Selasa, 22 Maret 2011

[F942.Ebook] Download How Should We Develop Biblical Friendship? - Cultivating Biblical Godliness Series, by Joel R. Beeke, Michael A. G. Haykin

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How Should We Develop Biblical Friendship? - Cultivating Biblical Godliness Series, by Joel R. Beeke, Michael A. G. Haykin



How Should We Develop Biblical Friendship? - Cultivating Biblical Godliness Series, by Joel R. Beeke, Michael A. G. Haykin

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How Should We Develop Biblical Friendship? - Cultivating Biblical Godliness Series, by Joel R. Beeke, Michael A. G. Haykin

'Iron sharpeneth iron; so a man sharpeneth the countenance of his friend,' Proverbs 27:17 tells us. God uses Christian friendships to help His children grow in grace and stay true to Christ. But our twenty-first-century Western culture values individualism, busyness, and selfishness qualities that do not encourage deep, long-lasting, satisfying friendships. The authors guide us through a practical survey of biblical and historical friendships, drawing principles from them that will aid us in forming our own biblical friendships that will sharpen us for our Christian journey in a world that is no friend to grace. Contents: Friendship in the Holy Scriptures - Paul's Understanding of Friendship - Paul's Friendship with Timothy - Paul's Hunger for Companionship while Facing Death Friendship in the Christian Tradition - John Calvin's Friendships - An Eighteenth-Century Friendship - Two Baptist Friends The Art of Building Godly Friendships Practical Steps Toward Deepening Friendship

  • Sales Rank: #747351 in Books
  • Brand: Reformation Heritage Books
  • Published on: 2015-06-23
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.20" h x .40" w x 4.80" l, .10 pounds
  • Binding: Paperback
  • 32 pages

Review
A treasure! From two of my friends, a booklet about friendship that makes me thankful for them and what they have written. Friendship is what Jesus gifts in His final hours 'you are my friend' and discovering friendship with others is one of God's great gifts. Winsomely thoughtful and practical, this is a rare treasure that is bound to be read widely. --Derek W. H. Thomas, senior minister, First Presbyterian Church, Columbia, South Carolina; Robert Strong Professor of Systematic and Pastoral Theology, RTS Atlanta

This booklet is needed in the Christian world as people relate to phones and iPads but increasingly less to others. Here is an accessible, reader-friendly, one-stop treatment of the Bible's encouragement to form and sustain rich friendships. It is lucid but not simplistic, judicious but not obscure, and convicting but not shrill. --Geoff Thomas, pastor, Alfred Place Baptist Church, Aberystwyth, Wales

From the Inside Flap
"Iron sharpeneth iron; so a man sharpeneth the countenance of his friend," Proverbs 27:17 tells us. God uses Christian friendships to help His children grow in grace and stay true to Christ. But our twenty-first-century Western culture values individualism, busyness, and selfishnessqualities that do not encourage deep, long-lasting, satisfying friendships. The authors guide us through a practical survey of biblical and historical friendships, drawing principles from them that will aid us in forming our own biblical friendships that will sharpen us for our Christian journey in a world that is no friend to grace.

About the Author
Michael A. G. Haykin is professor of church history and biblical spirituality as The Southern Baptist Theological Seminary in Louisville, Kentucky.

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0 of 0 people found the following review helpful.
Great Primer on True Biblical Friendship
By Beth Saathoff
How Should We Develop Biblical Friendship? by Joel Beeke and Michael Haykin is part of the 12-booklet Cultivating Biblical Godliness series published by Reformation Heritage Books. This booklet is short at just 46 pages and looks at the Christian duty to develop biblical friendships.

I found this book to be very encouraging as I find myself in a new church home. The authors not only look at the art of building godly friendships, but also give practical steps toward deepening those friendships. In addition, they remind the Christian that "[a]s you strive to be a friend, you must recognize the mystery of how friendships come to pass. You cannot make someone be your faithful friend. God is Lord of friendship," (p. 22).

I recommend How Should We Develop Biblical Friendship? for all Christians. True biblical friendship is difficult to find in the frenzy of activities in most local churches. Truly close friends are few and far between, so cultivation of that true friendship is important. Beeke & Haykin quote Esther Edwards Burr to show the importance of the relationships we have here on earth: "True friendship is first enkindled by a spark from heaven, and heaven will never suffer it to go out, but it will burn to all eternity," (p. 11).

***
"Fulfil ye my joy, that ye be likeminded, having the same love, being of one accord, of one mind," (Phil. 2:2).

0 of 0 people found the following review helpful.
Four Stars
By Stephen. Turner
I thought it was a good booklet.

0 of 0 people found the following review helpful.
Five Stars
By Used by Michelle
Love it.

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Sabtu, 12 Maret 2011

[F599.Ebook] Fee Download Quantum Gravity: Third Edition (International Series of Monographs on Physics), by Claus Kiefer

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Quantum Gravity: Third Edition (International Series of Monographs on Physics), by Claus Kiefer

The search for a quantum theory of the gravitational field is one of the great open problems in theoretical physics. This book presents a self-contained discussion of the concepts, methods and applications that can be expected in such a theory. The two main approaches to its construction -- the direct quantisation of Einstein's general theory of relativity and string theory -- are covered. Whereas the first attempts to construct a viable theory for the gravitational field alone, string theory assumes that a quantum theory of gravity will be achieved only through a unification of all the interactions. However, both employ the general method of quantization of constrained systems, which is described together with illustrative examples relevant for quantum gravity. There is a detailed presentation of the main approaches employed in quantum general relativity: path-integral quantization, the background-field method and canonical quantum gravity in the metric, connection and loop formulations. The discussion of string theory centres around its quantum-gravitational aspects and the comparison with quantum general relativity. Physical applications discussed at length include the quantization of black holes, quantum cosmology, the indications of a discrete structure of spacetime, and the origin of irreversibility.

This third edition contains new chapters or sections on quantum gravity phenomenology, Horava-Lifshitz quantum gravity, analogue gravity, the holographic principle, and affine quantum gravity. It will present updates on loop quantum cosmology, the LTB model, asymptotic safety, and various discrete approaches. The third edition also contains pedagogical extensions throughout the text.

This book will be of interest to researchers and students working in relativity and gravitation, cosmology, quantum field theory and related topics. It will also be of interest to mathematicians and philosophers of science.

  • Sales Rank: #1341941 in Books
  • Published on: 2012-05-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.00" h x 1.10" w x 9.80" l, 1.85 pounds
  • Binding: Hardcover
  • 432 pages

Review
Review from previous edition: "This book maintains a high level of clarity throughout, and is written with admirable patience. It will be found very useful by a beginning researcher in quantum gravity who wants to have a comprehensive overview of the subject. Equally well, senior researchers in the field will find it a handy reference for standard analyses of various aspects of the subject." --General Relativity and Gravitation

"A clear exposition of the fundamental concepts of gravity... an extensive review of the subject." --Journal of Classical and Quantum Gravity

"Suitable for the expert who wants an overview of the state-of-the-art, as well as the novice looking for an introduction to one of the most spellbinding subjects in theoretical physics today." --Physik-Journal

About the Author

Claus Kiefer has been a Professor at the Institute for Theoretical Physics, University of Cologne, Germany since 2001.

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1 of 4 people found the following review helpful.
Very good introduction to quantum ravity
By Zbigniew Harasim
This is the book that considers incredibly interesting field of quantum physics, which is probably most important in evolution of physics: that is connection between quanum mechanics and general relativity

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Selasa, 08 Maret 2011

[V234.Ebook] Get Free Ebook Podcasting: The Ultimate Starter Kit (52 Brilliant Ideas), by Steve Shipside

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Podcasting: The Ultimate Starter Kit (52 Brilliant Ideas), by Steve Shipside

"It's the hottest thing in the media, it's tomorrow's broadcasting today, and it's easy, fun, and free. Podcasting revolutionises radio by allowing you to listen to what you want, when you want, where you want. With software set up on your MP3 player, iPod, PC, or phone you can automatically download the latest programmes, then enjoy them at the time and place that suits you - even it that happens to be underground, or in the pool. Better yet, the fact that creating podcasts is open to pretty much anyone with a computer and a microphone means the range of programmes on offer are limitless." Steve Shipside.

  • Sales Rank: #4368421 in Books
  • Published on: 2005-12-21
  • Original language: English
  • Number of items: 1
  • Dimensions: .0" h x .0" w x .0" l, 1.10 pounds
  • Binding: Paperback
  • 160 pages

About the Author
Steve Shipside has been writing about technology and media for fifteen years, for newspapers, magazines, and websites including The Guardian, Internet Magazine, MacUser, Wired, and BBC.co.uk. The author of a dozen books on such subjects as travel, technology, and extreme sports he finds his own broad-ranging tastes often better catered for by the bizarre world of podcasting than by mainstream media. A confirmed podperson he genuinely believes that the ability to listen to radio Tagalog while underwater is proof that there is hope yet for the future of mankind.

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[R426.Ebook] Download PDF Medical Biotechnology, 1e, by Judit Pongracz BSc PhD DrHabil, Mary Keen BSc PhD

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Medical Biotechnology, 1e, by Judit Pongracz BSc  PhD  DrHabil, Mary Keen BSc  PhD

This textbook is aimed at medical and other health science students to explain the practical clinical impact of new techniques in biotechnology. It does not set out to explain the minutiae of the techniques themselves. The book focuses on why these techniques are useful in a clinical context and considers their potential uses, limitations and the ethical considerations that surround their use.

  • Accessible account of subject wriiten at a level appropriate for medical students.
  • Highly illustrated in colour.
  • Ideal as a resource for problem-based courses.
  • Increasing number of medical courses have modules on this subject.
  • Suggestions for further reading.

  • Sales Rank: #1806546 in Books
  • Published on: 2009-01-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.30" h x .40" w x 7.60" l, 1.20 pounds
  • Binding: Paperback
  • 236 pages

Review
"Biotechnology embraces cell biology, genetics, molecular biology, biochemistry, microbiology, pharmacology, immunology and ethics, to name only some specialties. These days their practical applications range from drugs and vaccines to stem cells and gene therapy. In the authors’ hands descriptions of the science of all of these cannot fail to excite, so much so that lay people interested in modern advances could benefit."
BMA Book Awards 2009�- judges comments

About the Author
Keen, The University of Birmingham, UK.

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1 of 1 people found the following review helpful.
Good reading
By Angela McLaughlin
This book was on target with what my professor was teaching. Fairly new book that covers quite a bit of curriculum.

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The fastest, easiest, most comprehensive way to learn Flash Professional CC (2014 release)

Classroom in a Book�, the best-selling series of hands-on software training workbooks, 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 Flash Professional CC Classroom in a Book contains 10 lessons that cover the basics, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you.

In addition to learning the key elements of the Flash Professional interface, this completely revised CC (2014 release) edition covers new features, including the Variable Width stroke tool, the new Motion Editor panel, and improved export to Web Standards formats like HTML5 and SVG.

Purchasing this book gives you access to the downloadable lesson files you need to work through the projects in the book, and to electronic book updates covering new features that Adobe releases for Creative Cloud customers. For access, goto www.peachpit.com/redeem and redeem the unique code provided inside this book.

“The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students.”

Barbara Binder,
Adobe Certified Instructor
Rocky Mountain Training

  • Sales Rank: #137844 in Books
  • Published on: 2014-08-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .90" w x 7.30" l, .0 pounds
  • Binding: Paperback
  • 384 pages

About the Author
Russell�Chun is a multimedia developer, author, and educator specializing in visualizing science, data, and story ideas for the web. He is on the adjunct faculty at�City University of New York (CUNY) Graduate School of Journalism�where he established and teaches their course in data-driven interactive journalism. He also serves as Department Head of the Illustration degree program at�Sessions College for Professional Design. He is the�author of several books, interactive and video products�on multimedia. Russell�earned his Masters degree in Medical and Biological Illustration from the Johns Hopkins University School of Medicine. He currently lives in Brooklyn, NY.

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9 of 9 people found the following review helpful.
The Best “Adobe Flash Professional Classroom in a Book”, Ever.
By Brian M. Stoppee
Flash Professional has gone through a significant rebuilding. There was some speculation that it would not survive the collapse of the need for SWF files, a one time plug-in mainstay for all computers. Without a doubt, Adobe Flash Professional is not in the demand that it once was. Many people claimed that the app would not be able to continue.

So, this brings up an excellent question, “If the demand for Flash Professional has diminished, why do I want to invest so much of my time in learning it?” That’s a good question. You need to understand who is using Flash Professional (Fl) and what they are doing with it, before you bother studying this book. That helps to gauge your expectations as to what you want to get out of this Classroom in a Book (CIB).

First, the core of Flash Professional has always been about providing the user with a rich interactive experience. The need for that has not changed. That interactivity and animation is why Flash Professional retains a strong following from those who create games.

The two big new frontiers for Fl has become exporting for AIR and HTML Canvas. That opens the door for app creation, especially for mobile devices. Plus HTML Canvas has a big following for interactive websites. Unlike the days of SWF files, neither AIR nor HTML Canvas require a Flash Player plug-in. The end result is code generation. So, just like working in Dreamweaver’s Design View or Live View, the interactivity creator doesn’t need to get under the hood and work with the code unless the Flash artist wants to.

The Classroom in a Book Story
We’re not new to CIB. This is the 113th Adobe Classroom in a Book which we have studied from cover to cover, going back to the first CIB, for Photoshop, in 1997. We run training centers in conjunction with Virginia higher education, where CIB is at the core of the syllabuses we write. We’re Adobe Community Professionals (ACPs) and our Adobe Certified Instructors (ACIs) consider CIB to be the jumping off point for training those who wish to become Adobe Certified Experts (ACE). Every college campus where we do Adobe and Apple training has a Pearson/VUE exam center.

The spine of the printed book says it is published by Adobe Press. That’s an imprint of Peachpit Press, which is owned by Pearson Educational, the company that administers those ACE (and less demanding ACA) exams.

To be 100% above board, we know many people at Pearson and the two other big publishers for the creative community. We have had three books published and we contribute to the books of other authors.

We are not paid to write reviews. And, we don’t know anyone who has been paid to do that. Our feedback on books is always our candid opinion.

Chapter 1 - Getting Acquainted
If you are new to Flash Professional, this chapter is going to be foundational. It’s excellently crafted to get you used to some of the standard Adobe CC user interface (UI), such as tools. But there are aspects of Fl which are unique to other Adobe apps. This would include a stage, a library, and a property inspector, which is unlike that which you are used to in Dreamweaver.

If you have worked in Premiere Pro, Audition, After Effects or worked in video for Photoshop, at first glance for might say, “A timeline. Great. I know what that’s all about.” But, as you explore more you’ll discover that it has unique qualities, too.

This CIB does not offer much hand holding. The first chapter provides an excellent tour of the workspace, but it also expects that the Flash Professional newbie will feel this is going to be a worthy challenge.
Start Flash + Open a File 10
Create a New Document 11-12
Document Types 12-13
Playback Environment 12-13
Getting to Know the Workspace 13-16
New Workspace 14
Save a Workspace 14-15
The Stage 15
Change the Stage Properties 16
Library Panel 17-18
Library Panel Overview 17
Import an Item to the Library Panel 17
Add an Item from the Library Panel to the Stage 18
Timeline 18-24
Rename a Layer 19
Add a Layer 19-20
Work with Layers 21
Insert Frames 21-22
Select Multiple Frames 22
Create a Keyframe 22-23
Move a Keyframe 24
Remove Keyframes 24
Organize Layers in a Timeline 25-27
Create Layer Folders 25-26
Add Layers to Layer Folders 26
Change the Appearance of the Timeline 27
Cut, Copy, Paste, Duplicate Layer 27
Properties Inspector 28-31
Position an Object on the Stage 28-30
Panels Overview 31
Tools Panel 32-35
Select + Use a Tool 33-35
Undo Steps in Flash 35-36
Preview a Movie 36-37
Modify the Content + Stage 38-39
Resize Stage + Scale Content 38-39
Save a Movie 39-41
Auto-Recovery for Backup 39-40
Save an XFL Document 40
Modify an XFL Document 40-41
Flash Resources 42
Check for Updates 42

The book estimates that you’ll need around an hour to complete this chapter. If you’re new, don’t be concerned if it takes you more than 90 minutes.

Chapter 2 - Working with Graphics
Since we have 18 years of background with CIB we see the tweaking which takes place with each one of these chapters from edition to edition. The author, Russell Chun, and CIB team at Peachpit have made some nice improvements to this chapter. We especially appreciate the SVG additions at the end.

It’s helpful if you have drawing experience in Illustrator, yet that doesn’t mean you can breeze through this chapter. A good example of that is the very helpful Flash Drawing Modes on page 52. Don’t let that concern you, though. These lessons are easy to follow. With time you’ll come to enjoy the special nuances of Fl.
Getting Started 46
Strokes + Fills 46
Create Shapes 47-48
Rectangle Tool 47
Oval Tool 47-48
Make Selections 48
Select Strokes + Fills 48
Edit Shapes 49-53
Free Transform Tool 49
Copy + Paste 49-50
Change Shape Contours 50
Change Strokes + Fills 51
Flash Drawing Modes 52
Merge Drawing Mode 52
Object Drawing Mode 52
Primitive Drawing Mode 52
Gradient + Bitmap Fill 53-57
Create Gradient Transitions 53-55
Gradient Transform Tool 55
Add a Bit Map Fill 56
Group Objects 56-57
Using Variable-Width Strokes 57-59
Add Variable-Width Strokes 57-58
Edit the Width of Lines 58-59
Pressure-Sensitive Graphics Tablets 59
Create Curves 59-61
Pen Tool 59-60
Edit Curves w/Selection + Subselection Tools 61
Delete + Add Anchor Points 61
Create Transparencies 62-64
Modify the Alpha Value of a Fill 62-63
Add Shadows 63-64
Create + Edit Text 64-67
Text Tool 64-65
Match the Color of an Existing Object 65-66
Add Hyperlinks 66-67
Align + Distribute Objects 67-68
Align Objects 67-68
Convert + Export Art 69-72
Convert Vector Art to Bitmap 69-70
Export Art to SVG 70-72

Chapter 3 - Creating and Editing Symbols
If the first two chapters made you feel like Flash Professional is a foreign land and you wish you were back home in Illustrator and Photoshop, this chapter welcomes you home. It proves that Fl is very much a team player in the Adobe CC family by showing you what can be created in Photoshop and Illustrator which slips right into Flash Pro.

If you are into gaming, you’ll feel right at home with these exercises. However, if cartoon characters are not your cup of tea, try to see past that and concentrate on what’s being taught. The concepts are excellent and you quickly begin to see the power of Fl to the point that you can begin to imagine cool things you can create with it.

Pages 79-81 get into symbols. They’re important in Fl. If you cannot immediately see how you’ll use them, don’t blow them off and move on. You’ll need them in the next chapter.
Getting Started 76
Import Illustrator Files 76-77
Use Illustrator w/Flash 78-79
Import Layers 78
Import Symbols 78
Copy + Paste Artwork 78
Symbols 79-80
Movie Clip Symbols 79-80
Button Symbols 80
Graphic Symbols 80
Create Symbols 80-81
Import Photoshop Files 82-84
Image Formats 85
Convert a Bitmap Image to a Vector Graphic 85
Edit + Manage Symbols 86-91
Add Folders + Organize the Library 86
Edit a Symbol from a Library 87-88
Edit a Symbol in Place 88-90
Break Apart a Symbol Instance 90-91
Change Size + Position of Instances 91-94
Rules and Guides 93-94
Change the Color Effect of Instances 94-96
Change Brightness 95
Change Transparency 95-96
Display Options 96-98
Visible Option for Movie Clips 96-97
Blending Effects 97
Export as Bitmap 98
Apply Filters for Special Effects 99-100
Apply a Blur Filter 99-100
Filter Options 100
Position in 3D Space 101-106
Change 3D Rotation of an Object 101-102
Change 3D Position of an Object 103
Global vs Local Transformations 104
Reset the Transformation 104-105
Vanishing Point + the Perspective Angle 105-106

Chapter 4 - Animating Symbols
If you have been itching to animate something in Flash Professional, the fun starts here. This is a very cool chapter.

Adobe’s Flash Professional team did a great job in fine tuning the timeline for CC. It’s terrific to work with, in this chapter. But, here’s the downside. As enthusiastic as you might be about this, you need to be patient. You could complete this in a couple hours, but don’t be disappointed if it takes more like three. This is essential Fl learning. The author has made it feel not that heavy by including some great graphics to work with, but concludes the lesson with a challenging feature film project and then a bonus section on Sprite Sheets.

There’s no rushing this. In fact, once you get to the end of the chapter, we suggest you explore this on you own.
Getting Started 110
Animation 111
Project File 111-112
Animating Position 112-115
Controller to Preview the Animation 115
Change Pace + Timing 115-118
Change the Animation Duration 115-116
Add Frames 116-117
Move Keyframes 117
Span-Based vs Frame-Based Selections 118
Animate Transparency 118-120
Animate Filters 120-123
Property Keyframes 123
Animate Transformations 124-127
Motion Presets 127
Change the Path of the Motion 128-131
Move the Path of the Motion 128
Change the Scale or Rotation of the Path 129
Edit the Path of the Motion 130
Orient Objects to the Path 130-131
Swap Tween Targets 131-132
Create Nested Animations 132-135
Create Animations Inside Movie Clip Symbols 133-135
Easing 135-138
Split a Motion Tween 135-136
Set Eases of a Motion Tween 137-138
Frame-by-Frame Animation 138-140
Insert a New Keyframe 138-139
Change the Graphics 140
Animate 3D Motion 140-142
Test a Movie 143
Generate PNG Sequences + Sprite Sheets 144

Chapter 5 - Advanced Motion Tweening
This is an impressive new chapter which gets you started with the powerful new Motion Editor. If you are coming into Flash Professional from After Effects, you’ll be right at home with this. If not, this could be challenging even if you’ve been around Fl for a while. The concepts of tweaking motion on a graph might not seem all that intuitive, at first. Yet, for professional digital animators, this is a normal day at the office.
Getting Started 148-149
Motion Editor 149-150
Project File 150
Add Motion Tweens 150-152
Edit Property Curves 152-158
Motion Editor Values 153
Add Anchor Points 154-155
Change the Curvature 156
Move Anchor Points 157
Delete Anchor Points 158
Delete Property Curves 158
Viewing Options for the Motion Editor 159
Copy + Paste Curves 159-163
Duplicate Entire Motion Tweens 162-163
Add Complex Eases 163-169
Add the Next Motion Tween 163-166
Add an Ease-In 166-168
Remove an Ease 168
Property vs Ease Curves 168
Animating Bounces 170-172
BounceIn Ease 173-175
Apply a Second Ease to a Different Property Curve 175-176

Don’t be disappointed if this takes you an hour and a half. It’s possible that you’ll need to take a break and start over.

Chapter 6 - Animating Shapes and Using Masks
This is another fun chapter. Yes, it’s challenging, but you’ll feel like you are getting somewhere great with Flash Professional learning once you make the flame animation flicker.

The exercises have you morph things and give the feeling of reflective surfaces. It’s a great way to build on the tweening that you learned about in the previous chapter.
Getting Started 180
Animate Shapes 180
Project File 181
Create a Shape Tween 181-183
Establish Keyframes Containing Different Shapes 181-182
Apply the Shape Tween 182-183
Blend Types 183
Change the Pace 184
Move a Keyframe 184
Add More Tweens 184-187
Insert Additional Keyframes 184-186
Extend Shape Tweens 186-187
Broken Tweens 187
Create a Looping Animation 187-190
Duplicate Keyframes 188
Preview the Loop 188-189
Insert the Animation in a Movie Clip 189-190
Shape Tweening w/Variable Width Strokes 190
Shape Hints 191-195
Add Shape Hints 191-194
Remove Shape Hints 194
Preview the Animation w/Onion Skin Outlines 195
Animate Color 195-197
Adjust Gradient Fills 195-197
Create + Use Masks 198-200
Define the Mask Layer 198-199
Create the Mask Layer 199
See the Effects of the Mask 200
Traditional Masks 200
Animate the Mask + Masked Layer 200-204
Add a Tween to the Masked Layers 201-204
Ease a Shape Tween 204
Add an Ease-in 204

Chapter 7 - Creating Interactive Navigation
Creating interactive navigation was a key to creating websites with Flash in the SWF days. If your plans for Fl are to create websites with the previously mentioned HTML Canvas (something we love), this is an extremely important chapter.

The lessons are, again, well crafted. Through page 220, you’ll create an attractive website and apply some very cool buttons. When you get to the section on ActionScript 3.0, it’s okay for you to think, “Whoa! I’m not a coder.” They don’t overly ActionScript you in this lesson. You just get a taste.

That said, the Flash professionals, who do the heavy creative and technical lifting, flex their ActionScript muscles. You can do great Flash Professional work and never touch code. However, if you want to do some of that heavy lifting, consider “ActionScript 3.0 for Adobe Flash Professional CS5 Classroom in a Book”. As the CS5 designation implies, it’s 5 years old. We have never explored that one. There’s also the slightly newer, “Fundamentals of ActionScript 3.0: Develop and Design” by Doug Winnie, a former Adobe Product Manager, who we have had the pleasure of interacting with over the years.

The rest of this chapter gives you some hints as to how to use Fl + scripting to work with Code Snippets and create some cool animation elements.
Getting Started 208
Interactive Movies 209
Create Buttons 209-220
Create a Button Symbol 210-213
Invisible Buttons + the Hit Keyframe 214
Duplicate Buttons 214-215
Swap Bitmaps 215-216
Place Button Instances 217-218
Name Button Instances 219
Naming Rules 220
ActionScript 3.0 220-224
Action Script Overview 220-221
Scripting Terminology 221-222
Variable 221
Keyword 221
Arguments 221
Function 221
Objects 222
Methods 222
Properties 222
Proper Scripting Syntax 222-223
Navigate the Actions Panel 223-224
Prepare the Timeline 224-225
Add a Stop Action 225
Create Event Handlers for Buttons 226-229
Add the Event Listener + Function 226-228
Mouse Events 227
ActionScript Commands for Timeline Navigation 228
Error Checking 229
Create Destination Keyframes 229-233
Insert Keyframes w/Different Content 229-231
Labels on Keyframes 231-233
Create a Home Button w/Code Snippets 233-236
Add a Button Instance 234
Code Snippets Panel to Add ActionScript 234-236
Code Snippets Options 236-238
Create a Code Snippet 236-237
Share a Code Snippet 237-238
Play an Animation at the Destination 238-242
Create Transition Animations 238-240
The gotoAndPlay Command 241
Stop the Animation 241-242
Animated Buttons 243-245
Create the Animation in a Movie Clip Symbol 243-245

Chapter 8 - Using Text
For CS5, four cycles back, the Flash Professional and InDesign (Id) teams got together to introduce the Id type engine into Fl. It was a game changer which set the pace for the text engines of other CC apps.

If you are coming into Flash Professional from doing EPUB or interactivity in Id, this will be very familiar territory, to the point of being a bit of a breeze through. However, if you do not have a strong design background, you’ll need to carefully study every page.
Getting Started 250-252
When and Where to Add Text 252-253
ActionScript 3.0 Documents 252
AIR for Mobile or Desktop Documents 253
HTML5 Canvas Documents 253
WebGL Documents 253
Text Types 253
Static Text 253
Dynamic Text 253
Input Text 253
Add Simple Text 254-256
Add Titles 254-255
Create Vertical Text 255-256
Modify Characters 256
Add Paragraphs 257-260
Modify the Text Box 258-259
Add the Agent Information 259-260
Hyperlinking Text 260-261
Add a Hyperlink 260-261
Create User-Input Text 261-268
Add the Static Text Elements 261-262
Add the Display Fields 262-264
Embed Fonts 264
Device Fonts 265
Name Text Boxes 265-266
Change the Contents of Text Boxes 266-267
Test the Calculator 268

Chapter 9 - Working with Sound and Video
This is a tightly packed chapter which feels like three chapters compressed into one.

This CIB appropriately suggests that you allocate 3 hours to study all of it. It could take at least a half of your workday if you have not been involved in other Adobe CC apps, especially Audition, After Effects, Media Encoder, and Premiere Pro, where you get a great deal of digital audio/HD movie experience.

If you have that background, how Fl deals with audio and video will intrigue you. A point of caution: some of what Flash Professional does could require Adobe Media Encoder (AME). The CIB for Premiere Pro does a pretty good job with AME. Since most Fl users don’t rely on AME, there isn’t a need to dedicate plenty of pages to it. However, if you do need AME for your Fl work, some additional study will be needed.
Getting Started 272-273
Project File 273-274
Sounds 275-287
Import Files 275-276
Place Sounds on Timeline 277-278
Add Frames to Timeline 278
Clipping the End of a Sound 279-280
Change the Volume of a Sound 281-282
Delete or Change the Sound File 283
Set the Sound Quality 283-285
Add Sounds to Buttons 285-286
Sound Sync Options 287
Flash Video 287
Adobe Media Encoder CC 2014 (AME) 287-291
Add a Video file to Media Encoder 287-289
Convert Video to Flash Video 289-290
AME Watch Folders + Preset Browser Settings 291
Encoding Options 291-298
Crop a Video 292-295
Adjust Video Length 295-296
Set Advanced Video + Audio Options 297-298
Save Advanced Video + Audio Options 298
Playback of External Video 299-303
Control Video Playback 302-303
Video + Transparency 303-306
Import a Video Clip 304-360
Embed Flash Video 306-311
Embed an FLV on Timeline 307-308
Embedded Video Use 309-311
Export Video from Flash 311-314
Export Video 311-312
Choose a Target Device for Encoding 312-314

Chapter 10 - Publishing
The Fl CIB team has completely revised what was two chapters and consolidated them into one fresh look at the final step in working with Flash Professional.

It’s clear. It’s well-crafted. In two words, it’s an impressive compilation of getting Fl projects out to the good ole’ Flash Player, HTML Canvas, JavaScript considerations, the related tween functionality, and AIR apps for desktop computing as well as mobile devices.

The final chapter of a CIB is usually all about the mechanics of finishing a project. This one spells out so many options, it could trigger some ideas in readers which cause them to consider projects which previously did not cross their minds. There’s also some fun creativity injected, here and there.
Publishing Overview 318-319
Document Types 318
Playback Environments 318-319
Publishing for Flash Player 319-326
Clear the Publishing Cache 319
Specify Publish Settings for Flash Player 320-322
Detect the Version of Flash Player 323
Change Display Settings 323-326
Change Playable Settings 326
Publishing for HTML5 327-328
What is HTML5 Canvas 327
What is CreateJS? 327-328
Use Classic Tweens 328-333
The Project File 329
Create the Movie Clip Symbol 329
Insert a Keyframe + Change the Instance 330
Apply a Classic Tween 330-333
Add a Movie Clip Instance 333
Export to HTML5 333-336
Supported Features 334
The Output Files 334-335
Publish Settings 335-336
Inserting JavaScript 336-341
HTML5 Canvas Code Snippets 336
Add a Response to a Click 336-339
Control the Timeline 339-341
Converting to HTML5 Canvas 341-348
Converting AS3 Documents to HTML5 Canvas 341-343
Editing the Converted HTML5 Canvas 343-345
Image Assets 346
Copy + Paste Content into HTML5 Canvas 346-348
Publishing a Desktop Application 348-356
Create an AIR Application 348-353
Install an AIR Application 353-354
Create a Projector 355-356
Publish WebGL Animations 356
Publishing for a Mobile Device 356-363
Test a Mobile App 357
Simulate a Mobile App 357-360
Publish a Mobile App 360-363
Next Steps 363

Conclusion
We have not always been kind to the Flash Professional series of CIB editions. They have disappointed us more often than we were delighted by them.

In all candor, we struggled with Macromedia Flash and enjoyed Adobe LiveMotion, instead. However, once Flash came on board with Adobe, for CS3, it started to get more LiveMotion to it, which revs a designer’s engines. The CIB for LiveMotion was fun, inspiring, and motivated us to push the somewhat overly simplified app to the edges. The CIB for Fl, was always just okay.

Some of what has appeared in the past Fl CIBs is missing in this edition. But, is that a problem? Or, is this a cleaner, more focused teaching toolbox?

For the current-day Flash Professional user, this edition is perfectly crafted for the new audience. We’re not so sure today’s readers are overly concerned about the missing chapters on “Loading and Displaying External Content” and “Using Variables and Controlling Visual Properties”. Yes, there are feature sets which go unrepresented in this volume. But, that’s true of most CIBs, today. There’s a need to direct trainees toward what they truly need to feel in control of an app’s foundations.

Our yardstick for judging it has to be based on whether or not it’s a successful learning vehicle. Overall, we cannot find a better book for learning Flash Professional CC 2014. Additionally, there’s not a single exercise in any of the lessons which we have issues with.

Therefore, it’s only fair to declare that this deserves 5.0 out of 5.0 stars.

We’ve studied every Fl CIB edition. This one’s the best “Adobe Flash Professional Classroom in a Book”, ever.

1 of 1 people found the following review helpful.
Move along... there's better ones out there.
By Jim P.
The first six chapters focus on Flash for video - which is pointless and it amazes me that they even include it. After Effects is supremely better for those purposes. Flash's purpose these days is to quickly create content for interaction design - which is what it excels at.

If you've got a basic foundation for animating, you won't be impressed. I would recommend "How To Cheat in Flash CC" by Chris Georgenes (http://www.amazon.com/How-Cheat-Adobe-Flash-Animation/dp/0240525914/ref=sr_1_1?s=books&ie=UTF8&qid=1426086644&sr=1-1&keywords=how+to+cheat+in+flash+cc) Which provides a great system of individual techniques and is much better for reference.

1 of 1 people found the following review helpful.
It was okay for what I had to use it for
By Sweetie122500
It is average as far as learning the concepts. To me they don't go in depth enough on the key factors of the software. I had to purchase it for school so that's why I bought it. Some of the Classroom in a Book series are better than others but with this one I was not too impressed.

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