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Adobe Flash Professional CS6 : classroom in a book
Titre : Adobe Flash Professional CS6 : classroom in a book : the official training workbook from Adobe Systems Type de document : texte imprimé Importance : vii, 405 p Présentation : ill. (chiefly col.) Format : 23 cm. + 1 DVD-ROM (4 3/4 in.) ISBN/ISSN/EAN : 978-0-321-82251-2 Note générale : "DVD-ROM included for Windows and Mac OS"--Cover.
Includes index.
Langues : Anglais (eng) Catégories : 000 Généralités:Méthodes informatiques spéciales:Systèmes multimédias Mots-clés : Flash (Computer file)
Computer animation.
Web sites--Design.Index. décimale : 006.7 Résumé : Covers the basics of learning Adobe Flash Professional and provides countless tips and techniques to help you become more productive with the program. The DVD includes two hours of tutorials -- Source other than Library of Congress. Note de contenu : Getting started -- Getting acquainted -- Working with graphics -- Creating and editing symbols -- Adding animation -- Articulated motion and morphing -- Creating interactive navigation -- Using text -- Working with sound and video -- Loading and controlling flash content -- Publishing flash documents. Adobe Flash Professional CS6 : classroom in a book [texte imprimé] : the official training workbook from Adobe Systems . - [s.d.] . - vii, 405 p : ill. (chiefly col.) ; 23 cm. + 1 DVD-ROM (4 3/4 in.).
ISBN : 978-0-321-82251-2
"DVD-ROM included for Windows and Mac OS"--Cover.
Includes index.
Langues : Anglais (eng)
Catégories : 000 Généralités:Méthodes informatiques spéciales:Systèmes multimédias Mots-clés : Flash (Computer file)
Computer animation.
Web sites--Design.Index. décimale : 006.7 Résumé : Covers the basics of learning Adobe Flash Professional and provides countless tips and techniques to help you become more productive with the program. The DVD includes two hours of tutorials -- Source other than Library of Congress. Note de contenu : Getting started -- Getting acquainted -- Working with graphics -- Creating and editing symbols -- Adding animation -- Articulated motion and morphing -- Creating interactive navigation -- Using text -- Working with sound and video -- Loading and controlling flash content -- Publishing flash documents. Exemplaires
Code-barres Cote Support Localisation Section Disponibilité 115718 006.7 ADO Livre Library Repository Exclu du prêt Foundation game design with ActionScript 3.0 / Van der Spuy, Rex.
Titre : Foundation game design with ActionScript 3.0 Type de document : texte imprimé Auteurs : Van der Spuy, Rex., Auteur Mention d'édition : 2nd. ed. Editeur : New York] : Friends of ED Année de publication : 2012 Importance : xvii, 662 p. Présentation : ill Format : 24cm. ISBN/ISSN/EAN : 978-1-430-23993-2 Note générale :
"Learn the skills to design any conceivable 2D game using Flash and ActionScript." -- Cover.
Includes index.
Langues : Anglais (eng) Mots-clés : Flash (Computer file)
Computer games--Programming.
Games--Design and construction.
ActionScript (Computer program language)Index. décimale : 794.8 Résumé : Annotation In response to the success of the first edition ofFoundation Game Design with Flash, Rex van der Spuyhas revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.Weve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim ofFoundation Game Design with ActionScript 3.0is to take you, even if youve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studiesto the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript.Foundation Game Design with ActionScript 3.0is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the bookfor you.Focused and friendly introduction to designing games with Flash and ActionScriptDetailed case studies of Flash gamesEssential techniques for building games, with each chapter gently building on the skills of preceding chaptersModern best practices and new content on ActionScript 3.0Also covers asset creation in Photoshop and IllustratorWhat youll learnHow to build interactive movies and objects with FlashAthorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience requiredHow to build interactive storybooks, space-shooter, adventure and drag-and-drop gamesTo master collision detection, enemy AI systems, player control, managing game data, basic physics and trigonometryTo make use of design patterns andobject-oriented programmingtechniques to build robust gamesStrategies for making games fun to play and easy to buildWho this book is forThis book is for a non-technical, creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treatsprogramming as a creative artistic tool, and will help anyone who may be afraid of programming cometo love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality.Table of ContentsProgramming Foundations: How to Make a Video GameMaking ObjectsProgramming ObjectsControlling Movie Clip ObjectsDecision MakingControlling a Player CharacterBumping into ThingsObject-Oriented Game Design&Aci -- Source other than Library of Congress. Foundation game design with ActionScript 3.0 [texte imprimé] / Van der Spuy, Rex., Auteur . - 2nd. ed. . - [S.l.] : New York] : Friends of ED, 2012 . - xvii, 662 p. : ill ; 24cm..
ISBN : 978-1-430-23993-2
"Learn the skills to design any conceivable 2D game using Flash and ActionScript." -- Cover.
Includes index.
Langues : Anglais (eng)
Mots-clés : Flash (Computer file)
Computer games--Programming.
Games--Design and construction.
ActionScript (Computer program language)Index. décimale : 794.8 Résumé : Annotation In response to the success of the first edition ofFoundation Game Design with Flash, Rex van der Spuyhas revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.Weve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim ofFoundation Game Design with ActionScript 3.0is to take you, even if youve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studiesto the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript.Foundation Game Design with ActionScript 3.0is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the bookfor you.Focused and friendly introduction to designing games with Flash and ActionScriptDetailed case studies of Flash gamesEssential techniques for building games, with each chapter gently building on the skills of preceding chaptersModern best practices and new content on ActionScript 3.0Also covers asset creation in Photoshop and IllustratorWhat youll learnHow to build interactive movies and objects with FlashAthorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience requiredHow to build interactive storybooks, space-shooter, adventure and drag-and-drop gamesTo master collision detection, enemy AI systems, player control, managing game data, basic physics and trigonometryTo make use of design patterns andobject-oriented programmingtechniques to build robust gamesStrategies for making games fun to play and easy to buildWho this book is forThis book is for a non-technical, creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treatsprogramming as a creative artistic tool, and will help anyone who may be afraid of programming cometo love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality.Table of ContentsProgramming Foundations: How to Make a Video GameMaking ObjectsProgramming ObjectsControlling Movie Clip ObjectsDecision MakingControlling a Player CharacterBumping into ThingsObject-Oriented Game Design&Aci -- Source other than Library of Congress. Exemplaires
Code-barres Cote Support Localisation Section Disponibilité 115244 794.8 VAN Livre Library Repository Exclu du prêt Real-time risk : what investors should know about fintech, high-frequency trading, and flash crashes / Irene Aldridge
Titre : Real-time risk : what investors should know about fintech, high-frequency trading, and flash crashes Type de document : texte imprimé Auteurs : Irene Aldridge, Auteur; Steven Krawciw, Auteur Editeur : John Wiley & Sons, Inc., Hoboken, New Jersey. Année de publication : 2017 Importance : xi, 212 pages Présentation : illustrations Format : 23 cm ISBN/ISSN/EAN : 978-1-11-931896-5 Langues : Anglais (eng) Catégories : 332.632 Consolidated Gold Fields Limited -- History. Mots-clés : Real-time risk : what investors should know about fintech, high-frequency trading, and flash crashes Index. décimale : 332.6 Résumé : Real-Time Risk is the first book to show regular, institutional, and quantitative investors how to navigate intraday threats and stay on-course. The FinTech revolution has brought massive changes to the way investing is done. Trading happens in microsecond time frames, and while risks are emerging faster and in greater volume than ever before, traditional risk management approaches are too slow to be relevant. This book describes market microstructure and modern risks, and presents a new way of thinking about risk management in today's high-speed world. Accessible, straightforward explanations shed light on little-understood topics, and expert guidance helps investors protect themselves from new threats. The discussion dissects FinTech innovation to highlight the ongoing disruption, and to establish a toolkit of approaches for analyzing flash crashes, aggressive high frequency trading, and other specific aspects of the market. Today's investors face an environment in which computers and infrastructure merge, regulations allow dozens of exchanges to coexist, and globalized business facilitates round-the-clock deals. This book shows you how to navigate today's investing environment safely and profitably, with the latest in risk-management thinking.-- Provided by Publisher Real-time risk : what investors should know about fintech, high-frequency trading, and flash crashes [texte imprimé] / Irene Aldridge, Auteur; Steven Krawciw, Auteur . - [S.l.] : John Wiley & Sons, Inc., Hoboken, New Jersey., 2017 . - xi, 212 pages : illustrations ; 23 cm.
ISBN : 978-1-11-931896-5
Langues : Anglais (eng)
Catégories : 332.632 Consolidated Gold Fields Limited -- History. Mots-clés : Real-time risk : what investors should know about fintech, high-frequency trading, and flash crashes Index. décimale : 332.6 Résumé : Real-Time Risk is the first book to show regular, institutional, and quantitative investors how to navigate intraday threats and stay on-course. The FinTech revolution has brought massive changes to the way investing is done. Trading happens in microsecond time frames, and while risks are emerging faster and in greater volume than ever before, traditional risk management approaches are too slow to be relevant. This book describes market microstructure and modern risks, and presents a new way of thinking about risk management in today's high-speed world. Accessible, straightforward explanations shed light on little-understood topics, and expert guidance helps investors protect themselves from new threats. The discussion dissects FinTech innovation to highlight the ongoing disruption, and to establish a toolkit of approaches for analyzing flash crashes, aggressive high frequency trading, and other specific aspects of the market. Today's investors face an environment in which computers and infrastructure merge, regulations allow dozens of exchanges to coexist, and globalized business facilitates round-the-clock deals. This book shows you how to navigate today's investing environment safely and profitably, with the latest in risk-management thinking.-- Provided by Publisher Exemplaires
Code-barres Cote Support Localisation Section Disponibilité 0-120619 332.6 ALD Livre Library Shelf Exclu du prêt