Fundamentals of ActionScript 3.0
Develop and Design
(Sprache: Englisch)
Doug Winnie draws on the experience he's gained from his years as an educator to teach not only what ActionScript can do, but also to show how the code works. This gives the reader a deeper understanding of how ActionScript functions, and gives them the...
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Doug Winnie draws on the experience he's gained from his years as an educator to teach not only what ActionScript can do, but also to show how the code works. This gives the reader a deeper understanding of how ActionScript functions, and gives them the power to come up with original solutions when creating their own projects.
Inhaltsverzeichnis zu „Fundamentals of ActionScript 3.0 “
Introduction Part 1: Getting the Fundamentals Chapter 1: Accessing and Manipulating Objects Accessing Objects Sending Messages to the Output Console Changing Object parameters Chapter 2: Dynamically Adding Objects to the Stage Creating Named Library Assets Creating new objects on the stage Working with Comments Chapter 3: Working with Functions Fundamentals of Functions Accepting values in Functions Returning Values from Functions Things to Remember about Functions Chapter 4: ActionScript and Math Mathematical Operators Combined Assignment Operators Increment and Decrement Operators Order of Operations Using Parenthesis to Force Order Chapter 5: Creating Events Events: Explained Creating a Mouse Event Handler Chapter 6: Using Timeline Scripting with Mouse Events Controlling Timeline Playback Using the Event Callback Object and Understanding Scope Using Frame Labels Single Quotes vs. Double Quotes Working with Simple Callback Functions Chapter 7: Creating a Timer Chapter 8: Project: Creating a Clock Part 2: The Basics of Classes Chapter 9: What is a Class? What is a Class Overview of a Class Variables Revealed Creating a Class Chapter 10: Building Out the Class Parts of a Class Import Statement Class Statement Class Constructor Creating the Instance Adding Constructor Properties Customizing the Button Label Customizing Multiple Properties Creating Methods Accessing Methods from Outside the Class Chapter 11: Doing More with Classes What is the public keyword for? Restricting Access with private Naming Best Practices for Private Members Getters and Setters: Keeping things Polite Creating Getter and Setter Methods Using the get and set Statements Creating the Document Class Chapter 12: Project: A Virtual Zoo (NEW) Part 3: Responding to Conditions Chapter 13: Conditionals Boolean Variables Testing for Equality Testing for Inequality Demonstrating Equality and Inequality Adding Feedback Testing Conditions The if Statement The if...else Statement The if...else if Statement
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Chapter 14: Creating Groups of Objects and Repeating Actions Using Loops What are Loops The for Loop Creating Groups of Items with Arrays Looping through Arrays Controlling the Flow of Loops with break and continue Chapter 15: Project: Tilr Chapter 16: Advanced Boolean Logic and Random Numbers Logic Operators The AND Operator The OR Operator Building Complex Conditionals Generating Random Numbers Project: DiceOut! Part 4: Working with More Events Chapter 17: Working with Text and the Keyboard Working with Text Fields Understanding Font Embedding Customizing the Text Style Managing Conditions with switch Blocks Differences between Code Types: Key Codes versus Character Codes Recognizing Special Keys Chapter 18: Project: Creating a Quiz Creating the Quiz Layout Creating the KeyboardEvent Handler Uncoupling the Quiz Chapter 19: Desktop Applications with Adobe AIR Creating a Desktop Project Responding to Desktop Events Understanding Differences Between Desktop and Browser Applications Customizing the Look of your Application Chapter 20: Project: Bare Bones, A Desktop Application Chapter 21: Mobile Applications with Adobe AIR Configuring your environment for Android Configuring your environment for iOS Working with Multitouch Events Working with the Accelerometer Creating Adaptive Layouts using ActionScript Testing and Debugging your Application Project: Mini Bones, A Mobile Application Part 5: Organizing your Code and Working with External Code Libraries Chapter 22: Understanding Packages Chapter 23: Using Interfaces Chapter 24: Extending Text Quality with TLF Capabilities of TLF Integrating TLF into your project Working with Text using TLF Chapter 25: Working with Third Party Libraries How to import Third Party Libraries Working with SWCs vs. Class Packages The Hype Framework Adding Hype to your Project Creating your first Hype Project Appendix: Understanding ActionScript Debugging The Debug Interface Understanding Breakpoints Understanding Watchers Capturing Errors and Dealing with them Working with Runtime Errors Appendix: Deciphering ActionScript Documentation The Adobe Community Help Client How to find the help you need Understanding the contents of a Class documentation file Working with Sample Code Appendix: Diving Deep with Flash Builder 4.5 Using Flash Builder with Flash Professional Creating ActionScript Projects in Flash Builder Working with Exported SWCs from Flash Professional Coding Shortcuts Quick Reference Guide Glossary Index
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Bibliographische Angaben
- Autor: Doug Winnie
- 2011, 560 Seiten, mit farbigen Abbildungen, mit Abbildungen, Maße: 18,7 x 23,1 cm, Kartoniert (TB), Englisch
- Verlag: Addison-Wesley Longman, Amsterdam
- ISBN-10: 0321777026
- ISBN-13: 9780321777027
- Erscheinungsdatum: 11.07.2011
Sprache:
Englisch
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