The History of Flash - Chinese University of Hong Kong

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Transcript The History of Flash - Chinese University of Hong Kong

The History of
Flash
By the inventor, Jonathan Gay
http://www.macromedia.com/macromedia/events/john_gay/
His story

Early days
 Play
LEGO
 Began writing games, then graphics editor
 Writing games was an important part of his
computer education

His early products
 Intellidraw
 SmartSketch
(using pen computing, GO)
LEGO-based Design Process
1.
2.
3.
4.
5.
6.
7.
Choose a problem: Build a LEGO ship.
Develop a vision: What sort of ship will it be? How big will it be?
What will it carry?
Build: Build the framework of the ship.
Fill in the details: Design and build the details of the ship, ramps,
doors, etc.
Test: Drive the cars around the ship and sail the ship while
exploring the house.
Refine: Take parts of the ship apart and make them better.
Learn: Take what you learned from building this ship and use it to
build a better one next time.
The History of Flash

SmartSketch -> FutureSplash Animator
 Animation product
 Send graphics and
animation over the Web (using
Java, but horribly slow)
 Plug-in API in Netscape (ancestor of Flash Player) to
improve performance

His company sold to Macromedia
 MSN
adopted FutureSplash to produce TV-like
experience on the Internet
 FutureSplash = Macromedia Flash 1.0
Flash today and its original
From the simple interactivity of Flash 2
and 3 to an interactive development tool
that is capable of building online
applications
 Flash started as an animation tool
 Flash has much of the code that was
written for pen computers

The story teaches us …
Teaching games and graphics
 Programming or use of application
software is task-oriented

 the
students should have a problem
 It is a cumulative process and a step-wise
refinement

What are the basics ? The past versions
provide some ideas.
The teaching of
Flash
An elaboration of PCK and
task-based learning in
meeting 4 and 5
The teaching of Flash

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How do you classify or describe Flash as an application
software, a web tool, a programming tool, a graphics tool
or an animation tool?
How and what do you teach in the starting lessons on
Flash?
What are the basic concepts about Flash?
State the teaching methods (names of the methods) you
have employed in teaching Flash.
Do you have a Text? How do you prepare your teaching
notes?
What teaching and learning resources do you usually
adopt for your classes?
Class activities

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Compare the major features added between
Flash 2 and Flash 5
What is new from Flash 5 to Flash MX 2004?
Browse the Web site
 http://resources.emb.gov.hk/flashmx/English/Basic_Le
vel/index.html

Trial run the “demo” Flash from the network
drive S
A movie production house
(Flash metaphor)
Writer’s lounge,
Casting couch,
Make-up room
(Tool palette)
Editing room
(Timeline area)
Library
(Library)
The performance stage
(Stage)
Audience
(user)
Features of Flash
Flash
is
a drawing
tool
creates
assists in
producing
animations
can be of
ActionScript
provides
high
interactivity
consist of
rich media