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ActionScript 3.0 Bible, 2nd Edition

ISBN: 978-0-470-52523-4
1008 pages
April 2010
ActionScript 3.0 Bible, 2nd Edition (0470525231) cover image
The updated edition on all the latest features and capabilities of ActionScript 3.0 and Flash Player 10.

ActionScript is a popular programming language used primarily for the development of Web sites and software. This update to the successful previous version introduces you to all the exciting new capabilities of ActionScript 3.0. You'll see how ActionScript 3.0 goes beyond its primary use of scripting Flash animations and is now an object-oriented evolution that runs ten times faster than previous versions and can be used in Adobe's new platforms, including Flex and AIR.

Hands-on instruction and step-by-step tutorials enhance your learning process as you discover everything you need to know in order to harness the power of ActionScript 3.0. You'll learn the nitty gritty of building Rich Internet Applications (RIA) and the ins and outs of putting the new features of ActionScript 3.0 to work for you.

  • ActionScript 3.0 goes beyond its original role as a scripting language and has added development features, incredible speed, and the ability to work with Flex and AIR
  • Shows you how to apply advanced graphic effects using Pixel Blender
  • Demonstrates the all-new text and typography capabilities
  • Addresses your new enhanced control over dynamic sound
  • Explains templated types and new vector data structures

ActionScript 3.0 Bible offers you a soup-to-nuts guide on all things ActionScript 3.0 so you can get started working with it immediately.

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Introduction.

Part I: ActionScript 3.0 Language Basics.

Chapter 1: Introducing ActionScript 3.0.

Chapter 2: ActionScript 3.0 Language Basics.

Chapter 3: Functions and Methods.

Chapter 4: Object Oriented Programming.

Chapter 5: Validating Your Program.

Part II: Core ActionScript 3.0 Data Types.

Chapter 6: Text, Strings, and Characters.

Chapter 7: Numbers, Math, and Dates.

Chapter 8: Arrays.

Chapter 9: Vectors.

Chapter 10: Objects and Dictionaries.

Chapter 11: XML and E4X.

Chapter 12: Regular Expressions.

Chapter 13: Binary Data and ByteArrays.

Part III: The Display List.

Chapter 14: Visual Programming with the Display List.

Chapter 15:Working in Three Dimensions.

Chapter 16: Working with DisplayObjects in Flash Professional.

Chapter 17: Text, Styles, and Fonts.

Chapter 18: Advanced Text Layout.

Chapter 19: Printing.

Part IV: Event-Driven Programming.

Chapter 20: Events and the Event Flow.

Chapter 21: Interactivity with the Mouse and Keyboard.

Chapter 22: Timers and Time-Driven Programming.

Chapter 23: Multitouch and Accelerometer Input.

Part V: Error Handling.

Chapter 24: Errors and Exceptions.

Chapter 25: Using the AVM2 Debugger.

Chapter 26: Making Your Application Fault-Tolerant.

Part VI: External Data.

Chapter 27: Networking Basics and Flash Player Security.

Chapter 28: Communicating with Remote Services.

Chapter 29: Storing and Sending Data with SharedObject.

Chapter 30: File Access.

Part VII: Sound and Video.

Chapter 31: Playing and Generating Sound.

Chapter 32: Playing Video.

Chapter 33: Capturing Sound and Video.

Part VIII: Graphics Programming and Animation.

Chapter 34: Geometric and Color Transformations.

Chapter 35: Programming Vector Graphics.

Chapter 36: Programming Bitmap Graphics.

Chapter 37: Applying Filters.

Chapter 38: Writing Shaders with Pixel Bender.

Chapter 39: Scripting Animation.

Chapter 40: Advanced 3D.

Part IX: Flash in Context.

Chapter 41: Globalization, Accessibility, and Color Correction.

Chapter 42: Deploying Flash on the Web.

Chapter 43: Interfacing with JavaScript.

Chapter 44: Local Connections between Flash Applications.

Index.

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Roger Braunstein created partlyhuman, inc., an independent multidisciplinary technology and design shop, in February of 2008. He has done a wide variety of projects for clients large and small as a leader, developer, and animator—and maintains a deep expertise in the Flash/Flex platform. He is an ActionScript veteran and multidisciplinary programmer, and the author of the first edition of the ActionScript 3.0 Bible.
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Do you think you've discovered an error in this book? Please check the list of errata below to see if we've already addressed the error. If not, please submit the error via our Errata Form. We will attempt to verify your error; if you're right, we will post a correction below.

ChapterPageDetailsDatePrint Run
162 Error in Text
"the new array, squaredArray, contains the results of the getSquare() function..."

should read:
"... the results of the square() function..."
6/13/11
276 Error in Text
The printed phrase "... is at (5,2) relative to the stage's coordinate system."

should read:
"... is at (7,2) relative to ...".
6/13/11
431 Error in Text
"Set both to true and the display object and its contents become completely non-reactive..."

"true" should be "false".
08/05/2010
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