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Book Freeshipping Learning Action Script 3.0 The Guideline For Beginners

Posted at: Offers to Sell and Export | Posted on: Mon 07 Jun, 2010 1:29 am | Product Category: Reference books [3760]
 
book freeshipping learning action script 3 0 guideline beginners
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Learning Action Script 3.0: The Guideline for Beginners, by Rich Shupe and Zevan Rosser, English, Paperback,



2009

Product Details

Author Rich Shupe and Zevan Rosser

Press Southeastern University Press

Isbn 7564114487/9787564114480

Publication Date Jan 2009

Pages 363

Size 16K

Edition First

Cover Hardcover

Language English

Page material gelatine plate paper

Product Description:

This book is an ideal guideline for beginners of ActionScript3.0, which clearly explains how Action Script and Flash work, describes the new way of coordinating the power and function of Action Script 3.0, how to use Action Script 3.0 in Action Script 3.0 professional edition and flash player, the common mistakes people usually made in using this grogram, how to format the language, use the voice and video coding for drawing and other content, how to use procedure oriented and object-oriented skill scripting, how to load factor and data by the file format of SWF, image, txt and XML. This book is not only confined to simply pyramiding script, but also includes how to develop a project and what resources can be of help to you.

Content:

Preface

Part I Getting Started

Chapter 1

ActionScript Overview

What Is ActionScript 3.0?

The Flash Platform

Procedural Versus Object-Oriented Programming

The Document Class

Legacy Code Compatibility

Chapter 2

Core Language Fundamentals

Miscellaneous Basics

Variables and Data Types

Conditionals

Loops

Arrays

Functions

Custom Objects

this

Absolute versus Relative Addresses

Part II Graphics and Interaction

Chapter 3

Properties, Methods, and Events

Inherited Attributes

Properties

Events

Methods

Event Propagation

Frame and Timer Events

Removing Event Listeners

Chapter 4

The Display List

The Sum of Its Parts

Adding and Removing Children

Managing Object Names, Positions, and Data Types

Changing the Display List Hierarchy

A Dynamic Navigation Bar

Chapter 5

Timeline Control

Playhead Movement

Frame Labels

Frame Rate

A Simple Site or Application Structure

Chapter 6

Oop

Classes

Inheritance

Composition

Encapsulation

Polymorphism

Navigation Bar Revisited

Chapter 7

Motion

Basic Movement

Geometry and Trigonometry

Physics

Programmatic Tweening

Timeline Animation Recreations

Particle Systems

Chapter 8

Drawing with Vectors

The Graphics Class

The Geometry Package

The Motion Package

9-Slice Scaling

Applied Examples

Chapter 9

Drawing with Pixels

Bitmap Caching

The BitmapData Class

Blend Modes

Bitmap Filters

Color Effects

Image Encoding and Saving

Part III Text

Chapter 10

Text

Creating Text Fields

Setting Text Field Characteristics

Selecting Text

Formatting Text

Formatting with HTML and CSS

Triggering ActionScriot from HTML Links

Parsing Text Fields

Loading HTML and CSS

Part IV Sound and Video

Chapter 11

Sound

ActionScript Sound Architecture

Internal and External Sounds

Playing, Stopping, and Pausing Sounds

Buffering Streaming Sounds

Changing Sound Volume and Pan

Reading ID3 Metadata from MP3 Sounds

Visualizing Sound Data

Working with Microphone Sound

Waveform Visualization

Chapter 12

Video

Encoding

Components

Full-screen Video

Captions

Coding Your Own Video Playback

Part V Input/Output

Chapter 13

Loading Assets

Loading Sound and Video

Loading Text

Loading Display Objects

Communicating Across ActionScript Virtual Machines

Taking a Brief Look at Security

Chapter 14

XML and E4X

Understanding XML Structure

Creating an XML Object

Reading XML

Writing XML

Deleting XML Elements

Loading External XML Documents

Communicating with XML Servers

An XML-Based Navigation System

Part VI Programming Design and Resources

Chapter 15

Programming Design and Resources

Programming Design Methodologies

Object-Oriented Design Patterns

Resources

Index

……

Preface:

When deciding if the book in your hands will be a good resource for your library, it might help you to know why we, the authors, wrote this particular book. We are both developers who use Flash extensively in our everyday work, but we are also teachers. Collectively, we have taught thousands of stu-dents at multiple universities, training facilities, and conferences, and yet weshare one significant common experience. We were consistently told that nofeature-rich ActionScript book satisfied this beginner audience.At first we were surprised at how truly overwhelming this sentiment was, but then we realized that we didn't have enough information to form anopinion. We didn't use beginner resources in our work and had only ourown curriculum to go on. So, we started to research how we could fill thisvoid and provide a book to our students that would really help them beyondthe classroom. We talked with a lot of students, user groups, and instructorsand began to sketch out a book that we thought would put what we learnedinto practice.When ActionScript 3.0 was released, the interested audience grew dra-matically Reactions ranged from excitement to uncertainty to fear, as theActionScript 3.0 learning curve became apparent. Talk of the Flash Platformsplintering into Flex ("developer") and Flash ("designer") camps left manydesigners and beginner programmers more uncertain than ever about theirfutures. When Flash CS3 Professional was released, the need for a guidingresource didn't dissipate (and, in many cases, increased), and we knew it wastime to develop the book you hold in your hands.We hope this book will help Flash users of all kinds——from curious to intimi-dated, from eager to experienced——embrace the power and performance ofActionScript 3.0. We hope these pages will ease the transition from whateverprior version, if any, of ActionScript might have been in use, to the biggestarchitectural change to the language since its inception.



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