The Fictioning Horror Sale
 
 

Recently Viewed clear list


Powell's Q&A | September 3, 2014

Emily St. John Mandel: IMG Powell’s Q&A: Emily St. John Mandel



Describe your latest book. My new novel is called Station Eleven. It's about a traveling Shakespearean theatre company in a post-apocalyptic North... Continue »
  1. $17.47 Sale Hardcover add to wish list

    Station Eleven

    Emily St. John Mandel 9780385353304

spacer
Qualifying orders ship free.
$54.99
New Trade Paper
Ships in 1 to 3 days
Add to Wishlist
Available for In-store Pickup
in 7 to 12 days
Qty Store Section
1 Remote Warehouse Graphics- Computer Animation
1 Remote Warehouse Software Engineering- Programming and Languages

Fundamentals of ActionScript 3.0: Develop and Design (Develop and Design Develop and Design)

by

Fundamentals of ActionScript 3.0: Develop and Design (Develop and Design Develop and Design) Cover

 

Synopses & Reviews

Publisher Comments:

Adobe Flash Professional is the most popular software available for creating animations for the Web. Most people start using Flash to create vector-based animations that output small file sizes perfect for the Web. Later they want to branch out into creating rich interactive experiences for websites and mobile devices, and for that they need to learn ActionScript.

 

Doug Winnie draws on the experience he’s gained from his years as an educator to teach not only what ActionScript can do, but also to show how the code works. This gives the reader a deeper understanding of how ActionScript functions, and gives them the power to come up with original solutions when creating their own projects.

 

Doug’s book dives right into the concepts of manipulating Flash objects and the fundamentals of functions and mathematical operators. After presenting events and using scripts to control the Flash timeline, classes and conditionals are covered in depth.

 

The final part of the book covers creating desktop applications with Adobe AIR, developing mobile applications, and working with external code libraries. Real-world projects are sprinkled generously throughout the book and Appendices include information on debugging, deciphering documentation, and using Adobe Flash Builder as an ActionScript development environment.

  

Table of Contents

Introduction

Part 1: Getting the Fundamentals

Chapter 1: Accessing and Manipulating Objects

Accessing Objects

Sending Messages to the Output Console

Changing Object parameters

Chapter 2: Dynamically Adding Objects to the Stage

Creating Named Library Assets

Creating new objects on the stage

Working with Comments

Chapter 3: Working with Functions

Fundamentals of Functions

Accepting values in Functions

Returning Values from Functions

Things to Remember about Functions

Chapter 4: ActionScript and Math

Mathematical Operators

Combined Assignment Operators

Increment and Decrement Operators

Order of Operations

Using Parenthesis to Force Order

Chapter 5: Creating Events

Events: Explained

Creating a Mouse Event Handler

Chapter 6: Using Timeline Scripting with Mouse Events

Controlling Timeline Playback

Using the Event Callback Object and Understanding Scope

Using Frame Labels

Single Quotes vs. Double Quotes

Working with Simple Callback Functions

Chapter 7: Creating a Timer

Chapter 8: Project: Creating a Clock

Part 2: The Basics of Classes

Chapter 9: What is a Class?

What is a Class

Overview of a Class

Variables Revealed

Creating a Class

Chapter 10: Building Out the Class

Parts of a Class

Import Statement

Class Statement

Class Constructor

Creating the Instance

Adding Constructor Properties

Customizing the Button Label

Customizing Multiple Properties

Creating Methods

Accessing Methods from Outside the Class

Chapter 11: Doing More with Classes

What is the public keyword for?

Restricting Access with private

Naming Best Practices for Private Members

Getters and Setters: Keeping things Polite

Creating Getter and Setter Methods

Using the get and set Statements

Creating the Document Class

Chapter 12: Project: A Virtual Zoo (NEW)

Part 3: Responding to Conditions

Chapter 13: Conditionals

Boolean Variables

Testing for Equality

Testing for Inequality

Demonstrating Equality and Inequality

Adding Feedback

Testing Conditions

The if Statement

The if…else Statement

The if…else if Statement

Chapter 14: Creating Groups of Objects and Repeating Actions Using Loops

What are Loops

The for Loop

Creating Groups of Items with Arrays

Looping through Arrays

Controlling the Flow of Loops with break and continue

Chapter 15: Project: Tilr

Chapter 16: Advanced Boolean Logic and Random Numbers

Logic Operators

The AND Operator

The OR Operator

Building Complex Conditionals

Generating Random Numbers

Project: DiceOut!

Part 4: Working with More Events

Chapter 17: Working with Text and the Keyboard

Working with Text Fields

Understanding Font Embedding

Customizing the Text Style

Managing Conditions with switch Blocks

Differences between Code Types: Key Codes versus Character Codes

Recognizing Special Keys

Chapter 18: Project: Creating a Quiz

Creating the Quiz Layout

Creating the KeyboardEvent Handler

Uncoupling the Quiz

Chapter 19: Desktop Applications with Adobe AIR

Creating a Desktop Project

Responding to Desktop Events

Understanding Differences Between Desktop and Browser Applications

Customizing the Look of your Application

Chapter 20: Project: Bare Bones, A Desktop Application

Chapter 21: Mobile Applications with Adobe AIR

Configuring your environment for Android

Configuring your environment for iOS

Working with Multitouch Events

Working with the Accelerometer

Creating Adaptive Layouts using ActionScript

Testing and Debugging your Application

Project: Mini Bones, A Mobile Application

Part 5: Organizing your Code and Working with External Code Libraries

Chapter 22: Understanding Packages

Chapter 23: Using Interfaces

Chapter 24: Extending Text Quality with TLF

Capabilities of TLF

Integrating TLF into your project

Working with Text using TLF

Chapter 25: Working with Third Party Libraries

How to import Third Party Libraries

Working with SWCs vs. Class Packages

The Hype Framework

Adding Hype to your Project

Creating your first Hype Project

Appendix: Understanding ActionScript Debugging

The Debug Interface

Understanding Breakpoints

Understanding Watchers

Capturing Errors and Dealing with them

Working with Runtime Errors

Appendix: Deciphering ActionScript Documentation

The Adobe Community Help Client

How to find the help you need

Understanding the contents of a Class documentation file

Working with Sample Code

Appendix: Diving Deep with Flash Builder 4.5

Using Flash Builder with Flash Professional

Creating ActionScript Projects in Flash Builder

Working with Exported SWCs from Flash Professional

Coding Shortcuts

Quick Reference Guide

Glossary

Index

Product Details

ISBN:
9780321777027
Author:
Winnie, Doug
Publisher:
Peachpit Press
Subject:
Graphics-Computer Animation
Copyright:
Edition Description:
Trade paper
Series:
Develop and Design
Publication Date:
20110624
Binding:
TRADE PAPER
Language:
English
Pages:
560
Dimensions:
9 x 7.3 x 1 in 1225 gr

Related Subjects

Computers and Internet » Graphics » Digital Media » Video and Animation
Computers and Internet » Internet » Application Development
Computers and Internet » Internet » General
Computers and Internet » Internet » Web Applications
Computers and Internet » Internet » Web Information
Computers and Internet » Software Engineering » Programming and Languages

Fundamentals of ActionScript 3.0: Develop and Design (Develop and Design Develop and Design) Sale Trade Paper
0 stars - 0 reviews
$54.99 In Stock
Product details 560 pages Peachpit Press - English 9780321777027 Reviews:
spacer
spacer
  • back to top
Follow us on...




Powell's City of Books is an independent bookstore in Portland, Oregon, that fills a whole city block with more than a million new, used, and out of print books. Shop those shelves — plus literally millions more books, DVDs, and gifts — here at Powells.com.