Actionscript knowledge

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  • If there’s one thing I’ve learned as a developer, it’s this: complexity happens; simplicity, you have to strive for. Nowhere is this truer than in education. Our role as teachers, by definition, is to simplify subjects so that they can be easily understood. A good teacher dispels trepidation with anecdote, abstraction with analogy, superstition and magic with knowledge.

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  • Written by Flash insiders with extensive knowledge of the technology, this guide is designed specifically to help Flash designers and developers make the leap from ActionScript 2.0 to the new object-oriented ActionScript 3.0 quickly and painlessly. Also included are overviews of Flash and ActionScript features and workflows. ActionScript 3.0 is a huge upgrade to Flash's programming language - and this guide helps you upgrade your skills to match it.

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  • Essential ActionScript 3.0 Other resources from O’Reilly Related titles ActionScript 3.0 Design Patterns Dynamic HTML: The Definitive Reference Ajax on Java Ajax on Rails Learning JavaScript Programming Atlas Head Rush Ajax Rails Cookbook is more than a complete catalog of O’Reilly books. You'll also find links to news, events, articles, weblogs, sample chapters, and code examples. is the essential portal for developers interested in open and emerging technologies, including new platforms, programming languages, and operating systems.

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  • Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know.

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  • Chapter 3 CHAPTER 3 Instance Methods Revisited 4 In Chapter 1, we learned how to create instance methods. In this chapter, we’ll expand that basic knowledge by studying the following additional instance-method topics: • Omitting the this keyword • Bound methods • State-retrieval and state-modification methods • Get and set methods • Extra arguments Along the way, we’ll continue developing the virtual zoo program that we started in Chapter 1. But before we begin, take a minute to reacquaint yourself with the virtual zoo program. Example 3-1 shows the code as we last saw it.

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