Cover image for ActionScript 3.0 Bible.
ActionScript 3.0 Bible.
Title:
ActionScript 3.0 Bible.
Author:
Braunstein, Roger.
ISBN:
9780470769973
Personal Author:
Edition:
2nd ed.
Physical Description:
1 online resource (1011 pages)
Series:
Bible Ser. ; v.617

Bible Ser.
Contents:
ActionScript 3.0 Bible, Second Edition -- About the Author -- Acknowledgments -- Contents at a Glance -- Contents -- Introduction -- What's New in This Edition -- Make Sure You Buy the Right Book -- How This Book Is Organized -- Conventions and Features -- Running Example Code -- On the Web Site -- Where to Go from Here -- Part I: ActionScript 3.0 Language Basics -- Chapter 1: Introducing ActionScript 3.0 -- What Is ActionScript 3.0? -- Exploring the Flash Platform -- From ActionScript 2.0 to ActionScript 3.0 -- Summary -- Chapter 2: ActionScript 3.0 Language Basics -- The Bare Essentials -- Using Variables -- Commenting Your Code -- Introducing Scope -- Introducing the Data Types -- Connecting You to an Operator -- Making Logical Choices with Conditionals -- Repeating Actions Using Loops -- Summary -- Chapter 3: Functions and Methods -- Calling Functions -- Creating Custom Functions -- Returning Results -- Anonymous Functions -- Functions as Objects -- Recursive Functions -- Summary -- Chapter 4: Object Oriented Programming -- Understanding Classes -- Object Oriented Terminology -- Encapsulation: Classes Are Like, So Selfish -- Packages: Classes, Functions, and Packing Peanuts -- Using Inheritance -- Access Control Attributes -- Methods and Constructors -- Properties -- Using Static Methods and Properties -- Overriding Behavior -- Designing Interfaces -- Manipulating Types -- Creating Dynamic Classes -- Summary -- Chapter 5: Validating Your Program -- Introducing Errors -- Fixing Errors -- Summary -- Part II: Core ActionScript 3.0 Data Types -- Chapter 6: Text, Strings, and Characters -- Working with String Literals -- Converting to and from Strings -- Combining Strings -- Converting the Case of a String -- Using the Individual Characters in a String -- Searching within a String -- String Dissection -- String Encoding and International Text.

Summary -- Chapter 7: Numbers, Math, and Dates -- Understanding Numeric Types -- Using Numbers in ActionScript -- Manipulating Numbers -- Performing Arithmetic -- Performing Trigonometric Calculations -- Generating Randomness -- Manipulating Dates and Times -- Summary -- Chapter 8: Arrays -- Array Basics -- Converting Arrays to Strings -- Adding and Removing Items from an Array -- Slicing, Splicing, and Dicing -- Iterating through the Items in an Array -- Searching for Elements -- Reordering Your Array -- Applying Actions to All Elements of an Array -- Alternatives to Arrays -- Amazing Properties of Arrays -- Summary -- Chapter 9: Vectors -- Vector Basics -- Generics and Parameterized Types -- Generic Methods of Vector -- Creating and Converting Vectors -- Summary -- Chapter 10: Objects and Dictionaries -- Working with Objects -- Using Objects and Dictionaries as Associative Arrays -- Using Objects for Named Arguments -- Using Objects as Nested Data -- Summary -- Chapter 11: XML and E4X -- Getting Started with XML in ActionScript -- Querying XML -- Modifying XML -- Converting to and from Strings -- Loading XML Data from External Sources -- Gathering Meta-Information about XML Nodes -- Using Namespaces -- Setting XML Options -- Summary -- Chapter 12: Regular Expressions -- Introducing Regular Expressions -- Writing a Regular Expression -- Applying Regular Expressions -- Constructing Expressions -- Regular Expression Flags -- Constructing Advanced Expressions -- Using the RegExp Class -- Summary -- Chapter 13: Binary Data and ByteArrays -- Binary Concepts -- Bit Math and Operators -- Binary Types in ActionScript -- Using ByteArray -- Common Uses of ByteArrays -- Summary -- Part III: The Display List -- Chapter 14: Visual Programming with the Display List -- Introducing Display Lists and Display Objects -- Display Object Classes -- Geometry Classes.

Putting the Display List to Use -- Rendering and Performance -- Summary -- Chapter 15: Working in Three Dimensions -- Introducing 3D in ActionScript 3.0 -- DisplayObject Revisited -- Geometry Revisited -- Mouse and Point Translation in 3D -- Modifying the Projection -- Software 3D Libraries -- Summary -- Chapter 16: Working with DisplayObjects in Flash Professional -- The Stage, Symbols, and the Library -- Exporting and Using Assets -- Summary -- Chapter 17: Text, Styles, and Fonts -- Introducing TextFields -- Text with HTML and CSS -- Background and Border Treatments -- Styling Text with TextFormats -- Input TextFields -- Interaction with TextField Events -- Interactive Typography -- Fonts -- Summary -- Chapter 18: Advanced Text Layout -- Understanding Advanced Text Controls -- The Flash Text Engine -- The Text Layout Framework -- Fonts Revisited -- Summary -- Chapter 19: Printing -- Why Print from Flash? -- Controlling Printer Output from Flash -- Adding Print Functionality to Applications -- Summary -- Part IV: Event-Driven Programming -- Chapter 20: Events and the Event Flow -- Introducing Events -- The EventDispatcher Class -- Working with Event Objects -- Adding and Removing Event Listeners -- The Event Flow -- Preventing Default Behaviors -- Summary -- Chapter 21: Interactivity with the Mouse and Keyboard -- Mouse and Keyboard Event Handling -- Mouse Interactions -- Keyboard Interactions -- Focus -- Context Menus -- Summary -- Chapter 22: Timers and Time-Driven Programming -- Timer Basics -- Handling Timer Events -- Delaying the Execution of a Function -- Creating a World Clock -- Enterframe Events -- Other Time-Related Functions -- Aside: Threads -- Summary -- Chapter 23: Multitouch and Accelerometer Input -- Planning for Your Audience -- Using Multitouch -- Using the Accelerometer -- Other Sensors -- Summary -- Part V: Error Handling.

Chapter 24: Errors and Exceptions -- Comparing Ways to Fail -- Understanding Exceptions -- Errors Generated by Flash Player -- Custom Exceptions -- Handling Asynchronous Errors -- Capturing Unhandled Events -- Summary -- Chapter 25: Using the AVM2 Debugger -- Introducing Debugging -- Launching the Debugger -- Taking Control of Execution -- Pulling Back the Curtain -- Navigating through Code -- Debugging a Simple Example -- Using the Debugger Effectively -- Summary -- Chapter 26: Making Your Application Fault-Tolerant -- Developing a Strategy -- Determining What Errors to Handle -- Categorizing Failures -- Logging Errors -- Messaging the User -- Degrading Styles: An Example -- Summary -- Part VI: External Data -- Chapter 27: Networking Basics and Flash Player Security -- HTTP in Brief -- Introducing URLRequest -- Navigating to a Web Page -- Loader -- URLLoader -- Sending Variables with URLRequest -- Understanding Flash Player Security -- Summary -- Chapter 28: Communicating with Remote Services -- Web Services Using HTTP -- Socket Services -- XML Socket Services -- Flash Remoting -- Summary -- Chapter 29: Storing and Sending Data with SharedObject -- Comparing Approaches to Persistent Storage -- Identifying Useful Situations for Shared Objects -- Shared Objects and Remoting -- Using SharedObjects -- Sharing Information between SWFs -- Working with Size Constraints -- Storing Custom Classes -- Summary -- Chapter 30: File Access -- Abilities of the File API -- Introducing FileReference -- Uploading a File -- Adding Upload Handling to a Server -- Downloading a File to Disk -- Loading a File into Memory -- Saving Data to Disk -- Summary -- Part VII: Sound and Video -- Chapter 31: Playing and Generating Sound -- An Overview of the Sound System -- Prepping and Playing Sound Objects -- Controlling Sound Playback -- Applying Sound Transformations.

Working with a Sound's Metadata -- Sampling Audio -- Extracting Audio -- Synthesizing Audio -- Detecting Audio Capabilities -- Summary -- Chapter 32: Playing Video -- Video and the Flash Platform -- Implementing a Video Player -- Summary -- Chapter 33: Capturing Sound and Video -- Video Input Using a Camera -- Sound Input Using a Microphone -- Flash Media Servers -- Summary -- Part VII: Graphics Programming and Animation -- Chapter 34: Geometric and Color Transformations -- DisplayObject and the Transform Object -- 2D Affine Transformations -- Color Transforms -- 3D Transformations -- Summary -- Chapter 35: Programming Vector Graphics -- Overview -- Drawing Basics -- Setting Drawing Styles -- Drawing Primitives -- Example: A Drawing Application -- Batched Drawing -- 3D Drawing -- Summary -- Chapter 36: Programming Bitmap Graphics -- Bitmaps and Their Applications -- Creating and Displaying Bitmaps -- Capturing and Copying Bitmaps -- Pixel-Level Access -- Working with Colors -- Bitmap Effects -- Summary -- Chapter 37: Applying Filters -- Introducing Filters -- Blurs -- Drop Shadows -- Bevels -- Gradient Bevels -- Glows -- Gradient Glows -- Color Effects -- Convolution Filters -- Displacement Maps -- Shaders -- Summary -- Chapter 38: Writing Shaders with Pixel Bender -- Introducing Pixel Bender -- Pixel Bender Kernel Language -- Interfacing with Pixel Bender Kernels -- Bending Other Data -- Summary -- Chapter 39: Scripting Animation -- Understanding Flash Player and Animation -- Animating with Code -- Animating Using Flash Professional -- Animating Using Flex -- Choosing a Third-Party Animation Toolkit -- Summary -- Chapter 40: Advanced 3D -- Game Plan -- Projecting Batches of Points -- Triangle Strips -- Backface Culling -- Texture Mapping -- Z-Sorting, Shading, and Further Topics -- Summary -- Part IX: Flash in Context.

Chapter 41: Globalization, Accessibility, and Color Correction.
Abstract:
The updated edition on all the latest features and capabilities of ActionScript 3.0 and Flash Player 10. ActionScript is a popular programming language used primarily for the development of Web sites and software. This update to the successful previous version introduces you to all the exciting new capabilities of ActionScript 3.0. You'll see how ActionScript 3.0 goes beyond its primary use of scripting Flash animations and is now an object-oriented evolution that runs ten times faster than previous versions and can be used in Adobe's new platforms, including Flex and AIR. Hands-on instruction and step-by-step tutorials enhance your learning process as you discover everything you need to know in order to harness the power of ActionScript 3.0. You'll learn the nitty gritty of building Rich Internet Applications (RIA) and the ins and outs of putting the new features of ActionScript 3.0 to work for you. ActionScript 3.0 goes beyond its original role as a scripting language and has added development features, incredible speed, and the ability to work with Flex and AIR Shows you how to apply advanced graphic effects using Pixel Blender Demonstrates the all-new text and typography capabilities Addresses your new enhanced control over dynamic sound Explains templated types and new vector data structures ActionScript 3.0 Bible offers you a soup-to-nuts guide on all things ActionScript 3.0 so you can get started working with it immediately.
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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