享·阅读
图书信息:
0次推荐
20次浏览
0次下载
书名: ActionScript 3.0 Bible
作者: Braunstein, Roger
出版时间: 2010-04-09
ISBN: 9780470525234(P-ISBN) ,9780470769973(O-ISBN)
摘要:
摘要:
书目详情:
ActionScript 3.0 Bible, Second EditionAbout the AuthorAcknowledgmentsContents at a GlanceContentsIntroductionWhat’s New in This EditionMake Sure You Buy the Right BookHow This Book Is OrganizedConventions and FeaturesRunning Example CodeOn the Web SiteWhere to Go from HerePart I: ActionScript 3.0 Language BasicsChapter 1: Introducing ActionScript 3.0What Is ActionScript 3.0?Exploring the Flash PlatformFrom ActionScript 2.0 to ActionScript 3.0SummaryChapter 2: ActionScript 3.0 Language BasicsThe Bare EssentialsUsing VariablesCommenting Your CodeIntroducing ScopeIntroducing the Data TypesConnecting You to an OperatorMaking Logical Choices with ConditionalsRepeating Actions Using LoopsSummaryChapter 3: Functions and MethodsCalling FunctionsCreating Custom FunctionsReturning ResultsAnonymous FunctionsFunctions as ObjectsRecursive FunctionsSummaryChapter 4: Object Oriented ProgrammingUnderstanding ClassesObject Oriented TerminologyEncapsulation: Classes Are Like, So SelfishPackages: Classes, Functions, and Packing PeanutsUsing InheritanceAccess Control AttributesMethods and ConstructorsPropertiesUsing Static Methods and PropertiesOverriding BehaviorDesigning InterfacesManipulating TypesCreating Dynamic ClassesSummaryChapter 5: Validating Your ProgramIntroducing ErrorsFixing ErrorsSummaryPart II: Core ActionScript 3.0 Data TypesChapter 6: Text, Strings, and CharactersWorking with String LiteralsConverting to and from StringsCombining StringsConverting the Case of a StringUsing the Individual Characters in a StringSearching within a StringString DissectionString Encoding and International TextSummaryChapter 7: Numbers, Math, and DatesUnderstanding Numeric TypesUsing Numbers in ActionScriptManipulating NumbersPerforming ArithmeticPerforming Trigonometric CalculationsGenerating RandomnessManipulating Dates and TimesSummaryChapter 8: ArraysArray BasicsConverting Arrays to StringsAdding and Removing Items from an ArraySlicing, Splicing, and DicingIterating through the Items in an ArraySearching for ElementsReordering Your ArrayApplying Actions to All Elements of an ArrayAlternatives to ArraysAmazing Properties of ArraysSummaryChapter 9: VectorsVector BasicsGenerics and Parameterized TypesGeneric Methods of VectorCreating and Converting VectorsSummaryChapter 10: Objects and DictionariesWorking with ObjectsUsing Objects and Dictionaries as Associative ArraysUsing Objects for Named ArgumentsUsing Objects as Nested DataSummaryChapter 11: XML and E4XGetting Started with XML in ActionScriptQuerying XMLModifying XMLConverting to and from StringsLoading XML Data from External SourcesGathering Meta-Information about XML NodesUsing NamespacesSetting XML OptionsSummaryChapter 12: Regular ExpressionsIntroducing Regular ExpressionsWriting a Regular ExpressionApplying Regular ExpressionsConstructing ExpressionsRegular Expression FlagsConstructing Advanced ExpressionsUsing the RegExp ClassSummaryChapter 13: Binary Data and ByteArraysBinary ConceptsBit Math and OperatorsBinary Types in ActionScriptUsing ByteArrayCommon Uses of ByteArraysSummaryPart III: The Display ListChapter 14: Visual Programming with the Display ListIntroducing Display Lists and Display ObjectsDisplay Object ClassesGeometry ClassesPutting the Display List to UseRendering and PerformanceSummaryChapter 15: Working in Three DimensionsIntroducing 3D in ActionScript 3.0DisplayObject RevisitedGeometry RevisitedMouse and Point Translation in 3DModifying the ProjectionSoftware 3D LibrariesSummaryChapter 16: Working with DisplayObjects in Flash ProfessionalThe Stage, Symbols, and the LibraryExporting and Using AssetsSummaryChapter 17: Text, Styles, and FontsIntroducing TextFieldsText with HTML and CSSBackground and Border TreatmentsStyling Text with TextFormatsInput TextFieldsInteraction with TextField EventsInteractive TypographyFontsSummaryChapter 18: Advanced Text LayoutUnderstanding Advanced Text ControlsThe Flash Text EngineThe Text Layout FrameworkFonts RevisitedSummaryChapter 19: PrintingWhy Print from Flash?Controlling Printer Output from FlashAdding Print Functionality to ApplicationsSummaryPart IV: Event-Driven ProgrammingChapter 20: Events and the Event FlowIntroducing EventsThe EventDispatcher ClassWorking with Event ObjectsAdding and Removing Event ListenersThe Event FlowPreventing Default BehaviorsSummaryChapter 21: Interactivity with the Mouse and KeyboardMouse and Keyboard Event HandlingMouse InteractionsKeyboard InteractionsFocusContext MenusSummaryChapter 22: Timers and Time-Driven ProgrammingTimer BasicsHandling Timer EventsDelaying the Execution of a FunctionCreating a World ClockEnterframe EventsOther Time-Related FunctionsAside: ThreadsSummaryChapter 23: Multitouch and Accelerometer InputPlanning for Your AudienceUsing MultitouchUsing the AccelerometerOther SensorsSummaryPart V: Error HandlingChapter 24: Errors and ExceptionsComparing Ways to FailUnderstanding ExceptionsErrors Generated by Flash PlayerCustom ExceptionsHandling Asynchronous ErrorsCapturing Unhandled EventsSummaryChapter 25: Using the AVM2 DebuggerIntroducing DebuggingLaunching the DebuggerTaking Control of ExecutionPulling Back the CurtainNavigating through CodeDebugging a Simple ExampleUsing the Debugger EffectivelySummaryChapter 26: Making Your Application Fault-TolerantDeveloping a StrategyDetermining What Errors to HandleCategorizing FailuresLogging ErrorsMessaging the UserDegrading Styles: An ExampleSummaryPart VI: External DataChapter 27: Networking Basics and Flash Player SecurityHTTP in BriefIntroducing URLRequestNavigating to a Web PageLoaderURLLoaderSending Variables with URLRequestUnderstanding Flash Player SecuritySummaryChapter 28: Communicating with Remote ServicesWeb Services Using HTTPSocket ServicesXML Socket ServicesFlash RemotingSummaryChapter 29: Storing and Sending Data with SharedObjectComparing Approaches to Persistent StorageIdentifying Useful Situations for Shared ObjectsShared Objects and RemotingUsing SharedObjectsSharing Information between SWFsWorking with Size ConstraintsStoring Custom ClassesSummaryChapter 30: File AccessAbilities of the File APIIntroducing FileReferenceUploading a FileAdding Upload Handling to a ServerDownloading a File to DiskLoading a File into MemorySaving Data to DiskSummaryPart VII: Sound and VideoChapter 31: Playing and Generating SoundAn Overview of the Sound SystemPrepping and Playing Sound ObjectsControlling Sound PlaybackApplying Sound TransformationsWorking with a Sound’s MetadataSampling AudioExtracting AudioSynthesizing AudioDetecting Audio CapabilitiesSummaryChapter 32: Playing VideoVideo and the Flash PlatformImplementing a Video PlayerSummaryChapter 33: Capturing Sound and VideoVideo Input Using a CameraSound Input Using a MicrophoneFlash Media ServersSummaryPart VII: Graphics Programming and AnimationChapter 34: Geometric and Color TransformationsDisplayObject and the Transform Object2D Affine TransformationsColor Transforms3D TransformationsSummaryChapter 35: Programming Vector GraphicsOverviewDrawing BasicsSetting Drawing StylesDrawing PrimitivesExample: A Drawing ApplicationBatched Drawing3D DrawingSummaryChapter 36: Programming Bitmap GraphicsBitmaps and Their ApplicationsCreating and Displaying BitmapsCapturing and Copying BitmapsPixel-Level AccessWorking with ColorsBitmap EffectsSummaryChapter 37: Applying FiltersIntroducing FiltersBlursDrop ShadowsBevelsGradient BevelsGlowsGradient GlowsColor EffectsConvolution FiltersDisplacement MapsShadersSummaryChapter 38: Writing Shaders with Pixel BenderIntroducing Pixel BenderPixel Bender Kernel LanguageInterfacing with Pixel Bender KernelsBending Other DataSummaryChapter 39: Scripting AnimationUnderstanding Flash Player and AnimationAnimating with CodeAnimating Using Flash ProfessionalAnimating Using FlexChoosing a Third-Party Animation ToolkitSummaryChapter 40: Advanced 3DGame PlanProjecting Batches of PointsTriangle StripsBackface CullingTexture MappingZ-Sorting, Shading, and Further TopicsSummaryPart IX: Flash in ContextChapter 41: Globalization, Accessibility, and Color CorrectionGlobalization and LocalizationAccessibilityColor CorrectionSummaryChapter 42: Deploying Flash on the WebEmbedding Flash in a PageEmbedding Flash Using SWFObjectEnabling Flash Player OptionsPassing Variables to a SWFAutomatically Upgrading Flash PlayerSummaryChapter 43: Interfacing with JavaScriptUsing ExternalInterfaceMaking a Hybrid Application with ExternalInterfaceSummaryChapter 44: Local Connections between Flash ApplicationsLocal Connections and Their UsesImplementing a Local ConnectionLocal Connections and the Security PolicyExample: Following the MouseSummaryIndex
评论:
南京大学志愿者
点击向他求书按钮,直接QQ联系图书馆志愿者。
南京大学
计算机科学与技术
他下载过此书,你可以像他求助 他下载过《这本电子书》,你可以向他求助

求书成功!

提示
您的信息不完善,将无法进行求书,点击确定完善个人信息!
footer
提示: 请按照要求填写内容
提示
您将删除与此条信息有关的所有信息!!!