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ActionScript 3. 0 Bible Book

ActionScript 3. 0 Bible
ActionScript 3. 0 Bible, , ActionScript 3. 0 Bible has a rating of 3.5 stars
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  • ActionScript 3. 0 Bible
  • Written by author Roger Braunstein
  • Published by Wiley, John & Sons, Incorporated, October 2007
  • Build rich Internet applications and more ActionScript has matured into a full-fledged, object-oriented programming language for creating cutting-edge Web applications, and this comprehensive book is just what you need to succeed. If you want to
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Introduction.

Part I: Getting Started with ActionScript 3.0.

Chapter 1: Introducing ActionScript 3.0.

Chapter 2: Understanding ActionScript 3.0 Language Basics.

Chapter 3: Programming with Classes.

Chapter 4: Working with Methods and Functions.

Chapter 5: Validating Your Program.

Part II: Working with ActionScript 3.0 Objects.

Chapter 6: Using Strings.

Chapter 7: Working with Numbers and Math.

Chapter 8: Using Arrays.

Chapter 9: Using Objects.

Chapter 10: Working with XML.

Chapter 11: Working with Regular Expressions.

Part III: Working with the Display List.

Chapter 12: Understanding the Flash Player 9 Display List.

Chapter 13: Working with DisplayObjects in Flash CS3.

Chapter 14: Printing.

Chapter 15: Working with Text and Fonts.

Part IV: Understanding the Event Framework.

Chapter 16: Understanding Events.

Chapter 17: Working with Mouse and Keyboard Events.

Chapter 18: Using Timers.

Part V: Working with Error Handling.

Chapter 19: Understanding Errors.

Chapter 20: Using the AVM2 Debugger.

Chapter 21: Making Your Application Fault-Tolerant.

Part VI: Working with External Data.

Chapter 22: Understanding Networking Basics.

Chapter 23: Communicating with Server-Side Technologies.

Chapter 24: Saving Data to a Local Machine Using SharedObject.

Chapter 25: Managing File Uploads and Downloads.

Part VII: Enriching Your Program with Sound and Video.

Chapter 26: Working with Sound.

Chapter 27: Adding Video.

Chapter 28: Accessing Microphones and Cameras.

Part VIII: Programming Graphics and Motion.

Chapter 29: Applying Filters to Your Graphics.

Chapter 30: Drawing Vector Graphics Programmatically.

Chapter 31: Scripting Animation.

Chapter 32: Applying Transformations to Graphics.

Chapter 33: Drawing Bitmap Graphics Programmatically.

Part IX: Working with Binary Data.

Chapter 34: Working with Binary Data.

Part X: Deploying Your Program.

Chapter 35: Deploying Flash on the Web.

Chapter 36: Interfacing with JavaScript.

Chapter 37: Using Local Connections to Communicate Between Flash Applications.

Index.


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