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9780596006525

Essential ActionScript 2.0

by
  • ISBN13:

    9780596006525

  • ISBN10:

    0596006527

  • Format: Paperback
  • Copyright: 2004-06-18
  • Publisher: Oreilly & Associates Inc
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Supplemental Materials

What is included with this book?

Summary

In his new book, Flash programming luminary Colin Moock covers everything there is to know about the Flash MX 2004's new language and methodologies for producing movies, animation, and applications on the Web. Moock takes readers through this important new territory with his trademark easy-to-understand style and expertise. Experienced Flash developers, and programmers coming from other languages, will love the sheer depth of Moock's coverage. Novice programmers will appreciate the low- jargon explanations of basic concepts that are glossed over in advanced programming books.

Author Biography

Colin Moock is an independent web guru with a passion for networked creativity and expression. He is author of the world-renowned guide to Flash programming, ActionScript for Flash MX: The Definitive Guide (O Reilly & Associates, 2003). A web professional since 1995, Moock runs one of the Web s most venerable Flash developer sites, http://www.moock.org. He spends most of his time pursuing his cardinal interest, multiuser application development, and working on Unity (http://www.moock.org/unity), moock.org s complete commercial framework for creating and deploying multiuser applications for Macromedia Flash.

Table of Contents

Foreword xi
Preface xv
Part I. The ActionScript 2.0 Language
ActionScript 2.0 Overview
3(10)
ActionScript 2.0 Features
3(2)
Features Introduced by Flash Player 7
5(1)
Flash MX 2004 Version 2 Components
6(2)
ActionScript 1.0 and 2.0 in Flash Player 6 and 7
8(4)
Let's Go OOP
12(1)
Object-Oriented ActionScript
13(11)
Procedural Programming and Object-Oriented Programming
13(1)
Key Object-Oriented Programming Concepts
14(5)
But How Do I Apply OOP?
19(4)
On with the Show!
23(1)
Datatypes and Type Checking
24(35)
Why Static Typing?
30(1)
Type Syntax
31(5)
Compatible Types
36(4)
Built-in Dynamic Classes
40(1)
Circumventing Type Checking
41(4)
Casting
45(9)
Datatype Information for Built-in Classes
54(1)
ActionScript 2.0 Type Checking Gotchas
55(3)
Up Next: Creating Classes---Your Own Datatypes!
58(1)
Classes
59(65)
Defining Classes
59(5)
Constructor Functions (Take 1)
64(1)
Properties
65(16)
Methods
81(31)
Constructor Functions (Take 2)
112(7)
Completing the Box Class
119(4)
Putting Theory into Practice
123(1)
Authoring an ActionScript 2.0 Class
124(34)
Class Authoring Quick Start
124(1)
Designing the ImageViewer Class
125(4)
ImageViewer Implementation (Take 1)
129(5)
Using ImageViewer in a Movie
134(4)
ImageViewer Implementation (Take 2)
138(8)
ImageViewer Implementation (Take 3)
146(11)
Back to the Classroom
157(1)
Inheritance
158(57)
A Primer on Inheritance
158(4)
Subclasses as Subtypes
162(1)
An OOP Chat Example
163(3)
Overriding Methods and Properties
166(27)
Constructor Functions in Subclasses
193(5)
Subclassing Built-in Classes
198(3)
Augmenting Built-in Classes and Objects
201(1)
The Theory of Inheritance
202(11)
Abstract and Final Classes Not Supported
213(1)
Let's Try Inheritance
214(1)
Authoring an ActionScript 2.0 Subclass
215(9)
Extending ImageViewer's Capabilities
215(1)
The ImageViewerDeluxe Skeleton
216(1)
Adding setPosition() and setSize() Methods
217(1)
Autosizing the Image Viewer
218(5)
Using ImageViewerDeluxe
223(1)
Moving Right Along
223(1)
Interfaces
224(14)
The Case for Interfaces
224(2)
Interfaces and Multidatatype Classes
226(1)
Interface Syntax and Use
227(5)
Multiple Type Inheritance with Interfaces
232(4)
Up Next, Packages
236(2)
Packages
238(11)
Package Syntax
239(5)
Defining Packages
244(1)
Package Access and the Classpath
245(3)
Simulating Packages in ActionScript 1.0
248(1)
Just a Little More Theory
248(1)
Exceptions
249(34)
The Exception-Handling Cycle
250(5)
Handling Multiple Types of Exceptions
255(9)
Exception Bubbling
264(4)
The finally Block
268(3)
Nested Exceptions
271(4)
Control Flow Changes in try/catch/finally
275(2)
Limitations of Exception Handling in ActionScript 2.0
277(3)
From Concepts to Code
280(3)
Part II. Application Development
An OOP Application Framework
283(8)
The Basic Directory Structure
284(1)
The Flash Document (.fla file)
284(1)
The Classes
285(2)
The Document Timeline
287(2)
The Exported Flash Movie (.swf file)
289(1)
Projects in Flash MX Professional 2004
290(1)
Let's See It in Action!
290(1)
Using Components with ActionScript 2.0
291(25)
Currency Converter Application Overview
291(1)
Preparing the Flash Document
292(3)
The CurrencyConverter Class
295(13)
Handling Component Events
308(7)
Components Complete
315(1)
MovieClip Subclasses
316(16)
The Duality of MovieClip Subclasses
317(1)
Avatar: A MovieClip Subclass Example
318(8)
Avatar: The Composition Version
326(1)
Issues with Nested Assets
327(3)
A Note on MovieClip Sub-subclasses
330(1)
Curiouser and Curiouser
331(1)
Distributing Class Libraries
332(17)
Sharing Class Source Files
332(6)
Sharing Classes Without Sharing Source Files
338(8)
Solving Real OOP Problems
346(3)
Part III. Design Pattern Examples in ActionScript 2.0
Introduction to Design Patterns
349(3)
Bring on the Patterns
351(1)
The Observer Design Pattern
352(29)
Implementing Observer in ActionScript 2.0
354(6)
Logger: A Complete Observer Example
360(18)
Memory Management Issues with Observer
378(2)
Beyond Observer
380(1)
The Singleton Design Pattern
381(5)
Implementing Singleton in ActionScript 2.0
381(2)
The Singleton Pattern in the Logger Class
383(1)
Singleton Versus Class Methods and Class Properties
384(1)
A Warning Against Singletons as Globals
385(1)
On to User Interfaces
385(1)
The Model-View-Controller Design Pattern
386(37)
The General Architecture of MVC
388(4)
A Generalized MVC Implementation
392(6)
An MVC Clock
398(23)
Further Exploration
421(2)
The Delegation Event Model
423(58)
Structure and Participants
423(4)
The Flow of Logic
427(1)
Core Implementation
427(5)
NightSky: A Delegation Event Model Example
432(10)
Other Event Architectures in ActionScript
442(1)
From Some Place to Some OtherPlace
443(4)
Part IV. Appendixes
A. ActionScript 2.0 Language Quick Reference
447(31)
B. Differences from ECMAScript Edition 4
478(3)
Index 481

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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