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Essential ActionScript 2.0 [Paperback]

Colin Moock
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Table of Contents

Foreword; Preface; This Book Wants You; What This Book Is Not; Who Should (and Shouldn't) Read This Book; ActionScript 2.0 Versus ActionScript 1.0; Deciphering Flash Versions; Example Files and Resources; Typographical Conventions; Using Code Examples; We'd Like to Hear from You; Acknowledgments; Part I: The ActionScript 2.0 Language; Chapter 1: ActionScript 2.0 Overview; 1.1 ActionScript 2.0 Features; 1.2 Features Introduced by Flash Player 7; 1.3 Flash MX 2004 Version 2 Components; 1.4 ActionScript 1.0 and 2.0 in Flash Player 6 and 7; 1.5 Let's Go OOP; Chapter 2: Object-Oriented ActionScript; 2.1 Procedural Programming and Object-Oriented Programming; 2.2 Key Object-Oriented Programming Concepts; 2.3 But How Do I Apply OOP?; 2.4 On with the Show!; Chapter 3: Datatypes and Type Checking; 3.1 Why Static Typing?; 3.2 Type Syntax; 3.3 Compatible Types; 3.4 Built-in Dynamic Classes; 3.5 Circumventing Type Checking; 3.6 Casting; 3.7 Datatype Information for Built-in Classes; 3.8 ActionScript 2.0 Type Checking Gotchas; 3.9 Up Next: Creating Classes—Your Own Datatypes!; Chapter 4: Classes; 4.1 Defining Classes; 4.2 Constructor Functions (Take 1); 4.3 Properties; 4.4 Methods; 4.5 Constructor Functions (Take 2); 4.6 Completing the Box Class; 4.7 Putting Theory into Practice; Chapter 5: Authoring an ActionScript 2.0 Class; 5.1 Class Authoring Quick Start; 5.2 Designing the ImageViewer Class; 5.3 ImageViewer Implementation (Take 1); 5.4 Using ImageViewer in a Movie; 5.5 ImageViewer Implementation (Take 2); 5.6 ImageViewer Implementation (Take 3); 5.7 Back to the Classroom; Chapter 6: Inheritance; 6.1 A Primer on Inheritance; 6.2 Subclasses as Subtypes; 6.3 An OOP Chat Example; 6.4 Overriding Methods and Properties; 6.5 Constructor Functions in Subclasses; 6.6 Subclassing Built-in Classes; 6.7 Augmenting Built-in Classes and Objects; 6.8 The Theory of Inheritance; 6.9 Abstract and Final Classes Not Supported; 6.10 Let's Try Inheritance; Chapter 7: Authoring an ActionScript 2.0 Subclass; 7.1 Extending ImageViewer's Capabilities; 7.2 The ImageViewerDeluxe Skeleton; 7.3 Adding setPosition( ) and setSize( ) Methods; 7.4 Autosizing the Image Viewer; 7.5 Using ImageViewerDeluxe; 7.6 Moving Right Along; Chapter 8: Interfaces; 8.1 The Case for Interfaces; 8.2 Interfaces and Multidatatype Classes; 8.3 Interface Syntax and Use; 8.4 Multiple Type Inheritance with Interfaces; 8.5 Up Next, Packages; Chapter 9: Packages; 9.1 Package Syntax; 9.2 Defining Packages; 9.3 Package Access and the Classpath; 9.4 Simulating Packages in ActionScript 1.0; 9.5 Just a Little More Theory; Chapter 10: Exceptions; 10.1 The Exception-Handling Cycle; 10.2 Handling Multiple Types of Exceptions; 10.3 Exception Bubbling; 10.4 The finally Block; 10.5 Nested Exceptions; 10.6 Control Flow Changes in try/catch/finally; 10.7 Limitations of Exception Handling in ActionScript 2.0; 10.8 From Concepts to Code; Part II: Application Development; Chapter 11: An OOP Application Framework; 11.1 The Basic Directory Structure; 11.2 The Flash Document (.fla file); 11.3 The Classes; 11.4 The Document Timeline; 11.5 The Exported Flash Movie (.swf file); 11.6 Projects in Flash MX Professional 2004; 11.7 Let's See It in Action!; Chapter 12: Using Components with ActionScript 2.0; 12.1 Currency Converter Application Overview; 12.2 Preparing the Flash Document; 12.3 The CurrencyConverter Class; 12.4 Handling Component Events; 12.5 Components Complete; Chapter 13: MovieClip Subclasses; 13.1 The Duality of MovieClip Subclasses; 13.2 Avatar: A MovieClip Subclass Example; 13.3 Avatar: The Composition Version; 13.4 Issues with Nested Assets; 13.5 A Note on MovieClip Sub-subclasses; 13.6 Curiouser and Curiouser; Chapter 14: Distributing Class Libraries; 14.1 Sharing Class Source Files; 14.2 Sharing Classes Without Sharing Source Files; 14.3 Solving Real OOP Problems; Part III: Design Pattern Examples in ActionScript 2.0; Chapter 15: Introduction to Design Patterns; 15.1 Bring on the Patterns; Chapter 16: The Observer Design Pattern; 16.1 Implementing Observer in ActionScript 2.0; 16.2 Logger: A Complete Observer Example; 16.3 Memory Management Issues with Observer; 16.4 Beyond Observer; Chapter 17: The Singleton Design Pattern; 17.1 Implementing Singleton in ActionScript 2.0; 17.2 The Singleton Pattern in the Logger Class; 17.3 Singleton Versus Class Methods and Class Properties; 17.4 A Warning Against Singletons as Globals; 17.5 On to User Interfaces; Chapter 18: The Model-View-Controller Design Pattern; 18.1 The General Architecture of MVC; 18.2 A Generalized MVC Implementation; 18.3 An MVC Clock; 18.4 Further Exploration; Chapter 19: The Delegation Event Model; 19.1 Structure and Participants; 19.2 The Flow of Logic; 19.3 Core Implementation; 19.4 NightSky: A Delegation Event Model Example; 19.5 Other Event Architectures in ActionScript; 19.6 From Some Place to Some OtherPlace; Part IV: Appendixes; Appendix A: ActionScript 2.0 Language Quick Reference; A.1 Global Properties; A.2 Global Functions; Appendix B: Differences from ECMAScript Edition 4; Colophon;

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