Download PDF Flash® 8 ActionScript Bible by Joey Lott and Robert Reinhardt


Sinopsis


Flash has begun to mature as a product, and ActionScript has begun to mature as a language. That represents both opportunity and challenge to you. As a mature language, ActionScript provides a broad spectrum of features and functionality. The possibilities are limitless: There is great opportunity to build new, innovative, useful, and interesting applications using Flash and ActionScript. However, with that opportunity comes the challenge of learning how to use ActionScript effectively. If you want to express your thoughts and feelings well, you need the right language for communicating them. Likewise, with ActionScript the challenge is to learn the language so that there is a natural flow of expression that is seamless from its conception to its manifestation in code.
 
Our goal with this book is to provide you with the resources to learn the language so that you can express yourself elegantly and eloquently. We make every attempt to meet you right where you are in your journey, and to provide you with the support to get where you want to go. As you can see by the page count of this book, ActionScript is not a short topic. In fact, if you’re new to ActionScript it may seem overwhelming. However, it’s our intention to make learning ActionScript accessible. In this book, you’ll find that we’ve organized the topics in a way that we feel is most accessible to readers.

With Flash 8, you can build a tremendous variety of projects— from games to commerce applications to prototypes and beyond. Regardless of the type of project, there are some common threads when building Flash applications. One of those common threads is the subject of this book—ActionScript. In this chapter,
we’ll look at the sorts of things you can do with ActionScript in Flash 8. We’ll also discuss the new features so that you can get a sense of what topics you’ll be able to learn in this book


Content

  1. Getting Started with Flash 8 ActionScript
  2. Introducing Flash 8
  3. Learning ActionScript Basics
  4. Constructing ActionScript
  5. Working with Functions
  6. Getting to Know Objects
  7. Debugging and Error Handling
  8. Using Core Classes
  9. Working with Arrays
  10. Using Numbers
  11. Using Math
  12. Working with Dates and Times.
  13. Working with Strings
  14. Applying Regular Expressions
  15. Working with Display Objects
  16. Using Display Objects
  17. Working with Movie Clips
  18. Drawing Programmatically
  19. Transforming Colors
  20. Applying Filters
  21. Using the Bitmap API
  22. Working with Text Fields and Selection
  23. Formatting Text
  24. Scripting Player Control
  25. Managing Mouse and Key Interactivity
  26. Working with the Stage
  27. Using Context Menus
  28. Understanding the Capabilities and Security Objects
  29. Printing
  30. Working with Media
  31. Programming Sound
  32. Managing Video
  33. Using Components
  34. Using UI Components
  35. Styling UI Components
  36. Creating Custom Components
  37. Managing Data.
  38. Using Shared Objects
  39. Understanding LocalConnection Objects
  40. Programming with the XML and LoadVars Classes
  41. Using Persistent Socket Communications
  42. Using Web Services
  43. Introducing Flash Remoting
  44. Managing File Uploads and Downloads
  45. Working with Flash in Context
  46. Working with Flash in the Web Browser
  47. Making Movies Accessible and Universal
  48. Scripting for the Flash Stand-Alone Player






Download PDF Flash™ MX 2004 ActionScript Bible by Robert Reinhardt and Joey Lott


Sinopsis


Like its predecessor, Flash MX 2004 has the power to unite many technologies, techniques, and languages while supporting development in several different programs. With added and expanding support for native file formats of third-party software and the ability to directly edit and compress digital video, the program can be considered a multimedia application approaching the breadth and depth of Macromedia’s original powerhouse multimedia studio, Director. The Flash Player also integrates more technologies with direct support for Web services and runtime Flash Video file (FLV file) loading, enabling you to tap more data and media formats, respectively. Flash has influenced and penetrated all forms of visual media — it is now often seen in broadcast advertisements, video and special effects, corporate Web sites, and e-commerce.
 
Flash MX 2004 is an advanced application that can deploy products ranging from streaming animations to interactive and dynamic presentations that work with server-side languages and applications. Published movies can be accessed by a wide range of platforms, from portable devices to desktop computers to broadcast television. Flash movies do not usually have to be significantly altered for a wide and diverse audience to access your content within these different contexts. ActionScript is the object-oriented programming (OOP) language used in Flash MX 2004. ActionScript has experienced significant evolution, from the earlier days of drag-and-drop programming seen in Flash 4 to the robust and standardized OOP language it is today.



Content

  1. Conceptualizing Flash
  2. An Introduction to Flash MX 2004
  3. Working with Web Technologies and Interactive Models
  4. Architecture for Flash Movies
  5. Laying the ActionScript Foundation
  6. Learning ActionScript Basics
  7. Constructing ActionScript
  8. Working with Functions
  9. Programming with Objects and Classes
  10. Error Handling and Debugging
  11. MovieClip, Button, and Drawing API
  12. MovieClip and Button Classes
  13. The Drawing API
  14. The Core Classes
  15. Using the Array Class
  16. The Number Class
  17. The Math Class
  18. Working with Dates and Times
  19. Working with Strings
  20. The Movie Classes
  21. The Color Class
  22. The TextField and Selection Classes
  23. Using the TextFormat Object and Style Sheets
  24. The Mouse and Key Classes
  25. The Stage and ContextMenu Classes
  26. The System Class and the Capabilities and Security Objects
  27. The PrintJob Class
  28. The Audio and Video Classes
  29. The Sound Class
  30. The NetStream and Video Classes
  31. The Data Classes
  32. The SharedObject and LocalConnection Classes
  33. The XML and LoadVars Classes
  34. The XMLSocket Class
  35. Using Components
  36. Using V2 UI Components
  37. UI Component Style and Focus Management
  38. Creating Your Own Components
  39. Working with Flash in Other Environments
  40. Working with Flash in the Web Browser
  41. Making Movies Accessible and Universal
  42. Scripting for the Flash Stand-Alone Player
  43. Creating Flash Applications
  44. Managing and Loading Flash Content
  45. Sending and Loading Data
  46. Using the Built-In Web Service Functionality
  47. Making Flash Forms