Flash Action Script 3.0 About this Training Intermediate

hihatcloverSoftware and s/w Development

Jul 4, 2012 (5 years and 1 month ago)

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Flash Action Script 3.0
About this Training
This course is aimed a
t Flash users who are familiar with Flash as a multimedia and
animation tool and wish to move on to developing more sophisticated applications
using Actionscript 3. The emphasis is placed on learning core techniques and
principles to create a solid foundat
scripts and collaborating with other Actionscript 3 developers.
Content
Part I. ActionScript from the Ground Up
Chapter 1. Core Concepts
Tools for Writing ActionScript Code
Flash Client Runtime Environments
Compilation
Quick Review
Classes and Objects
Creating a Program
Packages
Defining a Class
Virtual Zoo Review
Constructor Methods
Creating Objects
Variables and Values
Constructor Parameters and Arguments
Expressions
Assigning One Variable’s Value to Another
An Instance Variable for Our Pet

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Flash Action Script 3.0

Intermediate
t Flash users who are familiar with Flash as a multimedia and
animation tool and wish to move on to developing more sophisticated applications
using Actionscript 3. The emphasis is placed on learning core techniques and
principles to create a solid foundat
ion for developing Flash applications using frame
scripts and collaborating with other Actionscript 3 developers.
Part I. ActionScript from the Ground Up
Tools for Writing ActionScript Code
Flash Client Runtime Environments
Constructor Parameters and Arguments
Assigning One Variable’s Value to Another
An Instance Variable for Our Pet
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com
Intermediate
t Flash users who are familiar with Flash as a multimedia and
animation tool and wish to move on to developing more sophisticated applications
using Actionscript 3. The emphasis is placed on learning core techniques and
ion for developing Flash applications using frame




Instance Methods
Members and
Properties
Virtual Zoo Review
Chapter 2. Conditionals and Loops
Conditionals
Loops
Boolean Logic
Back to Classes and Objects
Chapter 3. Instance Methods Revisited
Omitting the this Keyword
Bound Methods
Using Methods to Examine and Modify an Object’s State
Get and Set Methods
Handling an Unknown Number of Parameters
Up Next: Class-
Level Information and Behavior
Chapter 4. Static Variables and Static Methods
Static Variables
Constants
Static Methods
Class Objects
C++ and Java Terminology Comparison
On to Functions
Chapter 5. Functions
Package-
Level Functions
Nested Functions
Source-File-
Level Functions

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Properties
Chapter 2. Conditionals and Loops
Back to Classes and Objects
Chapter 3. Instance Methods Revisited
Omitting the this Keyword
Using Methods to Examine and Modify an Object’s State
Handling an Unknown Number of Parameters
Level Information and Behavior
Chapter 4. Static Variables and Static Methods
C++ and Java Terminology Comparison
Level Functions
Level Functions
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Accessing Definitions from Within a Function
Functions as Values
Function Literal Recursi
Using Functions in the Virtual Zoo Program
Chapter 6. Inheritance
A Primer on Inheritance
Overriding Instance Methods
Constructor Methods in Subclasses
Preventing Classes from Being Extended and Methods from Being Overridden
Subclassing Built-
in Classes
The Theory of Inheritance
Abstract Not Supported
Using Inheritance in the Virtual Zoo Program
Virtual Zoo Program Code
Chapter 7. Comp
iling and Running a Program
Compiling with the Flash Authoring Tool
Compiling with Flex Builder 2
Compiling with mxmlc
Compiler Restrictions
The Compilation Process and the Classpath
Strict-
Mode Versus Standard
C
hapter 8. Datatypes and Type Checking
Datatypes and Type Annotations
Untyped Variables, Parameters, Return Values, and Expressions
Strict Mode’s Three Special Cases
Warnings for Missing Type Annotations

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Accessing Definitions from Within a Function
Function Literal Recursi
ve Functions
Using Functions in the Virtual Zoo Program
A Primer on Inheritance
Overriding Instance Methods
Constructor Methods in Subclasses
Preventing Classes from Being Extended and Methods from Being Overridden
in Classes
The Theory of Inheritance
Abstract Not Supported
Using Inheritance in the Virtual Zoo Program
Virtual Zoo Program Code
iling and Running a Program
Compiling with the Flash Authoring Tool
Compiling with Flex Builder 2
Compiling with mxmlc
The Compilation Process and the Classpath
Mode Versus Standard
-Mode Compilation
hapter 8. Datatypes and Type Checking
Datatypes and Type Annotations
Untyped Variables, Parameters, Return Values, and Expressions
Strict Mode’s Three Special Cases
Warnings for Missing Type Annotations
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com
Preventing Classes from Being Extended and Methods from Being Overridden




Detecting Reference Errors at Compile Time
Casting
Conversion to Primitive Types
Default Variable Values
null and undefined
Datatypes in the Virtual Zoo
Chapter 9. Interfaces
The Case for Interfaces
Interfaces and Multidatatype Classes
Interface Syntax and Use
Another Multiple-
Type Example
Chapter 10. Statements and Operators
Statements
Operators
Up Next: Managing Lists of Information
Chapter 11. Arrays
What Is an Array?
The Anatomy of an Array
Creating Arrays
Referencing Array El
ements
Determining the Size of an Array
Adding Elements to an Array
Removing Elements from an Array
Checking the Contents of an Array with the toString( ) Method
Multidimensional Arrays
On to Events

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Detecting Reference Errors at Compile Time
Conversion to Primitive Types
Default Variable Values
Datatypes in the Virtual Zoo
The Case for Interfaces
Interfaces and Multidatatype Classes
Interface Syntax and Use
Type Example
Chapter 10. Statements and Operators
Up Next: Managing Lists of Information
The Anatomy of an Array
ements
Determining the Size of an Array
Adding Elements to an Array
Removing Elements from an Array
Checking the Contents of an Array with the toString( ) Method
Multidimensional Arrays
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Chapter 12. Events and Event Handling
ActionScrip
t Event Basics
Accessing the Target Object
Accessing the Object That Registered the Listener
Preventing Default Event Behavior
Event Listener Priority
Event Listeners and Memory Management
Custom Events
Type Weakness in ActionScript’s Event Architecture
Handling Events Across Security Boundaries
Chapter
13. Exceptions and Error Handling
The Exception-
Handling Cycle
Handling Multiple Types of Exceptions
Exception Bubbling
The finally Block
Nested Exceptions
Control-
Flow Changes in try/catch/finally
Handling a Built-
in Exception
Chapter 14. Garbage Collection
Eligibility for Garbage Collection
Incremental Mark and Sweep
Disposing of Objects Intentionally
Deactivating Objects
Garbage Collection Demonstration
On to ActionScript Backcountry

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Chapter 12. Events and Event Handling
t Event Basics
Accessing the Target Object
Accessing the Object That Registered the Listener
Preventing Default Event Behavior
Event Listener Priority
Event Listeners and Memory Management
Type Weakness in ActionScript’s Event Architecture
Handling Events Across Security Boundaries
13. Exceptions and Error Handling
Handling Cycle
Handling Multiple Types of Exceptions
Flow Changes in try/catch/finally
in Exception
Chapter 14. Garbage Collection
Eligibility for Garbage Collection
Incremental Mark and Sweep
Disposing of Objects Intentionally
Garbage Collection Demonstration
On to ActionScript Backcountry
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Chapter 15. Dynamic ActionScript
Dynamic Instance Variables
Dynamically Adding New Behavior to an Instance
Dynamic References to Variables and Methods
Using Dynamic Instance Variables to Create Lookup Tables
Using Functions to Create Objects
Using Prototype Objects to Augment Classes
The Prototype Chain
Chapter 16. Scope
Global Scope
Class Scope
Static Method Scope
Instance Method Scope
Function Scope
Scope Summary
The Internal Details
Expanding the Scope Chain via the with Statement
Chapter 17. Namespaces
Namespace Vocabulary
ActionScript Namespaces
Creating Namespaces
Using a Namespace to Qualify Varia
Qualified Identifiers
A Functional Namespace Example
Namespace Accessibility
Qualified-
Identifier Visibility

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Chapter 15. Dynamic ActionScript
Dynamic Instance Variables
Dynamically Adding New Behavior to an Instance
Dynamic References to Variables and Methods
Using Dynamic Instance Variables to Create Lookup Tables
Using Functions to Create Objects
Using Prototype Objects to Augment Classes
Instance Method Scope
Expanding the Scope Chain via the with Statement
Namespace Vocabulary
ActionScript Namespaces
Using a Namespace to Qualify Varia
ble and Method Definitions
A Functional Namespace Example
Namespace Accessibility
Identifier Visibility
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Comparing Qualified Identifiers
Assigning and Passing Namespace Values
Open Namespaces and the use namespace Directive
Namespaces for Access
Applied Namespace Examples
Chapter 18. XML and E4X
Understanding XML Data as a Hierarchy
Representing XML Data in E4X
Creating XML Data with E4
Accessing XML Data
Processing XML with for
Accessing Descendants
Filtering XML Data
Traversing XML Trees
Changing or Creating New XML Content
Loading XML Data
Working with XML Namespaces
Converting XML and XMLList to a String
Determining Equality in E4X
Chapter 19. Flash Player Security Restrictions
The Local Realm, the Remote Realm, and Remote Regions
Security-Sandbox-
Types
Security Generalizations Considered Harmful
Restrictio
ns on Loading Content, Accessing Content as Data, Cross
and Loading Data
Socket Security

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Comparing Qualified Identifiers
Assigning and Passing Namespace Values
Open Namespaces and the use namespace Directive
Namespaces for Access
-Control Modifiers
Applied Namespace Examples
Understanding XML Data as a Hierarchy
Representing XML Data in E4X
Creating XML Data with E4
X
Processing XML with for
-each-in and for-in
Accessing Descendants
Traversing XML Trees
Changing or Creating New XML Content
Working with XML Namespaces
Converting XML and XMLList to a String
Determining Equality in E4X
Chapter 19. Flash Player Security Restrictions
The Local Realm, the Remote Realm, and Remote Regions
Types
Security Generalizations Considered Harmful
ns on Loading Content, Accessing Content as Data, Cross
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com
ns on Loading Content, Accessing Content as Data, Cross
-Scripting,




Example Security Scenarios
Choosing a Local Security
Distributor Permissions (Policy Files)
Creator Permissions (allowDomain( ))
Import Loading
Handling Security Violations
Security Domains
Two Common Security
Part II. Display and Interactivity
Chapter 20. The Display API and the Display List
Display API Overview
The Display List
Containment Events
Custom Graphical Classes
Go with the Event Flow
Chapter 21. Events and Display Hierarchies
Hierarchical Event Dispatch
Event Dispatch Phases
Event Listeners and the Event Flow
Using the Event Flow to Centralize Code
Determining the Current Event Phas
Distinguishing Events Targeted at an Object from Events Targeted at That
Object’s Descendants
Stopping an Event Dispatch
Event Priority and the Event Flow

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Example Security Scenarios
Choosing a Local Security
-Sandbox-Type
Distributor Permissions (Policy Files)
Creator Permissions (allowDomain( ))
Handling Security Violations
Two Common Security
-Related Development Issues
Part II. Display and Interactivity
Chapter 20. The Display API and the Display List
Custom Graphical Classes
Go with the Event Flow
Chapter 21. Events and Display Hierarchies
Hierarchical Event Dispatch
Event Dispatch Phases
Event Listeners and the Event Flow
Using the Event Flow to Centralize Code
Determining the Current Event Phas
e
Distinguishing Events Targeted at an Object from Events Targeted at That
Object’s Descendants
Stopping an Event Dispatch
Event Priority and the Event Flow
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com
Distinguishing Events Targeted at an Object from Events Targeted at That




Display-
Hierarchy Mutation and the Event Flow
Custom Events and the Event Flow
On to Input Events
Chapter 22. Interactivity
Mouse-Input Events
Focus Events
Keyboard-
Input Events
Text-Input Events
Flash Player-
Level Input Events
From the Program to the Screen
Chapter 23. Screen Updates
Scheduled Screen Updates
Post-Event Screen
Updates
Redraw Region
Optimization with the Event.RENDER Event
Chapter 24. Programmatic Animation
No Loops
Animating with the ENTER_FRAME Event
Animating with the TimerEvent.TIMER Event
Choosing Between Timer and Event.ENTER_FRA
A Generalized Animator
Velocity-
Based Animation
Chapter 25. Drawing with Vectors
Graphics Class Overview
Drawing Lines
Drawing Curves

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Hierarchy Mutation and the Event Flow
Custom Events and the Event Flow
Input Events
Level Input Events
From the Program to the Screen
Scheduled Screen Updates
Updates
Optimization with the Event.RENDER Event
Chapter 24. Programmatic Animation
Animating with the ENTER_FRAME Event
Animating with the TimerEvent.TIMER Event
Choosing Between Timer and Event.ENTER_FRA
ME
A Generalized Animator
Based Animation
Chapter 25. Drawing with Vectors
Graphics Class Overview
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Drawing Shapes
Removing Vector Content
Example: An Object-
Oriented Shape Library
From Lines to Pixels
Chapter 26. Bitmap Programming
The BitmapData and Bitmap Classes
Pixel Color Values
Creating a New Bitmap Image
Loading an External Bitmap Image
Examining a Bitmap
Modifying a Bitmap
Copy
ing Graphics to a BitmapData Object
Applying Filters and Effects
Freeing Memory Used by Bitmaps
Words, Words, Words
Chapter 27. Text Display and Input
Creating and Displaying Text
Modifying a Text Field’s Content
Formatting Text Fields
Fonts and Tex
t Rendering
Missing Fonts and Glyphs
Determining Font Availability
Determining Glyph Availability
Embedded-
Text Rendering
Text Field Input
Text Fields and the Flash Authoring Tool

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Removing Vector Content
Oriented Shape Library
Chapter 26. Bitmap Programming
The BitmapData and Bitmap Classes
Creating a New Bitmap Image
Loading an External Bitmap Image
ing Graphics to a BitmapData Object
Applying Filters and Effects
Freeing Memory Used by Bitmaps
Words, Words, Words
Chapter 27. Text Display and Input
Creating and Displaying Text
Modifying a Text Field’s Content
Formatting Text Fields
t Rendering
Missing Fonts and Glyphs
Determining Font Availability
Determining Glyph Availability
Text Rendering
Text Fields and the Flash Authoring Tool
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Chapter 28. Loading External Display Assets
Using Loader to Load Display Assets at Runtime
Compile-Time Type-
Checking for Runtime
Accessing Assets in Multiframe .swf Files
Instantiating a Runtime
Using Socket to Load Displ
Removing Runtime Loaded .swf Assets
Embedding Display Assets at CompileTime
Part III. Applied ActionScript Topics
Chapter 29. ActionScript and the Flash Authoring Tool
The Flash Document
Timelines and Frames
Timeline Scripting
The Document Class
Symbols and Instances
Linked Classes for Movie Clip Symbols
Accessing Manually Created Symbol Instances
Accessing Manually Created Text
Programmatic Timeline Control
Instantiating Flash Authoring Symbols via ActionScript
Instance Nam
es for Programmatically Created Display Objects
Linking Multiple Symbols to a Single Superclass
The Composition-
Based Alternative to Linked Classes
Preloading Classes

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Chapter 28. Loading External Display Assets
Using Loader to Load Display Assets at Runtime
Checking for Runtime
-Loaded Assets
Accessing Assets in Multiframe .swf Files
Instantiating a Runtime
-Loaded Asset
Using Socket to Load Displ
ay Assets at Runtime
Removing Runtime Loaded .swf Assets
Embedding Display Assets at CompileTime
Part III. Applied ActionScript Topics
Chapter 29. ActionScript and the Flash Authoring Tool
Timelines and Frames
Symbols and Instances
Linked Classes for Movie Clip Symbols
Accessing Manually Created Symbol Instances
Accessing Manually Created Text
Programmatic Timeline Control
Instantiating Flash Authoring Symbols via ActionScript
es for Programmatically Created Display Objects
Linking Multiple Symbols to a Single Superclass
Based Alternative to Linked Classes
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com




Chapter 30. A Minimal MXML Application
The General Approach
A Real UI Component Example
Chapter 31. Distributing a Class Library
Sharing Class Source Files
Distributing a Class Library as a .swc
Distributing a Class Library as a .swf File

#12, MLA Layout,Muthappa Block,

RT
Nagar, Bangalore

Phone : +91 97392 09001

E-mail : info@
elsoftsolutions.com
Chapter 30. A Minimal MXML Application
The General Approach
A Real UI Component Example
Chapter 31. Distributing a Class Library
Sharing Class Source Files
Distributing a Class Library as a .swc
Distributing a Class Library as a .swf File
#12, MLA Layout,Muthappa Block,
Nagar, Bangalore
– 32.
Phone : +91 97392 09001
elsoftsolutions.com