Fundamentals of ActionScript 3.0: Develop and Design

Overview

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 ...

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Fundamentals of ActionScript 3.0: Develop and Design

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Overview

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.

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Product Details

  • ISBN-13: 9780321777027
  • Publisher: Peachpit Press
  • Publication date: 7/25/2011
  • Series: Develop and Design Series
  • Edition number: 1
  • Pages: 560
  • Sales rank: 435,023
  • Product dimensions: 7.30 (w) x 9.10 (h) x 1.00 (d)

Table of Contents

Introduction

Part 1: Getting the Fundamentals

Chapter 1: Accessing and Manipulating Objects Accessing Objects Sending Messages to the Output Console Changing Object parameters

Chapter 2: Dynamically Adding Objects to the Stage Creating Named Library Assets Creating new objects on the stage Working with Comments

Chapter 3: Working with Functions Fundamentals of Functions Accepting values in Functions Returning Values from Functions Things to Remember about Functions

Chapter 4: ActionScript and Math Mathematical Operators Combined Assignment Operators Increment and Decrement Operators Order of Operations Using Parenthesis to Force Order

Chapter 5: Creating Events Events: Explained Creating a Mouse Event Handler

Chapter 6: Using Timeline Scripting with Mouse Events Controlling Timeline Playback Using the Event Callback Object and Understanding Scope Using Frame Labels Single Quotes vs. Double Quotes Working with Simple Callback Functions

Chapter 7: Creating a Timer

Chapter 8: Project: Creating a Clock

Part 2: The Basics of Classes

Chapter 9: What is a Class?
What is a Class Overview of a Class Variables Revealed Creating a Class

Chapter 10: Building Out the Class Parts of a Class Import Statement Class Statement Class Constructor Creating the Instance Adding Constructor Properties Customizing the Button Label Customizing Multiple Properties Creating Methods Accessing Methods from Outside the Class

Chapter 11: Doing More with Classes What is the public keyword for?
Restricting Access with private Naming Best Practices for Private Members Getters and Setters: Keeping things Polite Creating Getter and Setter Methods Using the get and set Statements Creating the Document Class

Chapter 12: Project: A Virtual Zoo (NEW)

Part 3: Responding to Conditions

Chapter 13: Conditionals Boolean Variables Testing for Equality Testing for Inequality Demonstrating Equality and Inequality Adding Feedback Testing Conditions The if Statement The if…else Statement The if…else if Statement

Chapter 14: Creating Groups of Objects and Repeating Actions Using Loops What are Loops The for Loop Creating Groups of Items with Arrays Looping through Arrays Controlling the Flow of Loops with break and continue

Chapter 15: Project: Tilr

Chapter 16: Advanced Boolean Logic and Random Numbers Logic Operators The AND Operator The OR Operator Building Complex Conditionals Generating Random Numbers Project: DiceOut!

Part 4: Working with More Events

Chapter 17: Working with Text and the Keyboard Working with Text Fields Understanding Font Embedding Customizing the Text Style Managing Conditions with switch Blocks Differences between Code Types: Key Codes versus Character Codes Recognizing Special Keys

Chapter 18: Project: Creating a Quiz Creating the Quiz Layout Creating the KeyboardEvent Handler Uncoupling the Quiz

Chapter 19: Desktop Applications with Adobe AIR Creating a Desktop Project Responding to Desktop Events Understanding Differences Between Desktop and Browser Applications Customizing the Look of your Application

Chapter 20: Project: Bare Bones, A Desktop Application

Chapter 21: Mobile Applications with Adobe AIR Configuring your environment for Android Configuring your environment for iOS Working with Multitouch Events Working with the Accelerometer Creating Adaptive Layouts using ActionScript Testing and Debugging your Application Project: Mini Bones, A Mobile Application

Part 5: Organizing your Code and Working with External Code Libraries

Chapter 22: Understanding Packages

Chapter 23: Using Interfaces

Chapter 24: Extending Text Quality with TLF Capabilities of TLF Integrating TLF into your project Working with Text using TLF

Chapter 25: Working with Third Party Libraries How to import Third Party Libraries Working with SWCs vs. Class Packages The Hype Framework Adding Hype to your Project Creating your first Hype Project

Appendix: Understanding ActionScript Debugging The Debug Interface Understanding Breakpoints Understanding Watchers Capturing Errors and Dealing with them Working with Runtime Errors

Appendix: Deciphering ActionScript Documentation The Adobe Community Help Client How to find the help you need Understanding the contents of a Class documentation file Working with Sample Code

Appendix: Diving Deep with Flash Builder 4.5
Using Flash Builder with Flash Professional Creating ActionScript Projects in Flash Builder Working with Exported SWCs from Flash Professional

Coding Shortcuts

Quick Reference Guide

Glossary

Index

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