DescriptionThe 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.
Part I: ActionScript 3.0 Language Basics 1
Chapter 1: Introducing ActionScript 3.0 3
Chapter 2: ActionScript 3.0 Language Basics 15
Chapter 3: Functions and Methods 39
Chapter 4: Object Oriented Programming 51
Chapter 5: Validating Your Program 103
Part II: Core ActionScript 3.0 Data Types 111
Chapter 6: Text, Strings, and Characters 113
Chapter 7: Numbers, Math, and Dates 125
Chapter 8: Arrays 145
Chapter 9: Vectors 167
Chapter 10: Objects and Dictionaries 181
Chapter 11: XML and E4X 191
Chapter 12: Regular Expressions 225
Chapter 13: Binary Data and ByteArrays 257
Part III: The Display List 271
Chapter 14: Visual Programming with the Display List 273
Chapter 15:Working in Three Dimensions 301
Chapter 16: Working with DisplayObjects in Flash Professional 321
Chapter 17: Text, Styles, and Fonts 329
Chapter 18: Advanced Text Layout 367
Chapter 19: Printing 399
Part IV: Event-Driven Programming 407
Chapter 20: Events and the Event Flow 409
Chapter 21: Interactivity with the Mouse and Keyboard 429
Chapter 22: Timers and Time-Driven Programming 461
Chapter 23: Multitouch and Accelerometer Input 473
Part V: Error Handling 489
Chapter 24: Errors and Exceptions 491
Chapter 25: Using the AVM2 Debugger 505
Chapter 26: Making Your Application Fault-Tolerant 523
Part VI: External Data 531
Chapter 27: Networking Basics and Flash Player Security 533
Chapter 28: Communicating with Remote Services 561
Chapter 29: Storing and Sending Data with SharedObject 571
Chapter 30: File Access 589
Part VII: Sound and Video 603
Chapter 31: Playing and Generating Sound 605
Chapter 32: Playing Video 625
Chapter 33: Capturing Sound and Video 643
Part VIII: Graphics Programming and Animation 655
Chapter 34: Geometric and Color Transformations 657
Chapter 35: Programming Vector Graphics 687
Chapter 36: Programming Bitmap Graphics 733
Chapter 37: Applying Filters 769
Chapter 38: Writing Shaders with Pixel Bender 803
Chapter 39: Scripting Animation 835
Chapter 40: Advanced 3D 855
Part IX: Flash in Context 877
Chapter 41: Globalization, Accessibility, and Color Correction 879
Chapter 42: Deploying Flash on the Web 897
Chapter 44: Local Connections between Flash Applications 911
|162||Error in Text|
the new array, squaredArray, contains the results of the getSquare() function...
... the results of the square() function...
|276||Error in Text|
The printed phrase ... is at (5,2) relative to the stage's coordinate system.
... is at (7,2) relative to ... .
|431||Error in Text|
Set both to true and the display object and its contents become completely non-reactive...
true should be false .