ActionScript 3.0 bible
From the Publisher: ActionScript has matured into a full-fledged, object-oriented programming language for creating cutting-edge Web applications, and this comprehensive book is just what you need to succeed. If you want to add interactivity to Flash, build Flex applications, or work with animation...
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| Language: | English |
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Indianapolis, IN
Wiley Pub.
c2008.
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Table of Contents:
- Introduction
- Part 1: Getting Started With ActionScript 3.0
- 1: Introducing ActionScript 3.0
- What is ActionScript?
- Where can you use ActionScript?
- What's new in ActionScript 3.0?
- Summary
- 2: Understanding ActionScript 3.0 language basics
- Using variables
- Using access controls
- Introducing scope
- Introducing the data types
- Working with operators
- Making logical choices with conditionals
- Repeating actions using loops
- Commenting your code
- Summary
- 3: Programming with classes
- Understanding classes
- Understanding terminology
- Understanding encapsulation
- Understanding packages
- Using inheritance
- Using methods in classes
- Using properties in classes
- Overriding behavior
- Using static methods and properties
- Designing interfaces
- Manipulating types
- Creating dynamic classes
- Summary
- 4: Working with methods and functions
- Understanding functions
- Creating custom functions
- Returning results
- Defining functions using function expressions
- Accessing the methods of a superclass
- Writing recursive functions
- Functions as objects
- Summary
- 5: Validating your program
- Introducing errors
- Fixing errors
- Summary
- Part 2: Working With ActionScript 3.0 Objects
- 6: Using strings
- Summary
- 7: Working with numbers and math
- Understanding numeric types
- Using numbers in ActionScript
- Manipulating numbers
- Performing arithmetic
- Performing trigonometric calculations
- Generating randomness
- Manipulating dates and times
- Summary
- 8: Using arrays
- Array basics
- Converting arrays to strings
- Adding and removing items from an array
- Slicing, splicing, and dicing
- Iterating through the items in an array
- Searching for elements
- Reordering your array
- Applying actions to all elements of an array
- Alternative types of arrays
- Summary
- 9: Using objects
- Working with objects
- Using objects as associative arrays
- Using objects for named arguments
- Using objects as nested data
- Summary
- 10: Working with XML
- Getting started with XML in ActionScript
- Accessing values with E4X
- Constructing XML objects
- Converting to and from strings
- Loading XML data from external sources
- Using namespaces
- Working with comments and processing instructions
- Setting options for the XML class
- Summary
- 11: Working with regular expressions
- Introducing regular expressions
- Applying regular expressions
- Constructing expressions
- Understanding regular expression flags
- Constructing advanced expressions
- Using the RegExp class
- Summary
- Part 3: Working With The Display List
- 12: Understanding the Flash Player 9 display list
- Display list
- DisplayObject and DisplayObjectContainer
- Introducing the graphics object
- Working with the stage
- InteractiveObject and SimpleButton
- Shape
- Creating user interface elements with Sprite
- Working with the MovieClip
- Examples using the display list
- Summary
- 13: Working with DisplayObjects in Flash CS3
- Creating symbols within Flash CS3
- Accessing embedded graphic classes
- Summary
- 14: Printing
- Why print from Flash?
- Controlling printer output from Flash
- Adding print functionality to applications
- Summary
- 15: Working with text and fonts
- Introducing TextFields
- Using TextFormat
- Creating text input fields
- Listening to TextField events
- Summary
- Part 4: Understanding The Event Framework
- 16: Understanding events
- Introducing events
- Understanding EventDispatcher
- Working with event objects
- Adding and removing event listeners
- Understanding event flow
- Preventing default behaviors
- Summary
- 17: Working with mouse and keyboard events
- Local and stage coordinates
- Other MouseEvent properties
- MouseEvent types
- KeyboardEvent basics
- KeyboardEvent types
- Understanding keyCodes
- Summary
- 18: Using timers
- Handling the TimerEvent
- Creating a world clock
- Legacy timer functions
- Summary
- Part 5: Working With Error Handling
- 19: Understanding errors
- Comparing ways to fail
- Understanding exceptions
- Catching errors generated by Flash
- Custom exceptions
- Handling asynchronous errors
- Summary
- 20: Using the AVM2 debugger
- Introducing debugging
- Launching the debugger
- Taking control of execution
- Pulling back the curtain
- Navigating through code
- Debugging a simple example
- Using the debugger effectively
- Summary
- 21: Making your application fault-tolerant
- Developing a strategy
- Determining what errors to handle
- Categorizing failures
- Logging errors
- Messaging the user
- Degrading styles: an example
- Summary
- Part 6: Working With External Data
- 22: Understanding networking basics
- URL request
- Using the loader
- Summary
- 23: Communicating with server-side technologies
- Communicating via URLLoader
- Flash remoting
- Summary
- 24: Saving data to a local machine using SharedObject
- Comparing approaches to persistent storage
- Identifying useful situations for shared objects
- Using SharedObjects
- Sharing information between SWFs
- Working with size constraints
- Storing custom classes
- Using serialization concepts for remoting
- Summary
- 25: Managing file uploads and downloads
- Introducing FileReference
- Uploading files
- Downloading a file
- Summary
- Part 7: Enriching Your Program With Sound And Video
- 26: Working with sound
- Creating a sound object
- Controlling playback of a sound
- Applying sound transformations
- Working with a sound's metadata
- Calculating spectrum data
- Detecting audio capabilities
- Summary
- 27: Adding video
- Working with Flash video files
- Loading FLV files into a Flash movie
- Building an FLV application
- Summary
- 28: Accessing microphones and cameras
- Introducing the camera
- Introducing the microphone
- Summary
- Part 8: Programming Graphics And Motion
- 29: Applying filters to your graphics
- Introducing filters
- Applying filters
- Adding more than one filter
- Rotating objects with filters
- Summary
- 30: Drawing vector graphics programmatically
- Lines and LineStyles
- Creating shapes
- Making a drawing application
- Summary
- 31: Scripting animation
- Animating with pure ActionScript
- Animating using Flash
- Animating using Flex
- Choosing a third-party animation toolkit
- Summary
- 32: Applying transformations to graphics
- Working with matrix transforms
- Working with color transforms
- Summary
- 33: Drawing bitmap graphics programmatically
- Creating a BitmapData object
- Applying color transformations
- Applying fills
- Detecting areas by color
- Applying effects
- Making noise
- Applying filters
- Summary
- Part 9: Working With Binary Data
- 34: Working with binary data
- Creating a byte array
- Writing to a byte array
- Reading from a byte array
- Common uses of byte arrays
- Summary
- Part 10: Deploying Your Program
- 35: Deploying Flash on the Web
- Embedding Flash in a page
- Embedding Flash using SWFObject
- Enabling Flash player options
- Passing variables to a SWF
- Automatically upgrading Flash Player
- Summary
- 36: Interfacing with JavaScript
- Communicating between JavaScript and Flash
- Summary
- 37: Using local connections to communicate between Flash applications
- Creating a sending application
- Creating a receiving application
- Sending and receiving across domains
- Summary
- Index.


