ActionScript 3.0 Cookbook: Solutions for Flash Platform and Flex Application Developers (Paperback)
Joey Lott, Darron Schall, Keith Peters
- 出版商: O'Reilly
- 出版日期: 2006-10-31
- 定價: $1,380
- 售價: 5.0 折 $690
- 語言: 英文
- 頁數: 588
- 裝訂: Paperback
- ISBN: 0596526954
- ISBN-13: 9780596526955
-
相關分類:
ActionScript & FLASH
立即出貨 (庫存 < 4)
買這商品的人也買了...
-
$420$420 -
$700$686 -
$880$695 -
$1,240$1,178 -
$880$581 -
$780$702 -
$680$578 -
$650$507 -
$550$429 -
$550$468 -
$980$774 -
$650$507 -
$520$442 -
$680$537 -
$720$569 -
$2,170$2,062 -
$1,200$948 -
$700$630 -
$900Advanced ActionScript 3 with Design Patterns (Paperback)
-
$580$493 -
$620$490 -
$350$315 -
$880$616 -
$990$891 -
$600$480
相關主題
商品描述
Description
Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment.
Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to:
- Detect the user's Flash Player version or their operating system
- Build custom classes
- Format dates and currency types
- Work with strings
- Build user interface components
- Work with audio and video
- Make remote procedure calls using Flash Remoting and web services
- Load, send, and search XML data
- And much, much more ...
Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications.
When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for.
Table of Contents
Preface
1. ActionScript Basics
1.1 Creating an ActionScript Project
1.2 Customizing the Properties of an Application
1.3 Where to Place ActionScript Code
1.4 How to Trace a Message
1.5 Handling Events
1.6 Responding to Mouse and Key Events
1.7 Using Mathematical Operators
1.8 Checking Equality or Comparing Values
1.9 Performing Actions Conditionally
1.10 Performing Complex Conditional Testing
1.11 Repeating an Operation Many Times
1.12 Repeating a Task over Time
1.13 Creating Reusable Code
1.14 Generalizing a Method to Enhance Reusability
1.15 Exiting a Method
1.16 Obtaining the Result of a Method
1.17 Handling Errors
2. Custom Classes
2.1 Creating a Custom Class
2.2 Determining Where to Save a Class
2.3 Creating Properties That Behave As Methods
2.4 Creating Static Methods and Properties
2.5 Creating Subclasses
2.6 Implementing Subclass Versions of Superclass Methods
2.7 Creating Constants
2.8 Dispatching Events
3. Runtime Environment
3.1 Detecting the Player Version
3.2 Detecting the Operating System
3.3 Checking the Player Type
3.4 Checking the System Language
3.5 Detecting Display Settings
3.6 Scaling the Movie
3.7 Changing the Alignment
3.8 Hiding the Flash Player's Menu Items
3.9 Detecting the Device's Audio Capabilities
3.10 Detecting the Device's Video Capabilities
3.11 Prompting the User to Change Player Settings
3.12 Dealing with System Security
4. Numbers and Math
4.1 Representing Numbers in Different Bases
4.2 Converting Between Different Number Systems
4.3 Rounding Numbers
4.4 Inserting Leading or Trailing Zeros or Spaces
4.5 Formatting Numbers for Display Without a Mask
4.6 Formatting Currency Amounts
4.7 Generating a Random Number
4.8 Simulating a Coin Toss
4.9 Simulating Dice
4.10 Simulating Playing Cards
4.11 Generating a Unique Number
4.12 Converting Angle Measurements
4.13 Calculating the Distance Between Two Points
4.14 Determining Points Along a Circle
4.15 Converting Between Units of Measurement
5. Arrays
5.1 Adding Elements to the Start or End of an Array
5.2 Looping Through an Array
5.3 Searching for Matching Elements in an Array
5.4 Removing Elements
5.5 Inserting Elements in the Middle of an Array
5.6 Converting a String to an Array
5.7 Converting an Array to a String
5.8 Creating a Separate Copy of an Array
5.9 Storing Complex or Multidimensional Data
5.10 Sorting or Reversing an Array
5.11 Implementing a Custom Sort
5.12 Randomizing the Elements of an Array
5.13 Getting the Minimum or Maximum Element
5.14 Comparing Arrays
5.15 Creating an Associative Array
5.16 Reading Elements of an Associative Array
6. Display List
6.1 Adding an Item to the Display List
6.2 Removing an Item from the Display List
6.3 Moving Objects Forward and Backward
6.4 Creating Custom Visual Classes
6.5 Creating Simple Buttons
6.6 Loading External Images at Runtime
6.7 Loading and Interacting with External Movies
6.8 Creating Mouse Interactions
6.9 Dragging and Dropping Objects with the Mouse
7. Drawing and Masking
7.1 Setting a Line Style
7.2 Setting Gradient Line Styles
7.3 Drawing a Line
7.4 Drawing a Curve
7.5 Drawing an Arc
7.6 Drawing a Rectangle
7.7 Drawing a Circle
7.8 Drawing an Ellipse
7.9 Drawing a Triangle
7.10 Drawing Regular Polygons
7.11 Drawing a Star
7.12 Filling a Shape with a Solid or Translucent Color
7.13 Filling a Shape with a Gradient
7.14 Filling a Shape with a Bitmap
7.15 Scripting Masks
8. Bitmaps
8.1 Creating a BitmapData Object
8.2 Adding a Bitmap to the Display List
8.3 Drawing a Display Object to a Bitmap
8.4 Loading an External Image into a Bitmap
8.5 Manipulating Pixels
8.6 Creating Rectangular Fills
8.7 Creating a Flood Fill
8.8 Copying Pixels
8.9 Copying Channels
8.10 Creating Noise
8.11 Creating Perlin Noise
8.12 Using Threshold
8.13 Applying a Filter to a Bitmap
8.14 Dissolving Between Two Bitmaps
8.15 Scrolling a Bitmap
9. Text
9.1 Creating an Outline Around a Text Field
9.2 Creating a Background for a Text Field
9.3 Making a User Input Field
9.4 Making a Password Input Field
9.5 Filtering Text Input
9.6 Setting a Field's Maximum Length
9.7 Displaying Text
9.8 Displaying HTML-Formatted Text
9.9 Condensing Whitespace
9.10 Sizing Text Fields to Fit Contents
9.11 Scrolling Text Programmatically
9.12 Responding to Scroll Events
9.13 Formatting Text
9.14 Formatting User-Input Text
9.15 Formatting a Portion of Existing Text
9.16 Setting a Text Field's Font
9.17 Embedding Fonts
9.18 Creating Text That Can Be Rotated
9.19 Displaying Unicode Text
9.20 Assigning Focus to a Text Field
9.21 Selecting Text with ActionScript
9.22 Setting the Insertion Point in a Text Field
9.23 Responding When Text Is Selected or Deselected
9.24 Responding to User Text Entry
9.25 Adding a Hyperlink to Text
9.26 Calling ActionScript from Hyperlinks
9.27 Working with Advanced Text Layout
9.28 Applying Advanced Anti-Aliasing
9.29 Replacing Text
9.30 Retrieving a List of System Fonts
10. Filters and Transforms
10.1 Applying Color Changes
10.2 Applying Color Tints
10.3 Resetting Color
10.4 Shearing
10.5 Applying Basic Filters
10.6 Applying Advanced Filter Effects (Emboss, etc.)
10.7 Embossing
10.8 Detecting Edges
10.9 Sharpening
10.10 Making a Digital Negative
10.11 Applying Grayscale
10.12 Changing Saturation
10.13 Changing Brightness
10.14 Changing Contrast
11. Programmatic Animation
11.1 Moving an Object
11.2 Moving an Object in a Specific Direction
11.3 Easing
11.4 Acceleration
11.5 Springs
11.6 Using Trigonometry
11.7 Applying Animation Techniques to Other Properties
12. Strings
12.1 Joining Strings
12.2 Using Quotes and Apostrophes in Strings
12.3 Inserting Special Whitespace Characters
12.4 Searching for a Substring
12.5 Extracting a Substring
12.6 Parsing a String into Words
12.7 Removing and Replacing Characters and Words
12.8 Retrieving One Character at a Time
12.9 Converting Case
12.10 Trimming Whitespace
12.11 Reversing a String by Word or by Character
12.12 Converting Between Strings and Unicode or ASCII
13. Regular Expressions
13.1 Understanding Regular Expression Patterns
13.2 Testing Regular Expressions
13.3 Looking for Pattern Matches
13.4 Removing and Replacing Characters and Words Using Patterns
13.5 Creating a Nongreedy Pattern
13.6 Validating User Input with Common Patterns
14. Dates and Times
14.1 Finding the Current Date and Time
14.2 Retrieving the Date Values
14.3 Retrieving the Day or Month Name
14.4 Formatting the Date and Time
14.5 Formatting Seconds or Milliseconds as Minutes and Seconds
14.6 Converting Between DMYHMSM and Epoch Milliseconds
14.7 Using Timers
14.8 Calculating Elapsed Time or Intervals Between Dates
14.9 Parsing a Date from a String
15. Programming Sound
15.1 Creating a Sound Object and Loading a Sound
15.2 Starting and Stopping a Sound
15.3 Setting the Buffer for a Sound
15.4 Offsetting the Start of a Sound
15.5 Playing a Sound Multiple Times (Looping)
15.6 Getting the Size of a Sound File
15.7 Reading the ID3 Tag of a Sound File
15.8 Find Out When a Sound Finishes Playing
15.9 Tracking the Progress of a Playing Sound
15.10 Pausing and Restarting a Sound
15.11 Reading the Level of a Sound
15.12 Stopping All Sounds
15.13 Reading the Sound Spectrum
15.14 Changing the Volume or Pan of a Sound
15.15 Creating a Sound Application
16. Video
16.1 Loading and Playing Back Video
16.2 Controlling Video Sound
16.3 Reading Playback Time
16.4 Reading Video Duration
16.5 Controlling Playback Time
16.6 Scaling Video
16.7 Managing and Monitoring Buffering and Loading
16.8 Listening for Cue Points
16.9 Applying Filters to Video
16.10 Pausing and Resuming Video
16.11 Stopping Video
16.12 Scrubbing Video
16.13 Clearing the Video Display
16.14 Determining User Bandwidth
17. Storing Persistent Data
17.1 Creating and Opening a Local Shared Object
17.2 Writing Data to a Shared Object
17.3 Saving a Local Shared Object
17.4 Reading Data from a Shared Object
17.5 Removing Data from a Shared Object
17.6 Serializing Custom Classes
17.7 Sharing Data Between Flash Applications
17.8 Controlling the Size of Local Shared Objects
18. Communicating with Other Movies
18.1 Creating Local Connections
18.2 Sending Data
18.3 Validating Receipt of Communication over Local Connections
18.4 Accepting Local Communications from Other Domains
19. Sending and Loading Data
19.1 Loading Variables from a Text File
19.2 Loading Variables from a Server-Side Script
19.3 Loading a Block of Text (Including HTML and XML)
19.4 Checking Load Progress
19.5 Accessing Data Being Downloaded
19.6 Sending Data to a Server-Side Script
19.7 Sending Variables and Handling a Returned Result
20. XML
20.1 Understanding XML Structure (Reading and Writing XML)
20.2 Creating an XML Object
20.3 Adding Elements to an XML Object
20.4 Adding Text Nodes to an XML Object
20.5 Adding Attributes to an XML Element
20.6 Reading Elements in an XML Tree
20.7 Finding Elements by Name
20.8 Reading Text Nodes and Their Values
20.9 Reading an Element's Attributes
20.10 Removing Elements, Text Nodes, and Attributes
20.11 Loading XML
20.12 Loading XML from Different Domains
20.13 Sending XML
20.14 Searching XML
20.15 Using HTML and Special Characters in XML
21. Web Services and Flash Remoting
21.1 Calling Web Services Methods
21.2 Handling Web Services Responses
21.3 Handling Web Services Errors
21.4 Calling Flash Remoting Methods
21.5 Handling Flash Remoting Responses
22. Building Integrated Applications
22.1 Calling JavaScript Functions
22.2 Calling ActionScript Functions
22.3 Passing Parameters from HTML
23. File Management
23.1 Downloading Files
23.2 Detecting When a User Selects a File to Upload
23.3 Monitoring Download Progress
23.4 Browsing for Files
23.5 Filtering Files That Display in the Browser Window
23.6 Detecting When the User Has Selected a File to Upload
23.7 Uploading Files
23.8 Monitoring File Upload Progress
24. Socket Programming
24.1 Connecting to a Socket Server
24.2 Sending Data
24.3 Receiving Data
24.4 Handshaking with a Socket Server
24.5 Disconnecting from a Socket Server
24.6 Handling Socket Errors
Appendix. Unicode Escape Sequences for Latin 1 Characters
Index
商品描述(中文翻譯)
描述
在 Ajax 和 Microsoft 的 Windows Presentation Foundation 出現之前,Macromedia 提供了第一種使用基於 Flash 的「豐富互聯網應用程式」(Rich Internet Applications)建立具有桌面程式的響應性和功能的網頁的方法。現在,新的所有者 Adobe 正將 Flash 及其強大的功能推向 Web 以外,使其成為一個完整的開發環境。
《ActionScript 3.0 Cookbook》不僅僅關注理論,還專注於 ActionScript 的實際應用,提供了超過 300 個解決常見編碼困境的解決方案。您將找到以下示例:
- 檢測用戶的 Flash Player 版本或操作系統
- 構建自定義類
- 格式化日期和貨幣類型
- 處理字符串
- 構建用戶界面組件
- 處理音頻和視頻
- 使用 Flash Remoting 和 Web 服務進行遠程過程調用
- 加載、發送和搜索 XML 數據
- 以及更多...
每個代碼示例都提供了問題、解決方案和討論,以便您可以了解如何以其他方式使用它或根據自己的需求進行個性化,以及它的工作原理。您可以快速找到與您情況最相符的示例並獲得解決方案,而無需閱讀整本書以理解底層代碼。解決方案從解決小問題的短示例進展到解決更複雜問題的腳本,討論還提供了更深入的分析,以解決未來類似問題,以及可能的設計選擇和影響。您甚至還將學習如何將模塊化的 ActionScript 組件連接在一起,為 Flex 2 和 Flash 應用程序創建堅固的解決方案。
當您不確定 ActionScript 3.0 的工作原理或如何解決特定的編程困境時,您只需拿起這本書,翻到相關的示例,並快速找到您正在尋找的解決方案。
目錄
前言
1. ActionScript 基礎知識
1.1 創建 ActionScript 專案
1.2 自定義應用程序的屬性
1.3 放置 ActionScript 代碼的位置
1.4 如何追蹤消息
1.5 處理事件
1.6 響應滑鼠和鍵盤事件
1.7 使用數學運算符
1.8 檢查相等性或比較值
1.9 條件性執行操作
1.10 執行複雜的條件測試
1.11 多次重複操作
1.12 按時間重複任務
1.13 創建可重用代碼
1.14 將方法泛化