Essential Actionscript 2.0

Colin Moock

  • 出版商: O'Reilly
  • 出版日期: 2004-07-20
  • 售價: $1,510
  • 貴賓價: 9.5$1,435
  • 語言: 英文
  • 頁數: 532
  • 裝訂: Paperback
  • ISBN: 0596006527
  • ISBN-13: 9780596006525
  • 相關分類: ActionScript & FLASH
  • 已過版
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In September 2003, Macromedia released Flash MX 2004, and with it, ActionScript 2.0, a dramatically improved version of Flash's programming language. ActionScript 2.0 introduces a formal object-oriented programming syntax and methodology for creating Flash applications. From a developer's perspective, the new OOP-based techniques in ActionScript 2.0 make applications more natural to plan and conceptualize, more stable, more reusable across projects, easier to maintain, change, and expand upon, and much more. In short, they enhance the entire development process.

In Essential ActionScript 2.0, bestselling author Colin Moock--one of the most universally respected developers in the Flash community--covers everything you'll need to know about the new ActionScript language and its methodologies for producing movies, animation, and applications on the web. Moock guides readers through this important new territory with his trademark easy-to-understand style and expertise. Moock's goal throughout the book is not just to get you to use object-oriented programming in your daily Flash work: he wants you to reap the benefits of OOP; he wants you to understand ActionScript 2.0 completely. And without question, Moock is the author who can make this happen.

Essential ActionScript 2.0 begins with a tour of the language, including the fundamentals of object-oriented concepts, syntax, and usage. Those who are new to OOP will learn the basics and how to apply their understanding. Those who are familiar with OOP will leverage their prior experience to learn about Flash-based OOP. The next part of the book shows how to structure entire applications with ActionScript 2.0, teaching you best practices and techniques to build scalable, extensible, stable apps. Next, you'll explore a variety of approaches to various programming situations by applying object-oriented programming strategies, known as design patterns, to Flash.

Experienced Flash developers and programmers coming from other languages will enjoy the sheer depth of Moocks's coverage and expertise in Essential ActionScript 2.0. Novice programmers will appreciate the frequent, low-jargon explanations that are often glossed over by advanced programming books. As usual, Moock guarantees quality and accuracy by working closely with Macromedia Flash engineers, including Rebecca Sun, lead developer of ActionScript 2.0.
Whether you're ready to make the move to ActionScript 2.0 now or simply assessing it for the future, you'll find everything you need to know within this book. Essential ActionScript 2.0 is the one book every ActionScript coder must own.


Table of Contents:



Part I. The ActionScript 2.0 Language

1. ActionScript 2.0 Overview
     ActionScript 2.0 Features
     Features Introduced by Flash Player 7
     Flash MX 2004 Version 2 Components
     ActionScript 1.0 and 2.0 in Flash Player 6 and 7
     Let's Go OOP

2. Object-Oriented ActionScript
     Procedural Programming and Object-Oriented Programming
     Key Object-Oriented Programming Concepts
     But How Do I Apply OOP?
     On with the Show!

3. Datatypes and Type Checking
     Why Static Typing?
     Type Syntax
     Compatible Types
     Built-in Dynamic Classes
     Circumventing Type Checking
     Datatype Information for Built-in Classes
     ActionScript 2.0 Type Checking Gotchas
     Up Next: Creating Classes-Your Own Datatypes!

4. Classes
     Defining Classes
     Constructor Functions (Take 1)
     Constructor Functions (Take 2)
     Completing the Box Class
     Putting Theory into Practice

5. Authoring an ActionScript 2.0 Class
     Class Authoring Quick Start
     Designing the ImageViewer Class
     ImageViewer Implementation (Take 1)
     Using ImageViewer in a Movie
     ImageViewer Implementation (Take 2)
     ImageViewer Implementation (Take 3)
     Back to the Classroom

6. Inheritance
     A Primer on Inheritance
     Subclasses as Subtypes
     An OOP Chat Example
     Overriding Methods and Properties
     Constructor Functions in Subclasses
     Subclassing Built-in Classes
     Augmenting Built-in Classes and Objects
     The Theory of Inheritance
     Abstract and Final Classes Not Supported
     Let's Try Inheritance

7. Authoring an ActionScript 2.0 Subclass
     Extending ImageViewer's Capabilities
     The ImageViewerDeluxe Skeleton
     Adding setPosition( ) and setSize( ) Methods
     Autosizing the Image Viewer
     Using ImageViewerDeluxe
     Moving Right Along

8. Interfaces
     The Case for Interfaces
     Interfaces and Multidatatype Classes
     Interface Syntax and Use
     Multiple Type Inheritance with Interfaces
     Up Next, Packages

9. Packages
     Package Syntax
     Defining Packages
     Package Access and the Classpath
     Simulating Packages in ActionScript 1.0
     Just a Little More Theory

10. Exceptions
     The Exception-Handling Cycle
     Handling Multiple Types of Exceptions
     Exception Bubbling
     The finally Block
     Nested Exceptions
     Control Flow Changes in try/catch/finally
     Limitations of Exception Handling in ActionScript 2.0
     From Concepts to Code

Part II. Application Development

11. An OOP Application Framework
     The Basic Directory Structure
     The Flash Document (.fla file)
     The Classes
     The Document Timeline
     The Exported Flash Movie (.swf file)
     Projects in Flash MX Professional 2004
     Let's See It in Action!

12. Using Components with ActionScript 2.0
     Currency Converter Application Overview
     Preparing the Flash Document
     The CurrencyConverter Class
     Handling Component Events
     Components Complete

13. MovieClip Subclasses
     The Duality of MovieClip Subclasses
     Avatar: A MovieClip Subclass Example
     Avatar: The Composition Version
     Issues with Nested Assets
     A Note on MovieClip Sub-subclasses
     Curiouser and Curiouser

14. Distributing Class Libraries
     Sharing Class Source Files
     Sharing Classes Without Sharing Source Files
     Solving Real OOP Problems

Part III. Design Pattern Examples in ActionScript 2.0

15. Introduction to Design Patterns
     Bring on the Patterns

16. The Observer Design Pattern
     Implementing Observer in ActionScript 2.0
     Logger: A Complete Observer Example
     Memory Management Issues with Observer
     Beyond Observer

17. The Singleton Design Pattern
     Implementing Singleton in ActionScript 2.0
     The Singleton Pattern in the Logger Class
     Singleton Versus Class Methods and Class Properties
     A Warning Against Singletons as Globals
     On to User Interfaces

18. The Model-View-Controller Design Pattern
     The General Architecture of MVC
     A Generalized MVC Implementation
     An MVC Clock
     Further Exploration

19. The Delegation Event Model
     Structure and Participants
     The Flow of Logic
     Core Implementation
     NightSky: A Delegation Event Model Example
     Other Event Architectures in ActionScript
     From Some Place to Some OtherPlace

Part IV. Appendixes

A. ActionScript 2.0 Language Quick Reference

B. Differences from ECMAScript Edition 4