Cover image for Professional haXe and Neko.
Professional haXe and Neko.
Title:
Professional haXe and Neko.
Author:
Ponticelli, Franco.
ISBN:
9780470288535
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (648 pages)
Contents:
Professional haXe and Neko -- About the Authors -- Credits -- Acknowledgments -- Foreword -- Contents -- Introduction -- Whom This Book Is For -- What This Book Covers -- How This Book Is Structured -- What You Need to Use This Book -- Conventions -- Source Code -- Errata -- p2p.wrox.com -- Part I: The Core Language -- Chapter 1: Introducing haXe -- A Problem with Internet Development -- What Is haXe and Why Was It Created? -- How Does haXe Work? -- So What Is Neko? -- haXe and Neko Requirements -- Summary -- Chapter 2: Installing and Using haXe and Neko -- Installing haXe -- Installing Neko -- Hello World! in Triplicate -- Program Structure -- Compiler Switches -- Summary -- Chapter 3: Learning the Basics -- The haXe Hierarchy -- The Standard Data Types -- Variables -- The Simple Value Types -- Abstract Types -- Bypassing Static Typing with untyped -- Commenting Your Code -- Converting Data Through Casting -- Using Arrays in haXe -- Using Dates in haXe -- Manipulating Data -- Summary -- Chapter 4: Controlling the Flow of Information -- Pushing Data Around -- Conditional Statements -- Loops -- Functions -- Summary -- Chapter 5: Delving Into Object -Oriented Programming -- Classes and Objects -- Understanding Inheritance -- Using Interfaces -- Advanced Classes and Objects Features -- Enum -- Summary -- Chapter 6: Organizing Your Code -- Building Reusable Code -- Using Packages -- Importing Libraries -- Documenting Your Code -- Unit Testing -- Summary -- Chapter 7: When Things Go Wrong -- The Trace Function -- Exceptions -- The Exception Master Class -- Summary -- Part II: Server Side, JavaScript, and Flash -- Oh My! -- Chapter 8: Cross Platform Tools -- XML -- Regular Expression -- Timer -- MD5 -- Summary -- Chapter 9: Building Websites with HaXe -- Introduction to Web Development -- The NekoTools Web Server -- Installing mod_neko For Apache.

Your First Website with haXe -- The neko.Web Class -- Summary -- Chapter 10: Separating Design Using Templates -- What Are Templates? -- The Template Class -- Using Resources -- Templo for Server-Side Templates -- Summary -- Chapter 11: Performing Server-Side Trickery -- Introducing Neko -- Working with Databases -- Using the SPOD System -- Working with Files -- Summary -- Chapter 12: Building Interactive Content with Flash -- The Flash Library -- Flash to haXe -- Summary -- Chapter 13: Replacing the Need for an IDE -- Assets with SWFMill -- User Interfaces -- Summary -- Chapter 14: More Interactive Content with JavaScript -- Dynamic Content in JavaScript? -- The Web Developer Tools -- JavaScript as haXe Target -- Manipulating the Page with JavaScript -- What Is AJAX? -- Advantages of haXe/JS Development -- Summary -- Chapter 15: Putting It All Together with ha X e Remoting -- What Is haXe Remoting? -- The haXe Remoting API -- Proxy Objects -- TicTacToe Game -- Summary -- Part III: Extending the Possibilities -- Chapter 16: haXe Advanced Topics -- XML -- Reflection API -- Serialization -- haXe Magic -- Summary -- Chapter 17: Desktop Applications with Neko -- Why Use Neko for Desktop Applications? -- Creating a Neko Executable -- Graphical User Interface Libraries -- Installing the Required Library -- The nGui Library -- The hxGtk Library -- Rapid hxGtk GUI Development with Glade -- Summary -- Chapter 18: Desktop Flash with SWHX -- Why SWHX? -- Installing SWHX -- Getting Started with SWHX -- Working with Windows -- Communication Between Flash and Neko -- Using SysTools -- Summary -- Chapter 19: Multimedia with Neko -- Why Use Neko for Games Development? -- Neko's NME Is Your Friend -- Getting Started with NME -- Summary -- Chapter 20: Extending haXe with C/C++ -- Neko Libraries -- A Simple Hello World Example -- Neko Value Types in C/C++.

Managing Neko Primitives -- Garbage Collection -- Error Handling -- Summary -- Appendix A: Semantic HTML -- Document Definition Elements -- Structural Elements -- Lists -- Tables -- Hyperlinks, Images, and Objects -- Forms and Controls -- Style, Script, and Links -- Comments -- Attributes -- Index.
Abstract:
haXe is a new programming language whose features are mainly coming from object-oriented languages such as Java. Other features are taken from more dynamic Scripting languages as well as from Functional languages. It is a language, a complier, and a framework of classes designed to help developers write clean code. It opens up the world of application development and reduces the learning curve while minimizing potential roadblocks. It is difficult to write a book on haXe because there are so many possibilities that the language can provide. It is able to target three platforms: JavaScript, Flash, and Neko. It opens a lot of doors for web developers. The combination of these different technologies makes it possible to create things today that were hard to imagine yesterday. haXe makes it possible to develop applications targeting multiple platforms very quickly. Neko is a cross-platform virtual machine and it acts as one of the targets of the haXe complier. It is lightweight, fast, and flexible. It can be embedded and requires a small footprint that makes it practically invisible. When combined with haXe, it can open a lot of doors to pure web development (e.g., real-time servers and console and desktop applications). This book is for web developers who would like to work with a unified environment while at the same time reducing the number of languages required to produce a single software solution. Although you don't have to be a veteran programmer to utilize the information in this book, it helps if you have already programmed in ActionScript, Java, or another ECMA standard language. The material in this book is split into three parts based on the content that each part is discussing. The first part of the book focuses mainly on the basics of the haXe programming language. Details are given about the language structure, standard

libraries, and programming practices. If you are an experienced haXe programmer you can probably skip this section. Those who are familiar with programming but are new to haXe can go through the first section easily and look mainly at the code examples and tables that detail the classes and commands required to develop in haXe. The second part of the book covers the practical uses of haXe, including the production of Flash movies and dynamic content for websites. This part is useful to programmers of any skill level. This section also contains references to platform-specific classes defined in the standard library (the core framework that comes with the haXe base installation). The third part of the book is dedicated to the advanced developer who wants to use haXe for all it has to offer. It also discusses how to extend haXe with existing libraries or how to use haXe outside of the conventional web environment. In order to use this book you need to have a computer that operates on Windows, Linux, or either type of Apple Macintosh. All of the tools described in the book are open source and are available for download on the internet (for free!). Franco Ponticelli graduated with a degree in architecture with a specialization in industrial design. Within the Information Technology area, he was involved in many different activities ranging from 3D Computer Graphics to software development. He discovered haXe through his research to find the perfect development environment. Lee-McColl Sylvester is an expert in ActionScript developing and is knowledge about in systems integrations. He studied visual communications and supplemented his career by specializing in advanced graphical interface development and information management systems.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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