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1

Minář, Petr. "Distribuované výpočty s využitím technologie ActionScript." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228413.

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This Master thesis deals with designing and realization of optimalization software in ActionScript 3.0 background. The designed applications realized in terms of computation by standalone and distributed variant and by means of chosen heuristic method called HC12. For verification of a function and performance was select set of testing examples. The main purpose of the work was create public clients in the network internet and calculated partial computing by it. The completed clients are selected by competence and carry on tasks. This research has been supported by the Czech Ministry of Education in the frame of MSM 0021630529 Research Intention Intelligent Systems in Automation.
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Bengtsson, Robin. "Tröjdesigner i Flash : Utvecklad i ActionScript 3.0." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-6087.

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Det här arbetet är ett utvecklingsprojekt vars mål är att producera en applikationsom ska integreras i C4 Webbutveckling AB:s e-butikssystem. Användningsområdet för applikationen är att en kund ska kunna designa en produkt ur e-butiken med bild- eller texttryck. Applikationen kommer att utvecklas för Flashplattformen eftersom det var ett av kraven från uppdragsgivaren. Rent praktiskt så kommer applikationen fungera enligt följande: kunden väljer en produkt som den vill trycksätta och applikationen öppnas. Användaren kan nu välja vilket eller vilka tryck den vill ha ur en lista, när den sedan klickat på ett tryck kan användaren dra runt trycket och placera det där den önskar på produkten. När användaren är klar så klickar den på ”gå vidare” och den skickas vidare ur applikationen och tillbaka in i butiken. I samband med att applikationen stängs så skapas en PDF-fil med bilder på de trycksatta produkterna och skickas upp till servern för att instruera leverantören om hur trycken ska placeras.

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Dauskurdis, Darius. "Garso ir judesio sinchronizacija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110615_175815-09014.

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Šiame darbe apžvelgiami garso ir animacijos apdorojimo metodai. Pateikiami metodų privalumai ir trūkumai. Aptariama Adobe Flash technologija, jos panaudojimas grafikoje. Supažindinama su objektinio programavimo kalba – ActionScript. Aprašomi išorinių muzikos rinkmenų nuskaitymo ir apdorojimo metodai. Pateikiami duomenų nuskaitymo klasių ir funkcijų sudarymo pavyzdžiai, garso duomenų atvaizdavimas panaudojant SoundMixer biblioteką. Aprašomi animacijos kūrimo etapai atsižvelgiant į objektų struktūrą. Iliustruojami atvirkštinės kinematikos taikymo pavyzdžiai kūno judesiui animuoti. Sukurtas projektas Actionscript programavimo kalba, kuriame nuskaitoma vartotojo pasirinkta mp3 rinkmena, atpažįstamas ritmas ir sinchronizuotai atvaizduojama animacija. Darbą sudaro 4 dalys: įvadas, analitinė ir praktinė dalis, išvados, literatūros sąrašas. Darbo apimtis – 62 p. teksto be priedų, 35 iliustr., 3 lent., 38 bibliografiniai šaltiniai.
An overview of the animation and sound – processing techniques. Methods presented the advantages and disadvantages.Discusses Adobe Flash technology, its use of graphics. Introducing the object-oriented programming language - ActionScript. Describe the external music files scanning and processing methods. Presented data capture forms and functions of examples. Display audio data using SoundMixer library. Describe the animation stage, based on the structure of objects. Illustrated by examples of application of inverse kinematics to animate the body motion. Project is created of ActionScript programming language, which is read by user – selected mp3 file, accepted by over rhythm and synchronization of displayed animations. Structure: introduction, analytical and practical parts, conclusions and suggestions, references. Thesis consists of: 62 p. text without appendixes, 35 pictures, 3 tables, 38 bibliographical entries.
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Olsson, Fredrik. "Användbarhet på Macromedia flash-baserade webbplatser." Thesis, Jönköping University, School of Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-606.

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This report portrays an introduction to the sequence of work developers have to go through to produce user-friendly websites in Macromedia Flash. The paper’s goal is to understand the importance of user-focused thinking in the develop-process and help to improve the usability of Macromedia Flash content in general.

Despite many critics say Macromedia Flash content doesn’t have good usability this paper shows that it’s highly possible to make flash pages usable for the visitor with technical solutions in Macromedia Flashs programming language actionscript.

This report also includes a web based template with all the technical solutions applied to it so developers can follow every step of the build up.


Detta examensarbete behandlar den rad av arbete som utvecklare måste gå igenom för att producera användbarhetsanpassade flash-baserade webbplatser. Rapportens mål är att få utvecklare att förstå vikten av att alltid tänka på besökaren i utvecklingsprocessen och på så sätt hjälpa till att förbättra flash-baserat innehåll generellt.

Trots att många kritiker anser att flash-baserade webbplatser inte är bra ur användbarhetssyfte visar denna rapport att det är högst möjligt att skapa användbarhetsanpassade flash-sidor för besökarna med hjälp av Macromedia Flashs eget programmeringsspråk actionscript.

Denna rapport innefattar också en webbaserad mall med alla de tekniska lösningarna som nämns i texten för att utvecklare enkelt skall kunna följa varje steg i utvecklingsprocessen.

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Khalid, Ruzelan. "Component-Based Tools for Educational Simulations." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8540.

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e-Learning is an effective medium for delivering knowledge and skills. In spite of improvements in electronic delivery technologies, e-Learning is still a long way away from offering anything close to efficient and effective learning environments. To improve e-Learning experiences, much literature supports simulation based e-Learning. This thesis begins identifying various types of simulation models and their features that induce experiential learning. We focus on designing and constructing an easy-to-use Discrete Event Simulation (DES) tool for building engaging and informative interactive DES models that allow learners to control the models’ parameters and visualizations through runtime interactions. DES has long been used to support analysis and design of complex systems but its potential to enhance learning has not yet been fully utilized. We first present an application framework and its resulting classes for better structuring DES models. However, importing relevant classes, establishing relationships between their objects and representing lifecycles of various types of active objects in a language that does not support concurrency demand a significant cognitive workload. To improve this situation, we utilize two design patterns to ease model structuring and logic representation (both in time and space) through a drag and drop component approach. The patterns are the Delegation Event Model, used for linking between components and delegating tasks of executing and updating active objects’ lifecycles, and the MVC (Model-View-Controller) pattern, used for connecting the components to their graphical instrumentations and GUIs. Components implementing both design patterns support the process-oriented approach, can easily be tailored to store model states and visualizations, and can be extended to design higher level models through hierarchical simulation development. Evaluating this approach with both teachers and learners using ActionScript as an implementation language in the Flash environment shows that the resulting components not only help model designers with few programming skills to construct DES models, but they also allow learners to conduct various experiments through interactive GUIs and observe the impact of changes to model behaviour through a range of engaging visualizations. Such interactions can motivate learners and make their learning an enjoyable experience.
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Novotný, Filip. "Tvorba real-time aplikace pro platformu IMS." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-219264.

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This paper presents a description of the IP Multimedia Subsystem (IMS) architecture and IMS services. IMS is a standardized next-generation networking architectural framework providing advanced services on mobile and fixed networks. The first chapter describes four-layer IMS architecture and also mentions supported services. The second chapter deals with IMS protocols and primarily focuses on the SIP signaling protocol. UDP, RTP and TLS protocols are also included in this chapter. The third chapter is dedicated to practical part of this paper. A VoIP Java application has been created based on the findings gained throughout the thesis. The main part of the created application consists of client-side application, database MySQL and Servlet application for communication between database and client-side application. The whole system was created using SDS Sony Ericsson 4.1. FD1. An OpenIC lite client has been tested during development on our system and results were compared with created client-side application. A web application based on PHP, MySQL and ActionScript then handles administration and monitoring of customers using voice services.
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Lopez, Alejandro, and Mario Garcia. "Simulator-Based Design in Practice." Thesis, Linköping University, Department of Management and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12164.

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The automotive field is becoming more and more complex and cars are no longer just pure mechanical artifacts. Today much more than 50 % of the functionality of a car is computerized, so, a modern car system is obviously based on mixed technologies which emphasize the need for new approaches to the design process compared to the processes of yesterday. A corresponding technology shift has been experienced in the aerospace industry starting in the late sixties and today aircraft could not fly without its computers and the pilots’ environment has turned to a so called glass cockpit with no iron-made instrumentation left. A very similar change is still going on in the automotive area.

Simulator-Based Design (SBD) refers to design, development and testing new products, systems and applications which include an operator in their operation. Simulator-Based Design has been used for decades in the aviation industry. It has been a common process in this field. SBD may be considered as a more specific application of simulation-based design, where the specific feature is a platform, the simulator itself. The simulator could consist of a generic computer environment in combination with dedicated hardware components, for instance a cockpit. This solution gives us the possibility of including the human operator in the simulation.

The name of the project is Simulator-Based Design in Practice. The purpose of this master thesis is to get a complete practice in how to use a human-in-the-loop simulator as a tool in design activities focusing on the automotive area. This application area may be seen as an example of systems where an operator is included in the operation and thus experience from the car application could be transferred to other areas like aviation or control rooms in the process industry.

During the performance of the project we have gone through the main parts of the SBD process. There are many steps to complete the whole cycle and many of them have iterative loops that connect these steps with the previous one. This process starts with a concept (product/system) and continues with a virtual prototyping stage followed by implementation, test design, human-in-the-loop simulation, data analysis, design synthesis and in the end a product/system decision. An iterative process approach makes the cycle flexible and goal oriented.

We have learnt how to use the simulator and how to perform the whole cycle of SBD. We first started getting familiar with the simulator and the ASim software and then we were trying to reduce the number of computers in the simulator and changing the network in order to find good optimization pf the computer power. The second step has been to implement a new application to the simulator. This new application is the rear mirror view and consists of a new LCD monitor and the rear view vision that must be seen in the new monitor. Finally we updated the cockpit to the new language program Action Script 3.0.

The information gathering consisted of the course Human-System interaction in the University, the introduction course to ASim software and the course of Action Script 3.0.

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Erkstam, David. "Projektdatabas mm." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-53746.

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Den här rapporten behandlar ett examensarbete där målet var att programmera en projektdatabas och projektöversikt åt Milton Medicinteknik KB. Syftet var att dess projektgrupper ska kunna komma åt att granska sina filer samt se filernas relationer med varandra, genom inloggning på en hemsida. Språken som användes var MySQL för att hantera databasen, PHP för att kommunicera mellan hemsidan och webbservern, HTML för att formatera webbsidorna och ActionScript 3 som är Flash programmeringsspråk för att programmera projektöversikten.

 

I huvuddelen av rapporten är det beskrivet hur projektöversikten och projektdatabasen fungerar. Från hemsidan kan man ladda upp filer som hanteras av projektgrupper och användare med rätt rättigheter. Det finns tre typer av behörighet som användarna kan ha: Administratör som kan skapa användare och projektgrupper, projektledare som ansvarar för sin egen projektgrupp samt vanliga användare som endast kan ladda upp och länka filer i sin egen projektgrupp. Projektöversikten tillåter att användarna på ett överskådligt sätt kan se hur filerna som de har rättighet att se är länkade med varandra, lägga till och ta bort egna filer samt se deras innehåll.

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Nagy, František. "Využitie technológie Flash v e-commerce aplikáciách." Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-19113.

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The growing intensity of competition between traders leads to harder acquisition of competitive advantage. Businesses and companies are therefore trying to get this benefit from e-commerce solutions, enabling them to serve as a presentation tool as well as a communication tool with the customers; reduce the transaction costs and facilitate the marketing of products and services. The increasing amount of firms using these solutions requires them to create them the most attractive and technologically advanced: therefore they utilize more sophisticated technologies that enable them to achieve this purpose. This work is dedicated to one of these technologies - Adobe Flash. It intends to familiarize the reader with this technology, compare it with the competing technologies and demonstrate its use in the commercial sphere on the World Wide Web. As well it should point out possible problems with application development and the possible solutions for these issues. On a realistic example it should demonstrate the inevitability of this technology, despite of growing competition. The readers who intend to create an e-commerce application should have enough information to be able to do so after reading this paper (the work does not devote to ActionScript programming in detail), or be able to choose a more suitable technology for their application. It also includes several recommendations to optimize Flash elements and applications to contribute to the most user-friendly experience.
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Spaulding, Matthew James. "A Dynamic Hierarchical Web-Based Portal." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3359.

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A dynamic hierarchical web-based portal was created to house a suite of web-based supply chain management applications. The portal was designed in a hierarchical manner to match the structure of large companies. Administrators of the the portal have the ability to form the portal in such a way to mimic the existing structure of their company. Access rights to the applications in the portal may be granted or denied per division and the users of the portal are placed in these divisions based on their duty in the company. In addition, users are granted roles which dictate their ability to modify how the portal behaves. This thesis covers the client-side portion of the portal which includes the user interface and several client/server interfaces. The client-side was built with the Adobe Flex SDK and the Flash Builder 4 IDE, which connects to a ASP.NET MVC 3 back end and a MSSQL database. The code was internationalized to be able to plug in a localized language resource file. Unit tests were written with FlexUnit to test the code before deployment.
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Starosta, Michal. "Chatovací systém pro mobilní telefony." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219483.

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The aim of this master’s thesis is design and implementation local chat system for mobile devices and smartphones. System contains main server, witch covers communication with application for smartphones and web server, witch covers communications with browsers and presentation application, witch goal is to presenting chat to area. Smartphone ap- plication is crated for Android, iOS, Windows Mobile and Symbian operating systems. Wifi network is used for communication and message sending and signal coverage area defines local chat. Messages are shown dynamically and it’s possible send them as user status to Facebook social network.
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Svensson, Peter. "Hearty Horror." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2735.

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I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing.
Detta är en reflektionsdel till en digital medieproduktion.
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Anders, Jörg, Matthias Ehrig, Wolfgang Riedel, and Christoph Ziegler. "Mitteilungen des URZ 2/2009." Universitätsbibliothek Chemnitz, 2009. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200900882.

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Lehto, Tobias. "Aurora : Technology made to make things easier." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1564.

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Det började faktiskt redan hösten 2004, när jag satt och arbetade med ett av de otaliga projekt man gör under sin skolgång. Projektet gick ut på att skapa en hemsida med en digital katalog, och voilá, där föddes idén. Sedan fortsatte jag att fundera, vända och vrida på idén, ett system för att skapa digitala kataloger och mindre presentationer som vemsomhelst skulle kunna använda. Just detta att inte exkludera de som inte kan ”Flash” från de som skall kunna redigera systemet har varit en av mina stora grundpelare, ett slags digital demokratitanke. För att skapa systemet har jag använt ”Macromedia Flash MX” och dess inbyggda programmeringsspråk ”ActionScript”. Programmeringsspråket är inte ursprungligen tänkt att användas för att göra system, men jag tycker personligen att jag lyckats bevisa att det fungerar även för det ändamålet. Jag har även använt 3d- modelleringsprogrammet ”Alias Wavefront Maya 6.0” för att skapa viss grafik i en av systemets demonstratorer, detta för att visa på systemets potential. Under projektet har jag försökt att hela tiden tänka enkelt och utveckla ett stabilt system med stor potential. Slutprodukten har blivit mycket mer än bara ett system, det är lika mycket en vision om en framtid där fler kan använda sig av den digitala teknologin för att synas.
Detta är en reflektionsdel till en digital medieproduktion.
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Chiaranza, Daniele. "Elaborazione di video tramite un software web per la computer vision." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5048/.

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La tesi tratta i temi di computer vision connessi alle problematiche di inserimento in una piattaforma Web. Nel testo sono spiegate alcune soluzioni per includere una libreria software per l'emotion recognition in un'applicazione web e tecnologie per la registrazione di un video, catturando le immagine da una webcam.
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Žoldoš, Petr. "Aplikace pro zobrazení modelu bezdrátové sítě." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218923.

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The first step of Master's thesis was to gain knowledge about technologies Adobe Flex SDK and Google Maps API. Knowledge was used to develop an application, which let users create, generate and modify graphical wireless network model. Position and characteristics of each single unit are monitored either in a map interface or in building plans. Dates are gathered from forms filled by current user, from external file or periodically from connected database system. Theoretical part enlightens technologies that were used. It describes program development and solutions, which were made, along with examples of the source code. Included are printscreens of graphical user interface as well as description of how does it all work.
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Wejsflog, Mikael. "MyMusic – e-shop för musik i Flash." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2331.

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This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working “bridge” between the Flash client and the web server with Flash Remoting components and AMFPHP. Furthermore, a web interface for adding music files and data to the server was created, built in HTML, CSS, JavaScript, PHP and MySQL. The project consisted of researching and implementing the technologies and techniques involved by iteratively collecting information, reading, testing, programming and evaluating the end results. Also, object oriented design and programming principles was applied in the development process. The software development methodologies – Agile development and extreme programming was practiced. The purpose was to gain experience in developing large scale client/server web applications dealing with creative processes, project planning, project management and problem solving. And in the longer perspective make use of the experience and knowledge in future projects.
Jag hade en idé om att skapa en e-shop med fokus på användarvänlighet och interaktivitet. Detta ledde till en klient/server-applikation med funktioner för att lyssna på musik och söka efter- och ta del av musikinformation. Syftet var att ge användare möjlighet att köpa musik i form av nedladdningsbara MP3-filer. Applikationen är huvudsakligen indelad i tre sektioner, en meny överst; en musikspelare placerad på vänster sida; och en s.k. content-del, ett slags fönster där all text och bildbaserat innehåll presenteras. Gränssnittets utformning är rent och enkelt med tydliga knappar och menyer för enkel navigation. Musik kan förhandslyssnas, och spelas upp med hjälp av en inbyggd musikspelare. Tanken är att ljudet ska kunna spelas upp i realtid från servern, dvs. strömmas. Detta medför att data inte lagras hos klienten och syftet är alltså att användaren ska kunna förhandslyssna på den musik han eller hon är intresserad av att köpa, men till sämre ljudkvalitet än den köpta MP3-filen. En display visar artistens eller gruppens namn, låtnamn, spelad tid, och total tid. Vidare finns knappar för att spela upp, stoppa, pausa och spela nästa respektive föregående låt. Slutligen finns ett reglage för att kunna styra spelposition. Som ett led i att förenkla köp av musik kan en spellista fyllas med valda låtar. Låtarna i denna lista kan man sedan köpa i ett svep eller var för sig. Detta innebär att användaren slipper leta upp en låt i taget, och lyssna på dem vart efter varandra. Ett webbformulär byggdes för att kunna tillhandahålla uppladdning och lagring av musikfiler och musikinformation. Webbformuläret är byggt i teknikerna HTML, CSS, PHP och JavaScript. Den innehåller en dynamiskt genererad tabell för att underlätta insättning av låtar. Webbformuläret kan med fördel utnyttjas av godkända parter (skivbolag, artister…), för att ladda upp och lagra musikfiler på servern. Detta resulterar i en arbetsbesparande process eftersom arbetsbördan fördelas till extern part. All musikinformation, så som artistnamn, låtnamn, utgivningsdatum, etc. lagras och hämtas från en MySQL-databas. Musikfiler lagras och spelas upp från filsystemet i en Apache HTTP Server. Applikationen utgörs av flera skikt. Det innebär att den är uppdelad i flera separata delar. En del består av gränssnittet, en SWF-fil som användaren kommer åt genom sin webbläsare. Gränssnittet opererar gentemot data som ligger lagrat på en webbserver. Vidare finns speciell programkod på servern för att ta emot-, skicka respektive manipulera data. Två typer av datalager används för att möjliggöra kommunikation av data mellan Flashklient (gränssnitt) och server – Flash Remoting och AMFPHP. Flash Remoting är ett slags kommunikationsprotokoll som Flashklienten använder för att kommunicera med server. AMFPHP används för att ”tolka” Flashkod som sänds via HTTP till server. AMFPHP omvandlar denna till, för servern, läsbar server-sidekod – PHP, som i sin tur kan manipulera data på servern, t.ex. lagra data i databasen. När data skickas till Flashklienten, omvandlar AMFPHP data till, för Flashfilen, läsbar kod. En stor del av projektet har varit av undersökande natur. Målet var att erhålla tekniska kunskaper i Flashmiljön för att kunna utveckla interaktiva webbapplikationer. Kunskap har inhämtats via litteratur i bokform, det inbyggda hjälpbiblioteket i Adobe Flash 8 Professional mjukvara, samt från internet, bland en mängd olika forum och webbsidor. Utvecklingsarbetet har bestått av en kombination av rörlig utveckling och extrem programmering.
+46 (0)708 38 08 03 guild2000@hotmail.com
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Luňáček, Erik. "Modelování vlastností mikroelektronických struktur." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217901.

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This work is focused on thermomechanical and electric analyses of microelectronic structures in the ANSYS program. Firstly an analysed model was formed in the program Solidworks. Then structures with components SOT23, SMD 1206, FlipChip and chip with wire bonding interconnection were analyzed. The analyses were performed for the temperatures 50, 100, 150 °C and various materials. The simulations outputs are presented as pictures in colours with models deformations and calculated values. The results will be utilised in education and presented on the web. The Flash, ActionScript and XML technologies were used for application to present results of the research.
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Vlach, Petr. "Grafický podsystém v prostředí internetového prohlížeče." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235437.

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This master's thesis, divided into two sections, compares in part one existing (non-)commercial systems for OLAP presentation using contingency table or graph. The main focus is put on a graph. Results received from my observations in part one are used for implementing a graphic subsystem within internet browser's environment. User friendly interface and good arrangement of displayed data are the most important tasks.
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Sibanda, Phathisile. "Connection management applications for high-speed audio networking." Thesis, Rhodes University, 2008. http://hdl.handle.net/10962/d1006532.

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Traditionally, connection management applications (referred to as patchbays) for high-speed audio networking, are predominantly developed using third-generation languages such as C, C# and C++. Due to the rapid increase in distributed audio/video network usage in the world today, connection management applications that control signal routing over these networks have also evolved in complexity to accommodate more functionality. As the result, high-speed audio networking application developers require a tool that will enable them to develop complex connection management applications easily and within the shortest possible time. In addition, this tool should provide them with the reliability and flexibility required to develop applications controlling signal routing in networks carrying real-time data. High-speed audio networks are used for various purposes that include audio/video production and broadcasting. This investigation evaluates the possibility of using Adobe Flash Professional 8, using ActionScript 2.0, for developing connection management applications. Three patchbays, namely the Broadcast patchbay, the Project studio patchbay, and the Hospitality/Convention Centre patchbay were developed and tested for connection management in three sound installation networks, namely the Broadcast network, the Project studio network, and the Hospitality/Convention Centre network. Findings indicate that complex connection management applications can effectively be implemented using the Adobe Flash IDE and ActionScript 2.0.
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21

Chiu, Yi-Ting, and 邱奕廷. "The ActionScript Array Methods in Games Design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/89286426095376781252.

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Lin, Ru-nine, and 林念儒. "Study ActionScript for Multiplayer Gams Design and Implement." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/31209535113240321798.

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Yeh, Yu-Lin, and 葉宇霖. "The interactive type game designs - Take the ActionScript technology as the example." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/21603294838291089186.

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24

Hsieh, Wu-Hung, and 謝武宏. "Different game type structural research and manufacture–Take the ActionScript 3.0 as the example." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/40197352065270874958.

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碩士
逢甲大學
應用數學所
98
The type of game can be divided into many types, such as types of action, puzzle type, risk type, strategy type, RPG type, racing type ... and so on, but the main type of traditional is action type, adventure type, puzzle type, racing type, etc. This study will examine four basic types of games on this model structure and production method by ActionScript3.0 program syntax.
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Campaniço, Ana Teresa d’Oliveira. "Programação Genética em Aplicações Gráficas para Jogos: Simulação e Visualização de Plantas utilizando Flash Actionscript." Master's thesis, 2008. http://hdl.handle.net/10348/148.

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Dissertação de Mestrado em Informática
Tirando vantagem dos poderosos mecanismos existentes na natureza, o objectivo deste trabalho foi o de criar uma aplicação capaz de evoluir estruturas de plantas em Flash. Isto foi possível através da combinação da gramática L-System, que define a arquitectura da planta, e da Programação Genética, que evolui a planta produzida e gera uma população de filhos que diferem bastante dos pais originais em apenas algumas gerações. O que este programa faz é a Validação da Sintaxe, a Produção e a interpretação da planta L-System, pegando no axioma e regras de produção dadas e fazendo um constante substituição dos símbolos, pelos seus respectivos sucessores durante várias iterações. De seguida, uma palavra é lida e cada comando interpretado para fazer o seu desenho. Quando as diferentes plantas são atribuídas com um valor de aptidão, pela sua aparência estética, as palavras que compõem a sua estrutura, são enviadas para a Programação Genética a fim de servirem de, indivíduos. Aí os indivíduos são seleccionados e os seus ramos aleatoriamente trocados entre pares de plantas de forma a gerar um par,de plantas filho, sendo de, novo enviadas para a Interpretação do L System,de forma a serem desenhadas. Uma vez que as novas gerações de plantas são visualmente distintas, das estruturas dos pais, conseguimos evoluir plantas L-Systems através, da Programação Genética.
Taking advantage of the powerful mechanisms existing in nature, the purpose of this work was to create an application capable of evolving a plant structure in Flash. It does so by combining the LSystem grammar, which defines the architecture of the plant, and Genetic Programming, which will evolve the produced L-Systems and generate a population of children quite different from their original parents in just a few generations. What this program does is the Syntax Validation, the Production and the Interpretation of the L-System plant, taking the given axiom and production rules and doing a constant replacement of the symbols with their respective successors during several iterations. Then the word is read and each command interpreted to draw the plant. When the different plants are given a fitness value for their A esthetic appearance, the words that define their structures are sent to the Genetic Programming to serve as individuals. There the individuals are selected and their branches randomly switched between parent plants in order to create a pair of child plants, being those sent again to the L-System's Interpretation step to be drawn. Since the new generations of plants are visually distinct from their parents’ structures, we can evolve L-System plants through Genetic Programming.
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Sedláček, Vojtěch. "User Experience s využitím technologie Adobe Flex." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-91782.

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27

蔣友民. "數位數學遊戲於教學之應用與製作-以ActionScript 3.0為例." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/60254858675184029097.

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Ζαφειρόπουλος, Μεγακλής. "Ανίχνευση των ιδεών και των πρακτικών των μαθητών σχετικά με τη μέτρηση του εμβαδού επιπέδων γεωμετρικών σχημάτων και η συνεισφορά των ΤΠΕ." Thesis, 2013. http://hdl.handle.net/10889/6997.

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Στην παρούσα εργασία γίνεται μια προσπάθεια να ανιχνευθούν οι πρακτικές των μαθητών στον υπολογισμό του εμβαδού κανονικών και μη σχημάτων, μέσα από τη χρήση ενός κατάλληλου υπολογιστικού περιβάλλοντος. Αυτό το συγκεκριμένο λογισμικό αναπτύχθηκε στη γλώσσα προγραμματισμού ActionScript 3.0, με την οποία κατασκευάστηκε μια εφαρμογή, η οποία βασίζεται στη πλατφόρμα Adobe Flash Player για να τρέξει στον ηλεκτρονικό υπολογιστή του εργαστηρίου της σχολικής μονάδας. Τα έργα τα οποία ανέλαβαν οι μαθητές να διεκπεραιώσουν μέσω του λογισμικού, περιλαμβάνουν εννοιολογικά χαρακτηριστικά του εμβαδού διαφόρων σχημάτων και προσφέρουν στους μαθητές μια γραφική αναπαράσταση, με άμεση απεικόνιση και επαλήθευση των συλλογισμών και εκτιμήσεων τους.
In this paper an attempt is made to detect the practice of students in the calculation of the surface normal, abnormal shapes, through the use of a suitable computing environment. This particular software was developed in the programming language ActionScript 3.0, which built an app , which is based on platform Adobe Flash Player to run in the computer laboratory of the school unit. The projects undertaken by students to carry through the software, include conceptual features of the area of various shapes and provide students with a graphical representation, with direct visualization and verification considerations and estimations.
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Sibanda, Phathisile. "Connection management applications for high-speed audio networking /." 2007. http://eprints.ru.ac.za/1119.

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30

Costa, Luís Filipe Medeiro. "Criação de uma framework para desenvolvimento colaborativo." Master's thesis, 2010. http://hdl.handle.net/10071/2868.

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Num mundo em que a evolução das aplicações se tornou uma prioridade é essencial para o seu desenvolvimento que as ferramentas correspondentes possam acompanhar este crescimento. Este artigo baseia-se numa investigação feita como dissertação de mestrado em que o seu grande foco central é a evolução de uma framework para construção de Rich Internet Applications (RIAs), na sua utilização e resultados obtidos. O desenvolvimento em equipa, por vezes pode tornar-se bastante complicado quando pensamos em aplicações de grandes dimensões. Neste tipo de aplicações, o mais importante a considerar antes do inicio do desenvolvimento da mesma, para além das tecnologias que irão ser utilizadas, é a sua arquitectura e estruturação, para que o desenvolvimento conjunto da mesma possa ser feito em sincronia e sem entrar em conflitos aquando o código é cometido para repositórios. Como tal a utilização de uma framework que normalize a estruturação do código por ficheiros torna-se essencial, só assim é possível desenvolver uma aplicação de uma forma mais eficiente e coesa. Como desenvolvedor de RIAs, utilizando o Adobe Flex, decidi estudar mais aprofundadamente a framework Mate. Sendo que esta é uma estrutura baseada nos eventos e mapas de eventos, adaptou-se a mesma utilizando conceitos que eram usados em frameworks da primeira geração. Para complementar esta investigação, foi criada também uma aplicação que apenas configurando os nomes de mapas, gestores, eventos e respectivas variáveis, cria logo toda a estrutura já com a maior parte do código incluído, gravando também um ficheiro de configurações, para quem em futuras versões da aplicação esta estrutura possa também ser utilizada para outras linguagens.
In a world where the development of applications has become a priority is essential to its development as the corresponding tools to accompany this growth. This article is based on a research done as a dissertation of a masters degree in which the big focus is the evolution and development of a framework, for building Rich Internet Applications (RIAs), in its utilization and the obtained results. The development in team, sometimes, can be very complicated when we talk about applications of big dimensions. In this kind of applications, the most important to consider before the beginning of the development of the same, beyond the technologies that will be used, it’s his architecture and structure, so that the collaborative development can be made in synchrony and without conflicts when the code is committed to repositories. So, the utilization of a framework that normalizes the structure of the code by logical files it’s essential to make possible to develop an application in a more efficient and correct form. As a RIA developer, using Adobe Flex, I decided to investigate more depth the Mate framework, as this is a very structure free, being only based on events and their maps, so I have tried to improve it. So, I decided to adapt it using concepts used on other Adobe Flex frameworks from the first generation. To complete this investigation, I’ve created an application that only configuring the names of maps, managers, events and respective variables, creates all the structure of the framework including all the code in his respective files, also saves a configuration file, so that other users, in future version, could load them and create the structure in other developing languages.
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