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ActionScript 3.0.Bible

Год: 2007
Автор: Roger Braunstein, Mims H. Wright, Joshua J. Noble
Издательство: Wiley Publishing, Inc.
ISBN: 978-0-470-13560-0
Формат: PDF
Качество: eBook (изначально компьютерное)
Количество страниц: 795

Описание: Hello! Welcome 10 ActionScript 3.0 Bible. This book aims to be a comprehensive resource on all things ActionScript 3.0. You can use it as an instructional textbook, as a reference book, or both. This book introduces concepts used in ActionScript 3.0 with both background information and real-world examples to enrich your understanding. Armed with the knowledge contained herein, you will be able to bring your ideas to life with ActionScript 3.0, whether they are applications, web sites, presentations, games, toys, art, or experiments.
ActionScript 3.0 is the language used in a range of tools developed by Adobe, including Flash CS3, Flex 2 and 3, and AIR (formerly Apollo). This book's coverage remains agnostic as to the tool you choose to use. It does not cover topics specific to Flash CS3 or Flex 2, but it does cover the topics common to both. When the various tools handle something differently, we let you know how. Accordingly, this is the right book to help you learn how to program for any of these tools.
In addition, ActionScript 3.0 is based on web standards. It implements a draft of the ECMAScript edition 4 language specification, as well as E4X and DOM level 3 events. This means that learning ActionScript 3.0 will prepare you to program in other ECMAScript languages, particularly new versions of JavaScript.
Introduction ..........................................................................................................................xxxvii
Part I: Getting Started with ActionScript 3.0
Chapter 1: Introducing ActionScript 3.0 ........................................................................................3
Chapter 2: Understanding ActionScript 3.0 Language Basics ..........................................................7
Chapter 3: Programming with Classes ..........................................................................................35
Chapter 4: Working with Methods and Functions ........................................................................95
Chapter 5: Validating Your Program ............................................................................................113
Part II: Working with ActionScript 3.0 Objects
Chapter 6: Using Strings ............................................................................................................123
Chapter 7: Working with Numbers and Math ............................................................................133
Chapter 8: Using Arrays ..............................................................................................................153
Chapter 9: Using Objects ............................................................................................................173
Chapter 10: Working with XML..................................................................................................183
Chapter 11: Working with Regular Expressions ..........................................................................211
Part III: Working with the Display List
Chapter 12: Understanding the Flash Player 9 Display List ........................................................243
Chapter 13: Working with DisplayObjects in Flash CS3 ............................................................277
Chapter 14: Printing ..................................................................................................................285
Chapter 15: Working with Text and Fonts ..................................................................................299
Part IV: Understanding the Event Framework
Chapter 16: Understanding Events..............................................................................................331
Chapter 17: Working with Mouse and Keyboard Events ............................................................351
Chapter 18: Using Timers ..........................................................................................................367
Part V: Working with Error Handling
Chapter 19: Understanding Errors ..............................................................................................379
Chapter 20: Using the AVM2 Debugger ......................................................................................379
Chapter 21: Making Your Application Fault-Tolerant ..................................................................413
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Part VI: Working with External Data
Chapter 22: Understanding Networking Basics ..........................................................................425
Chapter 23: Communicating with Server-Side Technologies ......................................................443
Chapter 24: Saving Data to a Local Machine Using SharedObject................................................455
Chapter 25: Managing File Uploads and Downloads ..................................................................473
Part VII: Enriching Your Program with Sound and Video
Chapter 26: Working with Sound ..............................................................................................485
Chapter 27: Adding Video ..........................................................................................................501
Chapter 28: Accessing Microphones and Cameras ......................................................................515
Part VIII: Programming Graphics and Motion
Chapter 29: Applying Filters to Your Graphics............................................................................525
Chapter 30: Drawing Vector Graphics Programmatically ............................................................549
Chapter 31: Scripting Animation ................................................................................................581
Chapter 32: Applying Transformations to Graphics ....................................................................603
Chapter 33: Drawing Bitmap Graphics Programmatically............................................................615
Part IX: Working with Binary Data
Chapter 34: Working with Binary Data ......................................................................................657
Part X: Deploying Your Program
Chapter 35: Deploying Flash on the Web....................................................................................671
Chapter 36: Interfacing with JavaScript ......................................................................................681
Chapter 37: Using Local Connections to Communicate Between Flash Applications ..................687
Index ..........................................................................................................................................693
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