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Software Development
ActionScript for Flash MX: The Definitive Guide, 2nd Edition
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Contents Listing
Foreword
Preface
Part I. ActionScript Fundamentals
1. A Gentle Introduction for Nonprogrammers
Some Basic Phrases
Further ActionScript Concepts
Building a Multiple-Choice Quiz
2. Variables
Creating Variables (Declaration)
Assigning Values to Variables
Changing and Retrieving Variable Values
Types of Values
Variable Scope
Loading External Variables
Some Applied Examples
3. Data and Datatypes
Data Versus Information
Retaining Meaning with Datatypes
Creating and Categorizing Data
Datatype Conversion
Primitive Data Versus Composite Data
Copying, Comparing, and Passing Data
4. Primitive Datatypes
The Number Type
Integers and Floating-Point Numbers
Numeric Literals
Working with Numbers
The String Type
Working with Strings
The Boolean Type
Undefined
Null
5. Operators
General Features of Operators
The Assignment Operator
Arithmetic Operators
The Equality and Inequality Operators
The Strict Equality and Inequality Operators
The Comparison Operators
The Flash 4 String Operators
The Logical Operators
The Grouping Operator
The Comma Operator
The void Operator
Other Operators
6. Statements
Types of Statements
Statement Syntax
The ActionScript Statements
Statements Versus Actions
7. Conditionals
The if Statement
The else Statement
The else if Statement
The switch Statement
Compact Conditional Syntax
8. Loop Statements
The while Loop
Loop Terminology
The do-while Loop
The for Loop
The for-in Loop
Stopping a Loop Prematurely
Timeline and Clip Event Loops
An Alternative to Timeline Loops:setInterval( )
9. Functions
Creating Functions
Running Functions
Passing Information to Functions
Exiting and Returning Values from Functions
Function Literals
Function Availability and Life Span
Function Scope
Function Parameters Revisited
Recursive Functions
Nested Functions
Built-in Functions
Functions as Objects
Centralizing Code
The Multiple-Choice Quiz Revisited
10. Events and Event Handling
Synchronous Code Execution
Event-Based Asynchronous Code Execution
Types of Events
Event Handling
Event Handler Properties
Listener Events
Flash 5's on( ) and onClipEvent( ) Handlers
Event Handler Lifespan
Event Handler Scope
Values of the this Keyword
Flash 5-style onClipEvent( ) Order of Execution
Copying Movie Clip Event Handlers
Refreshing the Screen with updateAfterEvent( )
Code Reusability
Dynamic Movie Clip Event Handlers
Event Handlers Applied
11. Arrays
What Is an Array?
The Anatomy of an Array
Creating Arrays
Referencing Array Elements
Determining the Size of an Array
Named Array Elements
Adding Elements to an Array
Removing Elements from an Array
General Array-Manipulation Tools
Arrays as Objects
Multidimensional Arrays
The Multiple-Choice Quiz, Take 3
12. Objects and Classes
The Anatomy of an Object
Instantiating Objects
Object Properties
Object Methods
Classes and Object-Oriented Programming
Using Standalone Object Instances as Associative Arrays
The Almighty Prototype Chain
Built-in ActionScript Classes and Objects
OOP Quick Reference
Further Topics
Simulating Namespaces
The Multiple-Choice Quiz, OOP Style
13. Movie Clips
The "Objectness" of Movie Clips
Types of Movie Clips
Creating Movie Clips
Movie and Instance Stacking Order
Referring to Instances and Main Movies
Method Versus Global Function Overlap Issues
Drawing in a Movie Clip at Runtime
Using Movie Clips as Buttons
Input Focus and Movie Clips
Building a Clock with Clips
14. Movie Clip Subclasses and Components
Creating the Library Symbol
Creating and Invoking the Subclass Constructor
Assigning the MovieClip Superclass
Packaging Subclass Code and Library Symbols Together
Making Movie Clip Components
MovieClip Sub-Subclasses
Summary
15. Lexical Structure
Whitespace
Statement Terminators (Semicolons)
Comments
Reserved Words
Identifiers
Case Sensitivity
16. ActionScript Authoring Environment
The Actions Panel
Adding Scripts to Frames
Adding Scripts to Buttons
Adding Scripts to Movie Clips
Where's All the Code?
Productivity
Externalizing ActionScript Code
Defining Components
17. Building a Flash Form
The Flash Form Data Cycle
Creating a Flash Fill-in Form
Part II. Language Reference
ActionScript Language Reference
Global Functions
Global Properties
Built-in Classes and Objects
Entry Headings
Alphabetical Language Reference
Part III. Appendixes
A. Resources
B. Latin 1 Character Repertoire and Keycodes
C. Backward Compatibility and Player Build Updates
D. Differences from ECMA-262 and JavaScript
E. HTML Support in Text Fields
F. Support for GET and POST
G. Flash UI Component Summary
H. Embedding a Flash Movie in a Web Page
Index
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