Book Description
Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment.
Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to:
- Detect the user's Flash Player version or their operating system
- Build custom classes
- Format dates and currency types
- Work with strings
- Build user interface components
- Work with audio and video
- Make remote procedure calls using Flash Remoting and web services
- Load, send, and search XML data
- And much, much more ...
Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications.
When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for.
Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
Customer Reviews:
The title should be FLEX ActionScript 3.0.......2007-09-26
I bought this book because I wanted to learn how to use AS3 over AS2. This book claims to be a ActionScript 3.0 which it is, but ONLY if you have the Flex Application.
I don't have Adobe Flex but I would like to learn ActionScript 3.0 - this is too advanced for me and the applications aren't what I thought they would be.
This book may be good for advanced users of ActionScript but for someone like me who was just getting used to ActionScript 2.0 and wants to learn how AS3 works- it's the worst book you can buy.
As much as I like O'Reilly books, I feel this book is misleading.
Novice to Advanced users may think otherwise.
A Poor Sequel to Actionscript Cookbook.......2007-09-17
Here's an example of why this book deserves just one star (if that!):
Cre{2}l matches creel but not crel or creel
This example was taken from the section on regular expressions. There are other inaccuracies on that page. Overall, this book is riddled with inadequate, poor explanations that appear to typify the worse of IT personnel - bad communications skills. Anyone who gives this book high marks has not read the book entirely and is relying only on reputation.
Here's another example:
var example:RegExp = /(\d)abc(\d*)/;
var result:Array = example.exec( "7abc" );
// Displays: 3
trace( result.length );
// Displays: 7abc
trace( result[0] );
// Displays: 7
trace( result[1] );
// Displays:
trace( result[2] );
Notice that the last display is missing. Really sloppy work. Not convinced? Try it at your own peril.
Skip this book.
Disappointing.......2007-09-13
I have many O'Reilly books and I sorry to say this is my first diappointment. Many of the recipies are simply slight extensions of obvious constructs that are essentially just part of the Actionscipt language rather than interesting examples of how to put Actionscript to work or clever work-arounds as can be found in, for instance, the Perl Cookbook. To take one example, the multi-dimensional array recipe pretty much rehashes the Flash documentation - an array declared at 'compile time' - rather than expanding on it and showing the less trivial example of, for instance, a dynamicaly declared array.
What is normally useful about the Cookbooks is that they are an excellent way to learn a new language for people who prefer to learn by example, deconstructing code rather than trawling through an enumeration of the elements of a language in a manual-type book. Most of the examples in this are sadly not complex enough to work this way - they're too close to a one-concept-at-a-time manual - to show you how different elements of the language can acually work together to tackle full real-world programming tasks.
Great book on Actionscript..........2007-09-05
I've been learning Flex 2 and wanted to know a bit more about Actionscript and this book delivered! Plenty of good examples that have given me a MUCH better understanding of Actionscript. I never really learned much about Flash and so never wrote one line of Actionscript until I started to learn Flex (if you haven't heard about Flex yet go to Adobe.com and read up about it, it's pretty cool) and the books I had would show about 1/2 Actionscript and 1/2 mxml. So after getting a good understanding in mxml and basic Actionscript I wanted to learn more and this book was a big help. If you're even remotely interested in learning Actionscript this is the book to get!
The end of a tunnel.......2007-08-04
I consider myself as an early adopter of anything in interactive communication. I founded my company Falcomedia in 1989 with only one goal: to produce interactive multimedia communication. By then only possible on Mac's with programs like Hypercard, Supercard (in color) or Macromind's Director (called Videoworks by then). I definately see AS3 as the end of a tunnel and the start of really great things to come. It's possible now, no workarounds, pure OOP and this book is basic.
Read als Keith Peter's Actionsript 3.0 Animation and let your visions flow. I can't see anything stopping us from bringing good UI, quality design, functionalty, efficient production and scalability to the next generation of the web.
Peter Bohny, Falcomedia Systems AG, Switzerland
Amazon.com
The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.
The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.
This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.
Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo
Book Description
OpenGL is a powerful software interface for graphics hardware that allows graphics programmers to produce high-quality color images of 3D objects. The functions in the OpenGL library enable programmers to build geometric models, view models interactively in 3D space, control color and lighting, manipulate images, and perform such tasks as alpha blending, antialiasing, depth cueing, and texture mapping.
The OpenGL Reference Manual, Second Edition, documents all OpenGL functions, including brand new features recently approved by the OpenGL Architecture Review Board (ARB) for inclusion in OpenGL, Version 1.1. The ARB is an industry consortium responsible for defining OpenGL, composed of such industry leaders as Digital Equipment Corporation, Evans & Sutherland, Hewlett-Packard, Intel, IBM, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.
Each reference page fully describes: C specifications, relevant parameters, the effects of functions, possible errors generated by functions, associated effects, Reference pages for the OpenGL Utility Library (GLU) and the OpenGL extension to the X Window System (GLX) are included in this manual.
Customer Reviews:
By far the best OpenGL resource available.......2007-08-27
If you're a serious OpenGL programmer like I am, this book is basically a bible. Unlike DirectX, there aren't a ton of decent places to find documentation for OpenGL. I've had to do some pretty complex programming and every single time the "Red Book" helped me accomplish the goal.
Honestly though, I think a lot of this material should be online. This is not a book you read cover to cover. It's something you need if you're having trouble with blending operations in your scene and you need to know more about how OpenGL works (not for novices). I would suggest buying the "Blue Book" along with this (The OpenGL reference manual). The blue book goes over each API call in detail (similar to what you would expect from MSDN).
OpenGL programming guide.......2007-07-19
Recently I had my first experience in programming computer graphics with OpenGL. After considering many sources I would recommend the Official Guide to Learning OpenGL the best option for beginner in the computer graphics area with mathematical background. Besides, book is very helpful for use as a reference during the entire programming process with OpenGL.
It provides the necessary level of detail, not going too deep in underlying mathematical concepts explanations unlike many other books. For anyone interested in more detail each subchapter has "Advanced" section providing in depth explanations. It also contains working sample programs written in C/C++ (which could easily be integrated to other programming languages) being really helpful during learning process.
The complete reading of book not required once started, as after having understanding of how main concepts of OpenGL works, it could be used as search convenient reference manual. One can easily find the subject of interest and gain rather complete understanding of topic after reading corresponding section.
Concise and clear. A must to have on your bookshelf.......2007-05-09
When we migrated from DirectX to OpenGL and from Microsoft to Linux this book was a constant reference during those weeks of hard work. It is concise, clear and documents well OpenGL. You have to know what you are looking for, but... that's the purpose of a reference guide, right?.
Great job on compiling the material !!!!
Gabriel
I've recieved my product without problems........2007-01-13
I've recieved my product without problems. Good book, fast ship. I'm satisfied.
Excellent resource for OpenGL.......2007-01-12
OpenGL isn't a beginner's topic. It is a (seemingly) complex world of graphics processing at the lowest levels. It is not for the timid or mathematically illiterate. This book addresses the topic in a very logical manner. When you know and understand OpenGL, it is easy to understand that some elements of a logical progression do not necessarily make the best sense to a newcomer to the technology. When first embracing OpenGL, there is a relatively steep on-ramp for some kinds of thinkers. So what's new? Everyone thinks a bit differently.
This book will point your thinking in the direction of OpenGL. It takes a very steady, but fundamental course toward that objective. It is not full of fluff, nor does it attempt to overwhelm the uninitiated with superfluous content. It does a really good job at combining elements of the nitty-gritty of OpenGL code with the practices and underlying architecture of the OpenGL system as implemented by the standards-conformant graphics hardware/drivers. It has a very comprehensive expose of the OpenGL pipeline and every reasonable aspect of using OpenGL at the fundamental level and with the GLUT.
My copy of this book is well-worn from countless flippings back-n-forth of pages and chapters as I continue to extract useful information about OpenGL from it. Perhaps it deserves 5 stars, but I have no frame of reference nor am I a gift to OpenGL programmers, so I rate it conservatively at 4.5 stars.
The book reads very easily. It is not wordy or overly terse. It does assume that you've had at least fundamental mathematics representative of college-level computer science majors. Even if your math skills are not so well-developed, this book doesn't try to drown you in such things, rather, it directs you toward the practices of accomplishing OpenGL programming assuming that you will learn that math that is necessary for the work you intend to do. It also assumes that you have strong fundamentals in C programming. It also assumes that you're able to read and comprehend English. I don't find any of these to be worthy of a disclaimer as might another reviewer.
The book is presented very well. I can not say enough how straight-forward and logically it proceeds through the topics necessary to get up-to-speed with OpenGL programming. It reads well, too. That is, you don't necessarily need to be sitting at your computer in order to enjoy elements of this book while learning about OpenGL.
The included examples are well-chosen to illustate the points made during the course of the text where they are found. I had absolutely no problem compiling and executing them on my GNU/Linux-based system using Mesa and GCC.
I would suggest that you plan to spend some quality time with this book if you're serious about learning OpenGL. Some of the topics take more than a brief reading to fully sink-in...at least they did for me! There are a few sections that I spent several hours on and re-read several times, which I credit to the technical-aspects of the content rather than reduce to an "issue" with the authors' presentation skills. OpenGL isn't going to be easy if you're relatively new to 2D and 3D programming. It is probably an "advanced" topic for all but the most severe.
The book is thoroughly enjoyable and when completed and you're banging away OpenGL code with style and grace, there is a notable sense of accomplishment. I had a lot of fun dissecting this book until my brain finally decided to learn its contents.
Book Description
ActionScript is the native scripting language of Flash. ActionScript knowledge is essential within the world of Flash design and development, as Flash remains a leading tool for cutting-edge interactive design and development. ActionScript is what gives Flash its power, but with that power comes a certain level of complexity, which can be intimidating. This beginners book, significantly updated since the last edition, covers all of the basics of ActionScript using the latest version of Flash, Flash 8. The skills acquired by working through this book will enable you to move on to more advanced friends of ED books such as Foundation PHP 5 for Flash, Foundation ActionScript Animation or Foundation XML for Flash. This book contains all you need to understand and make use of ActionScript, and to have some fun while learning. The Foundation series teaching style is ideal if youre a non-programmer who wants to learn Flash programming quickly and thoroughly. The authors teach the basics, and provide you an all-around proficiency in ActionScript, as well as Flash components within Flash 8. Youll gain the practical skills to build ActionScript based Flash projects, including making initial design decisions, structuring code, and testing. An ongoing case study means that by the end of the book, youll have constructed a cutting-edge Flash site to showcase your newly learned skills. Summary of Contents:
- Chapter 1 Interactive Flash
- Chapter 2 Making Plans
- Chapter 3 Movies That Remember
- Chapter 4 Movies That Decide for Themselves
- Chapter 5 More Power, Less Script
- Chapter 6 Movies That Remember How to Do Things
- Chapter 7 Objects and Classes
- Chapter 8 Objects on the Stage
- Chapter 9 Reusable Code and Realistic Movement
- Chapter 10 Games and Sprites
- Chapter 11 Drawing API
- Chapter 12 Adding Sound to Flash
- Chapter 13 Loading Dynamic Data with XML
- Chapter 14 Finishing the Futuremedia Case Study
- Chapter 15 Advanced ActionScript: Components and Classes
Customer Reviews:
A Great ActionScript Book By Designers For Designers.......2007-07-24
This is a great book for the designer interested in getting deeper into Flash through ActionScript 2.0. Primarily centered around web-based projects, with the occasional game project, Sham et al. lead the reader through basic programming fundamentals from a designer perspective. The reader is assumed to be mildly frightened by looking at code, but still interested in learing it. I can sympathize that many designers could be in this boat.
The language of the book is very non-technical and it's presented in a light-hearted manner to ease you into some difficult concepts. The authors do a great job of tricking you into getting excited about programming. So if you're a web designer who has always been impressed by what programmers can do, but were a little uncomfortable trying to just jump in on your own, this is THE book for you.
I have two warnings and one critique.
The first warning is that this is a Flash 8 book - hence ActionScript 2.0. The second warning is that almost all the projects in the book are web-based instead of game-based. Now it's Flash, so it kind of comes with the territory, and there is a full chapter devoted to making a game. However, the perfect book for me would be this exact same book, but centered almost completely around game-based projects. If you're strictly looking for that, this book isn't for you. I don't care as much, and there's still a lot to learn, so I don't regret purchasing the book.
My critique is regarding the book-long project where you make a website that uses ActionScript (the Futuremedia site). It's a case study where you can apply some of what you've learned to a "real" project. My problem with it is that you don't seem to learn a whole lot about ActionScripting by going through it. The authors (or whichever individual wrote the project) seem to be really proud of this project - proud in the sense that they like themselves for it - and you can tell by going throug it. Plus, its more content-oriented. There's much more to learn from everything else, so I'm just skipping the project and skimming over it whenever it's time to work on it a little (which isn't a whole lot anyway).
Overall, it's a great book so far (I'm about 1/3 done) and I'd recommend it to anyone who's new to programming and wants to learn it through ActionScript 2.0. Sham has an awesome ability to explain programming to a designer.
Well structured, No boring Jargon and Everything you need in one book........2007-05-13
I am new to actionscript, have watched a few Total Training dvd's, but they don't really go into indepth actionscript. Unless you buy all the dvd's which are expensive.
This book was great. And has given my mind more of an understanding, especially of the process, of programming.
I'm more a graphic designer, who is getting into web design, so if I can go from first page through to the end in 3 weeks and juggle a screaming 2yr old at the same time.....well then anyone can.( I am a stay at home dad!....by the way)
Good to keep for reference. Buy it.
Excellent Beginner ActionScript Guide.......2007-03-19
I was completely foreign to ActionScript before picking up this book. I had previously read one book on understanding the basic flash interface (i.e. using the drawing/tweening tools), but this was my first crack at ActionScript. Getting through this book was very easy. Each chapter is setup in a way that explains a specific topic, runs you through a few examples using what you just learned, and then continues on with an ongoing website project that you develop throughout the book.
Strengths: Writing is clear and concise, and doesn't feel like a programmer wrote the book. The context is a nice mix of theory and hands on practice to keep you interested while your learning some of the more complex topics. The teaching method looks to provide you with skills that you can apply and expand upon quickly, as opposed to just learning some commands and then throwing you out into the wild. The book projects are very well constructed and explained.
Weaknesses: Some of the later chapters advance quickly. I blew through the first 350 pages, but after that had to significantly slow down to fully understand each topic. I also noticed that one or two of the online downloads are missing files for the book project. These are not neccesary if you are writing everything from scratch (correctly), but it did sometimes get in the way of comparing my solutions to the books.
Overall I have been extremely satisfied with this book, and will most likely buy another Foundation guide.
Great Book for Beginner on up ...........2006-12-06
I am a current animation student in California and Flash is one of the tools we are using. While I have developed some proficiency animating in Flash, the scripting tends to turn my brain to mush after a while.
I picked up Foundation Flash 8 to learn some of the basics and have been using Foundation Actionscript for Flash 8 to gradually explore scripting. I am not a programmer but got through the first few chapters easy enough. The second half of the book is somewhat tougher but but filled with interesting chapters -especially the game chapter (chapter 10).
I haven't quite cleared the hurdle of the later chapters, find them more challenging, but I keep the book on my desk to pick at stuff. It is well written and comprehensive. From my perspective as a non-programming 'art head' I'd say it covers beginner to advanced level topics by the end of the book; that's pretty cool because many books seem to be simple rehashings of the product manuals designed to part you from $40-$50 while giving you no new info.
A diamond amongst coal........2006-12-02
As an old UNIX hack I have read quite a few programming manuals, from the original C (Kerninghan & Richie - when it was new!), to the present. Very few, if any, (including the O'Reilly series), have come close to being so informative, easy to read, and enjoyable as the 'ActionScript for Flash 8' book. I consider myself a poor programmer partly because I never found 'print Hello World!' that interesting. In any event, this book has taken me from rank Actionscript beginner to (dare I say it...) semi-advanced! Basically, cannot recommend it highly enough! For me, I enjoy the graphical nature of Actionscript and I am glad I finally found the right book to take me there. I think beginners and experienced Object-Oriented types will get a lot or something from it. Thanks Friends of ED!
Book Description
The most comprehensive way to learn Adobe Premiere Pro!
Classroom in a Book, the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does--an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Adobe Premiere 2.0 Classroom in a Book contains fourteen lessons and a bonus DVD with lesson files. The book covers the basics of learning Adobe Premiere Pro, and countless tips and techniques to help you become more productive with its new features, including new multicam editing tools, auto-creation of menu-based DVDs from the timeline, and Native HD, SD and HDV support, and more. You'll learn how to work with audio, create transitions and titles, manipulate subclips and virtual clips, and more. You can follow the book from start to finish or choose only those lessons that interest you.
Customer Reviews:
Doesn't work on Macs.......2007-08-18
1 star because I was unable to open the files on a Mac. 0 stars for Amazon not mentioning anywhere on this page that the DVD rom won't work on a Mac. The book is probably as great as others have said. I've had other books from these folks and they were very good. The book I received clearly says "DVD included for Windows" in the lower left hand corner. Try clicking on the picture of this book and enlarging: The exclusion is not there. If you have a Mac look elsewhere, I'm sending mine back.
If You're Serious About Learning Premiere Pro 2 This is the Book to Get.......2007-06-09
At this writing I'm about halfway through the book. I've run across one or two typos and one case where the title templates weren't available for a particular lesson (that's probably more of a problem with my version of Premiere than this book & DVD). I'm going through this book cover to cover rather than spending $900+ on UCLA Extension classes that I can't afford, especially when I don't know if I'll end up getting any work after investing that time and money. This is supposed to be the same book that they use for their classes. I know of someone who learned this software the same way and is working full time as an editor now. If you're serious about learning Premiere Pro 2 this is the book to get.
Good book very poor editor.......2007-03-12
Adobe Premiere Pro 2.0 Classroom in a Book is a good book for beginners if you can get past the numerous grammatical, spelling, and incorrect and missing steps found throughout the book.
I would recommend this book but only after warning people that sometimes it gets a little frustrating when you have to re-read the same sentence over and over trying to figure out what the author is talking about, since two or three steps are missing.
If I was the author of this book I would be asking the editor (that is if there was any) for my money back.
Excelent.......2007-01-09
Need nothing more than this book.It has exactly what I needed to know.Of course, I needed to work deep inside instructions, several times. However, I feel like a master on the subject. Even though, we all recognize We are all advancing on the subject ,and it changes constantly and fast
Well worth the time........2007-01-05
I was actually put off by the Adobe press books after going over their enclosed "manuals". But this book gets you into the program in a manner that is teaching and reasonably pleasant. If you can make yourself stick with the lesson format, following the described steps, you will learn the basics of this program. And for Premiere Pro, that is saying a lot. This will help that scary learning curve.
Customer Reviews:
A shocker!.......2002-02-25
The Presence of Others : Voices and Images That Call for Response
by Andrea A. Lunsford (Editor), John J. Ruszkiewicz was use in my freshman English course. In the beginning I was not too enthusiastic about the book. It took some time to get used to. Now it has become part of my growing home library. It has great essays ranging from John Henry Newman to Bell Hooks. I love the diversity.Lunsford and Ruszkiewicz did a great job putting this book together. There are subjects that everyone can relate to. Since using the book in my English class I have become a both critical reader and thinker that John Henry Newman had a vision of.
The Prescence of Others.......2000-09-14
This book gave me a new insight into the thoughts and ideas of many of the great thinkers of my time. It let me read captivating speeches which contained the same words that once rallied thousands to march in protest,the same words that showed hundreds what their real drive in life should be, and it also showed me that their are more views to life than just my one.
Book Description
Today's ActionScript-based applications require increasingly sophisticated architectures and code. This book aids intermediate and advanced ActionScript developers in learning how to plan and build applications more effectively. You'll learn how to apply design patterns as solutions to common programming scenarios. Beyond a reference, Advanced ActionScript with Design Patterns is a practical guide complete with sample mini-applications illustrating each design pattern.
Table of Contents:
Part I - Successful Projects
1. How to Design Applications
2. Programming to Interfaces
Part II - Patterns
3. MVC
4. Singleton
5. Factory (Abstract Factory and Factory Method)
6. Proxy
7. Iterator
8. Composite
9. Decorator
10. Command
11. Memento
12. State
Part III - Advanced ActionScript Topics
13. Working with Events
14. Sending and Loading Data
15. E4X (XML)
16. Regular Expressions
Customer Reviews:
Need this in your library........2007-09-25
At first when I thought about buying this book I was not sure to what to expect but I did see Joey Lott's name on it and thought it had to be worth it. Well it seems that this is exactly what I have been looking for. As a developer I come across many common problems that haunt me through every application I create, from passing data throughout the application to proper encapsulation.
This is a must have for your library. I have been working with Actionscript 3.0 for close to a year now and I will now have this book close to my side at all times.
Joey Lott(who never disappoints me) and Danny Patterson give a clear comprehensive explanation of design patterns for developers. Not only do they explain them but also clean examples on how and why you would use them.
The only reason I do not give 5 stars is there is a lot of syntax errors especially in the code snippets. Since I am a little more advanced in Actionscript I was able to catch them with little effort but a novice programmer may not.
Perfect balance of concepts and AS3 specific idioms.......2007-08-27
This book is clearly written by authors who "think in ActionScript 3" and it's written at the perfect level for folks who already understand design patterns but want some guidance on how they apply (or don't) in AS3.
If you are looking for an introduction to Design Patterns, this book does a decent job of that but it generally assumes you have a bit of understanding in that regard. The HeadFirst book (java) walks you through application evolution which really makes the case for why the patterns are useful. The HeadFirst book also includes exercises that really make the concepts sink in and teach you to recognize when each pattern applies. However, the head first book is very much a java book. Similarly, the original design patterns book by the Gang of Four (GoF) is about design patterns in C++.
This book, however is written clearly from the perspective of an ActionScript 3 (AS3) programmer. In some core ways, AS3 is very different than Java and even more so with respect to C++. The event model is baked into the language and asynchronous programming is a different style. Also, XML and XPath are native constructs in ActionScript 3, not libraries like they are in other languages. These differences (among others) imply that some of the original GoF and Java patterns manifest themselves differently and some patterns don't apply at all. This book doesn't merely take the Java or C++ idioms and make them run under ActionScript 3. They've totally re-thought them and presented the ones that are appropriate for AS3 in a way that is probably ideal for AS3. They've also left out or provided alternatives for the traditional ones that are not appropriate considering the language differences. For instance, the observer pattern is one of the core GoF and HeadFirst patterns. However, it doesn't show up in this book. Instead, there is a chapter on "WORKING WITH EVENTS" which is the native AS3 construct that essentially takes the place of the observer pattern. In contrast, the O'reilly book happily shows you an AS3 translation of the GoF/HeadFirst observer pattern and never tells you to use the built-in event structure instead.
Not only do the authors demonstrate their "thinking in AS3" at the level of design patterns but their code examples include lots of little AS3 specific idioms. AS3 still shows it's dynamic language roots in subtle ways and these authors play to that strength. For instance, a dynamic class inherited from the Proxy class includes a method called, getProperty(). In chapter 4, they override this method and use it in combination with E4X (the native XML capability), to provides an elegant way to build a generic application settings framework that you can use in any application without modification. If your XML settings file changes, the class will appear to magically change its interface. The chapter is about the Singleton pattern but I learned about dynamic/Proxy/getProperty() and E4X idioms as a side benefit.
If I had one complaint about this book, it's a minor one and it's a complaint that I also make about the Java language and I'm now starting to regularly make about Adobe's recommendations with respect to AS3 class interfaces. Like C# and Python and other more recent languages, AS3 has a construct for turning public property references into get/set function calls without changing the calling code. This book shows you that style of coding as well as the Java recommended getSomeProperty/setSomeProperty style but it recommends that you never use public properties in your class interfaces. In my mind, the main advantage to having the get/set function language feature is that you can start out with public properties and later change them to accessors methods without breaking the calling code. The reason we don't recommend that you have public properties in java is that there is no language feature that allows you to later add accessor methods without breaking the calling code. In Java, the lessor of two evils is to have you always create them up front. I see no reason to live with the same evil in AS3. However, this is minor nit and now that you've read my explanation here, you can ignore the recommendation. :)
I highly recommend this book. If you have the least bit of experience with design patterns and are now coding in AS3, just get this book. If you are totally new to the concept of design patterns, then you may want to get the HeadFirst book AND this book.
Excellent, but a few quibbles.......2007-07-05
Not to rehash the many other good reviews, I'll keep this short. This is an excellent book that opened my eyes in many ways; I am a beginning OOP programmer with quite a bit of procedural experience. This book is a great bridge.
However, do beware the code typos: there are a lot of them and it can slow comprehension. It knocked this down from 5 to 4 stars for me; simply compiling and running the code would have caught most of these and I find it sloppy.
Also, in my newbie opinion, this book talks the talk but does not walk the walk when it comes to advocating composition over inheritance. It says to favor composition, but in many of the examples, perhaps to make them shorter, extension is used instead. For example, I think a complex object should almost always *contain* its graphic component-- sprite or movieclip-- not extend and therefore *be* a graphic component. But maybe I am, in my newbieness, too doctrinaire on this point.
Great for migration to AS3 and into using DesignPatterns.......2007-06-07
This is well written. It appeals to more than one need. If I could I would down grade the rating to 3 stars after I got deeper into doing examples and dealing with the and incorrect and missing files at the download site. See details below.
For those who are Actionscript OO programmers that want to get into the Design Patterns the first two chapters will lead you there quickly. However you will want to read them again after experimenting with the design patters presented in chapters 3 - 12. At least a lot more clicked for me doing it that way. I actually compiled all the examples for the many chapters I read (and hand typed some for experience) using the mxmlc compiler. So you can do these without Flash CS3 if you must.
The design patterns presented in chapters 3-12 all have very useful Actionscript examples using AS3. So you can apply the examples to your projects. As well you will see how new functionality of AS3 is applied. For example it uses regular expressions in the decorator pattern FileReader example.
The final section of the book Chapter 13-16 show new important changes to using Actionscript 3 th at you need to unlearn from AS2 such as Events, Data Communications, the new EX4 for XML and regular expressions.
Digital files unfortunately at author's site are not perfect. Also I found a few minor typos such as DecoratorExample2 as the constructor to the DecoratorExample class. As well as incorrect files where the Decorator FileReader example files were repeated for the Decorator Example Shapes.
There are also a few code typos in the text. Minor but still. Such as page 121 the class should import and extend AbstractReaderDecorator but the code was printed as ReaderDecorator. Another example is page 147. There is an undefined variable _object.
Another problem is chapter 10 download files are not all provided at the download site. The first 1/2 of chapter is reasonably explained but the game example is extensive, weakly explained and NO DOWNLOAD FILES. Only the brave could follow it.
It looks the author was cleaning up code for the excellent presentation and missed a few in editing. Copy and paste of code might have prevented that. A coder with experience in debugging can spot and correct these quickly.
Peachpit makes it a mystery for feedback to get errata input and digital files corrections. Correct that Peachpit and improve quality using your readers as free input!
Despite the few typos and digital file errors, the book is currently (June 2007) the only choice for those wanting a fast track from AS2 and into AS3 with patterns.
Build flexible and adaptive applications.......2007-05-22
Building websites and web animations with Adobe Flash and ActionScript is only the tip of the iceberg when it comes to what you can create with the Flash and ActionScript combination. When you are working on a complex project such as a desktop application, you need to consider design and architecture. This book by Joey Lott and Danny Patterson will take you through the steps for building a flexible and adaptive application. As you can tell from the topic, the reader needs to be an advanced user who has a solid background in programming and experience with object-oriented ActionScript.
The book begins with an introduction to application design principles and follows with a discussion of the most proven design patterns for building flexible and adaptive applications. First, the authors discuss Polymorphism and how important programming to an interface is to application design. Next, the authors use an example project to teach the Model View Controller pattern. The sample project is an analog and digital clock model which demonstrates how changing the model from analog to digital does not affect the application due to the flexibility of the design. The next pattern the authors discuss is the Singleton design pattern that can be used to limit a class to one global instance, such as the state of the mouse cursor.
One task that many applications need to perform is to access a remote resource such as an external image file or to use an object that is not immediately available. The authors discuss the two most common proxy patterns used for this situation; Remote and Virtual. The two sample projects they use are an image loader and search proxy. Another common task is dealing with a collection of data and the authors discuss the Iterator pattern which can read data without endangering the data structure. Another frequent task is to deal with hierarchical data such as a file system. The authors use a file and directory system as a sample project to demonstrate how to use the Composite pattern. Many times, Flash applications are based on reusable components and the authors discuss how to use the Command and Memento patterns to build a sample game. They round out the book with a few advanced ActionScript topics such as events, sending and loading data, E4X and regular expressions.
Joey Lott is an author of several books and Senior Software Architect at Schematic. Danny Patterson is an author of several books and articles. He is a Senior Flash Architect at Schematic and a Flash/Flex consultant.
Book Description
In this book, you'll learn
- All the ActionScript 3.0 (including math and trigonometry functions) and Flash rendering techniques you'll need to start animating with code
- Basic motion principles such as velocity, acceleration, friction, easing, and bouncing
- How to handle user interaction via the keyboard and mouse
- Advanced motion techniques such as springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics
- All the basic 3D concepts you need to do 3D in Flash, from simple perspective to full 3D solids complete with backface culling and dynamic lighting
Flash has long been one of the most approachable, user-friendly tools for creating web-based animations, games, and applications. This has contributed to making it one of the most widely used programs for creating interactive web content. With each new version of Flash, ActionScript, its built-in scripting language, has become more powerful and a little more complex, too. ActionScript, now at version 3.0, has significantly matured as a programming language, bringing power and speed only previously dreamed about to Flash-based animation, going far beyond traditionally used keyframes and tweens. The material inside this book covers everything you need to know to harness the power of ActionScript 3.0. First, all the basics of script-based animation and setting up an ActionScript 3.0 project are covered. An introduction to object-oriented programming follows, with the new syntax, events, and rendering techniques of ActionScript 3.0 explained, giving you the confidence to use the language, whether starting from scratch or moving up from ActionScript 2.0. The book goes on to provide information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. In no time at all you'll both understand the concepts of scripted animation and have the ability to create all manner of exciting animations and games.
Summary of Contents
- PART ONE - ACTIONSCRIPTED ANIMATION BASICS
- Chapter 1 Basic Animation Concepts
- Chapter 2 Basics of ActionScript 3.0 for Animation
- Chapter 3 Trigonometry for Animation
- Chapter 4 Rendering Techniques
- PART TWO - BASIC MOTION
- Chapter 5 Velocity and Acceleration
- Chapter 6 Boundaries and Friction
- Chapter 7 User Interaction: Moving Objects Around
- PART THREE - ADVANCED MOTION
- Chapter 8 Easing and Springing
- Chapter 9 Collision Detection
- Chapter 10 Coordinate Rotation and Bouncing Off Angles
- Chapter 11 Billiard Ball Physics
- Chapter 12 Particle Attraction and Gravity
- Chapter 13 Forward Kinematics: Making Things Walk
- Chapter 14 Inverse Kinematics: Dragging and Reaching
- PART FOUR - 3D ANIMATION
- Chapter 15 3D Basics
- Chapter 16 3D Lines and Fills
- Chapter 17 Backface Culling and 3D Lighting
- PART FIVE - ADDITIONAL TECHNIQUES
- Chapter 18 Matrix Math
- Chapter 19 Tips and Tricks
Customer Reviews:
Now I understand..........2007-09-30
If you, like me, are designer centric then this may very well be the answer for you when it comes to understanding actionscript. AS2 was a very forgiving but highly mysterious language to me but I was able to make it work even though the how and why remained a blank area. When AS3 arrived I was totally lost in a programmers world were actionscript had suddenly become a foriegn language study.
Buying Foundation Actionscript 3.0 has changed that, although it isn't a book for first time flash users as it assumes that the reader knows Flash fundementals, it clearly leads a non-programmer, like myself, into how to work with AS3 AND understand the why of it working so that one becomes able to work with AS3 and build your own applications with the knowledge of how and why they work.
Excellently written and so so easy to follow!!!
Good but not for who does not have any experience in ACS3.......2007-08-18
If you just buy this book and read the codes are not going to work you have to understand the new concept in ACS3.It is similar then ACS2 but works a lit a bit different way so that is why a first time a codes did work for me as I read in others reviews.You have to learn what means class than open the book it will be more clear to you.
What Can't Actionscript Do?.......2007-08-14
For animation and programming outside the Adobe Flash interface, this is one of the best books I have read. It starts out with an introduction to concepts that apply across the board for animation and then continues on in to physics based animation and eventually 3D programming. While the book uses ActionScript as the primary language, the concepts it employs easily translate into other graphical programming languages.
Something to keep in mind when you order this book is that it will not teach you how to use Adobe Flash. While "Making Things Move" is very applicable to this program, it is geared more towards Flex Builder 2 and the Flex/AS 3 command-line compiler and Flex 2 SDK (the last two of which are free from Adobe's website at the time of writing this review).
If you are looking for a book that will help you get started with Flash-based game development, this is a great book to use. I would consider it an excellent resource for both novice and advanced users.
If you are looking for a book on developing sites that interact with databases or send and retrieve online data, this is not the book for you. Instead I would suggest The Essential Guide to Flex 2 with ActionScript 3.0.
Another resource I would reccomend for any Flash developer is ActionScript 3.0 Cookbook: Solutions for Flash Platform and Flex Application Developers, which is good for just about anything else "Making Things Move!" and "The Essential Guide" don't cover.
Must have.......2007-07-05
This book is a must have for any serious flash artist (no designer/developer tags...). It approaches AS3 as it was meant to be, an objet oriented laguage, not only for .fla projects. The author is in the top of this line and the reason why I gave 4 instead of 5 is that the author does not go as deep as I would have liked in some cases, but still, if I lose the book, I would buy it again.
Problems with code not working.......2007-07-02
I was eagerly awaiting this book because of the good reviews, but I've had lots of problems getting his code to work.
He uses old AS2 keywords in examples as user created function names, but this causes errors. I had to look online to find out that solution. There was nothing on the "Friends of Ed" site.
Next, the drawing example he gives on page 64 did not produce the arrow it was supposed to produce. I am new to this level of coding, so some of my problems may be my lack of experience, but it's tough to learn if the code examples don't work.
I wish the Friend of Ed would post some corrections and/or help. I'm sure that the problems I've had with the book are because the author was using a development version of AS 3.0, but they should get information up about the issues.
Book Description
To create Flash applications that sizzle, you have to learn the code. In this comprehensive guide to the latest version of ActionScript, the object-oriented scripting language for Macromedia Flash, you'll get the detailed instruction and step-by-step tutorials you need to write robust code and create sophisticated interactive animations. Work with objects and components, interoperate with JavaScript, create games, and more - it's all here in this informative book for developers, programmers, and designers.
Inside, you'll find complete coverage of Flash 8 ActionScript Master the basics of ActionScript expressions, functions, and variables Work with numbers, arrays, and strings Transform your movie clips with colors and filters Program sound and manage video Manage data with Web Services and Flash Remoting Call ActionScript functions from JavaScript Learn scripting for the Flash stand-alone player
Bonus Companion Web site!
Find code downloads and example files at: www.wiley.com/go/actionscriptbible
Download Description
To create Flash applications that sizzle, you have to learn the code. In this comprehensive guide to the latest version of ActionScript, the object-oriented scripting language for Macromedia Flash, you'll get the detailed instruction and step-by-step tutorials you need to write robust code and create sophisticated interactive animations. Work with objects and components, interoperate with JavaScript, create games, and more - it's all here in this informative book for developers, programmers, and designers. Inside, you'll find complete coverage of Flash 8 ActionScript Master the basics of ActionScript expressions, functions, and variables Work with numbers, arrays, and strings Transform your movie clips with colors and filters Program sound and manage video Manage data with Web Services and Flash Remoting Call ActionScript functions from JavaScript Learn scripting for the Flash stand-alone playe Bonus Companion Web site! Find code downloads and example files at: www.wiley.com/go/actionscriptbible
Customer Reviews:
Excelent resource.......2007-09-20
The book covers all of the bases. buttons, interactivity, sound and websites, more importantly, it is easy to comprehend and get the gist of actionscript 2 which will make it easier to pick up actionscript 3.
Good for begginers.......2007-08-24
If you don't know anything of Action, I recommend this book. Who knows a little bit, half of the book is great for you. That's it.
Great resource for the intended audience.......2007-05-08
Do not attempt to be able to learn from this book without first knowing how to create Flash documents. Of course, you should also know how to program (logic can't be taught) and JavaScript seems to be very similar to ActionScript (although knowing any object-oriented language and event-driven programming will suffice).
This book does what it sets out to do, which is to get you familiarized with ActionScript. Its explanation on creating empty movies and ordering of layers (which during the runtime don't actually exist) was not as good as other references but overall, an excellent reference book.
*Snore*.......2007-03-24
What a horrible introduction to such a great programming language. I lost all motivation to learn anything about ActionScript after trying to stay awake for a couple of hours. Not good for those using Flash for artistic purposes. Maybe good for programmers who just need a reference. I've had good teachers, and bad teachers. This one puts you in a coma due to a lack any type of human emotion or social skills. If you have spent your life in front of a computer, not communicating with anyone other than your 10th level paladin/wizard and his cohort of wood nymphs, this book is for you!
Perfect.......2007-03-01
If you are familiar with flash and/or programming at all then this book is for you. Together with the online Flash documentation from Adobe's website, I can find out how to do anything I want to. The book gives great examples of everything that it discusses. I would recommend this book to anyone who wants to make killer Flash content.
It's true that it requires a little bit of programming background to understand what this book is saying sometimes but let me emphasize that it takes minimal experience.
Average customer rating:
- Calculations are only as good as your numbers
- Pants on fire?
- Accepted History & Chronology Must Be Changed.
- Very Interesting
- History as Science Fiction
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History: Fiction or Science? (Chronology, No. 1)
Anatoly Fomenko
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History: Fiction or Science? Chronology 2 (Chronology)
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History: Fiction or Science? Astronomical methods as applied to chronology. Ptolemy's Almagest. Chronology III
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They Cast No Shadows: A Collection of Essays on the Illuminati, Revisionist History, and Suppressed Technologies
ASIN: 2913621058 |
Book Description
Recorded history is a finely-woven magic fabric of intricate lies about events predating the sixteenth century. There is not a single piece of evidence that can be reliably and independently traced back earlier than the eleventh century. This book details events that are substantiated by hard facts and logic, and validated by new astronomical research and statistical analysis of ancient sources.
Customer Reviews:
Calculations are only as good as your numbers.......2007-08-03
Yes, we can all agree that mainstream history is nearly 100% BS due to politics, economics, ego, problems with dating techniques, and various conspiracies. Agreed. But, I've been researching the distinct possibility that human history (in terms of civilizations) are much more ancient than we've been told, so coming across this book was very interesting to me. I wondered how Fomenko could be wrong (if at all) because he is very persuasive in his presentations. Then it dawned on me. If at previous times in prehistory, due to the various catastrophies that are well documented (comets, asteroids, planetary disruptions, plasma discharge, pole reversals, etc) the Earth was in a different position in relation to the sun, different tilt on its axis, different orbit, different rotation (in terms of velocity and DIRECTION), and the continents were in different positions, then would this not cause the ancients to see the sky (constellations) differently? In other words, is Fomenko making erronious assumptions about the physics of the Earth in pre-history, which then corrupt his data with regards to dating the relevant astrology? The last event to seriously disrupt our planet occured roughly 3500 years ago, according to other good researchers, so is it possible Fomenko has been confused by this? The vastly different physics of our planet in the not so distant past may explain this confusion, which is not to say the "mainstream" version of history is correct; on the contrary. I am not an expert in these fields, but wanted to see if this idea could spark discussion.
Pants on fire?.......2007-07-19
Will people ever read before spamming? Yes, Jesuits could not rewrite world history alone, they had help. Anyway, Dr Prof Acad A.Fomenko does not point to jesuits as the driving force of world wide history manipulation in published volumes 1,2,3;, actually he barely mentions the poor devils. Check it with 'Search inside' feature, please. China is rarely mentioned either, in fact, Dr Fomenko is completely eurocentric. Right, his theory contradicts all mainstream schools of history, because in their actual state they are all built on blatantly erroneus chronology. You don't need a mysterious cabal (conspiracy) to falsify history, the falsification is its modus operandi. It is inherent to history(ians) to falsify (distort) events, as it is inherent to humans to boast as it is inherent to power (authority) to legimize itself by referrring to glorious past made to its own order. Dr Prof Fomenko and team have identified scores of instances of such manipulation in Russian, European, etc.. history, and delivered valid statistical proof thereof. His own 'reconstruction' is completely another story. Forget c14 as a valid method of dating. W.Libby has initially discovered a brilliant method of INDEPENDENT dating. Too bad, c14 method has become a joke after a forced marrige with dendrochronology with consensual chronological scale inbuilt. Radiocarbon method can't stand blind tests, but is so very productive as a rubberstamp.
Accepted History & Chronology Must Be Changed. .......2007-04-09
There is no doubt that history as most know it is a sham, & institution's version of History both University & Church is fradulent & inaccurate. Everything was established with an agenda, The real "Dark Ages" are now when we have access to incredible amounts of information past authorities & more important 'common folk' didn't have but our institutions & educators are slow to evolve because of what has ignorantly & arrogantly been taught for too long. This is on many subjects not just Chronology.
For anyone to question "Why would a Mathematician have anything credible to say of History?" The answer is from Dr. Fomenko's preface in the book: "It would be worthwhile to remind the reader that in the XVI-XVII century Chronology was considered to be a subdivision of Mathematics." These volumes could possibly be some of the most important works to date & should be read by everyone with an interest in History, especially professors & educators who have a duty to the public. I have read both books & must say that 'Chronology 1' has some very eye opening & revolutionary information. Even if these volumes are part true the implications are profound & opens the doors to further investigations & questions which must be done. I speak several different lanquages & must say the logic Dr. Fomenko uses with "inflection" of words & words being read from left to right in one region & right to left in another then written backwards, the removal of vowels & get down to basics of words, or different cities & locations having the same name etc. is correct. Vowel usage has always been optional & varied, actually complicating linquistics & study. The first thing one has to understand is that words never had a fixed spelling in history like we do now, the spelling of words was mutable & regional, as well as names & titles of people were vast, varied & changed, NOTHING WAS FIXED or understood linear. Matters of Life & Death as well as financial profiteering yesterday & today were & are made with ignorant, illogical & conspiratorial views of history & reality, it's time people get closer to the Truth & society collectively grow up.
Very Interesting.......2007-03-07
It is a good proposal and I believe it will mature into something even better in the future. I think it deserves to be read.
History as Science Fiction.......2007-01-10
Anatoly Fomenko has written a very intriguing book, full of pictures, charts, and computer 'proof' of his thesis: backwards of AD900 we don't really know what happened or when. Between AD900 and AD1600 there is more certainty, but there is still a lot of fuzzy ground, and things don't get reliable until we get past the 1600's where the printing press made it very difficult for the perpetrators of this timeline manipulation to change anything that had been committed to print. The Dark Ages did not happen. Books were burned for a reason. One organization has doubled the actual length of its existence by expanding the real chronology. Read why.
I had always wondered why Christ died about AD33 and yet men waited until the 11th century to form the Knights Templar, the Cathars, etc and go after the Holy Land by force. Why the 1000 year gap? Turns out there wasn't more than a 10-12 year gap and he proves it using astronomy. This also implies that the planet is not as old as we have been told, and current Christian and other creationist scientists are already championing that idea without being aware of Fomenko's book. The two groups, creationist scientists and the Russian mathematical analysts corroborate each other. Fascinating.
Of course, all this flies in the face of what we have been told traditionally is the 'proper' chronology of western civilization, and most readers will experience 'cognitive dissonance' in reading this book. It means that our history going backwards from AD1600 becomes progressively more incorrect and unreliable until it cannot be trusted at all... in the space of 700-800 years.
Naturally, the curious, open-minded reader will want to know WHO did this, WHY, and did any of the events we think of as really ancient ever happen?
Dr. Fomenko is a respected scientist/mathematician at Moscow State University who has already answered these questions to the satisfaction of his initially skeptical colleagues. Most of them are now believers, a few still refuse to believe (the usual diehards), and of course the western press has ignored Fomenko's work -- for obvious reasons when you read the book. The ones who perpetrated this chronology ruse have a lot to answer for. They are still with us. That's why this book is a well-kept secret.
I gave the book a 4-star rating because I was unable to check out some of his claims; those I checked were as he said. But if even 1/3 of his claims are true, this punches a big hole in what we think is our history, the meaning of western civilization, our educational process (for repeating the ruse as gospel), and the trustworthiness of the organization that perpetrated this ruse, well-intentioned or not.
This book relates to current research into a Young Earth paradigm, to John Keel's discoveries about our planet, and Fr Malachi Martin's insights (in his now out-of-print books). We are indeed sheep who are manipulated and kept ignorant -- for a reason. While knowing what these men have to say may be the "booby prize" (as in: 'what can you do with this knowledge?'), it will provide interesting reading. Didn't someone say: "...and the Truth will set you free."?? For you to judge if this book contains the truth.
Average customer rating:
- The name says it all - Wow!
- great to do business with
- This wow book really wows
- Get Wow CS2 published!!
- WOW! What else CAN you say?!
|
The Photoshop 7 Wow! Book
Jack Davis
Manufacturer: Peachpit Press
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ASIN: 0321123972 |
Book Description
Jack is back with the update to his best-selling, award-winning Photoshop Wow! Book! Readers have hailed previous versions of Jack Davis's landmark book as the "most useful Photoshop book ever" because of its practical, real-life solutions and its value-packed CD-ROM. The
The Photoshop 7 Wow! Book simply ups the ante with even more time-saving techniques—completely updated for Adobe Photoshop 7.
In the
The Photoshop 7 Wow! Book, the focus is on the visuals: Using beautiful, full-color pictures of professionally designed Photoshop projects, this volume clearly lays out the steps required to re-create these spectacular results in your own projects. To work visually, you need to think visually, and this book allows you to do just that. As with all of the titles in this popular series, the emphasis here is on results—how to produce the best work in the fewest steps possible. And sometimes that means using techniques even Adobe hasn't thought of, such as the Wow! Media Painting and Layer Style techniques introduced here.
Customer Reviews:
The name says it all - Wow!.......2007-06-08
I thought I knew Photoshop - until I bought this book. I bought this book just for the extras; syles, textures, etc. But, ended up learning a lot - such as, how to create & use a texture map for realistic 3D effects; how to use a gradient for a neon sign effect, and tons more. I still, to this day, refer back to this book for reference. If you are wanting to learn more about Photoshop, these are the series of books that you need.
great to do business with.......2006-11-08
received in condition as described in a timely manner. would purchase from again!
This wow book really wows.......2006-09-01
Lots of tips and tricks on how to perfect your photoshop project. This book suits various levels of users: from begninners who just want to touch up their digital photos to users who want to have professional results on their media projects. Lots of how to's and detailed steps to achieve your final goals.
Get Wow CS2 published!!.......2005-05-13
Jack Davis: If you are reading this, please release your next book, CS2!!! My version of Wow 7 is worn out! THis is the book I carry everywhere. If I get stuck or forget a technique, I just open to that page and relearn it in under a minute. Photographs, artwork, webdesign artwork, typography, it's all there with plenty of illustrations. Just one to four pages on each issue, no need to read on and on. It's absolutely the best, (and I have almost every book on Photoshop published) book about Photoshop, regardless of version. But an update is greatly needed!!!
WOW! What else CAN you say?!.......2004-08-16
Jack Davis keeps surprising us with great effects and techniques for Photoshop, in this great step-by-step, easy to learn book. This was required in an advanced Photoshop class and it's one book I'm going to KEEP! Awesome!
Books:
- Adobe Photoshop CS3 for Photographers: A Professional Image Editor's Guide to the Creative use of Photoshop for the Macintosh and PC
- Advertising is Dead: Long Live Advertising!
- Agents of Innocence
- Anatomy for the Artist
- Angkor: Celestial Temples of the Khmer
- Art Deco: 1910-1939
- Barnyard in Your Backyard: A Beginner's Guide to Raising Chickens, Ducks, Geese, Rabbits, Goats, Sheep, and Cows
- Cera*mica: Mexican Pottery of the 20th Century
- Color Drawing: Design Drawing Skills and Techniques for Architects, Landscape Architects, and Interior Designers, 2nd Edition
- Comic Book Culture: An Illustrated History
Books Index
Books Home
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