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Learn Programming with Flash MX

Overview

Learn Programming with Flash MX, a book for absolute beginners, covers the fundamental programming principles and skills that every programmer needs to master in order to create well-structured and efficient code that lives up to professional standards.

This book employs a truly unique classroom-based approach to learning, with the goal of establishing core, practical programming skills. Each chapter presents a lesson covering a distinct topic of programming with ActionScript. ...

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Paperback (2004)
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Overview

Learn Programming with Flash MX, a book for absolute beginners, covers the fundamental programming principles and skills that every programmer needs to master in order to create well-structured and efficient code that lives up to professional standards.

This book employs a truly unique classroom-based approach to learning, with the goal of establishing core, practical programming skills. Each chapter presents a lesson covering a distinct topic of programming with ActionScript. In each "class", theory and practice are smoothly blended together with plenty of practical examples. The class project that runs through the book reinforces the learning in an integrated, real-world context, using Flash MX as the illustrative vehicle.

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Product Details

  • ISBN-13: 9781590592410
  • Publisher: Apress
  • Publication date: 10/30/2003
  • Edition description: 2004
  • Edition number: 1
  • Pages: 480
  • Product dimensions: 0.97 (w) x 10.00 (h) x 7.00 (d)

Meet the Author

A bio is not available for this author.

Kristian Besley has worked with multimedia for three years, but has been creative with computers for much longer. He currently develops Flash-based material within an educational environment. This material includes interactive presentations to illustrate how scientific things work, as well as graphical user interfaces and tools allowing web-based content creation with basic computer skills. He was a contributing author on the seminal Flash Math Creativity, and many other friends of ED books. In 2002, he launched the world's first bi-annual HTML markup-based TableArt competition. The competition was an unbelievable success.

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Table of Contents

Welcome to the class 1
Class 1 Meet the students 5
Class 2 The Kiosk Project 41
Class 3 Programming Concepts 75
Class 4 Symbols and Objects 119
Class 5 Interaction 147
Class 6 Programming Structures 179
Class 7 Starting the Kiosk Project 213
Class 8 Arrays 253
Class 9 Functions 285
Class 10 The Statistics Report 317
Class 11 Finishing the Kiosk Project 359
Class 12 Modifying the Case Study 393
App. A Class 1 Handout: Flash Tools 435
App. B Class 1 Handout: Shape Tweening 449
App. C ASCII and Key codes 455
Index 459
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