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flash actionscript And Flash Communication Server

 

Level 1

Adobe FLASH      

Adobe Flash MX 2004 multimedia applications that allow designers and developers the freedom to create rich and engaging applications, presentations, animations, and web sites.

SALIENT FEATURES

  • Applications can be created by integrating images, drawings, audio, video, and text. Files that you publish from flash can be displayed on many different computer operating systems, handhold devices, phones, and even television. Flash can be viewed by almost every online visitor you might have to a web site because the flash player is installed on a majority of computers today. Flash is considered to be a standard for displaying rich content on the web.
APPLICATIONS
  • Flash is Primarily an animation tool for the Web.
  • You can also create Corporate presentations and 2D Animations.

 

Level 2
Adobe flash actionscript  

Prerequisite for learning Action Script is knowledge of the following in
C programming language -
  • Data Types
  • Functions
  • Conditions
  • Arrays
  • Loops
  • Classes 
Phase I Completed Project
  Electricbill.swf
  • Learn about Action Script 2.0 and how it differs from ActionScript1.0
  • Discover the benefits of learning Action Script
  • Learn to navigate and use the Action Script editor
  • Learn about script elements
  • Plan a project
  • Write your first script
  • Test your script
  • Debug your script
Phase II Completed Project
  Mouse events2.swf
  Frame events2.swf
  Clip events2.swf
  Orchestratingevents2.swf
  Carparts2.swf
  Listeners2.swf
  • Learn how event handlers are used in scripts
  • Determine the best event handler for the job
  • Use mouse/button/keyboard events to control interactivity
  • Create a self-running presentation using frame events
  • Use clip events to create an interactive project
  • Orchestrate multiple events to accomplish a task
  • Define and use event handler methods
  • Learn about Listener and how to use them
Phase III Completed Project
  Currenttarget2.swf
  Roottarget2.swf
  Moviecliptarget2.swf
  Leveltarget4.swf
  • Gain an understanding of the hierarchy of timelines in Flash movies
  • Learn about absolute and relative target paths
  • Learn how movies communicate with each other
  • Use the parent-child relationship in movies to creates an   "effect"clip
  • Control specific timelines within a single project
  • Control movies loaded into levels
  • Learn how to make global references to various Action Script   elements
Phase IV Completed Project
  Clown2.swf
  Ballon2.swf
  Wordprocessor2.swf
  • Learn what objects/object classes are and why they are useful
  • Get acquainted the various classes of objects available in Action Script
  • Use the Color class
  • Create an interactive scene using the Key object class
  • Create a word processor using properties and methods of the String and Selection Object classes

Phase V              Completed Project

.

  • Create a function
  • Call a function
  • Add parameters to a function
  • Create a function that returns a result
  • Use local variables

Phase VI Completed Project
  Newsflash.swf
  Tempconverter2.swf
  Madlibs2.swf
  • Learn the power of dynamic data
  • Create text fields
  • Create variables
  • Create arrays
  • Store information in objects
  • Retrieve information from storage dynamically
  • Build expressions
  • Learn about precedence
  • Manipulate numbers with the Math class
  • Gain experience with the methods of the string class
Phase VII Completed Project
  Petparade2.swf
  • Learn class syntax and terminology
  • Learn about class paths and how they're used
  • Learn about private, public and static members and how to use them
  • Use inheritance to extend a class
  • Use overriding
  • Create custom object classes
  • Associate a custom class with a movie clip in the library

Phase VIII                     

  • Learn how to use if, if/else and if/else if statements to control  the flow of   a script
  • Explore the various operators used in conditional logic
  • Script a project to react to various conditions
  • Create a scripted boundary to restrict an object's movement
  • Turn the script on and off using conditional logic
  • Program a project to react to user interaction
  • Learn how to detect and react to object collisions
Phase IX Completed Project
  Pictureshow3.swf
  • Discover the usefulness of loops
  • Learn about the types of loops
  • Set loop conditions
  • Create a nested loop
  • Use loop exceptions

Phase X            Completed Project

  • Learn how to set and get component property values
  • Use component events to trigger scripts
  • Use component methods to insert data dynamically
  • Work with the Focus Manager component to make a more usable application
  • Style component instances individually and globally using Action Script
   

Phase XI

  • Discover the data formats that Flash can load
  • Learn about the objects designed for data transfer
  • Send and receive data from a server
  • Learn about policy files and how to use them
  • Save data to your hard drive using shared objects
  • Communicate with a Web service

Phase XII       

  • Learn why validation is important
  • Define validation requirements
  • Set up a mechanism to handle errors found in the validation   process
  • Create functions for validating strings, sequences, and numbers
  • Send data from a validated form to a server for processing
Phase XIII Completed Project
  Flashwriter3.swf

  • Create a text fields dynamically
  • Format text using Text Format objects
  • Use the Menu Bar component to add a menu to an application
  • Use Cascading Style Sheets to easily format text within a text   field
Phase XIV Completed Project
  Draw3.swf
  • Duplicate and attach movie clip instances
  • Create continuous-feedback buttons to move clip instance
  • Draw lines and filled shaped dynamically
  • Change the stacking order of movie clip instances dynamically
  • Script drag-and-drop functionality
  • Remove movie clip instances dynamically
Phase XV Completed Project
  Makemyday4.swf
  Preloader.swf
  • Learn how to use the element of time in Flash projects
  • Create and use a Data object to display the current date and time
  • Use the Data Chooser component to navigate and display date related information
  • Use the get Timer () Function to create a Flash based timer and alarm so you can track the progression of time in a Flash   project
  • Control a timeline dynamically using play, stop, fast-forward,and rewind controls
  • Create a percentage based preloaded

Phase XVI            Completed Project

  • Explore the uses of sound with Action Script
  • Learn how to create a sound object
  • Drag an object with in a visual boundary
  • Control the volume of a Sound object
  • Control the panning of a Sound object
  • Add sounds to your movie by using the attach sound () method
  • Start, stop and loop sounds dynamically
Phase XVII Completed Project
  Virtualaquarium8.swf
  Mp3player2.swf
  • Create a scalable slideshow presentation using external assets
  • Create a rotating Flash banner system by loading external   movie into a level
  • Control a movie from its own timeline and another timeline
  • Dynamically load MP3s into a project while it plays
  • Script an MP3 playback progress bar
  • Load MP3 files based on XML files and display ID3 tag data from the MP3s
  • Load an external video into a Media component and trigger   actions

Phase XVIII        

  • Create a scalable slideshow presentation using external assets
  • Create a rotating Flash banner system by loading external movie into a level
  • Control a movie from its own timeline and another timeline
  • Dynamically load MP3s into a project while it plays
  • Script an MP3 playback progress bar
  • Load MP3 files based on XML files and display ID3 tag data from the MP3s
  • Load an external video into a Media component and trigger actions
Phase XIX Completed Project
  Game1.swf
  • Use FSCommands to extend the functionality of a Flash application
  • Enhance a Flash executable file by using a third party tool
  • Configure movie functionality using HTML and Flash Wars
Phase XX  
  • Distinguish between printing from Flash and printing from browser
  • Learn how to use the Print job class
  • Print content as a bitmap or vector
  • Create a custom context menu
  • Add custom items to a context menu
 
 


Level 3

Adobe FLASH COMMUNICATION SERVER (MEDIA SERVER)

Flash Com (Media Server) is a real-time communication server. It provides an extensible and customizable platform for developing real-time, media-rich, web-based communication applications. Flash Com takes care of the plumbing required to create networked applications, allowing you to focus on your unique application rather than write code to support network protocols.

A Flash movie running in Flash Player 6 or later can connect to a Flash Com Server and through it exchange audio, video, and ActionScript data with other Flash movies. Creating communication applications involves scripting using ActionScript on the client side and its close relative, Server-Side ActionScript, on the server side. Adobe provides ActionScript classes that make managing real-time multiuser communications much simpler than in other platforms.

Flash Com Server runs on Windows or Linux, but the Flash client runs on multiple platforms, including Windows and Macintosh
. Authoring is often performed in Flash MX 2004 or Flash MX Professional 2004 on Windows or Macintosh. Adobe also provides

higher-level communication components that can be used with a minimum of coding to create a variety of basic applications. Examples include the People List component that shows who is online and the Chat, White Board, and Video Conference components.

It is a remarkable experience to create a communication application by simply dragging some of these components onto Flash's Stage, creating a directory and a little code on the server, and then participate in a video conference complete with text chat, whiteboard, and people list. Applications created this way are not really complete for example, they are usually single room applications with minimal security but communication components are powerful tools that make developing even full-fledged applications much easier. Adobe also provides administrative tools to manage, monitor, and log server activity.

SALIENT FEATURES


What does FlashCom Server offer that you can't get with the Flash client alone? FlashCom's features include:
  • Streaming video if the user has Flash Player 6 or higher.
  • Real-time video, audio, text, and data exchange.
  • Uploading of video and audio from the user's Camera and Microphone objects.
If you want to stream live video to the Flash Player, you need FlashCom. If you just want to play back a recorded stream, you can do so without FlashCom, but performance might suffer.

 

 

TOPICS COVERED :

Part I: FlashCom Foundation
Chapter 1. Introducing the Flash Communication Server
Section 1.1. Clients and Servers
Section 1.2. Creating an Application
Section 1.3. Real-Time Messaging Protocol
Section 1.4. The Communication Classes
Section 1.5. Communicating with Application Servers, Databases, and Directory Servers
Section 1.6. Firewalls and Security
Section 1.7. Getting Started
Section 1.8. Hello Video!
Section 1.9. Conclusion

Chapter 2. Communication Components
Section 2.1. Overview of Communication Components
Section 2.2. Summary of Communication Components
Section 2.3. Creating an Application that Monitorsa Connection
Section 2.4. Building a Simple Chat Room
Section 2.5. Adding Audio and Video to the Chat Room
Section 2.6. Forgoing the SimpleConnect Component
Section 2.7. Conclusion

Chapter 3. Managing Connections
Section 3.1. Making a Connection
Section 3.2. Managing a Connection
Section 3.3. Reusing a NetConnection Object
Section 3.4. Multiple Simultaneous NetConnection Objects
Section 3.5. Testing and Debugging Network Connections
Section 3.6. Subclassing the NetConnection Class
Section 3.7. Communication Components Without SimpleConnect
Section 3.8. Conclusion

Chapter 4. Applications, Instances, and Server-Side ActionScript

Section 4.1. Scripting Application Instances
Section 4.2. Differences Between Flash ActionScript and Server-Side ActionScript
Section 4.3. The Life of an Application Instance
Section 4.4. Running a Simple Hello World Test Script
Section 4.5. A More Realistic Example
Section 4.6. Instance-to-Instance Communications
Section 4.7. Script Filenames and Locations in Detail
Section 4.8. Testing and Debugging Server-SideScript Files
Section 4.9. Designing Communication Applications
Section 4.10. Conclusion

Part II: Audio, Video, and Data Streams

Chapter 5. Managing Streams
Section 5.1. A Simple Publisher/Subscriber Example
Section 5.2. Stream Names
Section 5.3. Publishing Streams in Detail
Section 5.4. Playing Streams in Detail
Section 5.5. The Stream Class
Section 5.6. Publishing and Playing ActionScript Data
Section 5.7. Creating Synchronized Presentations
Section 5.8. The NetStream and Stream Information Objects
Section 5.9. Stream Enhancements and Limitations
Section 5.10. Conclusion

Chapter 6. Microphone and Camera
Section 6.1. Working with Microphone/Audio Input
Section 6.2. Working with Camera Input
Section 6.3. Building a Message-Taking Application
Section 6.4. Building a Surveillance Application
Section 6.5. Conclusion

Chapter 7. Media Preparation and Delivery
Section 7.1. Audio and Video Compression
Section 7.2. Converting Prerecorded Materialto FLV Format
Section 7.3. Using Flash Pro's Media Components
Section 7.4. Enabling Multiple Bit Rate FLVsWithin an Application
Section 7.5. Streaming MP3 Audio
Section 7.6. Conclusion

Part III: Remote Connectivity and Communication


Chapter 8. Shared Objects

Section 8.1. Objects and Shared Objects
Section 8.2. Getting a Shared Object in Flash
Section 8.3. Updates and Frame Rates
Section 8.4. Scripting Shared Objects on the Server
Section 8.5. Temporary and Persistent Shared Objects
Section 8.6. Proxied Shared Objects
Section 8.7. Shared Objects and Custom Classes
Section 8.8. Avoiding Collisions
Section 8.9. Optimizing Shared Object Performance
Section 8.10. Broadcasting Remote Method Callswith send( )
Section 8.11. A Simple Video and Text Chat Application
Section 8.12. Conclusion

Chapter 9. Remote Methods
Section 9.1. Why Use Calls?
Section 9.2. The send( ) and call( ) Methods
Section 9.3. Client-to-Server Calls
Section 9.4. Server-to-Client Calls
Section 9.5. Server-to-Server Calls
Section 9.6. A Simple Lobby/Rooms Application
Section 9.7. Debugging Calls
Section 9.8. Advanced Topics
Section 9.9. Conclusion

Chapter 10. Server Management API
Section 10.1. Connecting to the Admin Service
Section 10.2. Using the Server Management API
Section 10.3. Server Management API Uses
Section 10.4. Conclusion
Chapter 11. Flash Remoting
Section 11.1. The Remoting Gateway
Section 11.2. Remoting Basics
Section 11.3. Role of Remoting in FlashCom Applications
Section 11.4. Securing Access
Section 11.5. Conclusion



Level 1 (Adobe FLASH)
Duration Fees (Indian RS.) Fees (US $) 
30 sessions of 1 hr each 6,200 155


Level 2
(Adobe flash actionscript)
Duration Fees (Indian RS.) Fees (US $) 
75 sessions of 1 hr each 12,000 300


Level 3 (Adobe FLASH COMMUNICATION SERVER)
Duration Fees (Indian RS.) Fees (US $) 
50 sessions of 1 hr each 7,500 188


Level 1 & 2 & 3 (Adobe FLASH WITH ACTION SCRIPT
AND FLASH COMMUNICATION SERVER)

Duration Fees (Indian RS.) Fees (US $) 
155sessions of 1 hr each 24,000 600

Our Students' Design Galleries

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The above mentioned fees is for one course.
   
COMPUFIELD offers a unique style of learning -

One computer : One student : One Instructor
Maximum Instructor to Student Ratio 1:4
Sessions : Each session will be of 1 hour.
The timing can be fixed based on our mutual convenience,between 9.00 a.m. to 7.00 p.m.
Overseas Students take 5 to 10 hours per day to complete their courses.
Course duration in days = total sessions divide by number of sessions per day.
The Above Mentioned Tuition Fees Includes Service Tax
No extra charges/refund for more/less time taken to complete the course.


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