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9780735713802

Object-Oriented Programming with ActionScript 2. 0

by ; ;
  • ISBN13:

    9780735713802

  • ISBN10:

    0735713804

  • Format: Paperback
  • Copyright: 2004-01-01
  • Publisher: New Riders Press
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Summary

Master the principles of object-oriented programming as it is used with the most recent version of ActionScripting. This book is designed to provide readers with an understanding of object-oriented programming, ActionScript 2.0, and the interaction of the two. Section 1 begins with an introduction to ActionScript 2.0 and the specifics of building classes in AS2. Other topics of discussion include adding properties and methods to classes, inheritance, interfaces, inter-object communications, the details and implications of object-oriented design as a process, and working with and building components. Section 2 investigates the server side of applications. In the new Rich Internet Application paradigm, Flash MX 2004 is used as the user interface to an Internet based Client-Server application, and we will frequently need to interact with other server based technologies. Chapters discuss the importance of the server model; specific methods to interact with different server side technologies, including WebServices, XML files, and even simple text files; and the specific ramifications of working with the Flash Communication Server. Section 3 ties all of the concepts presented in the first two sections together by building a single cohesive application. Step-by-step procedures for conceptualizing and building the application are provided along with detailed coverage of how to debug and optimize the application.

Author Biography

Jeff Tapper is the Chief Technologist for Tapper.net Consulting James Talbot is a member of the Macromedia Educational Services team Robin Haffner is an Enterprise Technologist with HaffnerGraphic

Table of Contents

The Basics
What's New in ActionScript 2.0?p. 3
What Is ActionScript 2.0?p. 3
Improvements in ActionScriptp. 4
Before and After in ActionScriptp. 4
Using ActionScript 2.0 to Publish Flash Player 6 Applicationsp. 5
Basic Syntaxp. 7
Case Sensitivityp. 7
Typing Variablesp. 8
Code Hintingp. 8
Datatypesp. 9
The ActionScript Editorp. 10
ActionScript Classesp. 11
Referencing ActionScript Filesp. 12
The class Keywordp. 12
Public and Private Attributesp. 13
Static Attributep. 15
The extends Keywordp. 15
Dynamic Attributep. 16
Visual Class Linkagep. 16
Implicit Getters/Settersp. 17
Interface and Implements Constructsp. 21
Organizing Classes in Packagesp. 22
V2 Componentsp. 23
Connecting Flash MX 2004 Professional to an Application Serverp. 25
Data Connectionp. 25
Visual Data Bindingp. 26
Summaryp. 27
All the World Is an Objectp. 29
What Is an Object?p. 29
Why Objects?p. 30
OOP Versus Proceduralp. 30
Understanding Classesp. 32
Anatomy of a Classp. 33
Propertiesp. 34
Variable Scopep. 35
Methodsp. 36
The Constructorp. 38
What's in a Name?p. 39
The Objects Shall Inherit the Earthp. 41
Creating Objects from Classesp. 41
Include Versus importp. 42
Packages and the Classpathp. 43
Built-In Classesp. 48
Dynamic Classesp. 49
Summaryp. 52
We're All Described by Our Propertiesp. 53
Variable-to-Property Analogyp. 53
Properties in the Real Worldp. 54
Properties of Familiar Macromedia Flash MX 2004 Objectsp. 55
Strong Datatypes for Propertiesp. 57
Private Propertyp. 59
Public Versus Privatep. 59
Data Hidingp. 60
Getters and Settersp. 61
Static Propertiesp. 65
Built-In Objects with Static Propertiesp. 66
Adding Static Properties to Custom Classesp. 66
Summaryp. 68
Method to the Madnessp. 69
Understanding the Role of Methods in ActionScript 2.0p. 70
Understanding Methods in Real-World Codingp. 71
ActionScript 2.0 Functions Versus ActionScript 2.0 Methodsp. 72
User-Defined Functions to Methodsp. 74
Strong Datatypes for Methodsp. 76
Private Attribute for Methodsp. 77
Data Hidingp. 78
Getters and Settersp. 79
Building Implicit Getters/Settersp. 81
Using Static Methodsp. 82
Summaryp. 83
The Meek Shall Inherit the Earthp. 85
Understanding Object Composition and Inheritancep. 85
What Is Inheritance Exactly?p. 86
Why Is Inheritance Important?p. 86
The Class Hierarchy of Built-In Objectsp. 88
Everything Is an Objectp. 88
Visual and Nonvisual Objectsp. 88
Where Do Our Classes Fit In?p. 89
Implementing Inheritancep. 90
extends Keywordp. 92
Method and Property Overridingp. 95
super--Thanks for Asking...p. 97
super and Constructorsp. 99
A Word on Multiple Inheritancep. 100
Will the Real Method Please Stand Upp. 101
Polymorphismp. 102
What Is It Again?p. 102
How Does It Work?p. 103
Castingp. 105
A Nod to the Past--Prototype-Based Objectsp. 107
Summaryp. 110
Understanding Interfaces in ActionScript 2.0p. 111
Interfaces and Inheritancep. 112
A Contract for Classesp. 114
Why Use Interfaces?p. 115
Creating Interfacesp. 116
Implementing Interfacesp. 118
Multiple Interfacesp. 119
Extending Interfacesp. 121
Summaryp. 122
Are You Talking to Me?p. 123
Effective Communicationsp. 123
Messages as Inter-Object Communicationsp. 124
Events as Inter-Object Communicationsp. 125
Handling Eventsp. 128
Handling Messages with Listenersp. 128
Handling Messages with Callbacksp. 131
Handling Events from Flash User Interface (UI) Componentsp. 133
Using AsBroadcaster to Broadcast Custom Messagesp. 135
Summaryp. 142
Object-Oriented Designp. 143
Characteristics of a Sound Object-Oriented Designp. 144
Productivityp. 144
Scalabilityp. 144
Integration with Existing Systemsp. 145
Maintainabilityp. 145
Less Code, More Planningp. 145
Phases of a Projectp. 146
Identifying the Problem Domainp. 147
Defining the Solutionp. 148
The Designp. 152
Implementation (Iterative and Incremental Development)p. 158
Testingp. 158
Deploymentp. 159
Adapting to Changep. 159
Summaryp. 160
Building and Using UI Componentsp. 161
Where to Get UI Componentsp. 162
What's New in Version 2 Components?p. 162
Usability and Accessibilityp. 163
SWC Filesp. 163
The Visual Interface for Componentsp. 164
The Version 2 Component APIsp. 170
Building a Simple Application with Version 2 Componentsp. 174
Examining Component Architecturep. 181
Creating the Visual Look and Feel of a Componentp. 182
Examining the Class Files of a Componentp. 186
Summaryp. 193
The Other Half of the Equation
To Protect and Servep. 197
A Brief History of Computer Applicationsp. 198
Mainframe Computersp. 198
The Age of Microcomputersp. 198
Client/Server Computingp. 198
The Internetp. 199
Establishing the Need for Rich Internet Applications (RIAs)p. 200
Local Datap. 201
Benefitsp. 201
Liabilitiesp. 201
Remote Datap. 201
Local/Remote Hybrid Applicationsp. 202
Looking Aheadp. 203
Summaryp. 204
Reading Data Filesp. 205
loadVariables() and LoadVarsp. 206
Proper Format for the Text Filep. 207
Where Can the File Be Located?p. 208
Reading Text Filesp. 208
Flash Vars and the Query Stringp. 211
Flash Varsp. 212
Query Stringp. 213
Shared Objectp. 213
Creating and Populating a SharedObjectp. 214
Saving a SharedObjectp. 215
LocalConnection Objectp. 217
Security on the Receiving Moviep. 218
Security on the Sending Moviep. 219
Summaryp. 220
XML and Flashp. 221
What Is XML?p. 222
Write Once, Read Anywherep. 225
XML Objectp. 226
Reading an XML Documentp. 226
Sending an XML Documentp. 237
XMLSocket Classp. 240
How to Use a Socketp. 241
Socket Securityp. 242
XML Connectorp. 242
XML Communications Simplifiedp. 243
Binding XML Datap. 244
Summaryp. 244
Web Servicesp. 245
Web Services Standardsp. 246
WSDLp. 246
SOAPp. 248
UDDIp. 249
Current State of Web Services Technologyp. 249
Web Services in Flashp. 250
Lazy Decodingp. 251
Web Services Sandbox Security in the Flash Playerp. 252
Connecting to Web Services in Flashp. 253
Connecting to Web Services with Flash Remotingp. 253
Web Services Connector Componentp. 254
Web Services Classesp. 258
The DataAccess Class with Web Servicesp. 263
Summaryp. 266
Using Client-Side Data Integrationp. 269
Understanding the Data Management Processp. 270
Connector Componentsp. 272
Using Schemasp. 278
Managing Data Using The Flash MX Professional 2004 Architecturep. 281
Moving Data from the Connector to the Datasetp. 282
Using the DataSet Componentp. 283
The Delta Packet Classesp. 289
Resolversp. 290
DataHolder Componentp. 292
Flash Remotingp. 293
Benefits of Flash Remotingp. 294
Using Flash Remotingp. 295
Summaryp. 301
Flash Communication Server MX Applicationsp. 303
Understanding the Flash Communication Server MXp. 304
It's Not Just a Lean, Mean Streaming Machinep. 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
Connectivityp. 307
Streamingp. 307
Programmingp. 308
Developing Flash Communication Server MX Applications in Flashp. 308
Flash Communication Server MXp. 310
The Applications Folderp. 310
Flash Video and MP3 Sound Assetsp. 311
ActionScriptp. 312
Debugging Toolsp. 312
HTML Container Files and Web Serverp. 313
ActionScript and the Programming Modelp. 313
Persistent Connectionp. 314
Flash Communication ActionScript Objectsp. 315
SSASp. 316
Streamingp. 317
Remote SharedObjectsp. 318
Information Objectsp. 320
Messagingp. 321
Flash Communication Server MX Component Frameworkp. 322
OOP Nature of Flash Communication Server MXp. 323
Client Objectp. 324
Remote SharedObjectp. 324
Editions and Licensingp. 327
The Developer Editionp. 327
The Personal Editionp. 328
The Professional Editionp. 328
Unlimited Capacity Packsp. 328
Supported Server Environmentsp. 329
Flash Communication Server MX Resourcesp. 337
Summaryp. 337
Designing, Implementing, and Debugging the Application
Pulling It All Togetherp. 341
Identifying the Problem Domainp. 341
Business Requirements of the Applicationp. 342
Challenges of a Call Centerp. 344
Defining the Solutionp. 344
Use Case Diagramp. 345
Domain Modelp. 345
Designing the Systemp. 346
Product Domainp. 347
The Offer Classp. 359
Customerp. 374
The Employee Classp. 384
The Subscription Classp. 394
Tying It All Togetherp. 411
Movie Clip Architecturep. 411
Building the Classesp. 411
Adapting to Changesp. 428
System Auditingp. 428
Public Websitep. 428
Summaryp. 429
Debugging and Tuning the Applicationp. 431
Using DataTypingp. 432
Using the Trace Functionp. 433
Building a Dump Classp. 438
Building and Structuring the Dump Classp. 439
The Final Dump Classp. 446
Exception Handlingp. 447
Using the Try, Throw, Catch, and Finally Keywordsp. 449
Using Error Handling in Functionsp. 455
Summaryp. 456
Indexp. 459
Table of Contents provided by Rittenhouse. All Rights Reserved.

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