API and Math for 3D - here they explain and provide a working polygon 3D engine. The demos work smoothly (at least 20-30 frames per second) on my cheap Dell laptop. The demos include a oragami bird and a rocket ship with at least 10-20 polgons each. It doesn't support bitmapped textures, but it does offer fill color and shading support.
* ch 9 - 3D Slice Engine - this is the more clever, powerful and non-obvious technique of the book. Check out "dad.swf" in the binary samples from the web site to get an idea of the power of this approach - the author has made a 3D talking head of his father from a photograph! The idea here is that if you can view your 3D world as a topographical map, then you can model it with a set of parallel planes, where each plane represents a certain cut through the entire 3D model. This approach, though not immediately intuitive, is extremely powerful in Flash because it plays on the strenghths of Flash. Each plane is represented by two "movieclip" objects, with one embedded in the other. The first one handles scaling, and the second handles rotation, within the scaled clip. The hidden surface problem is finessed because the planes are parallel - so you only reverse the rendering order once every 180 degrees of change in viewer angle. This enables you to handle full bitmap detail of your scenes, and the result is pretty dazzling! The basic rendering engine requires only about 50 lines of ActionScript!
* Ch 6 - Parallax Scrolling - This name is misleading - it really goes beyond a scrolling 2D game model. In the Wyvern's Claw" example, it explores the idea of building a 3D world like a movie set - with a set of strategically placed flat surfaces (like the fronts of buildings in the studio sets). Each surface is a movieclip, and your script manages the proper scaling and shading as the viewer moves through. The demo then shows an animated walk-through of a small town rendering in such a way. This seems very cool for a potential game.
I'm already using the Chapter 9 slice engine for a work-related project - multidimensional data browsing. So for me, the book was not only stimulating to read but valuable!
Trigonometry background required in some chaptersReview Date: 2005-02-23
Chapter 1 Introduction to Flash 3D
Chapter 2 Light and Shadow
Chapter 3 Scaling for 3D
Chapter 4 Isometric 3D
Chapter 5 Focus and Depth of Field
Chapter 6 Parallax Scrolling
Chapter 7 Text Effects in 3D Space
Chapter 8 Drawing API and Math for 3D
Chapter 9 3D Slice Engine
Chapter 10 Departure Lounge: Moving beyond Flash 3D
Chapters 1, 2, 3, 4, 6 and 10 don't require a trigonometry
background. One of Chapter 6 topics uses XML though.
The best chapters for me were 1, 2, 3, 4 and 6.
I gave the book 5 stars because it has something for everyone.
Some people use Flash to create digital art while others use it
for practical purposes. This book delivers to both people.
Unfortunately, I belong to the latter kind and some of the topics
aren't for me.
I also think that some chapters are impractical unless you're
really a math geek. For example, I think Chapter 8 - Drawing
API and Math for 3D -- is unnecessary because you can import
Swift 3D files.
Some of the authors also show you Actionscript without really
explaining what it does (I think they assume you do know trig).
I work for a software engineering firm (not as an engineer
though) but I do know that it's bad practice to embed magic
numbers -- literals that don't have apparent meaning -- in
any code. It's better to put them in constants.
One of the authors (the Chapter 4 author I think) said to get
a good book on trigo. I don't think I will because there are
plenty of free trigo tutorials on the web. I agree though that
to get the most out of Flash and this book, learning trigo is a
must.
Good gollyReview Date: 2003-12-02
I think I am, but this book showed me how much more there was to know!

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Eye opening to Flash Power - Flash 5 OR MX!!Review Date: 2002-07-06
This book is PACKED full of subtle but incredibly important lessons about the in's and out's of Flash, especially the in's and out's of ActionScripting.
I have been trying to learn ActionScripting for a few months. I used to be a bookkeeper but have a disability now that prevents me from sitting so I am pretty much housebound. Every mishap has it's silver lining and advanced ActionScripting is mine. The first time I looked at a script from 'Flash Math Creativity' it made me drool. I had never dreamed there could be such a thing as scripting mixed with web design mixed with math mixed with so many other parts of the brain.
I took a Javascript class a few years ago and loved it so I suppose it is not surprising I love ActionScript but I could not get my head around the basics. I am surrounded by books on ActionScripting and Javascript and HTML/DHTML, etc, Some really good ones too. It wasn't until I read the first ten pages of this book that I started understanding. I actually learned how to use databases with Flash using Arrays! In the first ten pages!
If there is that much to learn in the first ten pages, can you imagine how much there is in the rest of the book? Well, it is a lot. If you are a beginner, if you are intermediate, if you are an advanced user, if you use Flash 5 or if you use Flash MX, GET THIS BOOK!
Phew, I can't believe
I got so emotional over a book. Good luck with your future and happy scripting,
Leslie
A great book that helps me understand Flash so much clearerReview Date: 2002-03-25
I feel I need to write this review because this book has helped me so much. I wish to congratulate Bill Sanders and the editorial team for a great job done! Thank you.
Flash Actionscript F/x and DesignReview Date: 2001-03-17
Here are the problems I had with it:
1) The definitions in the glossary dont give thorough enough explanations.
2) The example scripts in the glossary rarely give the results of the given example.
3) The index is not very comprehensive. I look up "loadVariables" in the index...I can't find it ...it's under "variables" but not under "load"; I wanted to find out how to use access brackets to create a pathname that included a variable...no help...only one reference to access bracket is made under the subheading "Arrays" and the page referred-to hardly makes mention of access brackets much short of demonstrating the different ways they might be used.
The Author overall spends much too much time with "Projects" that demonstrate one way of using a series of scripts (and 90% of the explanations in these projects are of very simple scripts). Not nearly enough time is spent on demonstrating each script in multiple applications...like my above example of access brackets...there is more than one way of using them....or so I've found out on my own.
A Book that speaks my languageReview Date: 2001-03-26
Another area that gave me fits with Flash 4 was masking. It's not that difficult with Flash, but the author walked me through it in a way that I finally got it. It's full of those kinds of "oh now I get it" insights. The sound chapter not only shows how to bring in differnt types of sound, but where to get sound and how to coordinate sound with animated movement. I really liked the sound chapter and the "music video" example and the explanation of how to stop and start sound in Flash.
The chapter on movie editing and navigation was ok and a good review of navigation in Flash was there, but it was just a little simple. But the ActionScript chapter is the best I've ever seen. I started to learn ActionScript in Flash 4, but I'm glad I didn't. Flash 5 ActionScript is lot different and IMHO is a lot easier to learn--especially the path system. (I like the dot syntax way better than the slash syntax.) Also, the author shows how to move MCs without using Tell Target. He used the dot syntax.
I don't use QuickTime so I more or less skipped that chapter, but the last chapter was the best I've seen on using Generator 2 and external files. I wish the book had more on the different types of Generator 2 objects, but I can create pie charts like a pro (if you want a pie chart). Using external files with loadVariablesNum() and loadVariables() is very interesting, and I learned how to do it, but I need to learn a lot more about it. It gets pretty advanced in the last chapter, but it was clear enough so that I didn't feel lost.
It's a nice book to have around. The index is fine and both loadVariables() and loadVariablesNum() are indexed --I think that other reviewer got his books confused-- and so it's great for looking up different techniques. So if you want a book to see how to develop professional quality (or just really good amateur quality) Flash 5 movies, I think you'll like this a lot. I know I did.
Wonderful tips you will carry with you!Review Date: 2001-03-07
Related Subjects: Servers Web
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