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>E-Books Resources >Free ebook on Flash ActionScript: Learning ActionScript 2.0 in Flash

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Free ebook on Flash ActionScript: Learning ActionScript 2.0 in Flash.pdf

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Macromedia Flash Basic 8 and Macromedia Flash Professional 8 are the professional standard authoring tools for producing high-impact web experiences. ActionScript is the language you use to add interactivity to Flash applications, whether your applications are simple animated SWF files or more complex rich Internet applications. You don’t have to use ActionScript to use Flash, but if you want to provide basic or complex user interactivity, work with objects other than those built into Flash (such as buttons and movie clips), or otherwise turn a SWF file into a more robust user experience, you’ll probably want to use ActionScript.

This manual assumes that you have already installed Flash Basic 8 or Flash Professional 8 and know how to use the user interface. You should know how to place objects on the Stage and manipulate them in the Flash authoring environment. If you have used a scripting language before, ActionScript will seem familiar. But if you’re new to programming, ActionScript basics are easy to learn. You can start with simple commands and build more complexity as you progress. You can add a lot of interactivity to your files without having to learn (or write) a lot of code.

The following list summarizes the contents of this actionscript ebook:

  • Chapter 1, "What’s New in Flash 8 ActionScript," describes features that are new in ActionScript, changes to the compiler and debugger, and the new programming model for the ActionScript 2.0 language.

  • Chapter 2, "Writing and Editing ActionScript 2.0," describes features of the ActionScript editor within Flash that make it easier to write code.

Download free ebook : Macromedia--Flash:_Learning_ActionScript_2.0_in_Flash.pdf
Free downloadable ebook on Flash Programming


  • Chapter 3, "About ActionScript," outlines what the ActionScript language is and details how to choose between which version of ActionScript to use.
  • Chapter 4, "Data and Data Types," describes the terminology and basic concepts about data, data types, and variables. You use these concepts throughout the manual.
  • Chapter 5, "Syntax and Language Fundamentals," describes the terminology and basic concepts of the ActionScript language. You use these concepts throughout the manual.
  • Chapter 6, "Functions and Methods," describes how to write different kinds of functions and methods and how to use them in your application.
  • Chapter 7, "Classes," describes how to create custom classes and objects in ActionScript. This chapter also lists the built-in classes in ActionScript and provides a brief overview of how you use them to access powerful features in ActionScript.
  • Chapter 8, "Inheritance," describes inheritance in the ActionScript language and describes how to extend built-in or custom classes.
  • Chapter 9, "Interfaces," describes how to create and work with interfaces in ActionScript.
  • Chapter 10, "Handling Events," describes a few different ways to handle events: event handler methods, event listeners, and button and movie clip event handlers.
  • Chapter 11, "Working with Movie Clips," describes movie clips and the ActionScript you can use to control them.
  • Chapter 12, "Working with Text and Strings," describes the different ways you can control text and strings in Flash and includes information on text formatting and FlashType (advanced text rendering, such as anti-alias text).
  • Chapter 13, "Animation, Filters, and Drawings," describes how to create code-based animation and images, add filters to objects, and draw using ActionScript.
  • Chapter 14, "Creating Interaction with ActionScript," describes some simple ways in which you can create more interactive applications, including controlling when SWF files play, creating custom pointers, and creating sound controls.
  • Chapter 15, "Working with Images, Sound, and Video," describes how to import external media files, such as bitmap images, MP3 files, Flash Video (FLV) files, and other SWF files, in your Flash applications. This chapter also provides an overview of how to work with video in your applications, and how to create progress bar loading animations.
  • Chapter 16, "Working with External Data," describes how to process data from external sources using server- or client-side scripts in your applications. This chapter describes how to integrate data with your applications.
  • Chapter 17, "Understanding Security," explains security in Flash Player, as it pertains to working with SWF files locally on your hard disk. This chapter also explains cross-domain security issues, and how to load data from servers, or across domains.
  • Chapter 18, "Debugging Applications," describes the ActionScript debugger within Flash that makes it easier to write applications.
  • Chapter 19, "Best Practices and Coding Conventions for ActionScript 2.0," explains the best practices for using Flash and writing ActionScript. This chapter also lists standardized coding conventions, such as naming variables, and other conventions.
  • Appendix A, "Error Messages," lists the error messages that the Flash compiler can generate.
  • Appendix B, "Deprecated Flash 4 operators," lists all the deprecated Flash 4 operators and their associativity.
  • Appendix C, "Keyboard Keys and Key Code Values," lists all the keys on a standard keyboard and the corresponding ASCII key code values that are used to identify the keys in ActionScript.
  • Appendix D, "Writing Scripts for Earlier Versions of Flash Player," provides guidelines to help you write scripts that are syntactically correct for the player version you are targeting.
  • Appendix E, "Object-Oriented Programming with ActionScript 1.0," provides information on using the ActionScript 1.0 object model to write scripts.
  • Appendix F, "Terminology," lists commonly used terminology when working with the ActionScript language and provides descriptions for the terms.


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