Programmers increasingly use Flash to create database-driven, media-rich applications. Sometimes on the Web, sometimes stand-alone, Flash applications are interactive and, therefore, Flash is becoming more and more attractive as a programming environment. Because of its complexity, programmers new to Flash have a real need for a concise, practical guide that puts them in control.
Flash Programming Kick Start is a succinct guide to get developers and programmers up-to-speed with using Flash as a programming interface.
About the Author
Bill Sanders is a professor in the University of Hartford's Interactive Information Technology Program, where his focus is on rich Internet applications and the interaction between Internet creations and people. He has written six other books on Macromedia Flash, including works on Flash ActionScript and Flash Communication Server. He has served as a consultant for several different computer manufacturers and as a developmental consultant for a number of software companies. He has also worked with national and international development and design teams in creating Flash sites.
Table of Contents
The World of Flash MX Professional 2004.
Who This Book Is For. How to Use This Book. Flash Origins. Were Not in Kansas Anymore: Approaching Flash Pro. A Tale of Two Flashes. Whats New in Flash MX Professional 2004?
I. GETTING STARTED IN FLASHS WORK ENVIRONMENT.
1. Getting to Know Flash Pro.
Getting the Flavor of Flash. The Stage. The Timeline. Scenes. Flash Files. Graphics and Symbols. Text. Video. Whats Next? In Brief.
2. The Flash Pro Interface.
Menus. Tools Panel. Panels and Toolbars. Saving and Publishing Flash Movies. Whats Next? In Brief.
3. Adding ActionScript to Your Animation.
The Role of ActionScript 2.0 in Flash Pro Development. Object-Oriented and Procedural Programming. Using the Behaviors Panel. Using the Actions Panel. Whats Next? In Brief.
II. CREATING FLASH SITES.
4. Animations and Interactions.
Quick Review of Animation Basics. Vector Graphics Versus Bitmap Graphics. Working the Timeline. Masking Layers. Timeline Effects. Coordinating Animated Parts. Whats Next? In Brief.
5. Movie Clip Control.
Movie Clip Levels and Hierarchies. The MovieClip Class. Linking User Classes to Movie Clips. Whats Next? In Brief.
6. Viewing and Entering Information with Text Fields.
Understanding Flash Text Fields. Working with the TextField Class. Using the Stylesheet Class. Styling with the TextFormat Class. In Brief.
7. Tools for Use with Text and Text Components.
Using the Selection Class with the TextField Class. Printing Text with the PrintJob Class. Using the ContextMenu Class. Working with Text Components. Using the Mouse Class. In Brief.
Flash Navigation Strategies. Thinking Buttons and Navigation. Navigating to External Documents. Using Navigation Tools to Compile Data. Focus Navigation. Establishing Mutually Exclusive Options. In Brief.
9. Producing Online Slide Shows.
Using Screen Slides. Working with a Screen Hierarchy. Adding Content to Slides. Creating Slide Transitions and Screen Events. Using Screen Forms. In Brief.
10. Adding Video and Sound.
Adding Sound to Flash Movies. Using Media Components. Working with Media Classes. In Brief.
11. Formatting and Calculating.
Using the String Class to Format Text. Performing Math Calculations. Static and Dynamic Uses of the Date Components. Formatting Component Styles. In Brief.
12. Dealing with External Data and Objects.
Loading and Using Variables from Text Files. Using the LoadVars Class for External Data. Working with the Data Components. In Brief.