学习ActionScript3.0

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出版社:舒普(Rich Shupe)、 罗瑟(Zevan Rosser) 东南大学出版社 (2009-01出版)
出版日期:2009-1
ISBN:9787564114480
页数:363页

章节摘录

版权页:插图: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.

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.

内容概要

作者:(美国)舒普(Rich Shupe) (美国)罗瑟(Zevan Rosser)舒普(Rich Shupe),从ActionScript诞生之初就开始向各种程度的学生讲授这门语言。在1995年他创建了自己的培训和软件开发公司FMA。作为一位在几个技术领域(包括Flash、Director和QuickTime)得到认可的权威人士,Rich是纽约视觉艺术学校计算机艺术系的讲师。Zevan Rosser是一位从事自由职业的设计师、程序员、咨询师和计算机艺术家。他在纽约视觉艺术学校和FMA讲授ActionScript和Flash动画课程。

书籍目录

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

编辑推荐

通过《学习ActionScript3.0(影印版)(英文)》,你将学会:·协调ActionScript 3.0力量和性能的新方法如何在Flash CS3专业版和Flash播放器中使用ActionScript 3.0·人们在使用这门语言中常犯的错误·如何格式化文字、使用声音和影像、编写代码画图以及其他内容·使用面向过程或者面向对象的技巧编写脚本·如何以SWF、图像、文本和XML文件的格式来载入要素和数据·不仅局限于简单地堆砌脚本,也包括如何开展一个项目以及哪些资源可以对你有所帮助向非传统程序员一一网页设计师、Flash图形界面开发人员、ActionScript新手还有喜欢看图学习的人一一讲解所需的一切,以便理解ActonScript是如何工作和怎样把它运用到每天的项目中去。

作者简介

如果你是ActionScript 3.0新手,那么这是一本理想的入门指南。《学习ActionScript3.0(影印版)(英文)》讲解了ActionScript和Flash是如何工作的,清晰地描述了基本主题,例如逻辑、事件处理、内容显示、类、把项目迁移到ActionScript 3.0以及很多其他方面。通过实际练习,你会学到重要的技巧,还会随着内容的深入熟练运用这些技巧。
Flash设计师、开发人员和程序员新手将会发现这本内容丰富的指南是无价之宝,能够在《学习ActionScript3.0(影印版)(英文)》的带领下适应ActionScript 3.0的陡峭学习曲线。作者Rich Shupe和Zevan Rosser作为Flash开发人员和讲师,根据他们丰富的经验,揭示了很多你可以用于每天实际工作中的方法。

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