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Interactive QuickTime: Authoring Wired Media

by: Matthew Peterson

On-line Price: $51.70 (includes GST)

Paperback package 597

60%Off Retail Price

You save: $77.00

CLEARANCE Item - Special discount -limited stock
_____________________
N.Sydney : In Stock

Retail Price: $128.70

Publisher: ,2003/09/29

Category: QUICKTIME Level:

ISBN: 1558607463
ISBN13: 9781558607460

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Features & Benefits


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      Describes concepts and techniques of interactivity applicable to technologies beyond QuickTime--including Flash.


  Features real-world, hands-on projects of progressive sophistication allowing developers to start with a project appropriate to their own level of QuickTime experience.


  A companion CD-ROM contains the book's source code, tutorials, and demo software, including a demo version of Live Stage Pro (with a discount offer for the full version).


  Reviews


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  'Matthew Peterson, one of the world's most innovative minds, infuses Interactive QuickTime with applicable insight and helpful humor. This book goes well beyond the basics, far into the best practices, with plenty of supporting scripts and sample projects. Covering a wide spectrum of topics, Interactive QuickTime: Authoring Wired Media addresses the building of UIs, repurposing already existing media, using physics for richer motion, and that's just getting started. The appendices along with the exploration of XML in QuickTime are indispensable resources for the active producer of QuickTime media. I am excited to have this resource available for QuickTime authors!'

--Michael Shaff, founder of Small Hands


  'This book belongs on the shelf of anyone who takes multimedia development seriously. For the aspiring QuickTime media developer, it addresses the most critical authoring issues--and the techniques described are clever and applicable to multimedia development of any ilk.'

--Ken Loge, Oregon Research Institute


  'You are holding a book written by one the smartest people I have ever met--and it has been my pleasure to know some VERY smart people--a book about one of the most exciting technologies on the planet. The writing is clear and enjoyable. It starts with material suitable for beginners and proceeds steadily through intermediate, advanced, and into previously uncharted territory . . . . It's a trip, my friend. And one worth taking . . . Be warned: this is not an ordinary book. It can literally change your life.'

--from the foreword by Steven Gulie, author of QuickTime for the Web


  Description

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  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.

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  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

Table of Contents

b