Professional Flash Lite Mobile DevelopmentISBN: 978-0-470-54748-9
Paperback
576 pages
March 2010
This title is out-of-print and not currently available for purchase from this site.
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INTRODUCTION xvii
CHAPTER 1: FLASH IS MOBILE
Mobile Devices 1
The Mobile Ecosystem 2
Participants 2
Recommended Reading 4
Engaging Experiences That Work on Small Screens 4
What Is Flash Lite? 5
Past, Present, and Future 5
The Open Screen Project 6
Multiple Devices and Platforms 7
OEMs Supporting Flash Lite Player Development 7
Types of Flash Lite Mobile Content 7
Flash Lite Architecture 8
Flash Lite Player 3.x Features 9
Summary 12
CHAPTER 2: GETTING STARTED
Developing for Flash Devices 13
What You Will Need 14
Using Device Central 15
What Are Device Sets? 15
Using the Online and Local Libraries 16
Understanding Device Profiles 16
Creating Device Sets 17
Comparing Device Profile Information 18
Creating New Flash Mobile Documents 21
Creating a “Hello World” Example 23
Using the Emulator in Device Central 26
Memory and Device CPU 27
Testing on Mobile Devices 30
Devices with Flash Lite Pre-Installed 31
Remote Devices 31
Summary 31
CHAPTER 3: OBJECT-ORIENTED PROGRAMMING FOR FLASH LITE DEVELOPMENT
AS2 Revisited 33
Object-Oriented Programming for Flash Lite 35
Why OOP? 35
An OOP Example for Mobile 35
Mobile Device Considerations 47
Using fscommands to Communicate with the Device 47
Using Device Capabilities 60
System.capabilities 61
Events and Event Listeners 64
Using the EventDispatcher Class 64
Keys, Buttons, and Touch Input 68
Using the Key Class 68
Using the ExtendedKey Class 71
Handling Touch Interaction 72
Summary 74
CHAPTER 4: UI COMPONENTS
Sony Ericsson and Forum Nokia Component Libraries 76
Using Text 77
Using Buttons 77
UI Component States 78
Using the Component Inspector 78
Using Soft Keys 82
Using Status Bar 83
Using Title 84
Using Check Boxes 84
Using Radio Buttons 87
Using Lists 90
Creating a Single Row List 90
Using Modal Dialogues 96
Using Visual Indicators 98
The Progress Indicator 98
The Wait Indicator 100
Using Sliders 100
Using Scrollable Areas 102
Using the Scrollable Area Component 102
Using the Scrollable Text Component 103
Using Notification 104
Summary 105
CHAPTER 5: PUREMVC ACTIONSCRIPT 2.0 FRAMEWORK
Design Patterns and Development Frameworks 107
Time for a Development Framework 107
Design Patterns Used in PureMVC 109
PureMVC Key Concepts Explained 111
The Facade 111
Notifications and the Observer 114
Commands and the Controller 116
Mediators and The View 119
Proxies and the Model 125
Building a PureMVC Example 126
Creating a Model for the Example app 128
Creating the Example App’s Controller 132
Exploring the View 134
Viewing the Application in Device Central 136
Summary 136
CHAPTER 6: CREATING A TV LISTINGS APPLICATION
The Concept 139
TV Genius Search Engine API 140
Mandatory Search Parameters 140
Optional Search Parameters 140
Response Format for an API Call 141
Functional Requirements 142
Building the Application 142
The .fla File 143
Defining ApplicationFacade 143
Creating a Model for the TV Listings Application 144
Using XML Data 149
Creating the TV Listings Application’s Controller 158
Exploring the View 165
Viewing the Application in Device Central 174
Security Considerations: Loading Data 175
The crossdomain.xml File 176
Setting the Sandbox Type 176
Setting the Playback Security 176
Summary 177
CHAPTER 7: CREATING A MEDIA CONSOLE
The Core Media Classes 179
Using NetConnection 179
Using NetStream 180
Using the Video Object 184
Using the Sound Object 185
Streaming Audio and Video 190
Streaming FLV Video 190
Streaming MP3 Audio 191
System.capabilities Revisited 192
Building the Application 192
The .fla File 192
Defining ApplicationFacade 193
Creating a Model for the Media Console 196
Creating the Media Console’s Controller 218
Exploring the View’s Mediators 224
Viewing the Application in Device Central 238
Summary 239
CHAPTER 8: CREATING AN IMAGE VIEWER CLIENT
The Challenges 241
Supported Images 242
Loading Multiple Images 242
Memory Considerations 243
Handling Image Sizes 243
Components Used in the Image Viewer 243
MovieClipLoader 244
The SharedObject Class 254
Building the Application 255
The .fla File 256
Defining ApplicationFacade 256
Creating a Model for the Image Viewer 258
Exploring the View 268
Creating the Image Viewer’s Controller 275
Viewing the Application in Device Central 283
Summary 283
CHAPTER 9: CREATING A TWITTER CLIENT
Exploring the Twitter API 286
Twitter Fundamentals 286
Twitter API Methods 288
The SWX Format 292
What Is SWX? 292
User Timeline 294
Building the Application 298
The .fla File 299
Defining ApplicationFacade 299
Creating a Model for the Twitter Client 300
Creating the Twitter Client’s Controller 316
Exploring the View 322
Viewing the Application in Device Central 336
Summary 336
CHAPTER 10: USING NOKIA’S S60 PLATFORM SERVICES API
S60 Platform Services Overview 337
Download and Install the Library 338
How to Use the API Methods 338
Using AppManager 343
API Features 343
Using Calendar 347
API Features 347
Using Contacts 353
API Features 353
Using Landmarks 360
API Features 360
Using Location 365
API Features 365
Using Messaging 369
API Features 370
Using Media Management 378
API Features 378
Other S60 Platform Services 383
ActionScript Sensor Service API 383
ActionScript Logging Service API 384
ActionScript SystemInfo Service API 384
Summary 384
CHAPTER 11: CREATING A WEATHER CLIENT
Google APIs 385
Using Google Weather API 385
Weather Conditions 388
Forecast_Information 388
Using Google Map API 390
Wireframes and Design 397
Building the Application 398
The .fla File 399
Defining ApplicationFacade 399
Creating a Model for the Weather Client 400
Creating the Weather Client’s Controller 421
Exploring the View 426
Viewing the Application in Device Central 436
Summary 437
CHAPTER 12: USING SONY ERICSSON’S PROJECT CAPUCHIN PLATFORM SERVICES API
Project Capuchin Platform Services Overview 440
Project Capuchin API Services 440
How to Use the API methods 441
Using Accelerometer 441
API Features 441
Testing the API in Device Central 446
Using Bluetooth 448
API Features 448
Using Calendar 454
API Features 454
Using Contacts 457
API Features 458
Using File 461
API Features 461
Using I18n 465
API Features 465
Using Messaging 470
API Features 470
Using Persistency 471
API Features 471
Using Radio 475
API Features 475
Other Project Capuchin Services 483
Location 483
Multimedia 483
Summary 484
CHAPTER 13: PACKAGING FLASH LITE APPLICATIONS FOR DISTRIBUTION
Packaging Content 485
Packaging for Different Platforms 486
Using Swf2Jar 486
Creating a .jar File 487
Creating a .sis File 489
Obtaining a Unique Identifier (UID) 489
Creating the Package (PKG) File 491
Using makesis.exe 496
Application Signing 496
Certificates 497
Untrusted Content 497
Using makekeys.sis 498
Using signsis.exe 499
Signing for Windows Mobile 500
Signing for Symbian S60 500
Signing for Java 500
Signing Programs 501
Publishing to Aggregators 501
Application Icons 501
Using mifconv.exe 502
Using epocrc.exe 503
Nokia Flash Packaging Tool 505
Introducing Ovi from Nokia 506
The Ovi Store 506
Introducing PlayNow Arena from Sony Ericsson 507
Sony Ericsson Content Submission 507
Summary 508
APPENDIX: FLASH LITE 3.X ACTIONSCRIPT 2.0 QUICK
REFERENCE: FROM ARRAY TO XMLSOCKET 509
INDEX 537