Unit 1: Introducing Flex 2: Programming the Visual Experience
* Modifying the default look-and-feel of Flex applications
* Understanding why Flex programmers need a design course
* Introducing Mastery Learning
* Understanding the Course Format
* Reviewing the course prerequisites
* Reviewing the course outline
* Setting up the application files
Unit 2: Enhancing the application with imagery and layering
* Adding background colors and imagery to the application
* Adding an application background image
* Adding imagery to the Natural Experiences application
* Layering content using absolute layout
* Creating a reusable embedded image
* Creating instances of an embedded image class
* Using bindable variables for imagery
* Creating simple popup functionality
Unit 3: Enhancing the application with fonts, filters and blends
* Understanding the limitations of device fonts
* Learning the limitations of device fonts
* Embedding fonts with direct calls to the font files in the file system
* Embedding fonts using FlashType
* Exploring advanced FlashType settings
* Exploring filters
* Exploring filter properties
* Applying blends
Unit 4: Modifying the look-and-feel of Flex components graphically
* Exploring 9-slice scaling
* Modifying the look-and-feel of Flex components using MXML styles
* Walkthrough: Modifying the Natural Experiences Welcome Panel using MXML styles
* Modifying graphical skins using Adobe Flash templates
LAB 1: Adding Imagery, Fonts and Animation to the Visual Experiences Application
Unit 5: Extending Flex Components
* Learning display object basics
* Exploring the non-content children
* Introducing the DisplayObject class and its subclasses
* Extending Flex components
* Creating an extended component
* Implementing the createChildren() method
* Implementing the updateDisplayList() method
* Calling the updateDisplayList() method of the super class
* Improving custom component reusability with stylesheets
Unit 6: Drawing shapes and programmatically modifying the look-and-feel of Flex components
* Understanding the relationship between display list objects and the Graphics class
* Calling the clear() method
* Exploring the clear() method
* Drawing lines
* Using the scaleMode argument of the lineStyle() method
* Ordering the lineStyle() method arguments
* Using line methods to draw a star
* Creating a visual element as an ActionScript class
* Creating shapes
* Defining fill methods
* Implementing a ButtonSkin from the mx.skins.halo package
* Implementing a programmatic skin
Unit 7: Animating components and state changes
* Reviewing Behaviors
* Defining behavior triggers
* Applying behaviors
* Creating a fly-in popup component
* Reviewing View States and Transitions
* Using the CurrentStateChange change event
* Understanding the order of events and transitions
* Setting a custom component’s size for state changes
* Handling child components that become invisible in transitions
LAB 2: Skinning the Visual Experiences Application
Unit 8: Passing data between components to affect layout and data display
* Creating custom component properties
* Passing and displaying XML photo data in the gallery
* Reviewing the Repeater component
* Using dynamic data in the Repeater
* Using currentItem with a complex data structure
* Using Repeater data in ActionScript
* Calculating custom component size
* Creating a more flexible tile display
Unit 9: Creating mouse-aware application features
* Detecting the mouse position
* Moving the popup to the mouse position
* Detecting the stage dimensions
* Creating animation using the Timer class
* Understanding easing
Unit 10: Implementing Drag and Drop Functionality
* Understanding the DragManager
* Enable drag and drop functionality in a drag enabled component
* Specifying the data to display in a List control
* Enabling dragging on non-list-based controls
* Controlling dropping with formats
* Handling data in drag and drop operations
* Viewing data in the DragSource
Lab Day 3: Adding drag-and-drop functionality and transitions to the Visual Experiences application
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