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學(xué)習(xí)ActionScript 3.0(影印版)

學(xué)習(xí)ActionScript 3.0(影印版)

定 價(jià):¥82.00

作 者: (美)舒普(Shupe,R),(美)羅瑟(Rosser,Z) 著
出版社: 東南大學(xué)出版社
叢編項(xiàng):
標(biāo) 簽: J2EE

ISBN: 9787564114480 出版時(shí)間: 2009-01-01 包裝: 平裝
開本: 16開 頁數(shù): 363 字?jǐn)?shù):  

內(nèi)容簡介

  如果你是ActionScript 3.0新手,那么這是一本理想的入門指南?!秾W(xué)習(xí)ActionScript 3.0》講解了ActionScript和Flash是如何工作的,清晰地描述了基本主題,例如邏輯、事件處理、內(nèi)容顯示、類、把項(xiàng)目遷移到ActionScript 3.0以及很多其他方面。通過實(shí)際練習(xí),你會學(xué)到重要的技巧,還會隨著內(nèi)容的深入熟練運(yùn)用這些技巧。本書的配套網(wǎng)站包含所有練習(xí)的材料,還有附加的小測驗(yàn)測試你對關(guān)鍵概念的掌握情況。Flash設(shè)計(jì)師、開發(fā)人員和程序員新手將會發(fā)現(xiàn)這本內(nèi)容豐富的指南是無價(jià)之寶,能夠在本書的帶領(lǐng)下適應(yīng)ActionScript 3.0的陡峭學(xué)習(xí)曲線。作者Rich Shupe和Zevan Rosser作為Flash開發(fā)人員和講師,根據(jù)他們豐富的經(jīng)驗(yàn),揭示了很多你可以用于每天實(shí)際工作中的方法。通過本書,你將學(xué)會:·協(xié)調(diào)ActionScript 3.0力量和性能的新方法如何在Flash CS3專業(yè)版和Flash播放器中使用ActionScript 3.0·人們在使用這門語言中常犯的錯(cuò)誤·如何格式化文字、使用聲音和影像、編寫代碼畫圖以及其他內(nèi)容·使用面向過程或者面向?qū)ο蟮募记删帉懩_本·如何以SWF、圖像、文本和XML文件的格式來載入要素和數(shù)據(jù)·不僅局限于簡單地堆砌腳本,也包括如何開展一個(gè)項(xiàng)目以及哪些資源可以對你有所幫助

作者簡介

  Rich Shupe從ActionScript誕生之初就開始向各種程度的學(xué)生講授這門語言。在1995年他創(chuàng)建了自己的培訓(xùn)和軟件開發(fā)公司FMA。作為一位在幾個(gè)技術(shù)領(lǐng)域(包括Flash、Director和QuickTime)得到認(rèn)可的權(quán)威人士,Rich是紐約視覺藝術(shù)學(xué)校計(jì)算機(jī)藝術(shù)系的講師。

圖書目錄

Preface
PartⅠ 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
PartⅡ 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
PartⅢ 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
PartⅣ 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
PartⅤ 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
PartⅥ Programming Design and Resources
 Chapter 15 Programming Design and Resources
Programming Design Methodologies
Object-Oriented Design Patterns
   Resources
Index

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