Résumé
The first half of the book will give you a solid foundation so you understand how to program in Flash. Many examples are interspersed, but you won't need to follow along with Flash running (though you may often feel like going off to try things when inspired). The second half is broken into 21 practical workshops where you can apply what you learned in the first half. These tutorials are designed not so much as examples of "perfect code"rather, solutions are worked out through a true-to-life process. For example, sometimes I purposely guide readers down the wrong path so that we can work out the solutions. That way, you will be able identify problems and work out solutions for real projects you encounter on your own.
This book definitely does not shy away from advanced topics, but it isn't an exhaustive reference to every detail in the ActionScript language either. That's not what this book is about. It's about giving you the skills so that you can apply any idea you have to Flash. When you're equipped with the knowledge I cover, you'll be able to meet any challenge. It might involve researching an esoteric formula for physics or applying a unique math calculation. If that means you have to research a specific topic, this book will give you the skills to figure out how to apply it to Flash. Think of this book as a bridge that will take you from "Flash user" to "ActionScript programmer".
Contents
Part I Foundation 1
( Foundation ) Introduction 3
- 1 Flash Basics 7
- 2 What's New in Flash 5 25
- 3 The Programmer's Approach 37
- 4 Basic Programming in Flash 47
- 5 Programming Structures 73
- 6 Debugging 113
- 7 The Movie Clip Object 141
- 8 Functions 161
- 9 Selecting Text, Trapping Keys, and Manipulating Strings 185
- 10 Arrays 211
- 1l Objects 237
- 12 Homemade Objects 261
- 13 Smart Clips 283
- 14 Interfacing with External Data 303
(Workshop) Introduction 353 PartII A Beginning Workshops 357
- 1 Ensuring That Users Have the Flash 5 Player 359
- 2 Faking Video 367
- 3 Creating Custom Cursors 375
- 4 Creating a Horizontal Slider 389
- 5 Building a Slide Show 403
- 6 Mapping 413
- 7 Working with Odd-Shaped Clickable Areas 423
- 8 Adapting Built-in Smart Clips 431
- 9 Creating a Currency-Exchange Calculator 441
- 10 Creating a ToolTip Smart Clip 461
- 11 Creating a Digital Timer 473
- 12 Creating an Analog Timer 481
- 13 Creating a Countdown Timer 489
- 14 Using Math to Create a Circular Slider 497
- 15 Developing Time-Based Animations 505
- 16 Creating a Multistate Button 511
- 17 Offline Production 523
- 18 Creating a Dynamic Slide Presentation 529
- 19 Creating JavaScript Cookies 543
- 20 Writing JavaScript Inter-Movie Communications 551
- 21 Fixing Broken Scripts 559
- A Equivalents 575
- B Making Flash Extensions for the Macromedia Exchange Web Site 583
- Index 589
L'auteur - Phillip Kerman
Phillip Kerman is an independent programmer, teacher,
and writer specializing in Macromedia products. He has a
degree in Imaging and Photographic Technology from the
Rochester Institute of Technology. His most involved Flash
application to date is Superior Stampede's real-time cattle
auction www.stampedecattle.com, which sells millions of
dollars worth of cattle every hour. Phillip is also the
author of Sams Teach Yourself Macromedia Flash MX 2004 in
24 Hours from Sams Publishing and ActionScripting in
Macromedia Flash MX from New Riders.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Que |
Auteur(s) | Phillip Kerman |
Parution | 01/05/2001 |
Nb. de pages | 618 |
Format | 18,8 x 23,2 |
Couverture | Broché |
Poids | 1065g |
Intérieur | Noir et Blanc |
EAN13 | 9780672320781 |
Avantages Eyrolles.com
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