Actionscript 3.0 Bible
Read an excerpt:
Chapter 2: Understanding ActionScript 3.0 Language Basics
Excerpt provided courtesy of John Wiley & Sons Inc. Copyright © John Wiley & Sons Inc. Written permission from the publisher is required for any use of this material.
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Packed with hands-on instruction and step by step tutorials, the ActionScript
3 Bible is everything you need to harness the power of this amazing language.
ActionScript experts Roger Braunstein and Mims Wright guide you through the in's
and out's of building Rich Internet Applications with ActionScript 3. Coverage
includes:
The ActionScript 3 language - variables, datatypes, operators and expressions,
functions, and more
Object-Oriented aspects of ActionScript 3
Working with XML
Dealing with events
Handling error events and making your applications fault tolerant
Debugging ActionScript applications
Loading external data
Working with audio, video and graphics
Working in binary
Developing for Apollo
Application deployment
And more...
Table of Contents
Part I. Getting Started With ActionScript 3.0.
1. Introduction to ActionScript 3.0.
2. Understanding ActionScript 3.0 Language Basics.
3. Programming with Classes.
4. Working with Methods and Functions.
5. Validating Your Program.
Part II. Working With ActionScript 3.0 Objects.
6. Using Strings.
7. Working with Numbers and Math.
8. Using Arrays.
9. Using Objects.
10. Working with XML.
11. Working with Regular Expressions.
Part III. Working With the Display List.
12. Understanding the Flash Player 9 Display List.
13. Working with DisplayObjects in Flash CS3.
14. Printing Elements of Your Program.
15. Working with Text and Fonts.
Part IV. Understanding the Event Framework.
16. Understanding Events.
17. Working with Mouse and Keyboard Events.
18. Using the Timer Class.
Part V. Working With Error Handling.
19. Understanding Errors.
20. Using the AVM2 Debugger.
21. Making Your Application Fault Tolerant.
Part VI. Working With External Data.
22. Understanding Networking Basics.
23. Communicating with Server-side Technologies.
24. Saving Data to a Local Machine Using SharedObject.
25. Managing File Uploads and Downloads.
Part VII. Enriching Your Program with Sound and Video.
26. Working with Sound.
27. Adding Video.
28. Accessing Microphones and Cameras.
Part VIII. Programming Graphics and Motion.
29. Applying Filters to Your Graphics.
30. Drawing Vector Graphics Programmatically.
31. Scripting Animation.
32. Applying Transformations to Graphics.
33. Drawing Bitmap Graphics Programatically.
Part IX. Working With Binary Data.
34. Working with Binary Data.
Part X. Deploying Your Program.
35. Deploying Flash on the Web.
36. Interfacing with Javascript.
37. Using Local Connection to Communicate between Flash Movies.
About the Authors
Roger Braunstein is the Director of Technology at Your Majesty. He is
an ActionScript veteran, multidisciplinary programmer, and author of a short
book on Flex 2. He has done a wide variety of projects for clients large and
small, as a leader, developer, and animator.
Mims H. Wright is a senior Flash and Flex developer based in Brooklyn,
NY. In his eight years of Flash experience he has worked on projects from video
games to applications on and off the Web.
Joshua J. Noble has worked with Flash and Flex among other technologies
for various companies and clients over the past five years. He has worked on
projects ranging from video applications and editors to enterprise business
applications.
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