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flash lite 2 mobile application development

course duration: 3 days
delivery method: On-site
Adobe Flashaudience: Intermediate - Advance

description

Flash Lite 2.0/2.1: Mobile Application Development provides students the knowledge and hands-on practice they need to produce and deliver high-quality animations, interfaces, games and applications specifically designed to take advantage of mobile device capabilities. The course allows a developer with no Flash experience to quickly start improving their mobile workflow using Flash Lite 2.0/2.1, and to develop applications much faster than with other technologies. The course is task based, with students learning by actually building these applications. Developers will learn how to create applications for both the BREW and Symbian platforms. The course focuses on mobile best practices and students will learn how to build applications that run efficiently on lower powered mobile devices.

course outline

  • Unit 1: Introducing the Course
    • About the Course
    • Understanding the Course Format
    • Reviewing the course outline
    • Understanding the Mobile Landscape
    • Introducing Flash Lite 2.0/2.1
  • Unit 2: Getting Started
    • Installing the Adobe Flash Lite Player
    • Installing the Flash Lite Player on a Device (optional)
    • Learning the Flash 8 Professional Interface
    • Exploring the interface elements
    • Using Document Templates
    • Publishing Mobile Documents
    • Using the Mobile Emulator
    • Transferring Files to the Handset
    • Comparing Mobile Specific Issues with the Desktop Flash player
  • Unit 3: Using Visual Objects
    • Organizing Mobile Applications
    • Organizing Graphical Assets
    • Understanding Image Types
    • Importing Images
    • Creating Vector Images
    • Organizing Mobile Applications
    • Understanding Movie Clips
    • Understanding Buttons
    • Creating Mask Effects
  • Unit 4: Working with Text Assets
    • Working with Text Assets
    • Changing text properties
    • Creating Input Text Fields
    • Understanding Font Handling
    • Optimizing Text for Mobile Devices
  • Unit 5: Creating Timeline Based Animation
    • Creating Animations
    • Creating Motion Tweens
    • Controlling the Timeline
    • Creating an Animation
    • Creating Frame-by-Frame Animations
    • Onion skinning
    • Using distribute to layers
    • Balancing Quality and Performance
    • Animation Best Practices
  • Unit 6: Building Well Architected Applications
    • Data Typing Objects
    • Declaring Objects and Data Typing
    • Controlling Application Flow
  • Unit 7: Controlling Visual Objects with ActionScript
    • Adding Actions to Timeline Frames
    • Controlling Visual Objects
    • Creating Visual objects at runtime
    • Controlling object depth using ActionScript
    • Dynamically Controlling MovieClips
  • Unit 8: Building an Effective User Interface
    • Handling User Events on a Device
    • Communicating with the device
    • Setting the Soft Key labels
    • Handling Key Presses
    • Guiding the User’s Experience
    • Referring to code in another timeline
    • Using _parent
  • Unit 9: Creating a Mobile Game
    • Using ActionScript to animate
    • Changing MovieClip properties over time
    • Using ActionScript for Animation
    • Changing an animation interactively
    • Stopping an animation
    • Deleting the onEnterFrame event
  • Unit 10: Using Class Based Development
    • Creating Classes in ActionScript
    • Linking a Class to a MovieClip symbol
    • Creating and Using ActionScript Classes
    • Defining class properties and methods
    • Managing Scope issues in class files
  • Unit 11: Loading and Using XML Data to drive Dynamic Content
    • Using XML
    • Loading XML data into Flash Lite
    • Loading XML
    • Understanding Array and Objects variables
    • Parsing and using XML data
  • Unit 12: Streaming Data Synchronously to the Handset
    • Introducing XML Sockets
    • Setting Up a Jabber Account
    • Using XMLSocket in Flash Lite 2.1
    • Passing XML Data through Jabber
    • Assembling XML data
  • Unit 13: Writing Persistent Data to the Device
    • Persisting Data in a Flash Lite Application
    • Persisting Data
    • Posting XML data to be persisted on the server
    • Dispatching custom events
  • Unit 14: Using Sound with Mobile Devices
    • Incorporating sound into a Flash Lite application
    • Using the Sound Class
    • Testing for Sound Capabilities
    • Loading External Sounds
    • Controlling Sound
  • Unit 15: Adding Video to a Mobile Application
    • Using Video in Flash Lite 2
    • Using Bundled Device Video
    • Using External Device Video
  • Unit 16: Creating Flash Lite Content For BREW
    • Using BREW and Flash Lite
    • Setting up the BREW environment
    • Authoring Flash Lite Applications for BREW
    • Uploading to BREW Enabled Devices for testing