Essential ActionScript 3.0: [ActionScript 3.0 programming fundamentals]
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Beijing [u.a.]
O'Reilly
2007
|
Ausgabe: | 1. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XXXI, 911 S. graph. Darst. |
ISBN: | 9780596526948 0596526946 |
Internformat
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020 | |a 9780596526948 |c : EUR 53.00 (freier Pr.) |9 978-0-596-52694-8 | ||
020 | |a 0596526946 |c : EUR 53.00 (freier Pr.) |9 0-596-52694-6 | ||
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100 | 1 | |a Moock, Colin |e Verfasser |4 aut | |
245 | 1 | 0 | |a Essential ActionScript 3.0 |b [ActionScript 3.0 programming fundamentals] |c Colin Moock |
250 | |a 1. ed. | ||
264 | 1 | |a Beijing [u.a.] |b O'Reilly |c 2007 | |
300 | |a XXXI, 911 S. |b graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 0 | 7 | |a ActionScript 3.0 |0 (DE-588)7554963-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Objektorientierte Programmierung |0 (DE-588)4233947-9 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Objektorientierte Programmierung |0 (DE-588)4233947-9 |D s |
689 | 0 | 1 | |a ActionScript 3.0 |0 (DE-588)7554963-3 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016139298&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016139298&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |3 Klappentext |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-016139298 |
Datensatz im Suchindex
_version_ | 1817967885728874496 |
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adam_text |
Table
of
Contents
Foreword
. xv
Preface
.xix
Part I. ActionScript from the Ground Up
1.
Core Concepts
. 3
Tools for Writing ActionScript Code
3
Flash Client Runtime Environments
4
Compilation
5
Quick Review
6
Classes and Objects
6
Creating a Program
8
Packages
9
Defining a Class
11
Virtual Zoo Review
13
Constructor Methods
14
Creating Objects
16
Variables and Values
19
Constructor Parameters and Arguments
24
Expressions
26
Assigning One Variable's Value to Another
28
An Instance Variable for Our Pet
30
Instance Methods
31
Members and Properties
42
Virtual Zoo Review
42
Break Time!
43
2.
Conditionals and Loops
.44
Conditionals
44
Loops
50
Boolean Logic
58
Back to Classes and Objects
62
3.
Instance Methods Revisited
.63
Omitting the this Keyword
64
Bound Methods
66
Using Methods to Examine and Modify an Object's State
68
Get and Set Methods
72
Handling an Unknown Number of Parameters
75
Up Next: Class-Level Information and Behavior
76
4.
Static Variables and Static Methods
.77
Static Variables
77
Constants
80
Static Methods
82
Class Objects
85
C++
and Java Terminology Comparison
86
On to Functions
86
5.
Functions
.87
Package-Level Functions
88
Nested Functions
90
Source-File-Level Functions
91
Accessing Definitions from Within a Function
92
Functions as Values
93
Function Literal Syntax
93
Recursive Functions
95
Using Functions in the Virtual Zoo Program
96
Back to Classes
100
6.
Inheritance
.101
A Primer on Inheritance
101
Overriding Instance Methods
105
Constructor Methods in Subclasses
108
Preventing Classes from Being Extended and Methods
from Being Overridden
112
vi
I Table of Contents
Subclassing Built-in Classes
113
The Theory of Inheritance
114
Abstract Not Supported
120
Using Inheritance in the Virtual Zoo Program
121
Virtual Zoo Program Code
126
It's Runtime!
129
7.
Compiling and Running a Program
.130
Compiling with the Flash Authoring Tool
130
Compiling with Flex Builder
2 131
Compiling with mxmlc
133
Compiler Restrictions
134
The Compilation Process and the Classpath
134
Strict-Mode Versus Standard-Mode Compilation
135
The Fun's Not Over
136
8.
Datatypes and Type Checking
.137
Datatypes and Type Annotations
138
Untyped Variables, Parameters, Return Values, and Expressions
142
Strict Mode's Three Special Cases
143
Warnings for Missing Type Annotations
144
Detecting Reference Errors at Compile Time
145
Casting
146
Conversion to Primitive Types
150
Default Variable Values
153
null and undefined
153
Datatypes in the Virtual Zoo
154
More Datatype Study Coming Up
158
9.
Interfaces
.159
The Case for Interfaces
159
Interfaces and Multidatatype Classes
161
Interface Syntax and Use
162
Another Multiple-Type Example
165
More Essentials Coming
171
10. Statementsand
Operators
.172
Statements
172
Operators
174
Up Next: Managing Lists of Information
185
Table of Contents |
vii
11
Arravs
.
186
What Is an Array?
186
The Anatomy of an Array
187
Creating Arrays
187
Referencing Array Elements
189
Determining the Size of an Array
191
Adding Elements to an Array
193
Removing Elements from an Array
197
Checking the Contents of an Array with the toString(
)
Method
199
Multidimensional Arrays
200
On to Events
201
12.
Events and Event Handling
.
202
ActionScript Event Basics
202
Accessing the Target Object
209
Accessing the Object That Registered the Listener
212
Preventing Default Event Behavior
213
Event Listener Priority
214
Event Listeners and Memory Management
216
Custom Events
221
Type Weakness in ActionScript's Event Architecture
233
Handling Events Across Security Boundaries
236
What's Next?
240
13.
Exceptions and Error Handling
.
241
The Exception-Handling Cycle
241
Handling Multiple Types of Exceptions
244
Exception Bubbling
253
The finally Block
258
Nested Exceptions
260
Control-Flow Changes in try/catch/finally
264
Handling a Built-in Exception
267
More Gritty Work Ahead
268
14.
Garbage Collection
.
269
Eligibility for Garbage Collection
269
Incremental Mark and Sweep
272
Disposing of Objects Intentionally
273
Deactivating Objects
274
viii
I Table of Contents
Garbage Collection Demonstration
277
On to ActionScript Backcountry
278
15.
Dynamic ActionScript
.279
Dynamic Instance Variables
280
Dynamically Adding New Behavior to an Instance
284
Dynamic References to Variables and Methods
286
Using Dynamic Instance Variables to Create Lookup Tables
287
Using Functions to Create Objects
289
Using Prototype Objects to Augment Classes
291
The Prototype Chain
292
Onward!
294
16.
Scope
.295
Global Scope
296
Class Scope
297
Static Method Scope
298
Instance Method Scope
298
Function Scope
299
Scope Summary
300
The Internal Details
300
Expanding the Scope Chain via the with Statement
302
On to Namespaces
303
17.
Namespaces
.304
Namespace Vocabulary
304
ActionScript Namespaces
305
Creating Namespaces
307
Using a Namespace to Qualify Variable and Method Definitions
310
Qualified Identifiers
312
A Functional Namespace Example
314
Namespace Accessibility
317
Qualified-Identifier Visibility
321
Comparing Qualified Identifiers
322
Assigning and Passing Namespace Values
323
Open Namespaces and the use namespace Directive
334
Namespaces for Access-Control Modifiers
338
Applied Namespace Examples
341
Final Core Topics
352
Table of Contents
18.
XML and E4X
.353
Understanding XML Data as a Hierarchy
353
Representing XML Data in E4X
355
Creating XML Data with E4X
357
Accessing XML Data
359
Processing XML with for-each-in and for-in
377
Accessing Descendants
379
Filtering XML Data
383
Traversing XML Trees
386
Changing or Creating New XML Content
387
Loading XML Data
397
Working with XML Namespaces
398
Converting XML and XMLList to a String
404
Determining Equality in E4X
407
More to Learn
410
19.
Flash Player Security Restrictions
.411
What's Not in This Chapter
412
The Local Realm, the Remote Realm, and Remote Regions
412
Security-Sandbox-Types
413
Security Generalizations Considered Harmful
415
Restrictions on Loading Content, Accessing Content as Data,
Cross-Scripting, and Loading Data
416
Socket Security
422
Example Security Scenarios
422
Choosing a Local Security-Sandbox-Type
425
Distributor Permissions (Policy Files)
429
Creator Permissions (allowDomain(
)) 444
Import Loading
446
Handling Security Violations
448
Security Domains
450
Two Common Security-Related Development Issues
452
On to Part II!
454
χ
I Table of Contents
Part II. Display and Interactivity
20.
The Display API and the Display List
.457
Display API Overview
458
The Display List
462
Containment Events
487
Custom Graphical Classes
499
Go with the Event Flow
501
21.
Events and Display Hierarchies
.502
Hierarchical Event Dispatch
502
Event Dispatch Phases
503
Event Listeners and the Event Flow
505
Using the Event Flow to Centralize Code
511
Determining the Current Event Phase
514
Distinguishing Events Targeted at an Object from Events Targeted at That
Obj ect's Descendants
516
Stopping an Event Dispatch
518
Event Priority and the Event Flow
522
Display-Hierarchy Mutation and the Event Flow
523
Custom Events and the Event Flow
526
On to Input Events
530
22.
Interactivity
.531
Mouse-Input Events
532
Focus Events
548
Keyboard-Input Events
555
Text-Input Events
565
Flash Player-Level Input Events
580
From the Program to the Screen
586
23.
Screen Updates
.587
Scheduled Screen Updates
587
Post-Event Screen Updates
596
Redraw Region
600
Optimization with the Event.RENDER Event
601
Let's Make It Move!
609
Table of Contents |
xi
24.
Programmatic
Animation.610
No Loops 610
Animating with the
ENTER_FRAME
Event
611
Animating with the TimerEvent.TIMER Event
616
Choosing Between Timer and Event.ENTER_FRAME
623
A Generalized Animator
624
Velocity-Based Animation
627
Moving On to Strokes 'n' Fills
628
25.
Drawing with Vectors
.629
Graphics Class Overview
629
Drawing Lines
630
Drawing Curves
633
Drawing Shapes
634
Removing Vector Content
636
Example: An Object-Oriented Shape Library
637
From Lines to Pixels
647
26.
Bitmap Programming
.648
The BitmapData and Bitmap Classes
649
Pixel Color Values
649
Creating a New Bitmap Image
654
Loading an External Bitmap Image
656
Examining a Bitmap
658
Modifying a Bitmap
664
Copying Graphics to a BitmapData Object
672
Applying Filters and Effects
686
Freeing Memory Used by Bitmaps
694
Words, Words, Words
695
27.
Text Display and Input
.6%
Creating and Displaying Text
699
Modifying a Text Field's Content
705
Formatting Text Fields
708
Fonts and Text Rendering
735
Missing Fonts and Glyphs
748
Determining Font Availability
749
Determining Glyph Availability
751
Embedded-Text Rendering
752
»і І
Table of Contents
Text Field Input
755
Text Fields and the Flash Authoring Tool
759
Loading
.
Please Wait
. 761
28.
Loading External Display Assets
.762
Using Loader to Load Display Assets at Runtime
763
Compile-Time Type-Checking for Runtime-Loaded Assets
781
Accessing Assets in Multiframe .swf Files
790
Instantiating a Runtime-Loaded Asset
793
Using Socket to Load Display Assets at Runtime
796
Removing Runtime Loaded .swf Assets
806
Embedding Display Assets at CompileTime
807
On to Part III
818
Part III. Applied ActionScript Topics
29.
ActionScript and the Flash Authoring Tool
.821
The Flash Document
821
Timelines and Frames
822
Timeline Scripting
826
The Document Class
828
Symbols and Instances
832
Linked Classes for Movie Clip Symbols
834
Accessing Manually Created Symbol Instances
838
Accessing Manually Created Text
844
Programmatic Timeline Control
845
Instantiating Flash Authoring Symbols via ActionScript
847
Instance Names for Programmatically Created Display Objects
848
Linking Multiple Symbols to a Single Superclass
849
The Composition-Based Alternative to Linked Classes
851
Preloading Classes
852
Up Next: Using the Flex Framework
855
TableofContents |
xiii
30.
A
Minimal
MXML Application
. 856
The General
Approach
856
A Real
UI
Component Example
859
Sharing with Your Friends
860
31.
Distributing a Class Library
.861
Sharing Class Source Files
862
Distributing a Class Library as a .swc File
863
Distributing a Class Library as a .swf File
867
But Is It Really Over?
873
Appendix
.875
Index
.891
xiv
| Table of Contents
ActionScript/Web Development
O'REILLY'
Essential ActionScript
30
Essential AcHonScript
3-0
covers ActionScript programming in exhaustive detail, with
extreme clarity. If you have no prior programming knowledge, this book gently guides
you on your journey toward ActionScript proficiency. If you're experienced with
ActionScript, this book helps you fill gaps in your knowledge and rethink important
concepts in formal terms.
ActionScript
3.0
is a huge upgrade to Flash's programming language. It's faster, cleaner, and more
sophisticated than its predecessors. Only Essential ActionScript
3.0
offers the plain, careful language
you need to understand every major ActionScript
3.0
concept. And only Essential ActionScript
3-0
provides the depth you need to realize ActionScript 3-0's full potential.
This is a true developer's handbook, packed with practical explanations, insightful warnings, and
thousands of code examples that demonstrate how to get the job done right. Within this book's
900+
pages, you'll find:
•
Exhaustive coverage of the core ActionScript language, including object-oriented programming,
classes, objects, variables, methods, functions, inheritance, datatypes, arrays, events, exceptions,
scope, namespaces, XML, and security.
•
A deep exploration of visual and interactive programming topics, such as the display API,
hierarchical event handling, mouse and keyboard interactivity, animation, vector graphics,
bitmap graphics, text, and content-loading operations.
•
Applied advice on code-production issues, such as combining ActionScript with assets created
manually in the Flash authoring tool, using the Flex framework in Flex Builder
2,
and creating
reusable code libraries.
As the
#1
resource for the Flash and ActionScript development community, many refer to Essential
ActionScript
3-0
as "The Colin Moock book," after the author. And for good reason: No one is better
at turning ActionScript inside out, learning its nuances and capabilities, and then explaining every¬
thing in such an accessible way. Moock's years of research, real-world programming experience,
and insider-access to Adobe's engineers have resulted in a book with unparalleled accuracy and
thoroughness. If you want to learn ActionScript
30,
you've come to the right place.
hi
Adobe
Adob«
Developer
Ubrary
Adobe Developer Library,
.
and Adobe Systems, Inc., is the authoritative
rasowe«
for
ι
O'REILLY' |
adam_txt |
Table
of
Contents
Foreword
. xv
Preface
.xix
Part I. ActionScript from the Ground Up
1.
Core Concepts
. 3
Tools for Writing ActionScript Code
3
Flash Client Runtime Environments
4
Compilation
5
Quick Review
6
Classes and Objects
6
Creating a Program
8
Packages
9
Defining a Class
11
Virtual Zoo Review
13
Constructor Methods
14
Creating Objects
16
Variables and Values
19
Constructor Parameters and Arguments
24
Expressions
26
Assigning One Variable's Value to Another
28
An Instance Variable for Our Pet
30
Instance Methods
31
Members and Properties
42
Virtual Zoo Review
42
Break Time!
43
2.
Conditionals and Loops
.44
Conditionals
44
Loops
50
Boolean Logic
58
Back to Classes and Objects
62
3.
Instance Methods Revisited
.63
Omitting the this Keyword
64
Bound Methods
66
Using Methods to Examine and Modify an Object's State
68
Get and Set Methods
72
Handling an Unknown Number of Parameters
75
Up Next: Class-Level Information and Behavior
76
4.
Static Variables and Static Methods
.77
Static Variables
77
Constants
80
Static Methods
82
Class Objects
85
C++
and Java Terminology Comparison
86
On to Functions
86
5.
Functions
.87
Package-Level Functions
88
Nested Functions
90
Source-File-Level Functions
91
Accessing Definitions from Within a Function
92
Functions as Values
93
Function Literal Syntax
93
Recursive Functions
95
Using Functions in the Virtual Zoo Program
96
Back to Classes
100
6.
Inheritance
.101
A Primer on Inheritance
101
Overriding Instance Methods
105
Constructor Methods in Subclasses
108
Preventing Classes from Being Extended and Methods
from Being Overridden
112
vi
I Table of Contents
Subclassing Built-in Classes
113
The Theory of Inheritance
114
Abstract Not Supported
120
Using Inheritance in the Virtual Zoo Program
121
Virtual Zoo Program Code
126
It's Runtime!
129
7.
Compiling and Running a Program
.130
Compiling with the Flash Authoring Tool
130
Compiling with Flex Builder
2 131
Compiling with mxmlc
133
Compiler Restrictions
134
The Compilation Process and the Classpath
134
Strict-Mode Versus Standard-Mode Compilation
135
The Fun's Not Over
136
8.
Datatypes and Type Checking
.137
Datatypes and Type Annotations
138
Untyped Variables, Parameters, Return Values, and Expressions
142
Strict Mode's Three Special Cases
143
Warnings for Missing Type Annotations
144
Detecting Reference Errors at Compile Time
145
Casting
146
Conversion to Primitive Types
150
Default Variable Values
153
null and undefined
153
Datatypes in the Virtual Zoo
154
More Datatype Study Coming Up
158
9.
Interfaces
.159
The Case for Interfaces
159
Interfaces and Multidatatype Classes
161
Interface Syntax and Use
162
Another Multiple-Type Example
165
More Essentials Coming
171
10. Statementsand
Operators
.172
Statements
172
Operators
174
Up Next: Managing Lists of Information
185
Table of Contents |
vii
11
Arravs
.
186
What Is an Array?
186
The Anatomy of an Array
187
Creating Arrays
187
Referencing Array Elements
189
Determining the Size of an Array
191
Adding Elements to an Array
193
Removing Elements from an Array
197
Checking the Contents of an Array with the toString(
)
Method
199
Multidimensional Arrays
200
On to Events
201
12.
Events and Event Handling
.
202
ActionScript Event Basics
202
Accessing the Target Object
209
Accessing the Object That Registered the Listener
212
Preventing Default Event Behavior
213
Event Listener Priority
214
Event Listeners and Memory Management
216
Custom Events
221
Type Weakness in ActionScript's Event Architecture
233
Handling Events Across Security Boundaries
236
What's Next?
240
13.
Exceptions and Error Handling
.
241
The Exception-Handling Cycle
241
Handling Multiple Types of Exceptions
244
Exception Bubbling
253
The finally Block
258
Nested Exceptions
260
Control-Flow Changes in try/catch/finally
264
Handling a Built-in Exception
267
More Gritty Work Ahead
268
14.
Garbage Collection
.
269
Eligibility for Garbage Collection
269
Incremental Mark and Sweep
272
Disposing of Objects Intentionally
273
Deactivating Objects
274
viii
I Table of Contents
Garbage Collection Demonstration
277
On to ActionScript Backcountry
278
15.
Dynamic ActionScript
.279
Dynamic Instance Variables
280
Dynamically Adding New Behavior to an Instance
284
Dynamic References to Variables and Methods
286
Using Dynamic Instance Variables to Create Lookup Tables
287
Using Functions to Create Objects
289
Using Prototype Objects to Augment Classes
291
The Prototype Chain
292
Onward!
294
16.
Scope
.295
Global Scope
296
Class Scope
297
Static Method Scope
298
Instance Method Scope
298
Function Scope
299
Scope Summary
300
The Internal Details
300
Expanding the Scope Chain via the with Statement
302
On to Namespaces
303
17.
Namespaces
.304
Namespace Vocabulary
304
ActionScript Namespaces
305
Creating Namespaces
307
Using a Namespace to Qualify Variable and Method Definitions
310
Qualified Identifiers
312
A Functional Namespace Example
314
Namespace Accessibility
317
Qualified-Identifier Visibility
321
Comparing Qualified Identifiers
322
Assigning and Passing Namespace Values
323
Open Namespaces and the use namespace Directive
334
Namespaces for Access-Control Modifiers
338
Applied Namespace Examples
341
Final Core Topics
352
Table of Contents
18.
XML and E4X
.353
Understanding XML Data as a Hierarchy
353
Representing XML Data in E4X
355
Creating XML Data with E4X
357
Accessing XML Data
359
Processing XML with for-each-in and for-in
377
Accessing Descendants
379
Filtering XML Data
383
Traversing XML Trees
386
Changing or Creating New XML Content
387
Loading XML Data
397
Working with XML Namespaces
398
Converting XML and XMLList to a String
404
Determining Equality in E4X
407
More to Learn
410
19.
Flash Player Security Restrictions
.411
What's Not in This Chapter
412
The Local Realm, the Remote Realm, and Remote Regions
412
Security-Sandbox-Types
413
Security Generalizations Considered Harmful
415
Restrictions on Loading Content, Accessing Content as Data,
Cross-Scripting, and Loading Data
416
Socket Security
422
Example Security Scenarios
422
Choosing a Local Security-Sandbox-Type
425
Distributor Permissions (Policy Files)
429
Creator Permissions (allowDomain(
)) 444
Import Loading
446
Handling Security Violations
448
Security Domains
450
Two Common Security-Related Development Issues
452
On to Part II!
454
χ
I Table of Contents
Part II. Display and Interactivity
20.
The Display API and the Display List
.457
Display API Overview
458
The Display List
462
Containment Events
487
Custom Graphical Classes
499
Go with the Event Flow
501
21.
Events and Display Hierarchies
.502
Hierarchical Event Dispatch
502
Event Dispatch Phases
503
Event Listeners and the Event Flow
505
Using the Event Flow to Centralize Code
511
Determining the Current Event Phase
514
Distinguishing Events Targeted at an Object from Events Targeted at That
Obj ect's Descendants
516
Stopping an Event Dispatch
518
Event Priority and the Event Flow
522
Display-Hierarchy Mutation and the Event Flow
523
Custom Events and the Event Flow
526
On to Input Events
530
22.
Interactivity
.531
Mouse-Input Events
532
Focus Events
548
Keyboard-Input Events
555
Text-Input Events
565
Flash Player-Level Input Events
580
From the Program to the Screen
586
23.
Screen Updates
.587
Scheduled Screen Updates
587
Post-Event Screen Updates
596
Redraw Region
600
Optimization with the Event.RENDER Event
601
Let's Make It Move!
609
Table of Contents |
xi
24.
Programmatic
Animation.610
No Loops 610
Animating with the
ENTER_FRAME
Event
611
Animating with the TimerEvent.TIMER Event
616
Choosing Between Timer and Event.ENTER_FRAME
623
A Generalized Animator
624
Velocity-Based Animation
627
Moving On to Strokes 'n' Fills
628
25.
Drawing with Vectors
.629
Graphics Class Overview
629
Drawing Lines
630
Drawing Curves
633
Drawing Shapes
634
Removing Vector Content
636
Example: An Object-Oriented Shape Library
637
From Lines to Pixels
647
26.
Bitmap Programming
.648
The BitmapData and Bitmap Classes
649
Pixel Color Values
649
Creating a New Bitmap Image
654
Loading an External Bitmap Image
656
Examining a Bitmap
658
Modifying a Bitmap
664
Copying Graphics to a BitmapData Object
672
Applying Filters and Effects
686
Freeing Memory Used by Bitmaps
694
Words, Words, Words
695
27.
Text Display and Input
.6%
Creating and Displaying Text
699
Modifying a Text Field's Content
705
Formatting Text Fields
708
Fonts and Text Rendering
735
Missing Fonts and Glyphs
748
Determining Font Availability
749
Determining Glyph Availability
751
Embedded-Text Rendering
752
»і І
Table of Contents
Text Field Input
755
Text Fields and the Flash Authoring Tool
759
Loading
.
Please Wait
. 761
28.
Loading External Display Assets
.762
Using Loader to Load Display Assets at Runtime
763
Compile-Time Type-Checking for Runtime-Loaded Assets
781
Accessing Assets in Multiframe .swf Files
790
Instantiating a Runtime-Loaded Asset
793
Using Socket to Load Display Assets at Runtime
796
Removing Runtime Loaded .swf Assets
806
Embedding Display Assets at CompileTime
807
On to Part III
818
Part III. Applied ActionScript Topics
29.
ActionScript and the Flash Authoring Tool
.821
The Flash Document
821
Timelines and Frames
822
Timeline Scripting
826
The Document Class
828
Symbols and Instances
832
Linked Classes for Movie Clip Symbols
834
Accessing Manually Created Symbol Instances
838
Accessing Manually Created Text
844
Programmatic Timeline Control
845
Instantiating Flash Authoring Symbols via ActionScript
847
Instance Names for Programmatically Created Display Objects
848
Linking Multiple Symbols to a Single Superclass
849
The Composition-Based Alternative to Linked Classes
851
Preloading Classes
852
Up Next: Using the Flex Framework
855
TableofContents |
xiii
30.
A
Minimal
MXML Application
. 856
The General
Approach
856
A Real
UI
Component Example
859
Sharing with Your Friends
860
31.
Distributing a Class Library
.861
Sharing Class Source Files
862
Distributing a Class Library as a .swc File
863
Distributing a Class Library as a .swf File
867
But Is It Really Over?
873
Appendix
.875
Index
.891
xiv
| Table of Contents
ActionScript/Web Development
O'REILLY'
Essential ActionScript
30
Essential AcHonScript
3-0
covers ActionScript programming in exhaustive detail, with
extreme clarity. If you have no prior programming knowledge, this book gently guides
you on your journey toward ActionScript proficiency. If you're experienced with
ActionScript, this book helps you fill gaps in your knowledge and rethink important
concepts in formal terms.
ActionScript
3.0
is a huge upgrade to Flash's programming language. It's faster, cleaner, and more
sophisticated than its predecessors. Only Essential ActionScript
3.0
offers the plain, careful language
you need to understand every major ActionScript
3.0
concept. And only Essential ActionScript
3-0
provides the depth you need to realize ActionScript 3-0's full potential.
This is a true developer's handbook, packed with practical explanations, insightful warnings, and
thousands of code examples that demonstrate how to get the job done right. Within this book's
900+
pages, you'll find:
•
Exhaustive coverage of the core ActionScript language, including object-oriented programming,
classes, objects, variables, methods, functions, inheritance, datatypes, arrays, events, exceptions,
scope, namespaces, XML, and security.
•
A deep exploration of visual and interactive programming topics, such as the display API,
hierarchical event handling, mouse and keyboard interactivity, animation, vector graphics,
bitmap graphics, text, and content-loading operations.
•
Applied advice on code-production issues, such as combining ActionScript with assets created
manually in the Flash authoring tool, using the Flex framework in Flex Builder
2,
and creating
reusable code libraries.
As the
#1
resource for the Flash and ActionScript development community, many refer to Essential
ActionScript
3-0
as "The Colin Moock book," after the author. And for good reason: No one is better
at turning ActionScript inside out, learning its nuances and capabilities, and then explaining every¬
thing in such an accessible way. Moock's years of research, real-world programming experience,
and insider-access to Adobe's engineers have resulted in a book with unparalleled accuracy and
thoroughness. If you want to learn ActionScript
30,
you've come to the right place.
hi
Adobe
Adob«
Developer
Ubrary
Adobe Developer Library,
.
and Adobe Systems, Inc., is the authoritative
rasowe«
for
ι
O'REILLY' |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Moock, Colin |
author_facet | Moock, Colin |
author_role | aut |
author_sort | Moock, Colin |
author_variant | c m cm |
building | Verbundindex |
bvnumber | BV022934528 |
classification_rvk | ST 326 |
ctrlnum | (OCoLC)315784247 (DE-599)DNB983855382 |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 1. ed. |
format | Book |
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illustrated | Illustrated |
index_date | 2024-07-02T18:55:49Z |
indexdate | 2024-12-09T13:01:20Z |
institution | BVB |
isbn | 9780596526948 0596526946 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016139298 |
oclc_num | 315784247 |
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physical | XXXI, 911 S. graph. Darst. |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | O'Reilly |
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spelling | Moock, Colin Verfasser aut Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] Colin Moock 1. ed. Beijing [u.a.] O'Reilly 2007 XXXI, 911 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier ActionScript 3.0 (DE-588)7554963-3 gnd rswk-swf Objektorientierte Programmierung (DE-588)4233947-9 gnd rswk-swf Objektorientierte Programmierung (DE-588)4233947-9 s ActionScript 3.0 (DE-588)7554963-3 s DE-604 Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016139298&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016139298&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Moock, Colin Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] ActionScript 3.0 (DE-588)7554963-3 gnd Objektorientierte Programmierung (DE-588)4233947-9 gnd |
subject_GND | (DE-588)7554963-3 (DE-588)4233947-9 |
title | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] |
title_auth | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] |
title_exact_search | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] |
title_exact_search_txtP | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] |
title_full | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] Colin Moock |
title_fullStr | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] Colin Moock |
title_full_unstemmed | Essential ActionScript 3.0 [ActionScript 3.0 programming fundamentals] Colin Moock |
title_short | Essential ActionScript 3.0 |
title_sort | essential actionscript 3 0 actionscript 3 0 programming fundamentals |
title_sub | [ActionScript 3.0 programming fundamentals] |
topic | ActionScript 3.0 (DE-588)7554963-3 gnd Objektorientierte Programmierung (DE-588)4233947-9 gnd |
topic_facet | ActionScript 3.0 Objektorientierte Programmierung |
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