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ActionScript 3.0 Quick Reference Guide
Год: 2009
Автор: Stiller D., Shupe R., deHaan J., Richardson D.
Жанр: Справочное пособие
Издательство: O'Reilly
ISBN: 978-0-596-51735-9
Серия: Adobe Developer Library
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 493
Описание: Written by Flash insiders with extensive knowledge of the technology, this guide is designed specifically to help Flash designers and developers make the leap from ActionScript 2.0 to the new object-oriented ActionScript 3.0 quickly and painlessly. Formatted so you can find any topic easily, ActionScript 3.0 Quick Reference Guide explains:

Object-oriented programming (OOP) concepts, such as packages and classes
ActionScript 3.0 features and player enhancements that improve performance
Workflow differences between ActionScript 2.0 and ActionScript 3.0 including tools, code editing, component sets, and image and font rendering
Where did it go? A guide to help you find familiar features in ActionScript 3.0, such as global functions, operators, properties, and statements
How do I? Step-by-step solutions for performing tasks with ActionScript 3.0, including input, sound, video, display, events, text, and more
Also included are overviews of Flash and ActionScript features and workflows. ActionScript 3.0 is a huge upgrade to Flash's programming language -- and this guide helps you upgrade your skills to match it.
ActionScript 3.0 IntroducedChapter 1: Introducing ActionScript 3.0Examining ActionScript 3.0, the Language
Exploring Flash Player API Updates
Understanding Players and Support
Learning ActionScript 3.0 on the Heels of 2.0
[*]Deciding to Migrate or Write Code from ScratchChapter 2: Discovering What You Need to Work with ActionScript 3.0Flash CS4 Professional/Flex Builder 3
Flash Player 9 or Higher
[*]Using Other Code Editors with FlashChapter 3: Looking at the Changes in ActionScript 3.0Major Changes and Obsolete Code
Major Syntax and Structure Changes
[*]Additional ActionScript 3.0 ResourcesChapter 4: Exploring the Benefits of Using ActionScript 3.0Performance
Efficiency
Consistency
[*]Standards and Portability Among Other TechnologiesActionScript and the Flash CS4 Authoring ToolChapter 5: Creating and Working with CodeThinking in Terms of the Timeline
New Features in the Actions Panel and Script Windows
Setting ActionScript Preferences
Associating FLA Files with AS Files
[*]Using Script AssistChapter 6: Creating a Document Class
[*]Chapter 7: Working with Library and Linkage ChangesLinkages Now Reference ClassesChapter 8: Copying Motion as ActionScript 3.0Copying Motion
[*]Applying Motion to Other ObjectsChapter 9: Using ActionScript 3.0 ComponentsOverview of the Component Set
New and Removed Components
Changes in Writing Code for Components
[*]Changing the Appearance of ComponentsChapter 10: Making Up for a Reduced Component SetWorking Without Data Components in ActionScript 3.0
ActionScript 2.0 Components in ActionScript 3.0 SWF Files
[*]Exploring Third-Party UI ComponentsChapter 11: Debugging and TroubleshootingDebugging Is a Good Thing
Testing Your ActionScript 3.0 Code
Reviewing Improvements in Debugging Over ActionScript 2.0
Exploring the Compiler Errors Panel
[*]Using the Enhanced Debugging WorkspaceHow Do I?Chapter 12: How Do I Draw with Code?12.0 Introduction
12.1 Creating a Display Object Dynamically
12.2 Referencing an Object’s Graphics Property
12.3 Defining a Line Style
12.4 Drawing a Line
12.5 Drawing a Curve
12.6 Defining a Fill Style
12.7 Drawing a Rectangle
12.8 Drawing a Rectangle with Rounded Corners
12.9 Drawing a Circle
12.10 Creating a Gradient Fill
12.11 Using a Drawn Shape as a Dynamic Mask
12.12 Caching Vector as Bitmap
[*]12.13 Applying a Simple Bitmap FilterChapter 13: How Do I Work with the Display List?13.0 Introduction
13.1 Choosing Which Type of Display Object to Use
13.2 Creating a New Display Object
13.3 Adding a Display Object to the Display List
13.4 Specifying the Depth of a Display Object
13.5 Finding a Display Object
13.6 Removing a Display Object from the Display List
13.7 Working with Children of a Display Object Container
13.8 Working with Parents of a Display Object
13.9 Casting a Display Object from One Type to Another
13.10 Changing the Parent of a Display Object
[*]13.11 Referencing the Stage Through a Display ObjectChapter 14: How Do I Work with Events?14.0 Introduction
14.1 Understanding Event Listeners
14.2 Capturing Mouse Events
14.3 Understanding Event Flow
14.4 Using Event Bubbling
14.5 Using the target and currentTarget Event Properties
14.6 Simulating a Mouse Up Outside Event
14.7 Capturing Frame Events
14.8 Improving Performance by Removing Event Listeners
14.9 Capturing Keyboard Events
14.10 Capturing Stage Events
14.11 Using a Timer to Dispatch Events
14.12 Dispatching Your Own Events
14.13 Manually Calling Event Listener Functions
14.14 Capturing an Event Before It Reaches Its Target
14.15 Setting the Execution Order of Events
[*]14.16 Using Weak ListenersChapter 15: How Do I Work with Text?15.0 Introduction
15.1 Creating a Text Field
15.2 Styling a Text Field
15.3 Creating a Password Field
15.4 Focusing a Text Field
15.5 Populating a Text Field
15.6 Automatically Sizing a Text Field
15.7 Scrolling a Text Field
15.8 Using Embedded Fonts
15.9 Formatting Text Using TextFormat
15.10 Formatting Text Using HTML
15.11 Formatting Text Using CSS
15.12 Adding Hyperlinks to Text
15.13 Triggering ActionScript from HTML Links
[*]15.14 Selecting TextChapter 16: How Do I Work with XML?16.0 Introduction
16.1 Creating an XML Object
16.2 Loading XML
16.3 Reading an Element Node
16.4 Reading a Text Node
16.5 Working with Multiple Nodes of the Same Name
16.6 Reading an Attribute
16.7 Finding Content Using Shorthand
16.8 Finding Content Using Conditionals
16.9 Reading HTML or Entities in XML Nodes
16.10 Deleting XML
16.11 Writing XML
16.12 Writing XML with Variables
[*]16.13 Sending and Loading XMLChapter 17: How Do I Work with External Assets?17.0 Introduction
17.1 Loading and Applying a Cascading Style Sheet
17.2 Loading and Displaying an Image or SWF File
17.3 Communicating with an ActionScript 3.0 Loaded SWF
17.4 Communicating with an ActionScript 2.0 Loaded SWF
17.5 Unloading an Image or SWF File
17.6 Loading and Playing a Sound
17.7 Setting the Volume and Pan of a Sound
17.8 Visualizing the Amplitude of a Sound
17.9 Unloading a Sound
17.10 Loading and Playing a Video
[*]17.11 Unloading a VideoMigrationChapter 18: A Sample MigrationA Simple Particle System
ActionScript 2.0
ActionScript 3.0
[*]Migration Sample SummaryChapter 19: Where Did It Go?Introduction
[*]Code Comparisons[*]Colophon
Доп. информация: Файлы примеров:
http://examples.oreilly.com/9780596517359/
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