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