Fr. 70.00

Essential ActionScript 3.0

English · Paperback / Softback

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Description

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ActionScript 3.0 is a huge upgrade to Flash's programming language. The enhancements to ActionScript's performance, feature set, ease of use, cleanliness, and sophistication are considerable. Essential ActionScript 3.0 focuses on the core language and object-oriented programming, along with the Flash Player API.Essential ActionScript has become the one resource for the Flash and ActionScript development community, and the reason is the author, Colin Moock. Many people even refer to it simply as "The Colin Moock book."And for good reason: No one is better at turning ActionScript inside out, learning its nuances and capabilities, and then explaining everything in such an accessible way. Colin Moock is not just a talented programmer and technologist; he's also a gifted teacher.Essential ActionScript 3.0 is a radically overhauled update to Essential ActionScript 2.0. True to its roots, the book once again focuses on the core language and object-oriented programming, but also adds a deep look at the centerpiece of Flash Player's new API: display programming. Enjoy hundreds of brand new pages covering exciting new language features, such as the DOM-based event architecture, E4X, and namespaces--all brimming with real-world sample code.The ActionScript 3.0 revolution is here, and Essential ActionScript 3.0's steady hand is waiting to guide you through it.Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.

List of contents

Foreword
Preface
Part I. ActionScript from the Ground Up
1. Core Concepts
Tools for Writing ActionScript Code
Flash Client Runtime Environments
Compilation
Quick Review
Classes and Objects
Creating a Program
Packages
Defining a Class
Virtual Zoo Review
Constructor Methods
Creating Objects
Variables and Values
Constructor Parameters and Arguments
Expressions
Assigning One Variable's Value to Another
An Instance Variable for Our Pet
Instance Methods
Members and Properties
Virtual Zoo Review Break Time!
2. Conditionals and Loops
Conditionals
Loops
Boolean Logic
Back to Classes and Objects
3. Instance Methods Revisited
Omitting the this Keyword
Bound Methods
Using Methods to Examine and Modify an Object's State
Get and Set Methods
Handling an Unknown Number of Parameters
Up Next: Class-Level Information and Behavior
4. Static Variables and Static Methods
Static Variables
Constants
Static Methods
Class Objects
C++ and Java Terminology Comparison
On to Functions
5. Functions
Package-Level Functions
Nested Functions
Source-File-Level Functions
Accessing Definitions from Within a Function
Functions as Values
Function Literal Syntax
Recursive Functions
Using Functions in the Virtual Zoo Program
Back to Classes
6. Inheritance
A Primer on Inheritance
Overriding Instance Methods
Constructor Methods in Subclasses
Preventing Classes from Being Extended and Methods from Being Overridden
Subclassing Built-in Classes
The Theory of Inheritance
Abstract Not Supported
Using Inheritance in the Virtual Zoo Program
Virtual Zoo Program Code
It's Runtime!
7. Compiling and Running a Program
Compiling with the Flash Authoring Tool
Compiling with Flex Builder 2
Compiling with mxmlc
Compiler Restrictions
The Compilation Process and the Classpath
Strict-Mode Versus Standard-Mode Compilation
The Fun's Not Over
8. Datatypes and Type Checking
Datatypes and Type Annotations
Untyped Variables, Parameters, Return Values, and Expressions
Strict Mode's Three Special Cases
Warnings for Missing Type Annotations
Detecting Reference Errors at Compile Time
Casting
Conversion to Primitive Types
Default Variable Values
null and undefined
Datatypes in the Virtual Zoo
More Datatype Study Coming Up
9. Interfaces
The Case for Interfaces
Interfaces and Multidatatype Classes
Interface Syntax and Use
Another Multiple-Type Example
More Essentials Coming
10. Statements and Operators
Statements
Operators
Up Next: Managing Lists of Information
11. Arrays
What Is an Array?
The Anatomy of an Array
Creating Arrays
Referencing Array Elements
Determining the Size of an Array
Adding Elements to an Array
Removing Elements from an Array
Checking the Contents of an Array with the toString( ) Method
Multidimensional Arrays
On to Events

About the author

Colin Moock is an independent web guru with a passion for networked creativity and expression. He has been researching, designing, and developing for the Web since 1995. Colin served as webmaster for SoftQuad, Inc. (makers of HoTMetaL PRO) until 1997, and then as web evangelist for ICE (one of Canada's leading interactive agencies) until 2001. He has created interactive content for Sony, Levi's, Nortel, Air Canada, Procter&Gamble, and Hewlett-Packard. Colin now divides his time between writing, speaking at conferences, and researching emerging web technology.

Summary

Focuses on the core language of ActionScript and object-oriented programming with some coverage of the Flash Player API. This book covers language features, such as the DOM-based event architecture, E4X, and namespaces.

Product details

Authors MOOCK, Colin Moock
Publisher O'Reilly Media
 
Languages English
Product format Paperback / Softback
Released 01.01.2007
 
EAN 9780596526948
ISBN 978-0-596-52694-8
No. of pages 944
Weight 1346 g
Series Adobe Developer Library
Adobe Developer Library
Subjects Natural sciences, medicine, IT, technology > IT, data processing > Internet

Webprogrammierung, Grafikprogrammierung

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