Atjaunināt sīkdatņu piekrišanu

Effective Authorware for Windows Versions 3.0 and 3.5 [Multiple-component retail product]

  • Formāts: Multiple-component retail product, 324 pages, height x width x depth: 278x210x15 mm, weight: 704 g, Contains 1 Paperback / softback and 1 CD-ROM
  • Izdošanas datums: 26-Oct-1998
  • Izdevniecība: Pearson
  • ISBN-10: 0137434286
  • ISBN-13: 9780137434282
  • Multiple-component retail product
  • Cena: 92,69 €*
  • * Šī grāmata vairs netiek publicēta. Jums tiks paziņota lietotas grāmatas cena
  • Šī grāmata vairs netiek publicēta. Jums tiks paziņota lietotas grāmatas cena.
  • Daudzums:
  • Ielikt grozā
  • Pievienot vēlmju sarakstam
  • Formāts: Multiple-component retail product, 324 pages, height x width x depth: 278x210x15 mm, weight: 704 g, Contains 1 Paperback / softback and 1 CD-ROM
  • Izdošanas datums: 26-Oct-1998
  • Izdevniecība: Pearson
  • ISBN-10: 0137434286
  • ISBN-13: 9780137434282
A tutorial or course text introducing the commercial software for creating interactive programs that can integrate sound, text, graphics, simple animation, and digital movies. The first section walks through the process of creating a program. The second explains how to improve a program's efficiency and use the advanced features. Some previous experience with programming would be helpful, but is not necessary. No bibliography. Annotation c. by Book News, Inc., Portland, Or.

PREFACE ix
The Flavor of this Book ix(1)
Pace and Rigor of the Book ix(1)
Acknowledgments x
CHAPTER ONE AN OVERVIEW OF AUTHORWARE
1(9)
WHAT WILL BE LEARNED?
1(1)
WHAT CAN I USE AUTHORWARE FOR?
1(1)
BASICS OF AUTHORWARE
2(4)
The Menu
2(1)
The Tool Bar
2(4)
NO SCROLLBARS
6(2)
WHAT HAVE WE LEARNED?
8(1)
REVIEW QUESTIONS
8(1)
CHAPTER TWO -- CREATING YOUR FIRST AUTHORWARE PROGRAM
9(20)
WHAT WILL BE LEARNED?
9(1)
FILE SETUP
9(2)
THE PRESENTATION
11(8)
Building with Blocks, Icons on the Flowline
11(1)
Creating Icon Content
12(1)
Changing an Object's Appearance
13(2)
Importing Graphics
15(2)
Changing the Appearance of Objects
17(1)
Aligning Objects
18(1)
DESIGN AS YOU RUN OR RUN AS YOU DESIGN
19(2)
The Run and Run from Flag Buttons as Design Tools
19(1)
One on Top of Another: The Layering of Icons
20(1)
CONTROLLING PROGRAM FLOW
21(1)
The Wait Icon
21(1)
ERASE AND TRANSITION EFFECTS
22(3)
The Erase Icon
22(2)
Transitions
24(1)
THE MOTION ICON
25(2)
WHAT HAVE WE LEARNED?
27(1)
REVIEW QUESTIONS
27(2)
CHAPTER THREE -- WORKING WITH TEXT
29(10)
WHAT WILL BE LEARNED?
29(1)
TEXT: THE FORGOTTEN MULTI-MEDIA TOOL
29(1)
CREATING TEXT
29(4)
The Text Object
30(1)
Changing the Appearance of Text
31(1)
Which Font Should I Use? How Can I Choose?
32(1)
Other Font Options
32(1)
DEFINING TEXT STYLES
33(2)
Creating a New Text Style
33(2)
APPLYING PREVIOUSLY DEFINED STYLES
35(1)
IMPORTING TEXT
35(2)
WHAT HAVE WE LEARNED?
37(1)
REVIEW QUESTIONS
37(2)
CHAPTER FOUR -- INTERACTION
39(35)
WHAT WILL BE LEARNED?
39(1)
THE INTERACTION ICON
39(5)
RESPONSE TYPE OPTIONS
44(2)
CHANGING BUTTONS
46(1)
CREATING YOUR OWN BUTTONS
47(4)
Button Editor Options
48(2)
Check Buttons and Radio Buttons
50(1)
Other Button Editor Options
50(1)
HOT SPOT
51(8)
A Hot Spot Example
53(1)
Hot Spot Options
54(5)
HOT OBJECT
59(1)
TARGET AREA
60(2)
A Target Area Example
61(1)
MAKING OBJECTS MOVABLE AND CONSTRAINING MOTION
62(3)
Movable in Area
62(2)
Movable on Path
64(1)
Pull-Down Menu and Conditional Responses
65(1)
TEXT ENTRY
65(3)
The Text Entry Response
66(1)
Making Text Entry Interactions for the Spelling Challenged
67(1)
KEYPRESS
68(1)
TRIES LIMIT
68(2)
TIME LIMIT
70(2)
WHAT HAVE WE LEARNED?
72(1)
REVIEW QUESTIONS
72(2)
CHAPTER FIVE -- BASIC PROGRAM BRANCHING
74(13)
WHAT WILL BE LEARNED?
74(1)
THE MAP ICON
74(1)
THE DECISION ICON
75(7)
Decision Icon Options
76(2)
But How Does This Stuff Work?
78(2)
More Fun with the Decision Icon
80(2)
COMBINING THE INTERACTION ICON WITH THE DECISION ICON
82(1)
THE HIERARCHY OF ERASURE
83(1)
THE GOTO FUNCTION
84(1)
WHAT HAVE WE LEARNED?
85(1)
REVIEW QUESTIONS
85(2)
CHAPTER SIX -- RECYCLING
87(19)
WHAT WILL BE LEARNED?
87(1)
LIBRARIES
87(14)
Creating Content in a Library
88(2)
Library Options
90(1)
Why Lock a Library?
91(1)
Sorting the Contents of a Library
91(1)
Condense/Expand
92(1)
Using the Library
93(1)
Linking with the Library
94(1)
Changes to the Flowline and Changes in the Library
95(1)
Updating Library Changes
96(1)
Working with Links
97(2)
Working with Broken Links
99(1)
Changing Link Names
100(1)
WORKING WITH MODELS
101(3)
Creating a Model
101(1)
Using a Model
102(2)
WHAT HAVE WE LEARNED?
104(1)
REVIEW QUESTIONS
104(2)
CHAPTER SEVEN -- ADVANCED PROGRAM NAVIGATION
106(27)
WHAT WILL BE LEARNED?
106(1)
THE FRAMEWORK ICON
106(3)
THE NAVIGATION ICON
109(1)
NAVIGATION
109(9)
The Next Button
110(2)
The Previous Button
112(1)
The Last Page Button
112(1)
The First Page Button
113(1)
The Exit Framework Button
113(1)
The Go Back Button
114(1)
The Recent Pages Button
115(1)
Altering the List Recent Pages Display
116(2)
KEYWORDS
118(7)
The Find Button
120(5)
HYPER TEXT
125(4)
WHAT HAVE WE LEARNED?
129(1)
REVIEW QUESTIONS
130(3)
CHAPTER EIGHT -- USING SOUND
133(7)
WHAT WILL BE LEARNED?
133(1)
DIGITAL SOUND
133(1)
THE SOUND ICON
133(6)
Sound Options
134(2)
Sound Quality Factors
136(3)
WHAT HAVE WE LEARNED?
139(1)
REVIEW QUESTIONS
139(1)
CHAPTER NINE -- USING DIGITAL MOVIES
140(11)
WHAT WILL BE LEARNED?
140(1)
THE DIGITAL MOVIE ICON
140(7)
THE LAYERING OF DIGITAL MOVIES
147(2)
WHAT HAVE WE LEARNED?
149(1)
REVIEW QUESTIONS
149(2)
CHAPTER TEN -- INTRODUCTION TO VARIABLES
151(35)
WHAT WILL BE LEARNED?
151(1)
VARIABLES
151(1)
SYSTEM VARIABLES
151(4)
CREATING YOUR OWN VARIABLES
155(1)
VARIABLES AND THE CALCULATION ICON
156(3)
USING VARIABLES IN DISPLAYS
159(25)
Referencing Variables
160(1)
Decision
161(2)
File
163(3)
Framework
166(2)
General
168(5)
Graphics
173(1)
Icons
173(2)
Interaction
175(6)
Time
181(2)
Video
183(1)
WHAT HAVE WE LEARNED?
184(1)
REVIEW QUESTIONS
184(2)
CHAPTER ELEVEN -- SIMPLE ANIMATION
186(21)
WHAT WILL BE LEARNED?
186(1)
THE MOTION ICON
186(2)
MOTION TYPES
188(17)
Along Path to End
189(2)
Perpetual Motion
191(3)
To Calculated Point on Line
194(1)
Determining Positions
195(1)
Variable/Expression
196(2)
To a Calculated Point on Path
198(3)
To a Calculated Point on Grid
201(4)
WHAT HAVE WE LEARNED?
205(1)
REVIEW QUESTIONS
206(1)
CHAPTER TWELVE -- INTRODUCTION TO FUNCTIONS
207(52)
WHAT WILL BE LEARNED?
207(1)
WHAT IS A FUNCTION?
207(2)
WHERE AND HOW DO I USE FUNCTIONS?
209(47)
Character
211(10)
File
221(4)
Framework
225(3)
General
228(5)
Graphics
233(4)
Icons
237(5)
Jump
242(2)
Language
244(8)
Math
252(3)
Time
255(1)
LOADING FUNCTIONS
256(2)
WHAT HAVE WE LEARNED?
258(1)
REVIEW QUESTIONS
258(1)
CHAPTER THIRTEEN -- ADVANCED INTERACTIONS
259(13)
WHAT WILL BE LEARNED?
259(1)
RESPONSE TRACKING
259(2)
PULL-DOWN MENUS
261(9)
Using Perpetual Interactions
263(1)
Conditional Response
264(2)
Triggering Drawing Functions
266(1)
Checking for the Correct Response
266(4)
WHAT HAVE WE LEARNED?
270(1)
REVIEW QUESTIONS
270(2)
CHAPTER FOURTEEN -- MORE ADVANCED NAVIGATION
272(17)
WHAT WILL BE LEARNED?
272(1)
USING VARIABLES WITH NAVIGATION
272(8)
Another Navigation Example
278(2)
WORKING WITH ARRAYS
280(1)
Array Functions
280(1)
Fun with the Find Text N Keys Code
281(5)
The Aftermath
286(1)
DEBUGGING
286(1)
CREATING A ROUTER
287(1)
WHAT HAVE WE LEARNED?
288(1)
REVIEW QUESTIONS
288(1)
CHAPTER FIFTEEN -- WORKING WITH FILES
289(14)
WHAT WILL BE LEARNED?
289(1)
WORKING WITH ARRAYS
289(1)
ARRAY FUNCTIONS
289(1)
AND NOW THE EXAMPLE
290(7)
THE AFTERMATH
297(1)
A TASTE OF DATABASES
298(1)
CREATING A DATA SOURCE
298(4)
WHAT HAVE WE LEARNED?
302(1)
REVIEW QUESTIONS
302(1)
CHAPTER SIXTEEN -- WORKING WITH OTHER PROGRAMS
303(7)
WHAT WILL BE LEARNED?
303(1)
JUMPOUT AND JUMPOUTRETURN
303(1)
OLE
303(6)
Manipulating an Inserted Object
306(3)
WHAT HAVE WE LEARNED?
309(1)
REVIEW QUESTIONS
309(1)
CHAPTER SEVENTEEN -- PACKAGING A PROGRAM
310(5)
WHAT WILL BE LEARNED?
310(1)
THE PACKAGING PROCEDURE FOR FILES
310(1)
THE PACKAGING PROCEDURE FOR LIBRARIES
311(1)
DISTRIBUTION ISSUES
312(2)
WHAT HAVE WE LEARNED?
314(1)
REVIEW QUESTIONS
314(1)
INDEX 315