學(xué)習(xí)ActionScript3.0

出版時(shí)間:2009-1  出版社:舒普(Rich Shupe)、 羅瑟(Zevan Rosser) 東南大學(xué)出版社 (2009-01出版)  作者:(美) (舒普Shupe) (R) (美) (羅瑟Rosse  頁數(shù):363  

前言

When deciding if the book in your hands will be a good resource for your library, it might help you to know why we, the authors, wrote this particular book. We are both developers who use Flash extensively in our everyday work, but we are also teachers. Collectively, we have taught thousands of stu-dents at multiple universities, training facilities, and conferences, and yet weshare one significant common experience. We were consistently told that nofeature-rich ActionScript book satisfied this beginner audience.At first we were surprised at how truly overwhelming this sentiment was,but then we realized that we didn't have enough information to form anopinion. We didn't use beginner resources in our work and had only ourown curriculum to go on. So, we started to research how we could fill thisvoid and provide a book to our students that would really help them beyondthe classroom. We talked with a lot of students, user groups, and instructorsand began to sketch out a book that we thought would put what we learnedinto practice.When ActionScript 3.0 was released, the interested audience grew dra-matically Reactions ranged from excitement to uncertainty to fear, as theActionScript 3.0 learning curve became apparent. Talk of the Flash Platformsplintering into Flex ("developer") and Flash ("designer") camps left manydesigners and beginner programmers more uncertain than ever about theirfutures. When Flash CS3 Professional was released, the need for a guidingresource didn't dissipate (and, in many cases, increased), and we knew it wastime to develop the book you hold in your hands.We hope this book will help Flash users of all kinds——from curious to intimi-dated, from eager to experienced——embrace the power and performance ofActionScript 3.0. We hope these pages will ease the transition from whateverprior version, if any, of ActionScript might have been in use, to the biggestarchitectural change to the language since its inception.

內(nèi)容概要

  如果你是ActionScript 3.0新手,那么這是一本理想的入門指南?!秾W(xué)習(xí)ActionScript 3.0》講解了ActionScript和Flash是如何工作的,清晰地描述了基本主題,例如邏輯、事件處理、內(nèi)容顯示、類、把項(xiàng)目遷移到ActionScript 3.0以及很多其他方面。通過實(shí)際練習(xí),你會學(xué)到重要的技巧,還會隨著內(nèi)容的深入熟練運(yùn)用這些技巧。本書的配套網(wǎng)站包含所有練習(xí)的材料,還有附加的小測驗(yàn)測試你對關(guān)鍵概念的掌握情況?! lash設(shè)計(jì)師、開發(fā)人員和程序員新手將會發(fā)現(xiàn)這本內(nèi)容豐富的指南是無價(jià)之寶,能夠在本書的帶領(lǐng)下適應(yīng)ActionScript 3.0的陡峭學(xué)習(xí)曲線。作者Rich Shupe和Zevan Rosser作為Flash開發(fā)人員和講師,根據(jù)他們豐富的經(jīng)驗(yàn),揭示了很多你可以用于每天實(shí)際工作中的方法?! ⊥ㄟ^本書,你將學(xué)會:  ·協(xié)調(diào)ActionScript 3.0力量和性能的新方法如何在Flash CS3專業(yè)版和Flash播放器中使用ActionScript 3.0  ·人們在使用這門語言中常犯的錯(cuò)誤  ·如何格式化文字、使用聲音和影像、編寫代碼畫圖以及其他內(nèi)容  ·使用面向過程或者面向?qū)ο蟮募记删帉懩_本  ·如何以SWF、圖像、文本和XML文件的格式來載入要素和數(shù)據(jù)  ·不僅局限于簡單地堆砌腳本,也包括如何開展一個(gè)項(xiàng)目以及哪些資源可以對你有所幫助

作者簡介

作者:(美國)舒普(Rich Shupe) (美國)羅瑟(Zevan Rosser)舒普(Rich Shupe),從ActionScript誕生之初就開始向各種程度的學(xué)生講授這門語言。在1995年他創(chuàng)建了自己的培訓(xùn)和軟件開發(fā)公司FMA。作為一位在幾個(gè)技術(shù)領(lǐng)域(包括Flash、Director和QuickTime)得到認(rèn)可的權(quán)威人士,Rich是紐約視覺藝術(shù)學(xué)校計(jì)算機(jī)藝術(shù)系的講師。Zevan Rosser是一位從事自由職業(yè)的設(shè)計(jì)師、程序員、咨詢師和計(jì)算機(jī)藝術(shù)家。他在紐約視覺藝術(shù)學(xué)校和FMA講授ActionScript和Flash動(dòng)畫課程。

書籍目錄

PrefacePartⅠ Getting StartedChapter 1 ActionScript OverviewWhat Is ActionScript 3.0?The Flash PlatformProcedural Versus Object-Oriented ProgrammingThe Document ClassLegacy Code CompatibilityChapter 2 Core Language FundamentalsMiscellaneous BasicsVariables and Data TypesConditionalsLoopsArraysFunctionsCustom ObjectsthisAbsolute versus Relative AddressesPartⅡ Graphics and InteractionChapter 3 Properties, Methods, and EventsInherited AttributesPropertiesEventsMethodsEvent PropagationFrame and Timer EventsRemoving Event ListenersChapter 4 The Display ListThe Sum of Its PartsAdding and Removing ChildrenManaging Object Names, Positions, and Data TypesChanging the Display List HierarchyA Dynamic Navigation BarChapter 5 Timeline ControlPlayhead MovementFrame LabelsFrame RateA Simple Site or Application StructureChapter 6 OOPClassesInheritanceCompositionEncapsulationPolymorphismNavigation Bar RevisitedChapter 7 MotionBasic MovementGeometry and TrigonometryPhysicsProgrammatic TweeningTimeline Animation RecreationsParticle SystemsChapter 8 Drawing with VectorsThe Graphics ClassThe Geometry PackageThe Motion Package9-Slice ScalingApplied ExamplesChapter 9 Drawing with PixelsBitmap CachingThe BitmapData ClassBlend ModesBitmap FiltersColor EffectsImage Encoding and SavingPartⅢ TextChapter 10 TextCreating Text FieldsSetting Text Field CharacteristicsSelecting TextFormatting TextFormatting with HTML and CSSTriggering ActionScriot from HTML LinksParsing Text FieldsLoading HTML and CSSPartⅣ Sound and VideoChapter 11 SoundActionScript Sound ArchitectureInternal and External SoundsPlaying, Stopping, and Pausing SoundsBuffering Streaming SoundsChanging Sound Volume and PanReading ID3 Metadata from MP3 SoundsVisualizing Sound DataWorking with Microphone SoundWaveform VisualizationChapter 12 VideoEncodingComponentsFull-screen VideoCaptionsCoding Your Own Video PlaybackPartⅤ Input/OutputChapter 13 Loading AssetsLoading Sound and VideoLoading TextLoading Display ObjectsCommunicating Across ActionScript Virtual MachinesTaking a Brief Look at SecurityChapter 14 XML and E4XUnderstanding XML StructureCreating an XML ObjectReading XMLWriting XMLDeleting XML ElementsLoading External XML DocumentsCommunicating with XML ServersAn XML-Based Navigation SystemPartⅥ Programming Design and ResourcesChapter 15 Programming Design and ResourcesProgramming Design MethodologiesObject-Oriented Design PatternsResourcesIndex

章節(jié)摘錄

版權(quán)頁:插圖:Much discussion has been made over the pros and cons of procedural ver-sus object-oriented programming. To touch briefly on this, here is a littlebackground concerning the evolution of ActionScript. ActionScript startedas a sequential programming language, meaning that scripting was limitedto a linear sequence of instructions telling Flash what to do in a step-by-stepmanner. This approach to scripting was not terribly flexible and did notpromote reuse.As the language evolved, it became a procedural programming language.Like sequential programming, procedural programming relied on a step-by-step set of instructions but introduced a more structured, modular approachto scripting. Procedures, otherwise known as functions (or, sometimes, sub-routines), could be executed again and again as needed from different partsof a project, without copying and pasting copies of the code into the ongoingsequence of instructions. This modularity promoted reuse, and made thecode easier to edit and more efficient.Scripters in search of an even greater degree of modularity and reuse gravitat-ed toward object-oriented programming. OOP languages create programs thatare a collection of objects. Objects are individual instances of classes——collec-tion of code that are self-contained and do not materially alter or disrupteach other. Dividing code into small capsules, appropriately known as encap-sulation, is one of the hallmarks of an OOP language. Another important fea-ture of OOP is inheritance, or the ability to derive classes from parent classes,passing on specific characteristics from the parent.A classic example of OOP structure, and specifically inheritance, defines a setof transportation vehicles. You might start with a generic Vehicle class thatincludes traits common to all vehicles, such as the basic physics of movement.You might then create three subclasses: GrounclVehicle, WaterVehicle, andAirVebicle.

編輯推薦

通過《學(xué)習(xí)ActionScript3.0(影印版)(英文)》,你將學(xué)會:·協(xié)調(diào)ActionScript 3.0力量和性能的新方法如何在Flash CS3專業(yè)版和Flash播放器中使用ActionScript 3.0·人們在使用這門語言中常犯的錯(cuò)誤·如何格式化文字、使用聲音和影像、編寫代碼畫圖以及其他內(nèi)容·使用面向過程或者面向?qū)ο蟮募记删帉懩_本·如何以SWF、圖像、文本和XML文件的格式來載入要素和數(shù)據(jù)·不僅局限于簡單地堆砌腳本,也包括如何開展一個(gè)項(xiàng)目以及哪些資源可以對你有所幫助向非傳統(tǒng)程序員一一網(wǎng)頁設(shè)計(jì)師、Flash圖形界面開發(fā)人員、ActionScript新手還有喜歡看圖學(xué)習(xí)的人一一講解所需的一切,以便理解ActonScript是如何工作和怎樣把它運(yùn)用到每天的項(xiàng)目中去。

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