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QuickTime Toolkit Volume One
Basic Movie Playback and Media Types
- 1st Edition - July 9, 2004
- Author: Tim Monroe
- Language: English
- eBook ISBN:9 7 8 - 0 - 0 8 - 0 5 4 0 1 7 - 7
"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… Read more
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Request a sales quote"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.
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.
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
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
- No. of pages: 640
- Language: English
- Edition: 1
- Published: July 9, 2004
- Imprint: Morgan Kaufmann
- eBook ISBN: 9780080540177
TM
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.