Object-Oriented ActionScript 3.0 (häftad)
Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
640
Utgivningsdatum
2007-07-01
Upplaga
1
Förlag
FRIENDS OF ED
Medarbetare
Jacobs, Sas / Yard, Todd
Illustratör/Fotograf
640 p XXIV
Illustrationer
illustrations
Dimensioner
230 x 180 x 32 mm
Vikt
1080 g
Antal komponenter
1
Komponenter
3:B&W 7.5 x 9.25 in or 235 x 191 mm Perfect Bound on White w/Gloss Lam
ISBN
9781590598450

Object-Oriented ActionScript 3.0

Häftad,  Engelska, 2007-07-01
531
  • Skickas från oss inom 3-6 vardagar.
  • Fri frakt över 249 kr för privatkunder i Sverige.
  • Learn object-oriented programming in ActionScript 3.0
  • Covers both the Flash and Flex environments
  • Includes design patterns, custom frameworks, data binding, and other crucial techniques
Object-oriented programming (OOP) is something that is usually considered a black art for hardcore programmers, not a topic of conversation for Flash developers. However, when adobe introduced ActionScript 3.0 to the mix, it changed everything. ActionScript 3.0 is much more powerful than previous versions, allowing Flash developers to produce robust object-oriented applications. but with that power comes great responsibility-OOP is now a requirement, rather than optional, and there are new things to learn.

But never fear-this book, based on the ever-popular Object-Oriented ActionScript for Flash 8, provides you all you need to delve into the world of OOP with confidence, whether you are using the Flash IDE, Flex builder, or even command-line tools for your development work.

First, you are taken gently through all the principles of OOP that you need to know, and then given a guide to designing and implementing applications in ActionScript 3.0. Next, we step up a gear, showing you the Flex builder development environment and teaching about creating reusable, extensible component frameworks-manager classes, animation and effects classes, UI widgets, and more. lastly, we look at some more advanced topics such as communication between Flash and the browser and Web services. case studies are included that apply the knowledge presented, giving you real-world projects to learn from and adapt for use in your own work.

Mastering object-oriented programming is essential for modern Flash development, and Object-Oriented ActionScript 3.0 is the only guide you'll need.

In this book you'll learn:

  • the essential principles of object-oriented programming, including inheritance, encapsulation, polymorphism, and more
  • Valuable lessons on ActionScript 3.0 project planning and programming, including design patterns and source control
  • How to create your own extensible, reusable application framework using OOP best practices
  • Advanced data integration techniques such as Web services and communication between Flash and the browser

Summary of Contents

  • PART ONE: OOP AND ACTIONSCRIPT
    • Chapter 1: Introduction to OOP
    • Chapter 2: Programming Concepts
    • Chapter 3: ActionScript 3.0 Programming
  • PART TWO: FLASH OOP GUIDELINES
    • Chapter 4: Planning
    • Chapter 5: Project Workflow
    • Chapter 6: Best Practices
    • Chapter 7: Working with Flex 2
  • PART THREE: CORE OOP CONCEPTS
    • Chapter 8: Encapsulation
    • Chapter 9: Classes
    • Chapter 10: Inheritance
    • Chapter 11: Polymorphism
    • Chapter 12: Interfaces
    • ...
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Övrig information

Peter Elst is a Belgian freelance IT consultant and founding partner of Project Cocoon based in Pondicherry, south India. As a respected member of the online community, Peter has spoken at various international industry events and has had his work published in leading journals.

Innehållsförteckning

* PART ONE: OOP AND ACTIONSCRIPT

o Chapter 1: Introduction to OOP

o Chapter 2: Programming Concepts

o Chapter 3: ActionScript 3.0 Programming

* PART TWO: FLASH OOP GUIDELINES

o Chapter 4: Planning

o Chapter 5: Project Workflow

o Chapter 6: Best Practices

o Chapter 7: Working with Flex 2

* PART THREE: CORE OOP CONCEPTS

o Chapter 8: Encapsulation

o Chapter 9: Classes

o Chapter 10: Inheritance

o Chapter 11: Polymorphism

o Chapter 12: Interfaces

o Chapter 13: Design Patterns

o Chapter 14: Case Study: An OOP Media Player

* PART FOUR: BUILDING AND EXTENDING DYNAMIC FRAMEWORKS

o Chapter 15: Manager Classes

o Chapter 16: UI Widgets

o Chapter 17: OOP Animation and Effects

* PART FIVE: DATA INTEGRATION

o Chapter 18: Exchanging Data Between Components

o Chapter 19: Communication Between Flash and the Browser

o Chapter 20: Server Communication (XML and Web Services)

o Chapter 21: Case Study: Slideshow Engine