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                   INTRODUCTION TO MULTIMEDIA:
                                       Multimedia as a pc that has sound
capability a DVD-ROMs drive ,and perhaps the superiority of multimedia enabled
micro processors that understand additional multimedia instructions.



Graphics , visualization, HCI, computer vision ,data compression, graph theory,
networks, data base systems all have important contribution to make in
multimedia at present time.



    Components of multimedia:

Multimedia modalities of text ,audio, images, drawings,animations,and video in
multimedia are put to use in ways as diverse as

    Video teleconferencing

    Distributed lectures for higher education

    Tele medicine

    Co-operative work environment

    Searching large video and image databases for target visual objects.

    Augmented reality placing real-appearing computer graphics & video
     objects info scene so as to take the physics of objects &lights into account.

    Audio cases for where video-conference participants are seats,as well as
     taking into account gauge direction & attention of participants
 Building searchable features into new video & enabling very high to very
  low bitrate use of new,scalable multimedia products.

 Making searchable features into new video & enabling high to use of new.

 Building “inverse Hollywood applications that can re-create the process by
  which a video was made,allowing story board pruning & concise video
  summarization
 Using voice recognition to build an inter active environment say a kitchen
  wall web browser



 MULTIMEDIA RESEARCH TOPICS &PROJECTS:
    To the computer Science ,multimedia consists of a wide variety of topics.

 Multimedia processing & coding:
  This Includes multimedia content analysis , content based multimedia
  content analysis ,content based multimedia ret rival audio,image ,video
  compression so on.

 Multimedia system support & networking:
      People look at such topics as n/w protocols ,internet, os,server and
  clients,Qos and     databases.

 Multimedia tools & systems applications
      These include hypermedia systems user interfaces authoring
  system,multi model interaction and integration.
 CURRENT MULTIMEDIA PROJECTS
 3D-motion capture can also be used for multiple actor capture.

 3D-capture technology is next to fast enough how to allow acquiring
   dynamic characteristics of human facial expression during speech to
   synthesize highly facial animation from speech.



 Digital fashion.

 Georgia Tech’s Electronic Housecall system

 MULTIMEDIA SOFTWARE TOOLS

   The categories of software tools we examine here are:
        Music sequencing and notation
        Digital audio
        Graphics and image editing
        Video editing
        Animation
        Multimedia authoring
         INTRODUCTION TO ACTION SCRIPT 1.0
 Action script 1.0 first version of Action script for flash layer.



 Infact the term Action script was not coined until the release of flash
  players 5 when Action script became much more like tara script.

 The scripting capabilities of the first version of flash Actions changed from
  simply providing time line control for flash animation to including more
  complicated logic and control structures as well as the ability to load in &
  dynamically manipulate external data

 Generally speaking you should not be using Action script 1.0.Action script
  2.0 should be preferred over as 1.0 though use of as 3.0 is ideal.The only
  exception is when developing for devices that run flash lite 1.x these
  devices requires that action script 1.0 be used.
                   INTRODUCTION TO ACTION SCRIPT 2.0

    Action script 2.0 is the final step in the evolution of Action script 1.0
    Action script 2.0 is also came in variable types for action script.This allowed
     to specify the type of variable or what kind of data it would hold.
    This typing definition allowed the compiler to more accurately check for
     errors, helping & improve the debugging process
    If you are using Action script 1.0 right now why should you action script
     2.0?
    There are two primary advantages to use Action script2.0
    One is Improving organization with action script classes.
    The other is improving the error checking and simplified debugging
     through use case of variable types.
    All round this usually means coding became carrier.
    Action script 2.0 is oop based development techniques typically make
     applications:

1.More natural to plan and conceptualize

2.More stable and bug free.

3.More sensible across the project

4.Easier to maintain and expand on

5.Easier to test

6.Easier to codevelop with two or more programmes
    ACTION SCRIPT 1.0 VERSUS ACTION SCRIPT 2.0
 Action script 1.0 and Action script 2.0 both have the same core symptom
  and also same in object creation,property access and method invocation.
 The main difference between the both is language, object oriented syntax
  and authoring tool support for object oriented development.
 Action Script 1.0 and Action script 2.0 have the same syntax. Basics like
  loops, operations and other non object oriented aspects of action script 1.0
  can be used in action script 2.0


    Main features of Action Script2.0 are:
 OOP model
 Strict data typing (example: var user name= “ “)
 Complaining warnings and errors.
 IN action script 1.0 OOP had a unintuitive syntax and nearly no authoring
  tool support.
 With action script 2.0 it is a natural Endeavour more traditional OOP
  implementation makes 2.0 script more transferable to and from other
  languages.
 If you are action script 1.0 programmer who does not use OOP ,you do not
  need to learn OOP in action script 1.0 before you learn it
 In action script 2.0 without learning OOP features action script 2.0 looks
  indistinguishable from action scritpt 1.0
                   INTRODUCTION TO FLASH:
Flash provides everything you need to create and deliver rich web content and
powerful applications. Whether you're designing motion graphics or building
data-driven applications, Flash has the tools to produce great results and deliver
the best user experience across multiple platforms and devices.

This guide is designed to introduce you to Flash. The tutorial in this guide leads
you through the process of creating a simple Flash application.



What is Flash

Flash is an authoring tool that designers and developers use to create
presentations, applications, and other content that enables user interaction. Flash
projects can include simple animations, video content, complex presentations,
applications, and everything in between. In general, individual pieces of content
made with Flash are called applications, even though they might only be a basic
animation. You can make media-rich Flash applications by including pictures,
sound, video, and special effects.

Flash is extremely well suited to creating content for delivery over the Internet
because its files are very small. Flash achieves this through its extensive use of
vector graphics. Vector graphics require significantly less memory and storage
space than bitmap graphics because they are represented by mathematical
formulas instead of large data sets. Bitmap graphics are larger because each
individual pixel in the image requires a separate piece of data to represent it.

To build an application in Flash, you create graphics with the Flash drawing tools
and import additional media elements into your Flash document. Next, you define
how and when you want to use each of those elements to create the application
you have in mind.

When you author content in Flash, you work in a Flash document file. Flash
documents have the file extension .fla (FLA). A Flash document has four main
parts:
The Stage is where your graphics, videos, buttons, and so on appear during
playback.

The Timeline is where you tell Flash when you want the graphics and other
elements of your project to appear. You also use the Timeline to specify the
layering order of graphics on the Stage. Graphics in higher layers appear on top of
graphics in lower layers.

The Library panel is where Flash displays a list of the media elements in your
Flash document.

ActionScript code allows you to add interactivity to the media elements in your
document. For example, you can add code that causes a button to display a new
image when the user clicks it. You can also use ActionScript to add logic to your
applications. Logic enables your application to behave in different ways
depending on the user's actions or other conditions. Flash includes two versions
of ActionScript, each suited to an author's specific needs. For more information
about writing ActionScript, see Learning ActionScript 2.0 in Flash in the Help
panel.

Flash includes many features that make it powerful but easy to use, such as
prebuilt drag-and-drop user interface components, built-in behaviors that let you
easily add ActionScript to your document, and special effects that you can add to
media objects.

When you have finished authoring your Flash document, you publish it using the
File > Publish command. This creates a compressed version of your file with the
extension .swf (SWF). You can then use Flash Player to play the SWF file in a web
browser or as a stand-alone application.
To build a flash application we typically perform the following steps:

Step1.decide which basic task the application will perform.

Step2: create an import media such as video,image,sound text and so on.

Step3:arrange the media elements on the stage and in the timeline to define
when and how they apper in the application

Step4:apply special effects to the media elements as you see fit.

Step5:write action script code to control how the media elements behave
,including how the elements respond to the users interaction

Step6:test your application to determine if it is working as planned and find any
bugs in its construction. test your application throughput and the creation
process.

Step8:publish the FLA files as a SWF file that can be displayed in a web page and
played back in a flash player.




EXPERIMENT NO.:1
SPECIFICATION:
      Assigning actions to an object, and a button.

PROGRAM:
step1: select the object.

Step 2: insert one layer &set the object to the layer.

Step3:set the key frame to the layer.

Step4:create a motion to the layer & insert another layer.

Step5:select new symbol with button type and write play and stop text on it.

Step6:select first layer and write an action on it

                                     I.e stop();

Step7:select the play button and write code on that symbol

                                     On(release)

                                     {

                                     Gotoplay(“layer1”);

                                     }

Step8:select stop button and write code for that symbol.

                                     On(release)

                                     {

                                     Stop();

                                     }



Step9:press ctrl+enter .click the button and view the results.

Step 10:stop.
Output:
EXPERIMENT NO: 2

SPECIFICATION:



       Creating Loops



  PROGRAM:

                 function pal(no:Number)

                     {

                         var a:Number=no;

                         var rem:Number=0;

                         var rev:Number=0;

                         var org=a;

                         while(a!=0)

                          {

                               rem=a%10;

                               rev=rev*10+rem;

                               a=Math.floor(a/10);

                           }
              trace(org);

                      if(rev==org)

                       {

                       trace("given number is palindrom");

                       }

                    else

                       {

                       trace("given number is not palindrom");

                           }

          }



               pal(1331);




Output:
Pal(1331)




Pal(1333)
EXPERIMENT NO: 3

SPECIFICATION:



         Generation Random Numbers



    PROGRAM:




function randRange(min:Number, max:Number):Number

{

var randomNum:Number ;

randomNum=Math.floor(Math.random() * (max - min + 1)) + min;
return randomNum;

}

trace("Random Numbers between 4 and 11");

for (var i = 0; i < 10; i++)
{

var n:Number = randRange(4, 11)

trace(n);

}
Output:
EXPERIMENT NO: 4

SPECIFICATION:



       Creating a Function, Calling a function



  PROGRAM:



      function prime(xa:Number,yb:Number)
    {

                  var p:Number=0;

                trace("prime numbers are");

        for(var i:Number=xa;i<=yb;i++)

        {

                for(var j:Number=1;j<=i;j++)

                     {

                         if(i%j==0)

                         {

                                p++;

                         }

                 }

            if(p==2)

            {

                         trace(i);

            }

            p=0;

    }



}

prime(1,100)
Output:
EXPERIMENT NO: 5


  SPECIFICATION:



      Detecting Player version



  PROGRAM:



       version=eval("$version");

        var majorversion;

        OSArray=version.split(' ');

        versionArray=OSArray[1].split(',');

        majorversion=versionArray[0];

        trace("major version"+majorversion);
Output:
EXPERIMENT NO: 6


SPECIFICATION:

       Detecting Operating System



 PROGRAM



      version=eval("$version");

      var Ostype;

      OSArray=version.split(' ');

      OStype=OSArray[0];
trace("os is"+OStype);
Output:
EXPERIMENT NO: 7
SPECIFICATION:



    Checking system language



 PROGRAM




       var a=System.capabilities.language;

          trace("language of system is:"+a);
Output:
EXPERIMENT NO: 8

SPECIFICATION:



       Detecting display settings



  PROGRAM




    Trace(System.capabilities.screenResolutionX);

    Trace(System.capabilities.screenResolutionY);
Output:
EXPERIMENT NO: 9

SPECIFICATION:



       Create a blinking text



  PROGRAM
PROCEDURE:



1.   Select file->create new document and save.
2.   Select text option from tool bar and drag and drop->insert some text into it.
3.   Press f6
4.   Insert some sprankles with the help of paint brush from tool bar.
5.   now add time line effect as explode.
6.   now run by selecting control+debug movie.
Output:
EXPERIMENT NO:10

SPECIFICATION:



       Drawing a circle
    PROGRAM



function magicTrigFunctionx(PointRatio)

{

               return Math.cos(PointRatio*2*Math.PI);

}

function magicTrigFunctiony(PointRatio)

{

               return Math.sin(PointRatio*2*Math.PI);

}

function drawCircle(centrex,centrey,radius,sides)

{

              this.moveTo(centrex+radius,centrey);

              for(var i=0;i<=sides;i++)

              {

                  var PointRatio=i/sides;

                  var xsteps=magicTrigFunctionx(PointRatio);

                  var ysteps=magicTrigFunctiony(PointRatio);

                  var pointx=centrex+xsteps*radius;

                  var pointy=centrey+ysteps*radius;

                  this.lineTo(pointx,pointy);
                }

}

lineStyle(0);

drawCircle(250,250,100,100);




Output:
EXPERIMENT NO:11


SPECIFICATION:



       Drawing a rectangle



 PROGRAM

                 _root.createEmptyMovieClip("rectangle_mc", 1);

                  rectangle_mc.lineStyle(2, 0xFF0000, 100);

                  rectangle_mc.lineTo(200, 0);

                  rectangle_mc.lineTo(200, 100);

                  rectangle_mc.lineTo( 0, 100);

                  rectangle_mc.lineTo( 0, 0);
Output:
   EXPERIMENT NO:12


   SPECIFICATION:



        Applying a mask to an object:




      PROGRAM



Step1:start

Step2:select an object

Step3:select one layer and insert an object into the layer.
Step4:set the key frame to the layer.

Step5:insert another layer and select another object

Step6:create a motion to the layer.

Step7:press ctrl+enter to view the output

Step8:stop
Output:
EXPERIMENT NO:13

SPECIFICATION:



       Converting angle measurements



  PROGRAM




        function fun()

         {
     var angindeg=225;

     var anginrad=(angindeg/180);

     trace(anginrad + "PI");

}

fun();
Output:
EXPERIMENT NO:14

SPECIFICATION:
       Calculating distance between two points.



PROGRAM



  function fun()

  {

      var x1=10;

      var y1=23;

      var x2=5;

      var y2=31;

      var x0=x2-x1;

      var y0=y2-y1;

      var dist=Math.sqrt(Math.pow(x0,2)+Math.pow(y0,2));

      trace("the distance between pointsis:");

      trace(dist);

  }

  fun();
Output:
EXPERIMENT NO:15

SPECIFICATION:



       Converting between units of measurement.



PROGRAM



        function fun()

        {

            var wtinp=8.5;

         var wtinkg=0.45359237*wtinp;

            trace(wtinkg);

        }



        fun();
Output:
EXPERIMENT NO:16

SPECIFICATION:



         Determining points along a circle.



PROGRAM



         function func()

     {
    var x0=50;

    var y0=50;

    var radius=50;

    var startangle=45;

    var arcangle=45;

    var steps=5;

    var twoPI=2*Math.PI;

    var anglestep=arcangle/steps;

    var xx=x0+Math.cos(startangle*twoPI)*radius;

    var yy=y0+Math.sin(startangle*twoPI)*radius;

    for(var i=1;i<=steps;i++)

    {

             var angle=startangle+i*anglestep;

             xx=x0+Math.cos(angle*twoPI)*radius;

             yy=y0+Math.sin(angle*twoPI)*radius;

             trace(xx);

             trace(yy);

    }

}

        func();
Output:
EXPERIMENT NO:17

SPECIFICATION:
     Sorting and reversing an array.



PROGRAM




var a:Array=new
Array("nandu","balu","ravindra","satya","balaji","madhu");

trace("before sorting");

trace(a);

trace("after sorting");

trace(a.sort());

trace("after reversing");

trace(a.reverse());
Output:
EXPERIMENT NO:18

SPECIFICATION:



       Creating a text field.



PROGRAM




      this.createTextField("Howgreat",1,0,0,100,100);

      this.Howgreat.text="hello world";
Output:
EXPERIMENT NO:19

SPECIFICATION:



       Creating a password input field.



PROGRAM




    this.createTextField("x",1,0,0,50,10);

    x.password=true;

    x.text="hello";
Output:

				
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