QuickTime Toolkit Volume One

QuickTime Toolkit Volume One

Basic Movie Playback and Media Types

1st Edition - June 21, 2004

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  • Author: Tim Monroe
  • eBook ISBN: 9780080540177

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Description

"When QuickTime application developers get stuck, one of the first places they look for help is example code from Tim Monroe. Finally, Tim's well-crafted examples and clear descriptions are available in book form—a must-have for anyone writing applications that import, export, display, or interact with QuickTime movies." —Matthew Peterson; University of California, Berkeley; the M.I.N.D. Institute; and author of Interactive QuickTimeQuickTime Toolkit Volume One is a programmer’s introduction to QuickTime, the elegant and potent 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 hands-on guide shows you how to harness the powerful capabilities of QuickTime for your own projects. The articles collected here from the author's highly regarded column in MacTech Magazine are packed with accessible code examples to get you quickly started developing applications that can display and create state-of-the-art digital content. This book begins by showing how to open and display QuickTime movies in a Macintosh or Windows application and progresses step by step to show you how to control movie playback and how to import and transform movies and images. QuickTime Toolkit also shows how to create movies with video data, text, time codes, sprites, and wired (interactive) elements.Part of the official QuickTime Developer Series, publishing the finest books on QuickTime in cooperation with Apple.

Key Features

  • Written in a clear, engaging style by one of Apple's premier media engineers known for his ability to make QuickTime's sophisticated technology accessible to software developers
  • Offers many undocumented insider tips for making applications that work well in both Mac OS and Windows

Readership

Programmers, developers, and designers in the digital media industry. Those working in computer graphics, scientific visualization, and entertainment technology. Those learning about QuickTime technology.

Table of Contents

  • Chapter 1 It All Starts Today
    Introduction
    Movie Controllers
    The Application Framework
    QuickTime Support
    Conclusion

    Chapter 2 Control
    Introduction
    Managing the Controller Bar
    Managing Controller Bar Buttons
    Using the Controller Bar Custom Button
    Selecting an Entire Movie
    Movie User Data
    Opening URLs
    Conclusion

    Chapter 3 Out of Control
    Introduction
    Getting Started
    Preparing Movies For Playback
    Playing Movies
    Editing Movies
    Looping Movies
    Playing Picture-in-Picture Movies
    Conclusion

    Chapter 4 The Image
    Introduction
    Importing Images
    Expanding the Application Framework
    Transforming Images
    Working with Multi-image Files
    Exporting Images
    Finding Image Files
    Conclusion

    Chapter 5 In and Out
    Introduction
    Exporting Movies
    Importing Files
    Default Progress Functions
    Custom Progress Functions
    Progress Functions for Image Operations
    The Code
    Conclusion

    Chapter 6 Doug's 1st Movie
    Introduction
    The Structure of QuickTime Movies
    The Structure of QuickTime Movie Files
    Creating QuickTime Movie Files
    Adding Media Samples
    Saving a Movie
    The Code
    Conclusion

    Chapter 7 The Informant
    Introduction
    Movie Posters
    Movie Previews
    File Previews
    Movie Annotations
    Conclusion

    Chapter 8 The Atomic Café
    Introduction
    File Previews: The Sequel
    Shortcut Movie Files
    Atom Containers
    Internet Connection Speed
    Movie Tracks
    The Code
    Conclusion

    Chapter 9 Somewhere I'll Find You
    Introduction
    Data Handler Overview
    The File Data Handler
    The Handle Data Handler
    The Resource Data Handler
    The URL Data Handler
    The Pointer Data Handler
    File Transfer
    Data Reference Extensions
    Conclusion

    Chapter 10 Word Is Out
    Introduction
    The Edit Menu Revisited
    Text Importing
    Text Tracks
    Text Searching
    Text Editing
    Chapter Tracks
    Hypertext Reference Tracks
    Some Loose Ends
    Conclusion

    Chapter 11 Timecode
    Introduction
    Timecode Standards
    Timecode in QuickTime
    Timecode Tracks
    Timecode Track Operations
    Conclusion

    Chapter 12 A Space Odyssey
    Introduction
    Endian Issues
    The QuickTime Media Layer
    Carbon
    Conclusion

    Chapter 13 Honey, I Shrunk the Kids
    Introduction
    Compression
    Compressing Images
    Compressing Image Sequences
    Asynchronous Compression
    Conclusion

    Chapter 14 A Goofy Movie
    Introduction
    Sprite Properties
    Sprite Tracks
    Creating Sprite Tracks
    Hit Testing
    Conclusion

    Chapter 15 An Extremely Goofy Movie
    Introduction
    Video Override Tracks
    Tweening
    Graphics Mode Tweening
    Matrix Tweening
    Spin Tweening
    Multimatrix Tweens
    Conclusion

    Chapter 16 Wired
    Introduction
    Events, Parameters, Actions
    Controlling Movies Using Wired Sprites
    Wired Sprite Utilities
    Variables and Conditionals
    Draggable Sprites
    Sprite Button Behaviors
    Conclusion

    Chapter 17 Moving Target
    Introduction
    Targets
    Movie-to-Movie Communication
    Operand Targets
    Movie-in-Movie Communication
    Conclusion

    Chapter 18 Back In Action
    Introduction
    Text Actions
    Key Events
    Bouncing Sprites
    Colliding Sprites
    Conclusion

    Glossary
    Index

Product details

  • No. of pages: 640
  • Language: English
  • Copyright: © Morgan Kaufmann 2004
  • Published: June 21, 2004
  • Imprint: Morgan Kaufmann
  • eBook ISBN: 9780080540177

About the Author

Tim Monroe

Tim Monroe is a senior software engineer on the QuickTime engineering team at Apple Computer and a contributing editor at MacTech Magazine. He has spoken at Apple's Worldwide Developer Conference, QuickTime Live! and the O'Reilly Mac OS X Conference. He began his career at Apple as a technical writer, authoring a number of volumes in the well-known Inside Macintosh series and most of the original QuickTime VR and QuickDraw 3D developer documentation. Prior to joining Apple, he worked as a contractor at places like Sun Microsystems and IBM.

Affiliations and Expertise

Apple Computer, Cupertino, California, U.S.A.

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