
HTML5 for Flash Developers
Description
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- Develop HTML5 applications with external libraries and frameworks
- Prepare and integrate external HTML5 compliant media assets into your projects
Book DescriptionAs the support for HTML5 within modern web browsers grows, the appeal of HTML5 development, especially for Flash developers, is at an all-time high. From 3D interactive multi-user content to high definition video streaming, HTML5 can deliver it all, to almost all modern web browsers, desktops, and mobile platforms. HTML5 for Flash Developers is a practical, targeted guide for developers with previous experience in developing applications in Flash who would like to add HTML5 development to their skill set. By understanding key aspects that make HTML5 development different from Flash you will be able to integrate your current skill set into the HTML5 development paradigm. Starting with identifying the key technologies that make up the HTML5 development stack and how they are utilized to create HTML5 content, HTML5 for Flash Developers will cover the traditional HTML5 application development flow chapter by chapter, while covering many other common tools that are regularly used in HTML5 today.In addition to understanding and writing dependency-free HTML5 code, you will also learn how to build your HTML5 applications on top of popular libraries and frameworks such as jQuery and CreateJS. This book covers how to prepare all of your content and media for integration into your HTML5 application using applications such as the Miro Video Converter or Adobe Photoshop. You will learn ways to not only continue to use Adobe Flash in your HTML5 application content preparation flow, but also how to port your existing Flash content right over to HTML5.Once you understand what it takes to build HTML5 content, you will finish up by learning how to debug, optimize, and prepare your content for release on the Web.What you will learn - Understand and create HTML5 content utilizing skills from your Flash development experience
- Integrate popular external open source libraries and frameworks
- Create interactive HTML5 content using CSS and JavaScript
- Prepare and integrate multimedia and understand browser playback limitations
- Locate and utilize HTML5 development tools and editors
- Optimize your content for fast delivery over the Web
Who this book is forThis book has been written specifically for Flash developers interested in adding HTML5 development to their skill set. From understanding the elements that make up HTML5 to preparing your HTML5 projects for public release, each chapter covers the essential aspects every developer should be aware of when writing applications for the modern Web.
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Person
Matthew Fisher is a Software Engineer at Microsoft and one of the core maintainers of the Helm project. Born and raised on Vancouver Island, he studied computer systems at the British Columbia Institute of Technology. Outside of work, he has an extensive list of hobbies which is forever growing. On any given day, he is a musician, a luthier, a woodworker, a blacksmith, a cook, a photographer, and an artist. When he's not practicing with his guitar or rushing to and from the workshop, you'll find him out on another adventure with his wife, Brandy. He goes by the name @bacongobbler on GitHub and Twitter
Content
- Intro
- HTML5 for Flash Developers
- Table of Contents
- HTML5 for Flash Developers
- Credits
- About the Author
- About the Reviewers
- www.packtpub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Why HTML5?
- Understanding HTML5
- What is HTML5?
- HTML standards
- HTML syntax
- HTML elements
- Bringing in the style
- Passing it over to JavaScript
- What is JavaScript?
- JavaScript in action
- Why bother learning HTML5?
- Write once, deploy everywhere
- Exciting new features
- canvas - 2D drawing API
- Media playback
- Offline storage
- Document editing
- Drag-and-drop
- Geolocation
- File API
- Mobile accessibility
- Flash Player on Mobile
- Build on your existing skillset
- ECMAScript
- Avoiding the initial road blocks
- Stage versus DOM
- Positioning assets in the DOM
- Dealing with media elements
- Securing your code
- Browser and platform compatibility
- Summary
- 2. Preparing for the Battle
- Preparing the asset
- Images
- JPEG
- PNG
- GIF
- Audio
- The audio element
- Video
- Video codecs
- Video containers
- MP4
- WebM
- Video encoding software
- Miro Video Converter
- Adobe Media Encoder
- Handbrake
- FFMPEG
- The video element
- Debugging and output methods
- Google Chrome
- Firebug for Firefox
- Safari
- Opera
- Internet Explorer
- Syntax differences
- Variables
- Variable type conversion
- Conditions and loops
- Functions
- Objects
- DOM events
- Mouse events
- Example JavaScript in action
- Timing JavaScript execution
- Summary
- 3. Scalability, Limitations, and Effects
- HTML5 limitations
- Object manipulation with CSS3
- box-shadow
- text-shadow
- border-radius
- Fonts
- Acceptable font formats
- External font libraries
- Opacity
- RGB and RGBA coloring
- Element transforms
- Translate
- Rotate
- Scale
- Skew
- Matrix
- 3D transforms
- Transitions
- Browser compatibility
- Frame rate
- Developing for mobile
- Responsive layouts
- CSS Media Queries
- Audio and video playback control
- Preloading
- Autoplay
- Looping
- Sound effects
- Media playback manipulation
- Reading local files with the File API
- Web Workers
- WebSockets
- The Canvas element
- Stage3D versus WebGL
- Summary
- 4. Building Robust Applications with HTML5
- Writing object-oriented JavaScript
- Class syntax
- Functions
- Variable scope
- Public and private variables and functions
- Local or private variables
- Public variables
- Private functions
- Public functions
- Prototype
- Instance types
- Object literals
- Constructors
- Inheritance
- Listing object properties
- Making OOP in JavaScript easier
- JavaScript events
- Keyboard and mouse events
- Touch events
- Custom events
- Event bubbling
- Putting it all together
- Summary
- 5. Code Once, Release Everywhere
- Covering all your bases
- CreateJS
- EaselJS
- TweenJS
- PreloadJS
- SoundJS
- CreateJS Toolkit
- Setting up the Toolkit
- Publishing your assets
- Reviewing the CreateJS Toolkit output
- Modernizr
- Using Modernizr
- Understanding Polyfills
- Modernizr.load()
- What Modernizr can detect
- CSS media queries
- Summary
- 6. HTML5 Frameworks and Libraries
- How frameworks and libraries can make your life easier?
- What can I do with JavaScript frameworks and libraries?
- Finding the right library or framework for your project
- jQuery
- Putting jQuery into action
- Selecting elements with jQuery
- Controlling CSS via jQuery
- CSS animations
- Requesting external data with jQuery Ajax
- jQuery Mobile
- HTML5 Boilerplate
- Bootstrap
- Bootstrap add-ons
- StyleBootstrap.info
- Font Awesome
- bootstrap-wysihtml5
- Hammer.js
- GreenSock Animation Platform
- Three.js
- Compiling JavaScript
- Google's V8 Engine
- Node.js
- Node Package Manager
- Hosting a public Node.js server
- Summary
- 7. Choosing How You Develop
- Replacing the Flash development environment
- Requirements of HTML5 development environments
- Asset and file management
- Code highlighting
- Code completion
- Creating and manipulating assets
- Adobe Edge Animate
- Coding environments
- Adobe Dreamweaver CS6
- Audio and video embedding
- Adobe Edge support
- PhoneGap and jQuery Mobile support
- Fluid Grid Layout and HiDPI support
- Aptana
- Brackets
- Inline editing
- Live Preview
- Plugins
- Contributing
- Sublime Text
- Execution and testing
- Web browser developer consoles
- Network analysis
- Timeline profiling
- Stats.js
- Summary
- 8. Exporting to HTML5
- Google Swiffy
- How does Swiffy work?
- Examining Swiffy-generated code
- Finding Swiffy's limits
- Generating sprite sheets in Flash Professional CS6
- Jangaroo
- Haxe
- Google Dart
- Summary
- 9. Avoiding the Roadblocks
- The Jet Pack game
- Building the game in Flash
- Converting game assets
- Converting ActionScript classes
- Dealing with audio and playback
- Rewriting AS3 code that can't be directly converted
- Mobile platform support
- Summary
- 10. Preparing for Release
- Targeting supported web browsers
- Client-side tests
- Browser Nightly builds
- WebRTC
- WebGL support
- WebGL on mobile browsers
- Allowing users to find your work
- The HTML5 History API
- Premade testing and benchmark solutions
- Google's web development toolset
- YSlow website grading
- Code minimizing and obfuscation
- External dependencies
- Making deployment easy
- Creating tasks with Grunt
- Deploying content with Git
- Summary
- Index
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