Cover image for Flash MX 2004 ActionScript Bible.
Flash MX 2004 ActionScript Bible.
Title:
Flash MX 2004 ActionScript Bible.
Author:
Reinhardt, Robert.
ISBN:
9780764571299
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (986 pages)
Series:
Bible ; v.121

Bible
Contents:
Flash MX 2004 ActionScript Bible -- Foreword -- Preface -- How to Get the Most Out of This Book -- Conventions Used in the Book -- How This Book Is Organized -- Getting in Touch with Us -- Getting in Touch with Macromedia -- Acknowledgments -- Contents at a Glance -- Contents -- Part I: Conceptualizing Flash -- Chapter 1: An Introduction to Flash MX 2004 -- Considering Flash MX 2004 in Context -- Understanding the Capabilities of Flash MX 2004 -- What's New in Flash MX 2004 and Flash MX Pro 2004 -- Understanding the Framework -- Applying Flash MX 2004 -- Planning Flash Development -- Summary -- Chapter 2: Working with Web Technologies and Interactive Models -- Where Flash Fits into the Ever-Evolving Web -- An Overview of Companion Technologies -- Visualizing Multimedia Potential -- Summary -- Chapter 3: Architecture for Flash Movies -- An Overview of Flash Development -- Creating a Flash Plan -- Considering Flash Architecture Solutions -- Considering Data Architecture Solutions -- Organizing Assets for Production -- Using the Project Panel in Flash MX Pro 2004 -- Summary -- Part II: Laying the ActionScript Foundation -- Chapter 4: Learning ActionScript Basics -- Introducing ActionScript -- Understanding the Actions Panel -- Summary -- Chapter 5: Constructing ActionScript -- Understanding Datatypes -- Using Variables -- Using Expressions -- Working with Operators -- Using Comments Effectively -- Working with Statements -- Summary -- Chapter 6: Working with Functions -- Understanding Programming with Functions -- Defining Custom Functions -- Calling Functions -- Passing Parameters -- Returning a Value from a Function -- Referencing Functions -- Creating Function Literals -- Understanding Scope -- Creating Recursion -- Writing for Reusability -- Using Built-in Functions -- Creating Interval Functions -- Summary.

Chapter 7: Programming with Objects and Classes -- Introducing Objects -- Displaying the Time with an Object -- Working with MovieClip Objects -- Displaying the Time Using a Movie Clip -- Creating Interval Methods -- Understanding the Object Class -- Creating Custom Classes -- Making Your First Class -- Working with Advanced Class Topics -- Using the CustomActions Class -- Summary -- Chapter 8: Error Handling and Debugging -- Troubleshooting Your Flash Application -- Finding Errors in Your Application -- Finding Help in the Flash Community -- Preventing Errors -- Catching Errors Programmatically -- Debugging Your Flash Application -- Summary -- Part III: MovieClip, Button, and Drawing API -- Chapter 9: MovieClip and Button Classes -- Creating MovieClip and Button Objects at Authoring Time -- Addressing MovieClip and Button Objects -- Handling Events -- Using MovieClip Objects as Buttons -- Practicing Targeting -- Working with Appearance Properties -- Working with Self-Describing Properties -- Enabling Button-Like Behavior -- Tab-Switching, Focus, and Menus -- Affecting Timeline Playback -- Creating MovieClip Objects Programmatically -- Loading External Content -- Opening Web Pages -- Creating Draggable MovieClip Objects -- Checking for Overlapping -- Working with Coordinate Spaces -- Creating Scriptable Masks -- Practicing Attaching and Dragging MovieClip Objects -- Practicing Checking for Overlaps and Loading Content -- Summary -- Chapter 10: The Drawing API -- Introducing the Drawing API -- Working with a Drawing Utilities Class -- Practicing Dynamic Masking -- Practicing Responsive Objects -- Practicing Drawing -- Summary -- Part IV: The Core Classes -- Chapter 11: Using the Array Class -- Creating Ordered Structures -- Creating Arrays -- Using Different Types of Arrays -- Converting Arrays to Lists -- Creating New Arrays from Existing Arrays.

Sorting Arrays -- Summary -- Chapter 12: The Number Class -- Understanding Number Types -- Converting Strings to Numbers -- Detecting When a Number Is Not a Number -- Dealing with Infinite Values -- Handling Minimum and Maximum Values -- Working with Number Instances -- Creating a NumberPlus Class -- Summary -- Chapter 13: The Math Class -- Performing ActionScript Math -- Finding Absolute Values -- Rounding and Truncating Numbers -- Generating Random Numbers -- Finding the Greater or Lesser of Two Numbers -- Working with Exponents and Square Roots -- Using Trigonometric Functions in ActionScript -- Calculating Natural Logarithms and Exponentials -- Creating MathUtils -- Using Math to Draw and Animate -- Summary -- Chapter 14: Working with Dates and Times -- Working with Computer Dates -- Creating a Date Object -- Working with Date Objects -- Working with Advanced Date and Time Issues -- Displaying the Time and Date -- Summary -- Chapter 15: Working with Strings -- Understanding Primitives and Objects -- Getting and Setting Primitive Values -- Joining Strings -- Determining the Number of Characters -- Working with Substring Values -- Finding Substrings -- Getting a Character Code -- Using Character Codes to Get Characters -- Converting a String into an Array -- Changing the Case of a String -- Passing String Values to and from Applications -- Summary -- Part V: The Movie Classes -- Chapter 16: The Color Class -- An Introduction to the Color Class -- Understanding the Color Class -- Controlling the Absolute Color of a Movie Clip -- Applying Advanced Color Effects to Movie Clips -- Summary -- Chapter 17: The TextField and Selection Classes -- Understanding Types of Text -- Creating TextField Objects -- Working with TextField Object Basics -- Creating a Simple Notes Application -- Using HTML with TextField Objects.

Creating an HTML-Based Information Viewer -- Scrolling Text -- Using Events for Text Fields -- Creating a Scrolling Text Viewer -- Adding Listeners to TextField Objects -- Working with Fonts -- Creating a Random Letter Displayer -- Understanding the Selection Class -- Working with Tab Order -- Summary -- Chapter 18: Using the TextFormat Object and Style Sheets -- Working with TextFormat -- Working with Cascading Style Sheets -- Summary -- Chapter 19: The Mouse and Key Classes -- More Prebuilt Classes -- Using the Mouse Class to Control the Cursor -- Processing Keypresses with the Key Class -- Playing a Flash Animation with a Keypress -- Summary -- Chapter 20: The Stage and ContextMenu Classes -- Controlling the Movie's Stage -- Using the ContextMenu Class -- Summary -- Chapter 21: The System Class and the Capabilities and Security Objects -- Using the Top-Level System Functionality -- Determining the Client Computer's Capabilities -- Working with Player Security When Loading SWF Content -- Summary -- Chapter 22: The PrintJob Class -- Why Print from Flash? -- Controlling Printer Output from Flash -- Adding Print Functionality to Movies -- Summary -- Part VI: The Audio and Video Classes -- Chapter 23: The Sound Class -- An Introduction to the Sound Class -- Scripting Audio with the Sound Class -- Property and Method Overview of the Sound Class -- Creating and Playing a Linked Sound File -- Loading an External MP3 File -- Controlling the Volume of a Sound Object -- Applying Advanced Effects to Sound Objects -- Making a Looping Playlist -- Summary -- Chapter 24: The NetStream and Video Classes -- Working with Flash Video Files -- Loading FLV Files into a Flash Movie -- Scripting Basic Controls for a NetStream Object -- Summary -- Part VII: The Data Classes -- Chapter 25: The SharedObject and LocalConnection Classes -- Saving Data with Shared Objects.

Remembering States with Shared Objects -- Communicating with the LocalConnection Class -- Summary -- Chapter 26: The XML and LoadVars Classes -- Working with XML -- Writing Well-Formed XML -- Using XML Objects -- Loading and Sending Data with LoadVars -- Sharing Data Across Domains -- Summary -- Chapter 27: The XMLSocket Class -- Ways of Transmitting Data -- The Socket Endpoints -- Working with XMLSocket Objects in Flash Clients -- Creating a Chat Client -- Summary -- Part VIII: Using Components -- Chapter 28: Using V2 UI Components -- Getting Started with V2 Components -- Introducing the Components Panel -- Adding New Component Instances -- Naming Component Instances -- Setting Component Parameters -- Understanding the Fundamental UI Component APIs -- Looking at the Standard Form UI Components -- Looking at the Standard Content Display Management Components -- Looking at the Professional UI Components -- Summary -- Chapter 29: UI Component Style and Focus Management -- Working with Component Styles -- Managing Focus -- Summary -- Chapter 30: Creating Your Own Components -- Understanding Component Anatomy -- Making Your First Component -- Dispatching Events -- Working with Component Metadata -- Practicing Making an Event Dispatching Component -- Building Components Based on the v2 UI Architecture -- Practicing Making a v2 Architecture Component -- Working with Styles -- Practicing Working with Styles -- Summary -- Part IX: Working with Flash in Other Environments -- Chapter 31: Working with Flash in the Web Browser -- Understanding Flash and HTML -- Passing Initialization Values to Flash from HTML -- Calling JavaScript Functions from Flash -- Detecting the Flash Player in Web Browsers -- Summary -- Chapter 32: Making Movies Accessible and Universal -- Standardizing Accessibility Concerns -- Reviewing Current Assistive Technologies.

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Abstract:
Provides in-depth information to the more than one million Flash developers who want to take their animations to the next level using sophisticated interaction and data-driven content Flash ActionScript is an object-oriented scripting language used with Flash that allows the designer to control a movie in non-linear fashion, create sophisticated interactivity, control elements on the stage, collect and track input from the movie viewer, and exchange and manipulate data from external sources The most comprehensive Flash ActionScript guide available, cowritten by Robert Reinhardt, coauthor of Macromedia Flash MX 2004 Bible (0-7645-4303-2) Published to coincide with the release of Flash "X," the newest version of this widely used Web development tool.
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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