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Publications » Computers » Computer Graphics

Quicktime Toolkit Volume Two

Price £43.99

temporarily out of stock

Quicktime Toolkit Volume Two

Tim Monroe

ISBN 012088402X
Pages 528

Description
'Buried inside QuickTime are a host of powerful tools for creating, delivering, and playing digital media. The official QuickTime documentation explains 'what' each API function does. But knowing what each function does isn't enough to allow a developer to take full advantage of QuickTime. QuickTime Toolkit fills in the gap—providing plenty of practical examples of 'how' to use QuickTime to perform all kinds of useful tasks. More importantly, [this book] goes beyond 'how' and into 'why' —providing readers with a deeper understanding of QuickTime and how to benefit from using it in their own products.' —Peter Hoddie, cofounder of Kinoma and former QuickTime architect

QuickTime Toolkit, Volume Two continues the step-by-step investigation of programming QuickTime, the elegant and powerful media engine used by many of Apple's industry-leading services and products (such as the iTunes music store, iMovie, and Final Cut Pro) and also used by a large number of third-party applications. This second collection of articles from the author's highly regarded column in MacTech Magazine builds upon the discussion of playback techniques and media types presented in the first volume to cover advanced types of QuickTime media data, including video effects, Flash tracks, and skins. It shows how to capture audio and video data, broadcast that data to remote computers, play movies full screen, and load movies asynchronously. QuickTime Toolkit Volume Two also shows how to integrate Carbon events into your Macintosh application and how to work with Macintosh resources in your Windows application.

Part of the official QuickTime Developer Series, publishing the finest books on QuickTime in cooperation with Apple.

Contents
Chapter 1 F/X 1 Introduction QuickTime Video Effects in Movies Effects Utilities Generators Filters Transitions Effects Parameters Effects Parameter Files Conclusion Chapter 2 F/X 2 Introduction Video Effects and Movie Segments Video Effects and Images Video Effects and Sprites Low-Level Video Effects Functions Conclusion Chapter 3 The Skin Game Introduction Skins Creating Skinned Movies Skinned Movie Playback Conclusion Chapter 4 Captured Introduction Sequence Grabber Overview Previewing Channel Settings Monitor Window Size Recording Conclusion Chapter 5 Broadcast News Introduction QuickTime Streaming QuickTime Broadcasting Broadcasting Broadcast Settings Monitor Window Control Conclusion Chapter 6 The Flash Introduction Flash Overview Flash and Video Buttons The Flash File Format FSCommands Flash Media Handler Functions Conclusion Chapter 7 The Flash II Introduction Wired Actions Targeted at Flash Tracks Wired Actions in Flash Tracks Conclusion Chapter 8 Big Introduction The Theory The Practice Flash Application Messages QuickTime Application Messages Presentation Movie User Data Time Base Callback Functions Conclusion Chapter 9 Event Horizon Introduction Carbon Events Overview Document Windows Menus Modal Windows Event Loop Timers Tasking Interval Management The Carbon Movie Control Conclusion Chapter 10 Virtuosity Introduction The QuickTime VR Manager QuickTime VR Movie Playback The QuickTime VR File Format Wired Actions and QuickTime VR Conclusion Chapter 11 Trading Places Introduction Alternate Tracks Alternate Movies Conclusion Chapter 12 A Bug's Life Introduction Error-Reporting Functions Error Notification Functions Mysterious Errors A Framework Bug Conclusion Chapter 13 Loaded Introduction Asynchronous Movie Loading Movie DrawingóComplete Procedures Loader Tracks QuickTime VR Movie Loading Conclusion Chapter 14 Human Resources Introduction Development on Windows Development on Macintosh CodeWarrior Plug-ins Conclusion Chapter 15 She's Gotta Have It Introduction Media Sample References Slideshow Movies Movie Tracks Memory-Based Movies Conclusion Glossary