Description
Well before Ajax and Windows Presentation Foundation, Macromedia Flash provided the first method for building "rich" web pages. Now, Adobe is making Flash a full-fledged development environment, and learning ActionScript 3.0 is key. That's a challenge for even the most experienced Flash developer. This Cookbook offers more than 300 solutions to solve a wide range of coding dilemmas, so you can learn to work with the new version right away.
Full Description
Table of Contents
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Chapter 1 ActionScript Basics
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Introduction
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Creating an ActionScript Project
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Customizing the Properties of an Application
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Where to Place ActionScript Code
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How to Trace a Message
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Handling Events
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Responding to Mouse and Key Events
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Using Mathematical Operators
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Checking Equality or Comparing Values
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Performing Actions Conditionally
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Performing Complex Conditional Testing
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Repeating an Operation Many Times
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Repeating a Task over Time
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Creating Reusable Code
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Generalizing a Method to Enhance Reusability
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Exiting a Method
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Obtaining the Result of a Method
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Handling Errors
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Chapter 2 Custom Classes
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Introduction
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Creating a Custom Class
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Determining Where to Save a Class
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Creating Properties That Behave As Methods
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Creating Static Methods and Properties
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Creating Subclasses
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Implementing Subclass Versions of Superclass Methods
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Creating Constants
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Dispatching Events
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Chapter 3 Runtime Environment
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Introduction
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Detecting the Player Version
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Detecting the Operating System
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Checking the Player Type
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Checking the System Language
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Detecting Display Settings
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Scaling the Movie
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Changing the Alignment
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Hiding the Flash Player’s Menu Items
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Detecting the Device’s Audio Capabilities
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Detecting the Device’s Video Capabilities
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Prompting the User to Change Player Settings
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Dealing with System Security
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Chapter 4 Numbers and Math
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Introduction
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Representing Numbers in Different Bases
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Converting Between Different Number Systems
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Rounding Numbers
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Inserting Leading or Trailing Zeros or Spaces
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Formatting Numbers for Display Without a Mask
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Formatting Currency Amounts
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Generating a Random Number
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Simulating a Coin Toss
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Simulating Dice
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Simulating Playing Cards
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Generating a Unique Number
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Converting Angle Measurements
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Calculating the Distance Between Two Points
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Determining Points Along a Circle
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Converting Between Units of Measurement
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Chapter 5 Arrays
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Introduction
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Adding Elements to the Start or End of an Array
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Looping Through an Array
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Searching for Matching Elements in an Array
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Removing Elements
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Inserting Elements in the Middle of an Array
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Converting a String to an Array
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Converting an Array to a String
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Creating a Separate Copy of an Array
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Storing Complex or Multidimensional Data
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Sorting or Reversing an Array
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Implementing a Custom Sort
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Randomizing the Elements of an Array
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Getting the Minimum or Maximum Element
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Comparing Arrays
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Creating an Associative Array
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Reading Elements of an Associative Array
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Chapter 6 Display List
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Introduction
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Adding an Item to the Display List
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Removing an Item from the Display List
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Moving Objects Forward and Backward
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Creating Custom Visual Classes
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Creating Simple Buttons
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Loading External Images at Runtime
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Loading and Interacting with External Movies
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Creating Mouse Interactions
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Dragging and Dropping Objects with the Mouse
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Chapter 7 Drawing and Masking
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Introduction
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Setting a Line Style
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Setting Gradient Line Styles
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Drawing a Line
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Drawing a Curve
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Drawing an Arc
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Drawing a Rectangle
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Drawing a Circle
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Drawing an Ellipse
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Drawing a Triangle
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Drawing Regular Polygons
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Drawing a Star
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Filling a Shape with a Solid or Translucent Color
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Filling a Shape with a Gradient
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Filling a Shape with a Bitmap
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Scripting Masks
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Chapter 8 Bitmaps
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Introduction
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Creating a BitmapData Object
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Adding a Bitmap to the Display List
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Drawing a Display Object to a Bitmap
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Loading an External Image into a Bitmap
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Manipulating Pixels
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Creating Rectangular Fills
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Creating a Flood Fill
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Copying Pixels
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Copying Channels
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Creating Noise
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Creating Perlin Noise
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Using Threshold
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Applying a Filter to a Bitmap
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Dissolving Between Two Bitmaps
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Scrolling a Bitmap
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Chapter 9 Text
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Introduction
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Creating an Outline Around a Text Field
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Creating a Background for a Text Field
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Making a User Input Field
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Making a Password Input Field
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Filtering Text Input
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Setting a Field’s Maximum Length
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Displaying Text
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Displaying HTML-Formatted Text
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Condensing Whitespace
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Sizing Text Fields to Fit Contents
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Scrolling Text Programmatically
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Responding to Scroll Events
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Formatting Text
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Formatting User-Input Text
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Formatting a Portion of Existing Text
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Setting a Text Field’s Font
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Embedding Fonts
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Creating Text that Can Be Rotated
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Displaying Unicode Text
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Assigning Focus to a Text Field
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Selecting Text with ActionScript
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Setting the Insertion Point in a Text Field
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Responding When Text Is Selected or Deselected
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Responding to User Text Entry
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Adding a Hyperlink to Text
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Calling ActionScript from Hyperlinks
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Working with Advanced Text Layout
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Applying Advanced Anti-Aliasing
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Replacing Text
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Retrieving a List of System Fonts
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Chapter 10 Filters and Transforms
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Introduction
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Applying Color Changes
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Applying Color Tints
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Resetting Color
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Shearing
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Applying Basic Filters
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Applying Advanced Filter Effects (Emboss, etc.)
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Embossing
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Detecting Edges
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Sharpening
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Making a Digital Negative
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Applying Grayscale
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Changing Saturation
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Changing Brightness
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Changing Contrast
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Chapter 11 Programmatic Animation
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Introduction
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Moving an Object
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Moving an Object in a Specific Direction
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Easing
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Acceleration
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Springs
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Using Trigonometry
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Applying Animation Techniques to Other Properties
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Chapter 12 Strings
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Introduction
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Joining Strings
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Using Quotes and Apostrophes in Strings
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Inserting Special Whitespace Characters
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Searching for a Substring
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Extracting a Substring
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Parsing a String into Words
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Removing and Replacing Characters and Words
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Retrieving One Character at a Time
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Converting Case
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Trimming Whitespace
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Reversing a String by Word or by Character
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Converting Between Strings and Unicode or ASCII
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Chapter 13 Regular Expressions
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Introduction
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Understanding Regular Expression Patterns
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Testing Regular Expressions
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Looking for Pattern Matches
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Removing and Replacing Characters and Words Using Patterns
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Creating a Nongreedy Pattern
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Validating User Input with Common Patterns
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Chapter 14 Dates and Times
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Introduction
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Finding the Current Date and Time
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Retrieving the Date Values
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Retrieving the Day or Month Name
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Formatting the Date and Time
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Formatting Seconds or Milliseconds as Minutes and Seconds
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Converting Between DMYHMSM and Epoch Milliseconds
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Using Timers
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Calculating Elapsed Time or Intervals Between Dates
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Parsing a Date from a String
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Chapter 15 Programming Sound
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Introduction
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Creating a Sound Object and Loading a Sound
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Starting and Stopping a Sound
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Setting the Buffer for a Sound
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Offsetting the Start of a Sound
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Playing a Sound Multiple Times (Looping)
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Getting the Size of a Sound File
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Reading the ID3 Tag of a Sound File
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Find Out When a Sound Finishes Playing
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Tracking the Progress of a Playing Sound
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Pausing and Restarting a Sound
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Reading the Level of a Sound
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Stopping All Sounds
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Reading the Sound Spectrum
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Changing the Volume or Pan of a Sound
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Creating a Sound Application
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Chapter 16 Video
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Introduction
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Loading and Playing Back Video
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Controlling Video Sound
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Reading Playback Time
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Reading Video Duration
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Controlling Playback Time
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Scaling Video
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Managing and Monitoring Buffering and Loading
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Listening for Cue Points
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Applying Filters to Video
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Pausing and Resuming Video
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Stopping Video
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Scrubbing Video
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Clearing the Video Display
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Determining User Bandwidth
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Chapter 17 Storing Persistent Data
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Introduction
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Creating and Opening a Local Shared Object
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Writing Data to a Shared Object
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Saving a Local Shared Object
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Reading Data from a Shared Object
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Removing Data from a Shared Object
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Serializing Custom Classes
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Sharing Data Between Flash Applications
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Controlling the Size of Local Shared Objects
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Chapter 18 Communicating with Other Movies
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Introduction
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Creating Local Connections
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Sending Data
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Validating Receipt of Communication over Local Connections
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Accepting Local Communications from Other Domains
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Chapter 19 Sending and Loading Data
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Introduction
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Loading Variables from a Text File
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Loading Variables from a Server-Side Script
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Loading a Block of Text (Including HTML and XML)
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Checking Load Progress
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Accessing Data Being Downloaded
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Sending Data to a Server-Side Script
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Sending Variables and Handling a Returned Result
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Chapter 20 XML
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Introduction
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Understanding XML Structure (Reading and Writing XML)
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Creating an XML Object
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Adding Elements to an XML Object
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Adding Text Nodes to an XML Object
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Adding Attributes to an XML Element
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Reading Elements in an XML Tree
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Finding Elements by Name
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Reading Text Nodes and Their Values
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Reading an Element’s Attributes
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Removing Elements, Text Nodes, and Attributes
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Loading XML
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Loading XML from Different Domains
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Sending XML
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Searching XML
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Using HTML and Special Characters in XML
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Chapter 21 Web Services and Flash Remoting
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Introduction
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Calling Web Services Methods
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Handling Web Services Responses
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Handling Web Services Errors
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Calling Flash Remoting Methods
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Handling Flash Remoting Responses
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Chapter 22 Building Integrated Applications
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Introduction
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Calling JavaScript Functions
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Calling ActionScript Functions
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Passing Parameters from HTML
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Chapter 23 File Management
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Introduction
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Downloading Files
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Detecting When a User Selects a File to Upload
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Monitoring Download Progress
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Browsing for Files
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Filtering Files That Display in the Browser Window
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Detecting When the User Has Selected a File to Upload
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Uploading Files
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Monitoring File Upload Progress
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Chapter 24 Socket Programming
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Introduction
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Connecting to a Socket Server
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Sending Data
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Receiving Data
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Handshaking with a Socket Server
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Disconnecting from a Socket Server
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Handling Socket Errors
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Appendix 1 Unicode Escape Sequences for Latin 1 Characters
Product Details
- Title:
- ActionScript 3.0 Cookbook
- By:
- Joey Lott, Darron Schall, Keith Peters
- Publisher:
- O'Reilly Media / Adobe Dev Library
- Formats:
-
- Ebook
- Safari Books Online
- Print Release:
- October 2006
- Ebook Release:
- December 2008
- Pages:
- 592
- Print ISBN:
- 978-0-596-52695-5
- | ISBN 10:
- 0-596-52695-4
- Ebook ISBN:
- 978-0-596-15837-8
- | ISBN 10:
- 0-596-15837-8
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