ActionScript 3.0 Bible

 

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ActionScript 3.0 Bible


by Josuha J. Noble (Author)
by Mims H. Wright (Author)
by R. Braunstein (Author)

 

Paperback

ISBN: 9780470135600

 

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ActionScript is an object-oriented programming language for creating cutting-edge Web applications. This book helps you add interactivity to Flash, build Flex applications, and work with animation. It features instruction, step-by-step tutorials, and advanced techniques.


ActionScript has matured into a full-fledged, object-oriented programming language for creating cutting-edge Web applications, and this comprehensive book is just what you need to succeed. If you want to add interactivity to Flash, build Flex applications, or work with animation - it's all here, and more. Packed with clear instruction, step-by-step tutorials, and advanced techniques, this book is your go-to guide to unlock the power of this amazing language. Learn the basics, apply object-oriented programming, and more.


 

ISBN 470135603
ISBN13 9780470135600
Publisher John Wiley & Sons Ltd
Format Paperback
Publication date 26/10/2007
Pages 792
Weight (grammes) 1152
Published in United Kingdom
Height (mm) 236
Width (mm) 189

Introduction.Part I: Getting Started with ActionScript 3.0.Chapter 1: Introducing ActionScript 3.0.Chapter 2: Understanding ActionScript 3.0 Language Basics.Chapter 3: Programming with Classes.Chapter 4: Working with Methods and Functions.Chapter 5: Validating Your Program.Part II: Working with ActionScript 3.0 Objects.Chapter 6: Using Strings.Chapter 7: Working with Numbers and Math.Chapter 8: Using Arrays.Chapter 9: Using Objects.Chapter 10: Working with XML.Chapter 11: Working with Regular Expressions.Part III: Working with the Display List.Chapter 12: Understanding the Flash Player 9 Display List.Chapter 13: Working with DisplayObjects in Flash CS3.Chapter 14: Printing.Chapter 15: Working with Text and Fonts.Part IV: Understanding the Event Framework.Chapter 16: Understanding Events.Chapter 17: Working with Mouse and Keyboard Events.Chapter 18: Using Timers.Part V: Working with Error Handling.Chapter 19: Understanding Errors.Chapter 20: Using the AVM2 Debugger.Chapter 21: Making Your Application Fault-Tolerant.Part VI: Working with External Data.Chapter 22: Understanding Networking Basics.Chapter 23: Communicating with Server-Side Technologies.Chapter 24: Saving Data to a Local Machine Using SharedObject.Chapter 25: Managing File Uploads and Downloads.Part VII: Enriching Your Program with Sound and Video.Chapter 26: Working with Sound.Chapter 27: Adding Video.Chapter 28: Accessing Microphones and Cameras.Part VIII: Programming Graphics and Motion.Chapter 29: Applying Filters to Your Graphics.Chapter 30: Drawing Vector Graphics Programmatically.Chapter 31: Scripting Animation.Chapter 32: Applying Transformations to Graphics.Chapter 33: Drawing Bitmap Graphics Programmatically.Part IX: Working with Binary Data.Chapter 34: Working with Binary Data.Part X: Deploying Your Program.Chapter 35: Deploying Flash on the Web.Chapter 36: Interfacing with JavaScript.Chapter 37: Using Local Connections to Communicate Between Flash Applications.Index.

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