Fundamentals of ActionScript 3.0 : Develop and Design (Develop and Design)

Fundamentals of ActionScript 3.0 : Develop and Design (Develop and Design)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 525 p.
  • 言語 ENG
  • 商品コード 9780321777027
  • DDC分類 005

Full Description


Adobe Flash Professional is the most popular software available for creating animations for the Web. Most people start using Flash to create vector-based animations that output small file sizes perfect for the Web. Later they want to branch out into creating rich interactive experiences for websites and mobile devices, and for that they need to learn ActionScript.Doug Winnie draws on the experience he's gained from his years as an educator to teach not only what ActionScript can do, but also to show how the code works. This gives the reader a deeper understanding of how ActionScript functions, and gives them the power to come up with original solutions when creating their own projects.Doug's book dives right into the concepts of manipulating Flash objects and the fundamentals of functions and mathematical operators. After presenting events and using scripts to control the Flash timeline, classes and conditionals are covered in depth. The final part of the book covers creating desktop applications with Adobe AIR, developing mobile applications, and working with external code libraries. Real-world projects are sprinkled generously throughout the book and Appendices include information on debugging, deciphering documentation, and using Adobe Flash Builder as an ActionScript development environment.

Contents

IntroductionPart 1: Getting the FundamentalsChapter 1: Accessing and Manipulating ObjectsAccessing ObjectsSending Messages to the Output ConsoleChanging Object parametersChapter 2: Dynamically Adding Objects to the StageCreating Named Library AssetsCreating new objects on the stageWorking with CommentsChapter 3: Working with FunctionsFundamentals of FunctionsAccepting values in FunctionsReturning Values from FunctionsThings to Remember about FunctionsChapter 4: ActionScript and MathMathematical OperatorsCombined Assignment OperatorsIncrement and Decrement OperatorsOrder of OperationsUsing Parenthesis to Force OrderChapter 5: Creating EventsEvents: ExplainedCreating a Mouse Event HandlerChapter 6: Using Timeline Scripting with Mouse EventsControlling Timeline PlaybackUsing the Event Callback Object and Understanding ScopeUsing Frame LabelsSingle Quotes vs. Double QuotesWorking with Simple Callback FunctionsChapter 7: Creating a TimerChapter 8: Project: Creating a ClockPart 2: The Basics of ClassesChapter 9: What is a Class?What is a ClassOverview of a ClassVariables RevealedCreating a ClassChapter 10: Building Out the ClassParts of a ClassImport StatementClass StatementClass ConstructorCreating the InstanceAdding Constructor PropertiesCustomizing the Button LabelCustomizing Multiple PropertiesCreating MethodsAccessing Methods from Outside the ClassChapter 11: Doing More with ClassesWhat is the public keyword for?Restricting Access with privateNaming Best Practices for Private MembersGetters and Setters: Keeping things PoliteCreating Getter and Setter MethodsUsing the get and set StatementsCreating the Document ClassChapter 12: Project: A Virtual Zoo (NEW)Part 3: Responding to ConditionsChapter 13: ConditionalsBoolean VariablesTesting for EqualityTesting for InequalityDemonstrating Equality and InequalityAdding FeedbackTesting ConditionsThe if StatementThe if...else StatementThe if...else if StatementChapter 14: Creating Groups of Objects and Repeating Actions Using LoopsWhat are LoopsThe for LoopCreating Groups of Items with ArraysLooping through ArraysControlling the Flow of Loops with break and continueChapter 15: Project: TilrChapter 16: Advanced Boolean Logic and Random NumbersLogic OperatorsThe AND OperatorThe OR OperatorBuilding Complex ConditionalsGenerating Random NumbersProject: DiceOut!Part 4: Working with More EventsChapter 17: Working with Text and the KeyboardWorking with Text FieldsUnderstanding Font EmbeddingCustomizing the Text StyleManaging Conditions with switch BlocksDifferences between Code Types: Key Codes versus Character CodesRecognizing Special KeysChapter 18: Project: Creating a QuizCreating the Quiz LayoutCreating the KeyboardEvent HandlerUncoupling the QuizChapter 19: Desktop Applications with Adobe AIRCreating a Desktop ProjectResponding to Desktop EventsUnderstanding Differences Between Desktop and Browser ApplicationsCustomizing the Look of your ApplicationChapter 20: Project: Bare Bones, A Desktop ApplicationChapter 21: Mobile Applications with Adobe AIRConfiguring your environment for AndroidConfiguring your environment for iOSWorking with Multitouch EventsWorking with the AccelerometerCreating Adaptive Layouts using ActionScriptTesting and Debugging your ApplicationProject: Mini Bones, A Mobile ApplicationPart 5: Organizing your Code and Working with External Code LibrariesChapter 22: Understanding PackagesChapter 23: Using InterfacesChapter 24: Extending Text Quality with TLFCapabilities of TLFIntegrating TLF into your projectWorking with Text using TLFChapter 25: Working with Third Party LibrariesHow to import Third Party LibrariesWorking with SWCs vs. Class PackagesThe Hype FrameworkAdding Hype to your ProjectCreating your first Hype ProjectAppendix: Understanding ActionScript DebuggingThe Debug InterfaceUnderstanding BreakpointsUnderstanding WatchersCapturing Errors and Dealing with themWorking with Runtime ErrorsAppendix: Deciphering ActionScript DocumentationThe Adobe Community Help ClientHow to find the help you needUnderstanding the contents of a Class documentation fileWorking with Sample CodeAppendix: Diving Deep with Flash Builder 4.5Using Flash Builder with Flash ProfessionalCreating ActionScript Projects in Flash BuilderWorking with Exported SWCs from Flash ProfessionalCoding ShortcutsQuick Reference GuideGlossaryIndex

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