The Basics | |
What's New in ActionScript 2.0? | p. 3 |
What Is ActionScript 2.0? | p. 3 |
Improvements in ActionScript | p. 4 |
Before and After in ActionScript | p. 4 |
Using ActionScript 2.0 to Publish Flash Player 6 Applications | p. 5 |
Basic Syntax | p. 7 |
Case Sensitivity | p. 7 |
Typing Variables | p. 8 |
Code Hinting | p. 8 |
Datatypes | p. 9 |
The ActionScript Editor | p. 10 |
ActionScript Classes | p. 11 |
Referencing ActionScript Files | p. 12 |
The class Keyword | p. 12 |
Public and Private Attributes | p. 13 |
Static Attribute | p. 15 |
The extends Keyword | p. 15 |
Dynamic Attribute | p. 16 |
Visual Class Linkage | p. 16 |
Implicit Getters/Setters | p. 17 |
Interface and Implements Constructs | p. 21 |
Organizing Classes in Packages | p. 22 |
V2 Components | p. 23 |
Connecting Flash MX 2004 Professional to an Application Server | p. 25 |
Data Connection | p. 25 |
Visual Data Binding | p. 26 |
Summary | p. 27 |
All the World Is an Object | p. 29 |
What Is an Object? | p. 29 |
Why Objects? | p. 30 |
OOP Versus Procedural | p. 30 |
Understanding Classes | p. 32 |
Anatomy of a Class | p. 33 |
Properties | p. 34 |
Variable Scope | p. 35 |
Methods | p. 36 |
The Constructor | p. 38 |
What's in a Name? | p. 39 |
The Objects Shall Inherit the Earth | p. 41 |
Creating Objects from Classes | p. 41 |
Include Versus import | p. 42 |
Packages and the Classpath | p. 43 |
Built-In Classes | p. 48 |
Dynamic Classes | p. 49 |
Summary | p. 52 |
We're All Described by Our Properties | p. 53 |
Variable-to-Property Analogy | p. 53 |
Properties in the Real World | p. 54 |
Properties of Familiar Macromedia Flash MX 2004 Objects | p. 55 |
Strong Datatypes for Properties | p. 57 |
Private Property | p. 59 |
Public Versus Private | p. 59 |
Data Hiding | p. 60 |
Getters and Setters | p. 61 |
Static Properties | p. 65 |
Built-In Objects with Static Properties | p. 66 |
Adding Static Properties to Custom Classes | p. 66 |
Summary | p. 68 |
Method to the Madness | p. 69 |
Understanding the Role of Methods in ActionScript 2.0 | p. 70 |
Understanding Methods in Real-World Coding | p. 71 |
ActionScript 2.0 Functions Versus ActionScript 2.0 Methods | p. 72 |
User-Defined Functions to Methods | p. 74 |
Strong Datatypes for Methods | p. 76 |
Private Attribute for Methods | p. 77 |
Data Hiding | p. 78 |
Getters and Setters | p. 79 |
Building Implicit Getters/Setters | p. 81 |
Using Static Methods | p. 82 |
Summary | p. 83 |
The Meek Shall Inherit the Earth | p. 85 |
Understanding Object Composition and Inheritance | p. 85 |
What Is Inheritance Exactly? | p. 86 |
Why Is Inheritance Important? | p. 86 |
The Class Hierarchy of Built-In Objects | p. 88 |
Everything Is an Object | p. 88 |
Visual and Nonvisual Objects | p. 88 |
Where Do Our Classes Fit In? | p. 89 |
Implementing Inheritance | p. 90 |
extends Keyword | p. 92 |
Method and Property Overriding | p. 95 |
super--Thanks for Asking... | p. 97 |
super and Constructors | p. 99 |
A Word on Multiple Inheritance | p. 100 |
Will the Real Method Please Stand Up | p. 101 |
Polymorphism | p. 102 |
What Is It Again? | p. 102 |
How Does It Work? | p. 103 |
Casting | p. 105 |
A Nod to the Past--Prototype-Based Objects | p. 107 |
Summary | p. 110 |
Understanding Interfaces in ActionScript 2.0 | p. 111 |
Interfaces and Inheritance | p. 112 |
A Contract for Classes | p. 114 |
Why Use Interfaces? | p. 115 |
Creating Interfaces | p. 116 |
Implementing Interfaces | p. 118 |
Multiple Interfaces | p. 119 |
Extending Interfaces | p. 121 |
Summary | p. 122 |
Are You Talking to Me? | p. 123 |
Effective Communications | p. 123 |
Messages as Inter-Object Communications | p. 124 |
Events as Inter-Object Communications | p. 125 |
Handling Events | p. 128 |
Handling Messages with Listeners | p. 128 |
Handling Messages with Callbacks | p. 131 |
Handling Events from Flash User Interface (UI) Components | p. 133 |
Using AsBroadcaster to Broadcast Custom Messages | p. 135 |
Summary | p. 142 |
Object-Oriented Design | p. 143 |
Characteristics of a Sound Object-Oriented Design | p. 144 |
Productivity | p. 144 |
Scalability | p. 144 |
Integration with Existing Systems | p. 145 |
Maintainability | p. 145 |
Less Code, More Planning | p. 145 |
Phases of a Project | p. 146 |
Identifying the Problem Domain | p. 147 |
Defining the Solution | p. 148 |
The Design | p. 152 |
Implementation (Iterative and Incremental Development) | p. 158 |
Testing | p. 158 |
Deployment | p. 159 |
Adapting to Change | p. 159 |
Summary | p. 160 |
Building and Using UI Components | p. 161 |
Where to Get UI Components | p. 162 |
What's New in Version 2 Components? | p. 162 |
Usability and Accessibility | p. 163 |
SWC Files | p. 163 |
The Visual Interface for Components | p. 164 |
The Version 2 Component APIs | p. 170 |
Building a Simple Application with Version 2 Components | p. 174 |
Examining Component Architecture | p. 181 |
Creating the Visual Look and Feel of a Component | p. 182 |
Examining the Class Files of a Component | p. 186 |
Summary | p. 193 |
The Other Half of the Equation | |
To Protect and Serve | p. 197 |
A Brief History of Computer Applications | p. 198 |
Mainframe Computers | p. 198 |
The Age of Microcomputers | p. 198 |
Client/Server Computing | p. 198 |
The Internet | p. 199 |
Establishing the Need for Rich Internet Applications (RIAs) | p. 200 |
Local Data | p. 201 |
Benefits | p. 201 |
Liabilities | p. 201 |
Remote Data | p. 201 |
Local/Remote Hybrid Applications | p. 202 |
Looking Ahead | p. 203 |
Summary | p. 204 |
Reading Data Files | p. 205 |
loadVariables() and LoadVars | p. 206 |
Proper Format for the Text File | p. 207 |
Where Can the File Be Located? | p. 208 |
Reading Text Files | p. 208 |
Flash Vars and the Query String | p. 211 |
Flash Vars | p. 212 |
Query String | p. 213 |
Shared Object | p. 213 |
Creating and Populating a SharedObject | p. 214 |
Saving a SharedObject | p. 215 |
LocalConnection Object | p. 217 |
Security on the Receiving Movie | p. 218 |
Security on the Sending Movie | p. 219 |
Summary | p. 220 |
XML and Flash | p. 221 |
What Is XML? | p. 222 |
Write Once, Read Anywhere | p. 225 |
XML Object | p. 226 |
Reading an XML Document | p. 226 |
Sending an XML Document | p. 237 |
XMLSocket Class | p. 240 |
How to Use a Socket | p. 241 |
Socket Security | p. 242 |
XML Connector | p. 242 |
XML Communications Simplified | p. 243 |
Binding XML Data | p. 244 |
Summary | p. 244 |
Web Services | p. 245 |
Web Services Standards | p. 246 |
WSDL | p. 246 |
SOAP | p. 248 |
UDDI | p. 249 |
Current State of Web Services Technology | p. 249 |
Web Services in Flash | p. 250 |
Lazy Decoding | p. 251 |
Web Services Sandbox Security in the Flash Player | p. 252 |
Connecting to Web Services in Flash | p. 253 |
Connecting to Web Services with Flash Remoting | p. 253 |
Web Services Connector Component | p. 254 |
Web Services Classes | p. 258 |
The DataAccess Class with Web Services | p. 263 |
Summary | p. 266 |
Using Client-Side Data Integration | p. 269 |
Understanding the Data Management Process | p. 270 |
Connector Components | p. 272 |
Using Schemas | p. 278 |
Managing Data Using The Flash MX Professional 2004 Architecture | p. 281 |
Moving Data from the Connector to the Dataset | p. 282 |
Using the DataSet Component | p. 283 |
The Delta Packet Classes | p. 289 |
Resolvers | p. 290 |
DataHolder Component | p. 292 |
Flash Remoting | p. 293 |
Benefits of Flash Remoting | p. 294 |
Using Flash Remoting | p. 295 |
Summary | p. 301 |
Flash Communication Server MX Applications | p. 303 |
Understanding the Flash Communication Server MX | p. 304 |
It's Not Just a Lean, Mean Streaming Machine | p. 304 |
It's About Sharing (and a Little Streaming) | p. 304 |
For What Is Flash Communication Server MX Used? | p. 305 |
How Does Flash Communication Server MX Work? | p. 307 |
Connectivity | p. 307 |
Streaming | p. 307 |
Programming | p. 308 |
Developing Flash Communication Server MX Applications in Flash | p. 308 |
Flash Communication Server MX | p. 310 |
The Applications Folder | p. 310 |
Flash Video and MP3 Sound Assets | p. 311 |
ActionScript | p. 312 |
Debugging Tools | p. 312 |
HTML Container Files and Web Server | p. 313 |
ActionScript and the Programming Model | p. 313 |
Persistent Connection | p. 314 |
Flash Communication ActionScript Objects | p. 315 |
SSAS | p. 316 |
Streaming | p. 317 |
Remote SharedObjects | p. 318 |
Information Objects | p. 320 |
Messaging | p. 321 |
Flash Communication Server MX Component Framework | p. 322 |
OOP Nature of Flash Communication Server MX | p. 323 |
Client Object | p. 324 |
Remote SharedObject | p. 324 |
Editions and Licensing | p. 327 |
The Developer Edition | p. 327 |
The Personal Edition | p. 328 |
The Professional Edition | p. 328 |
Unlimited Capacity Packs | p. 328 |
Supported Server Environments | p. 329 |
Flash Communication Server MX Resources | p. 337 |
Summary | p. 337 |
Designing, Implementing, and Debugging the Application | |
Pulling It All Together | p. 341 |
Identifying the Problem Domain | p. 341 |
Business Requirements of the Application | p. 342 |
Challenges of a Call Center | p. 344 |
Defining the Solution | p. 344 |
Use Case Diagram | p. 345 |
Domain Model | p. 345 |
Designing the System | p. 346 |
Product Domain | p. 347 |
The Offer Class | p. 359 |
Customer | p. 374 |
The Employee Class | p. 384 |
The Subscription Class | p. 394 |
Tying It All Together | p. 411 |
Movie Clip Architecture | p. 411 |
Building the Classes | p. 411 |
Adapting to Changes | p. 428 |
System Auditing | p. 428 |
Public Website | p. 428 |
Summary | p. 429 |
Debugging and Tuning the Application | p. 431 |
Using DataTyping | p. 432 |
Using the Trace Function | p. 433 |
Building a Dump Class | p. 438 |
Building and Structuring the Dump Class | p. 439 |
The Final Dump Class | p. 446 |
Exception Handling | p. 447 |
Using the Try, Throw, Catch, and Finally Keywords | p. 449 |
Using Error Handling in Functions | p. 455 |
Summary | p. 456 |
Index | p. 459 |
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