Essential ActionScript 3.0
(Sprache: Englisch)
More than two years in the making, ActionScript 3.0 presents perhaps the most substantial upgrade to Flash's programming language ever. The enhancements to ActionScript's performance, feature set, ease of use, cleanliness, and sophistication are simply...
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More than two years in the making, ActionScript 3.0 presents perhaps the most substantial upgrade to Flash's programming language ever. The enhancements to ActionScript's performance, feature set, ease of use, cleanliness, and sophistication are simply staggering. Revolutionary improvements abound. Essential ActionScript 3.0 is an update to Essential ActionScript 2.0, once again focusing on the core language and object-oriented programming with some coverage of the Flash Player API. Approximately half of the book focuses on the new features and functionality of ActionScript 3.0, while the rest focuses on changes between the 2 and 3 releases.
Klappentext zu „Essential ActionScript 3.0 “
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,
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Inhaltsverzeichnis zu „Essential ActionScript 3.0 “
InhaltsverzeichnisForeword Preface Part I. ActionScript from the Ground Up1. 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
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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 12. Events and Event Handling ActionScript Event Basics Accessing the Target Object Accessing the Object That Registered the Listener Preventing Default Event Behavior Event Listener Priority Event Listeners and Memory Management Custom Events Type Weakness in ActionScript's Event Architecture Handling Events Across Security Boundaries What's Next? 13. Exceptions and Error Handling The Exception-Handling Cycle Handling Multiple Types of Exceptions Exception Bubbling The finally Block Nested Exceptions Control-Flow Changes in try/catch/finally Handling a Built-in Exception More Gritty Work Ahead 14. Garbage Collection Eligibility for Garbage Collection Incremental Mark and Sweep Disposing of Objects Intentionally Deactivating Objects Garbage Collection Demonstration On to ActionScript Backcountry 15. Dynamic ActionScript Dynamic Instance Variables Dynamically Adding New Behavior to an Instance Dynamic References to Variables and Methods Using Dynamic Instance Variables to Create Lookup Tables Using Functions to Create Objects Using Prototype Objects to Augment Classes The Prototype Chain Onward! 16. Scope Global Scope Class Scope Static Method Scope Instance Method Scope Function Scope Scope Summary The Internal Details Expanding the Scope Chain via the with Statement On to Namespaces 17. Namespaces Namespace Vocabulary ActionScript Namespaces Creating Namespaces Using a Namespace to Qualify Variable and Method Definitions Qualified Identifiers A Functional Namespace Example Namespace Accessibility Qualified-Identifier Visibility Comparing Qualified Identifiers Assigning and Passing Namespace Values Open Namespaces and the use namespace Directive Namespaces for Access-Control Modifiers Applied Namespace Examples Final Core Topics 18. XML and E4X Understanding XML Data as a Hierarchy Representing XML Data in E4X Creating XML Data with E4X Accessing XML Data Processing XML with for-each-in and for-in Accessing Descendants Filtering XML Data Traversing XML Trees Changing or Creating New XML Content Loading XML Data Working with XML Namespaces Converting XML and XMLList to a String Determining Equality in E4X More to Learn 19. Flash Player Security Restrictions What's Not in This Chapter The Local Realm, the Remote Realm, and Remote Regions Security-Sandbox-Types Security Generalizations Considered Harmful Restrictions on Loading Content, Accessing Content as Data, Cross-Scripting, and Loading Data Socket Security Example Security Scenarios Choosing a Local Security-Sandbox-Type Distributor Permissions (Policy Files) Creator Permissions (allowDomain( )) Import Loading Handling Security Violations Security Domains Two Common Security-Related Development Issues On to Part II! Part II. Display and Interactivity20. The Display API and the Display List Display API Overview The Display List Containment Events Custom Graphical Classes Go with the Event Flow 21. Events and Display Hierarchies Hierarchical Event Dispatch Event Dispatch Phases Event Listeners and the Event Flow Using the Event Flow to Centralize Code Determining the Current Event Phase Distinguishing Events Targeted at an Object from Events Targeted at That Object's Descendants Stopping an Event Dispatch Event Priority and the Event Flow Display-Hierarchy Mutation and the Event Flow Custom Events and the Event Flow On to Input Events 22. Interactivity Mouse-Input Events Focus Events Keyboard-Input Events Text-Input Events Flash Player-Level Input Events From the Program to the Screen 23. Screen Updates Scheduled Screen Updates Post-Event Screen Updates Redraw Region Optimization with the Event.RENDER Event Let's Make It Move! 24. Programmatic Animation No Loops Animating with the ENTER_FRAME Event Animating with the TimerEvent.TIMER Event Choosing Between Timer and Event.ENTER_FRAME A Generalized Animator Velocity-Based Animation Moving On to Strokes 'n' Fills 25. Drawing with Vectors Graphics Class Overview Drawing Lines Drawing Curves Drawing Shapes Removing Vector Content Example: An Object-Oriented Shape Library From Lines to Pixels 26. Bitmap Programming The BitmapData and Bitmap Classes Pixel Color Values Creating a New Bitmap Image Loading an External Bitmap Image Examining a Bitmap Modifying a Bitmap Copying Graphics to a BitmapData Object Applying Filters and Effects Freeing Memory Used by Bitmaps Words, Words, Words 27. Text Display and Input Creating and Displaying Text Modifying a Text Field's Content Formatting Text Fields Fonts and Text Rendering Missing Fonts and Glyphs Determining Font Availability Determining Glyph Availability Embedded-Text Rendering Text Field Input Text Fields and the Flash Authoring Tool Loading . . . Please Wait . . . 28. Loading External Display Assets Using Loader to Load Display Assets at Runtime Compile-Time Type-Checking for Runtime-Loaded Assets Accessing Assets in Multiframe .swf Files Instantiating a Runtime-Loaded Asset Using Socket to Load Display Assets at Runtime Removing Runtime Loaded .swf Assets Embedding Display Assets at CompileTime On to Part III Part III. Applied ActionScript Topics29. ActionScript and the Flash Authoring Tool The Flash Document Timelines and Frames Timeline Scripting The Document Class Symbols and Instances Linked Classes for Movie Clip Symbols Accessing Manually Created Symbol Instances Accessing Manually Created Text Programmatic Timeline Control Instantiating Flash Authoring Symbols via ActionScript Instance Names for Programmatically Created Display Objects Linking Multiple Symbols to a Single Superclass The Composition-Based Alternative to Linked Classes Preloading Classes Up Next: Using the Flex Framework 30. A Minimal MXML Application The General Approach A Real UI Component Example Sharing with Your Friends 31. Distributing a Class Library Sharing Class Source Files Distributing a Class Library as a .swc File Distributing a Class Library as a .swf File Appendix Index
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Autoren-Porträt von Colin Moock
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.
Bibliographische Angaben
- Autor: Colin Moock
- 2007, 911 Seiten, Maße: 17,8 x 23,4 cm, Kartoniert (TB), Englisch
- Verlag: O'Reilly Media
- ISBN-10: 0596526946
- ISBN-13: 9780596526948
Sprache:
Englisch
Rezension zu „Essential ActionScript 3.0 “
"Die Bibel für Actionscript-Entwickler." - blog.jensfranke.com, November 2007
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