基本信息·出版社:东南大学出版社 ·页码:363 页 ·出版日期:2009年01月 ·ISBN:7564114487/9787564114480 ·条形码:9787564114480 ·版本:第1版 · ...
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学习ActionScript3.0:初学者指南(影印版) |
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基本信息·出版社:东南大学出版社
·页码:363 页
·出版日期:2009年01月
·ISBN:7564114487/9787564114480
·条形码:9787564114480
·版本:第1版
·装帧:平装
·开本:16
·正文语种:英语
内容简介 如果你是ActionScript 3.0新手,那么这是一本理想的入门指南。《学习ActionScript 3.0》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。《学习ActionScript3.0(影印版)初学者指南》的配套网站包含所有练习的材料,还有附加的小测验测试你对关键概念的掌握情况。
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)初学者指南》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。
通过《学习ActionScript3.0》,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
作者简介 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IFMA讲授ActionScr。ipt和]Flash动画课程。当他不为商业项目工作的时候,他就制作自己的个人网站,http://www.shapevent.com。
目录 Preface
Part I Getting Started
Chapter 1
ActionScript Overview
What Is ActionScript 3.0?
The Flash Platform
Procedural Versus Object-Oriented Programming
The Document Class
Legacy Code Compatibility
Chapter 2
Core Language Fundamentals
Miscellaneous Basics
Variables and Data Types
Conditionals
Loops
Arrays
Functions
Custom Objects
this
Absolute versus Relative Addresses
Part II Graphics and Interaction
Chapter 3
Properties, Methods, and Events
Inherited Attributes
Properties
Events
Methods
Event Propagation
Frame and Timer Events
Removing Event Listeners
Chapter 4
The Display List
The Sum of Its Parts
Adding and Removing Children
Managing Object Names, Positions, and Data Types
Changing the Display List Hierarchy
A Dynamic Navigation Bar
Chapter 5
Timeline Control
Playhead Movement
Frame Labels
Frame Rate
A Simple Site or Application Structure
Chapter 6
OOP
Classes
Inheritance
Composition
Encapsulation
Polymorphism
Navigation Bar Revisited
Chapter 7
Motion
Basic Movement
Geometry and Trigonometry
Physics
Programmatic Tweening
Timeline Animation Recreations
Particle Systems
Chapter 8
Drawing with Vectors
The Graphics Class
The Geometry Package
The Motion Package
9-Slice Scaling
Applied Examples
Chapter 9
Drawing with Pixels
Bitmap Caching
The BitmapData Class
Blend Modes
Bitmap Filters
Color Effects
Image Encoding and Saving
Part III Text
Chapter 10
Text
Creating Text Fields
Setting Text Field Characteristics
Selecting Text
Formatting Text
Formatting with HTML and CSS
Triggering ActionScriot from HTML Links
Parsing Text Fields
Loading HTML and CSS
Part IV Sound and Video
Chapter 11
Sound
ActionScript Sound Architecture
Internal and External Sounds
Playing, Stopping, and Pausing Sounds
Buffering Streaming Sounds
Changing Sound Volume and Pan
Reading ID3 Metadata from MP3 Sounds
Visualizing Sound Data
Working with Microphone Sound
Waveform Visualization
Chapter 12
Video
Encoding
Components
Full-screen Video
Captions
Coding Your Own Video Playback
Part V Input/Output
Chapter 13
Loading Assets
Loading Sound and Video
Loading Text
Loading Display Objects
Communicating Across ActionScript Virtual Machines
Taking a Brief Look at Security
Chapter 14
XML and E4X
Understanding XML Structure
Creating an XML Object
Reading XML
Writing XML
Deleting XML Elements
Loading External XML Documents
Communicating with XML Servers
An XML-Based Navigation System
Part VI Programming Design and Resources
Chapter 15
Programming Design and Resources
Programming Design Methodologies
Object-Oriented Design Patterns
Resources
Index
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序言 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.
文摘 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. These classes would alter or introduce traits specific to ground,water, and
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