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Foundation ActionScript 3 Animation: Making Things Move!
 
 

Foundation ActionScript 3 Animation: Making Things Move! [ペーパーバック]

Keith Peters
5つ星のうち 5.0  レビューをすべて見る (2件のカスタマーレビュー)
参考価格: ¥ 3,318
価格: ¥ 2,997 通常配送無料 詳細
OFF: ¥ 321 (10%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
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内容説明

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.

著者について

Keith Peters lives in the vicinity of Boston with his wife, Kazumi, and their daughter, Kristine. He has been working with Flash since 1999, and has co-authored many books for friends of ED, including Flash MX Studio, Flash MX Most Wanted, and the ground-breaking Flash Math Creativity. In 2001, he started the experimental Flash site, BIT-101 (BIT-101.com), which strives for a new, cutting edge, open-source experiment each day. The site won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on the site, there are several highly regarded Flash tutorials which have been translated into many languages and are now posted on web sites throughout the world. Keith is currently working full time doing freelance and contract Flash development and various writing projects.

登録情報

  • ペーパーバック: 568ページ
  • 出版社: Apress/friends of ED; 1st ed. 2007. 2nd printing版 (2007/4/2)
  • 言語 英語, 英語, 英語
  • ISBN-10: 1590597915
  • ISBN-13: 978-1590597910
  • 発売日: 2007/4/2
  • 商品の寸法: 23.4 x 18.8 x 3 cm
  • おすすめ度: 5つ星のうち 5.0  レビューをすべて見る (2件のカスタマーレビュー)
  • Amazon ベストセラー商品ランキング: 洋書 - 88,969位 (洋書のベストセラーを見る)
  •  カタログ情報、または画像について報告

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最も参考になったカスタマーレビュー
3 人中、3人の方が、「このレビューが参考になった」と投票しています。
形式:ペーパーバック
自分は、文系でプログラムとかも全くわかりませんし、ActionScriptもまったくわかりませんでしたが、どういうわけか今月からAS3に挑戦しています。でもこの本はこのぼくにもとてもわかりやすく書いてありどんどん読み進めてみたくなる本です。今はちょうどChapter2: BASICS OF ACTIONSCRPIT 3.0 FOR ANIMATIONをコンプリートしたところですが、ActionScriptはとても面白く感じています。(ちなみにAdobe Flash CS3 詳細! ActionScript3.0 入門ノートも買いましたが、僕はこのFoundation ActionScript 3 Animation: Making Things Move!
のほうが好きです)
このレビューは参考になりましたか?
1 人中、1人の方が、「このレビューが参考になった」と投票しています。
By u823
形式:ペーパーバック
日本語訳されているものより安かったので、こちらの洋書の方を購入しました。
ActionScript 3.0 アニメーション

辞書を必要としないレベルの英語で書かれているし、難しい言葉はちゃんと説明がついているケースが多いので、読むことを苦痛に感じることはありません。
レベル的に、高校英語程度のレベルではないでしょうか?

自分の英語力は、Dan Brownの小説を辞書を引くことによって何となく理解出来るレベルです。
The Da Vinci Code

和書の方が欲しいけど高いな…と考えている方で、とりあえず洋書を読んだことがある方ならこちらを買った方が断然お買い得だと思います。

結局コードがメインなので、コードはどのみち英語ですしねw
このレビューは参考になりましたか?
Amazon.com で最も参考になったカスタマーレビュー (beta)
Amazon.com:  41件のカスタマーレビュー
33 人中、31人の方が、「このレビューが参考になった」と投票しています。
Makes animation programming comprehensible for anyone. 2007/4/16
By George D. Girton - (Amazon.com)
形式:ペーパーバック|Amazonが確認した購入
"Boing Boing Boing!"

Keith Peters's engaging and readable book on Flash 9, Actionscript 3.0 Animation is quite unusual for a programming techniques book. It assumes you know very little, but it ends up being an authoritative work of lasting value.

Notwithstanding the "3.0" in the title, this is the second edition of "Making things Move," updated for Actionscript 3.0. The first version sold very well, but I think the second edition will open up Flash to a much wider audience.

This is because Peters almost always gives you two or three ways of doing something, and this extends to whatever Flash development environment you have chosen. There are three ways you can write Actionscript 3 for Flash: The Flash IDE (which you get when you buy Adobe Flash), Flex Builder 2 (which you get when you buy Adobe Flex Builder) and the free Flex 2 SDK (which you get when you download Flex SDK free from the Adobe website.) I use the third environment, so I really appreciate that "Making Things Move" tells you how to set up "trace" for debugging in the free Flex SDK environment. Because of the popularity of Flash animation, and the fact that the book tells you how to use the free development environment (and the fact that Actionscript 3 is so great), I think this book will be both popular and influential.

So, I found nuts and bolts information in the very beginning that was probably worth the price of the book even if I didn't animate a single bouncing ball, but what's the rest of the book about? Three things that everyone learned (or should have learned) in school: trigonometry, physics and how to think about stuff on your own. And you get it an applied context that basically gives you everything you need to build, and to understand how to build, an interactive 2D or 3D game -- except fancy graphics, of course.

User interaction, moving objects around, collision detection (two or three different methods), how to use acceleration and velocity for springing and easing, billiard ball physics, how to make things walk (forward kinematics) and reach for stuff (reverse kinematics), plus rotate collide and move in 3 dimensions, it's all in the book. All completely comprehensible. Various ways of placing things randomly on the screen, how to bounce back after colliding, how to swarm objects and connect them to each other? All covered. Matrix math, Brownian motion? Covered and explained. About the only thing Peters doesn't give you is the rotation matrices for four-dimensional graphics, but to be perfectly fair, nobody else does either.

This book is a product of tons of experience and thoughtfulness. Each technique appears to be so simple -- certainly there isn't too much code in any one example -- and yet along with each technique, it seems like there's at least one little `gotcha' that Keith Peters tells you how to avoid. In other words, you can scan the book quickly to see what's in it, to see what's there and examine the formulas, and then when you go back and read it, you also benefit because you pick up one of these 'gotchas' or an explanation of why one way is better than doing it another way.

Will you find this review useful if I don't complain about something? Okay! Well, in the spaceship example in chapter 5, which uses the keyboard, nothing works unless you click on the window first. The book says nothing about this, or how to prevent it. Can you set the keyboard focus onto your movie without clicking the mouse on it? I wish I knew.

Less important, in nearly every code example in the book, the constructor of each document class calls an init() method, which Peters says is a recommended "best practice" I would like to know why this is a best practice, since it just makes the code (and the book) longer and (ok, just slightly) more time consuming to read.

Lastly, everyone knows (or will know after reading this book) there are two kinds of animation, frame-based and timer-based. What I never realized is that there's a third form, time-based animation, that's smoother and more accurate than either frame based or timer based. Plus, it's immune to the frame rate of the movie, the motion stays just as smooth and constant as you have intended it to be. I really appreciate the fact that the book brought this to my attention, but why did the author wait until page 505 to get around to it? No matter, you're crazy if you don't read every page, from the beginning of the forward ("This is a book about art"), right to the very end of the index ("zero, dividing by zero in Flash").

This book is packed with useful information from beginning to end and will give you many happy hours and things to do on long winter nights in front of your compute; the very last example in the book, slipped in as a final parting gift just before the recap of all the book's equations, tells how to add the "Boing" sound to the bounce of your bouncing ball, in just 3 lines of code.

If you don't have any books on Actionscript 3, I think this is probably the best one to start with until the Moock book comes out, if you have an interest in animation.
23 人中、20人の方が、「このレビューが参考になった」と投票しています。
A great buy, not a great upgrade 2007/6/24
By Thomas B. Talbot - (Amazon.com)
形式:ペーパーバック|Amazonが確認した購入
First off, the previous version was the best actionscript and or graphics book for the Flash environment I had ever read. Useful segments of script and the practical approach to getting common graphics, animation, collision, 3D and kinematics work done were invaluable.

My criticism of the current edition is that, with the exception of placing everything in a class structure for actionscript 3.0, the new edition lacks novel content. There are no new techniques, projects, nor animations. Also, the programs may be written in classes, but often the programs don't take advantage of the object oriented techniques encouraged in 3.0 actionscript.

The parts about using the Flex SDK are interesting as they allow people to program in actionscript without having to buy anything. It is pretty obvious that this book was written before the Flash CS3 version came out as it would be more aptly named "actionscript animation 3.0 for flex" as some of the techniques necessary to make graphical objects in the flex environment are inconvenient for those using Flash CS3.

So, my bottom line:
If you don't have this book and want to program graphics in flash/flex, get this book before all others.
If you already have the previous edition, don't bother upgrading. (though for me it didn't work out too bad because I used the previous edition so much I wore it out.)
4 人中、4人の方が、「このレビューが参考になった」と投票しています。
What Can't Actionscript Do? 2007/8/14
By Michael Hill - (Amazon.com)
形式:ペーパーバック
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.
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