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Chapter 1 It All Starts Today
The Application Framework
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
"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 QuickTime
QuickTime 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.
- 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
Programmers, developers, and designers in the digital media industry. Those working in computer graphics, scientific visualization, and entertainment technology. Those learning about QuickTime technology.
- No. of pages:
- © Morgan Kaufmann 2004
- 21st June 2004
- Morgan Kaufmann
- Paperback ISBN:
- eBook ISBN:
"I know a lot about QuickTime, but Tim Monroe seems to know more: little nuggets of information that can be very valuable in the future—things you didn't even know you didn't know. I wish I had this book when I was just starting out working with QuickTime. It would have saved me a lot of time trying to figure things out on my own." —Steve Israelson, VP Technology, TotallyHip Inc.
"Ever found yourself floundering in API documentation, samples, and developer lists when it comes to implementing one or other of the many wonderful QuickTime features? Well flounder no longer! The ever-practical Tim Monroe comes to the rescue with QuickTime Toolkit: everything you need to know to get a host of QuickTime features actually working for you, presented in its customary lucid and down-to-earth style. Unquestionably the first port of call for anyone contemplating QuickTime development at the API level on OS X, Windows, or both, and—with chapters covering such topics as Data Handlers, Carbon Events, cross-platform issues, and error handling—an invaluable resource even for seasoned QuickTime developers." —John Cromie, Skylark Associates Ltd.
"I just got Tim's book in the mail and spent a few hours reading it . . . . Finally, good documentation on some of the QuickTime functions that have been so mysterious! I'm going to look at that sprite override code for making panning videos . . . Tim Monroe has been and remains a great source of information on QuickTime. He has a uniquely proactive creative/logical approach demonstrating the great possibilities in a great technology." —Bill Meikle programmer, vrhotwires.com
"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 QuickTime "The most complete and most accessible general introduction to QuickTime programming that is available today." - MacTech
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.
Apple Computer, Cupertino, California, U.S.A.
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