Download ActionScript 3.0 Cookbook: Solutions for Flash Platform and by Joey Lott PDF

By Joey Lott

Good sooner than Ajax and Microsoft's home windows Presentation beginning hit the scene, Macromedia provided the 1st strategy for construction web content with the responsiveness and performance of laptop courses with its Flash-based "Rich web Applications". Now, new proprietor Adobe is taking Flash and its robust services past the internet and making it a full-fledged improvement setting. instead of concentrate on thought, the ActionScript 3.0 Cookbook concentrates at the functional program of ActionScript, with greater than three hundred strategies you should use to unravel quite a lot of universal coding dilemmas. you will discover recipes that aid you: become aware of the user's Flash participant model or their working procedure construct customized periods structure dates and foreign money kinds paintings with strings construct person interface elements paintings with audio and video Make distant method calls utilizing Flash Remoting and net providers Load, ship, and seek XML facts and lots more and plenty, even more ... every one code recipe offers the matter, answer, and dialogue of the way you should use it in alternative routes or customize it to your personal wishes, and why it really works. you could fast find the recipe that almost all heavily fits your scenario and get the answer with out analyzing the full booklet to appreciate the underlying code. suggestions development from brief recipes for small difficulties to extra advanced scripts for thornier riddles, and the discussions supply a deeper research for resolving comparable matters sooner or later, besides attainable layout offerings and ramifications. you will even the right way to hyperlink modular ActionScript items jointly to create rock-solid suggestions for Flex 2 and Flash purposes. if you find yourself uncertain how ActionScript 3.0 works or the best way to method a particular programming trouble, you could easily choose up the booklet, turn to the suitable recipe(s), and fast find the answer you are looking for. Adobe Developer Library is a co-publishing partnership among O'Reilly Media and Adobe platforms, Inc. and is designed to provide the #1 details assets for builders who use Adobe applied sciences. Created in 2006, the Adobe Developer Library is the reliable resource for accomplished studying strategies to aid builders create expressive and interactive net purposes that may achieve almost someone on any platform. With top-notch books and leading edge on-line assets masking the most recent in wealthy net software improvement, the Adobe Developer Library deals professional education and in-depth assets, directly from the resource.

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Additional info for ActionScript 3.0 Cookbook: Solutions for Flash Platform and Flex Application Developers

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4 How to Trace a Message Problem You need to trace out a message or the value of some data at runtime. Solution Use the trace function, pass the data to it, run your application, and look for a message in the Console in Eclipse. Discussion You can trace out a message, the value of a variable, or just about any other data using trace, just as you would in earlier versions of ActionScript. swf is now launched in an external browser, it might seem that there is no way to capture the output of these trace statements.

You can call or invoke a function (that is, execute it) by using its name. When a function is part of a class, it is referred to as a method of the class. Methods can use all the same modifiers as properties. Scope A variable’s scope describes when and where the variable can be manipulated by the code in a movie. Scope defines a variable’s life span and its accessibility to other blocks of code in a script. Scope determines how long a variable exists and from where in the code you can set or retrieve the variable’s value.

Sqrt(i)) { trace(i); } In this case, the variable i winds up holding values other than integers, so it is best to declare it as a Number rather than an int. You should not use a for statement to perform tasks over time. x += 10; } Whereas the preceding code moves the sprite 200 pixels to the right of its starting point, all the updates take place within the same frame. There are two problems with this. First, the Stage updates only once per frame, so only the last update is shown on the Stage (causing the sprite to jump 200 pixels suddenly rather than moving smoothly in 20 steps).

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