Get ActionScript 3.0 Bible PDF

By Roger Braunstein

ISBN-10: 0470135603

ISBN-13: 9780470135600

I used this publication generally whereas studying Flash CS3 and CS4. i didn't do a lot designing, ordinarily coding. i discovered this e-book to be enormously beneficial as a developer without history in any of the ECMA family members script languages. I persisted to exploit the publication frequently over a interval of 2 years and typically discovered it to be an exceptional refresher or wisdom extender of the subject i wanted that day. I hugely suggest it. even though it is broad, do not anticipate the booklet comprise actually every thing. It does not pass into intensity at the parts (as I had needed) and one or different occasions I got here up empty, yet I nonetheless do not believe that demotes it to four stars. i discovered it to be the simplest laid out of the entire ActionScript books I reviewed (and it pairs good with Moock). it's certainly my go-to-first ebook for ActionScript. when you are an absolute guru, might be you don't want it (or the other book), another way get it and begin analyzing and constructing!

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Extra resources for ActionScript 3.0 Bible

Sample text

If you have the files available already, drop them into this folder, or follow these steps to create the file anew: 1. Launch Flash and create a new ActionScript file by navigating to File ➪ New and selecting ActionScript File, as shown in Figure I-1. Type or paste in the contents of the example in the editor that Flash opens. FIGURE I-1 Create a new ActionScript file. qxd:Layout 1 9/22/07 12:56 PM Page xlvi Introduction 2. Save the file in the path specified by its class name (you learn how to do this in Chapter 3).

You can give it any name you like. fla. By saving the FLA in the correct location, you ensure that it can find the classes it’s supposed to use. FIGURE I-3 Create a new Flash file. qxd:Layout 1 9/22/07 12:56 PM Page xlviii Introduction FIGURE I-4 Save the Flash file. 5. Each example has a main class. If the example is a single class, the main class is the entire example. Otherwise, it is listed first. The main class always extends Sprite. Once you’ve determined which class is the main class, enter this class’s fully qualified name (see Chapter 3) into the Document Class input box in the Properties panel.

0 that you will use most commonly, including how they are implemented in ActionScript and what you can do with them. qxd:Layout 1 9/22/07 12:56 PM Page xl Introduction Part III: Working with the Display List Part III covers the ground you’ll need to start making programs that have a visual aspect. The fundamentals introduced here are used frequently in other parts of the book. 0 project Printing Displaying and interacting with text Part IV: Understanding the Event Framework Part IV provides the fundamentals for writing interactive software by introducing events.

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ActionScript 3.0 Bible by Roger Braunstein


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