Learning actionscript 3.0

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  • Learning ActionScript 3.0, Second Edition by Rich Shupe with Zevan Rosser Copyright © 2011 Rich Shupe and Zevan Rosser. All rights reserved. Printed in Canada. Published by O'Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O'Reilly Media books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: 800-998-9938 or...

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  • Other resources from O’Reilly Related titles ActionScript 3.0 Pocket Reference ActionScript 3.0 Design Patterns Flash 8 Cookbook™ Flash Hacks™ Flash 8 Projects for Learning Animation and Interactivity Flash 8: The Missing Manual Programming Flex 2 oreilly.com 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. oreillynet.com is the essential portal for developers interested in open and emerging technologies, including new platforms, programming languages, and operating systems....

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  • ActionScript 3.0 Design Patterns takes you step by step through the process, first by explaining how design patterns provide a clear road map for structuring code that actually makes OOP languages easier to learn and use. You then learn about various types of design patterns and construct small abstract examples before trying your hand at building full-fledged working applications outlined in the book. Topics in ActionScript 3.0 Design Patterns include:

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  • The updated edition on all the latest features and capabilities of ActionScript 3.0 and Flash Player 10. ActionScript is a popular programming language used primarily for the development of Web sites and software. This update to the successful previous version introduces you to all the exciting new capabilities of ActionScript 3.0. You'll see how ActionScript 3.0 goes beyond its primary use of scripting Flash animations and is now an object-oriented evolution that runs ten times faster than previous versions and can be used in Adobe's new platforms, including Flex and AIR.

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  • When Flash Player 9 released in June 2006, it introduced the new scripting language, ActionScript 3, which has already taken hold in the Adobe Flex application development community. ActionScript 3 provides not only a significant enhancement in performance, but also a more robust programming model that lends itself to complex Rich Internet Application development. For web designers and developers who need to make the move to ActionScript 3 from the previous version, ActionScript 2, the learning curve has proven to be significant.

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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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  • Procedural Versus Object-Oriented Programming Procedural Versus Object-Oriented Programming Much discussion has been made over the pros and cons of procedural and object-oriented programming, and many who are new to ActionScript 3.0 have been led to believe that using OOP is the only way to program in ActionScript 3.0. This is not the case. Object-oriented programming is very powerful, and you’ll probably want to use it when you’re more comfortable with the language. However, it’s just one possible way to write ActionScript.

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  • Removing Event Listeners Garbage Collection: A Recommended Optional Parameter for Event Listeners Garbage collection is the method by which Flash Player purges from memory objects that you no longer need. Garbage collection and memory management typically are not topics you need to concern yourself with when just getting started with ActionScript 3.0. However, garbage collection frees up memory so it’s available for your SWF to use throughout its runtime life, so it’s a good thing to be aware of.

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  • Includes a chapter on developing games in Flash for the iPhone! Gary Rosenzweig's ActionScript 3.0 Game Programming University, Second Edition is the best hands-on tutorial for learning ActionScript 3.0, the programming language behind Flash Professional CS5. You will master all the basics of ActionScript programming by building 16 robust games. One step at a time, you'll learn techniques (and get tested code) that can be adapted to virtually any project, from games to training and advertising....

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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 oreilly.com oreilly.com 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. oreillynet.com is the essential portal for developers interested in open and emerging technologies, including new platforms, programming languages, and operating systems.

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  • Loading HTML and CSS Now we come again to a point where you should stretch the mental muscles and try to take what you’ve learned one step further. The first topic of this section will give you a peak at what we’ll be covering in Chapter 13: loading external assets. You’ll learn how to load and apply external HTML and CSS files. The second topic of this section will give a brief overview of the new Text Layout Framework that brings some advanced typographic support to ActionScript. We’ll list a few pros and cons of this new technology and then show...

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  • Changing Sound Volume and Pan and positive interim values reflect some degree of pan right. The following script sets the channel instance to a pan setting of full left: var trans:SoundTransform = new SoundTransform(); trans.pan = -1; channel.soundTransform = trans; To transform all playing sounds at once, substitute the specified channel with the master SoundMixer class. For example, the following script mutes all sounds: var trans:SoundTransform = new SoundTransform(); trans.volume = 0; SoundMixer.

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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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