Siêu thị PDFTải ngay đi em, trời tối mất

Thư viện tri thức trực tuyến

Kho tài liệu với 50,000+ tài liệu học thuật

© 2023 Siêu thị PDF - Kho tài liệu học thuật hàng đầu Việt Nam

Tài liệu Actionscript 3.0 bible 2nd edition docx
PREMIUM
Số trang
1011
Kích thước
13.1 MB
Định dạng
PDF
Lượt xem
787

Tài liệu Actionscript 3.0 bible 2nd edition docx

Nội dung xem thử

Mô tả chi tiết

www.it-ebooks.info

www.it-ebooks.info

ActionScript®

3.0 Bible

www.it-ebooks.info

www.it-ebooks.info

ActionScript®

3.0 Bible

Second Edition

Roger Braunstein

Wiley Publishing, Inc.

www.it-ebooks.info

ActionScript® 3.0 Bible

Published by

Wiley Publishing, Inc.

10475 Crosspoint Boulevard

Indianapolis, IN 46256

www.wiley.com

Copyright © 2010 by Wiley Publishing, Inc., Indianapolis, Indiana

Published simultaneously in Canada

ISBN: 978-0-470-52523-4

Manufactured in the United States of America

10 9 8 7 6 5 4 3 2 1

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any

means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections

107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher,

or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood

Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should

be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201)

748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.

Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties

with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties,

including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended

by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation.

This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other

professional services. If professional assistance is required, the services of a competent professional person should be

sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organi￾zation or Web site is referred to in this work as a citation and/or a potential source of further information does not

mean that the author or the publisher endorses the information the organization or Web site may provide or rec￾ommendations it may make. Further, readers should be aware that Internet Web sites listed in this work may have

changed or disappeared between when this work was written and when it is read.

For general information on our other products and services please contact our Customer Care Department within the

United States at (877) 762-2974, outside the United States at (317) 572-3993 or fax (317) 572-4002.

Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be avail￾able in electronic books.

Library of Congress Control Number: 2009943640

Trademarks: Wiley and the Wiley logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or

its affiliates, in the United States and other countries, and may not be used without written permission. ActionScript

is a registered trademark of Adobe Systems Incorporated. All other trademarks are the property of their respective

owners. Wiley Publishing, Inc. is not associated with any product or vendor mentioned in this book.

www.it-ebooks.info

About the Author

Roger Braunstein is a multidisciplinary programmer and the Chief Roger Officer of partlyhuman inc.,

an independent development and design shop in Brooklyn, NY. Roger is an author of the first edition

of ActionScript 3.0 Bible, and a short e-book, Introduction to Flex 2. Roger builds games, mobile apps,

interactive art, tools, web apps, and websites using any technology he can wrap his head around. In

just the past two years he’s built stuff for LEGO, MoMA, Tim Burton, Antony and the Johnsons, AOL,

HBO, Puma, General Mills, Sport Chalet, Pepsi, Coke, OMGPOP, the French Culinary Institute, and

more. Additionally, he keeps busy with a series of independent projects. When not in front of a com￾puter, Roger enjoys normal human activities such as biking, cooking, reading, traveling, taking photos,

roller-skating, and dancing to music made on GameBoys. He is perpetually too preoccupied to put

anything interesting on his site http://partlyhuman.com/, but you can use it to get in touch

with him.

www.it-ebooks.info

www.it-ebooks.info

Credits

Acquisitions Editor

Scott Meyers

Project Editor

Brian MacDonald

Technical Editor

Caleb Johnston

Production Editor

Daniel Scribner

Copy Editor

Karen Gill

Editorial Director

Robyn B. Siesky

Editorial Manager

Mary Beth Wakefield

Marketing Manager

David Mayhew

Production Manager

Tim Tate

Vice President and Executive

Group Publisher

Richard Swadley

Vice President and Executive

Publisher

Barry Pruett

Associate Publisher

Jim Minatel

Project Coordinator, Cover

Lynsey Stanford

Proofreader

Nancy Bell

Indexer

Robert Swanson

Cover Image

Joyce Haughey

Cover Designer

Michael E. Trent

www.it-ebooks.info

www.it-ebooks.info

This book, like all gargantuan projects, was a team effort. Its pages were touched by many

hands, at Wiley and elsewhere. Losing even a single pair of these hands would mean you

wouldn’t have this book in yours right now, so I want to thank each and every person on

my team, whether I sent you 20 e-mails a day or never met you.

My most heartfelt thanks go to my project editor Brian MacDonald, and my acquisitions editor

Scott Meyers, who were nothing short of bodacious to work with. When I think of how many times I

pushed for some new, unconventional feature or change to the established Bible series, and then look

at this book and see all of my ideas in print, I know it’s Brian and Scott who have somehow done

their magic, convinced the right people, and made it happen. Thank you.

Perhaps every author forms a good relationship with his project editor just because he’s the person

who’s there from the first day of writing through the last, exhausted round of edits. But I think Brian

MacDonald is exceptional. I’ve never worked with an editor half as good. He had the right solution

for every problem. He was behind me and my ideas through thick and thin. His edits were always

spot-on. He was always available, always funny, and he even got my nerdy jokes. Trust me, if you’re

writing a programming book, bribe whoever you need to hire Brian.

I can’t talk about my team without mentioning the exhaustive copy editing done by Karen Gill. She

kept tabs on all my writing, cut down my useless tiresome redundant logorrhea, and made this book

less of a slog to get through. Trust me, you owe her one. I have the feeling her job is a little thankless,

but I do thank her.

Caleb Johnston, besides being a good friend, was a terrific technical editor. Somehow, with a full

course load for his master’s degree, he managed to find the time to review this entire book by him￾self. (The previous edition, although smaller, had three technical editors!) More than just scrutinizing

it, he made detailed and thoughtful criticisms, with as much ruthlessness as I demanded of him. He

found some quirky errors, and because he found them, you won’t have to.

Special thanks go out to my friend Corey Lucier at Adobe, who was kind enough to answer a few

questions about the internal workings of Flash Player or forward them on to Flash Player engineers.

Their additions helped me be even more accurate in this book, and Corey’s help was invaluable.

Special thanks also go to Whitney Gardner, who made two sublime illustrations for this book when I

was at my wit’s end.

Thanks to the U.S. economy for making my day job so unprofitable it made sense to sit in my

room and write for nine months. Thanks to coffee: you complete me. Thanks to my crazy SafeType

keyboard, which saved me from crippling arm pain. Thanks to my friends for, I dunno, whatever,

I like you.

Last but not least, thanks and lotsa lotsa love to my parents.

ix

www.it-ebooks.info

www.it-ebooks.info

Introduction ..............................................................................................................................................xli

Part I: ActionScript 3.0 Language Basics . . . . . . . . . . . . . . . . . . . . 1

Chapter 1: Introducing ActionScript 3.0 ...................................................................................................3

Chapter 2: ActionScript 3.0 Language Basics ..........................................................................................15

Chapter 3: Functions and Methods .........................................................................................................39

Chapter 4: Object Oriented Programming ..............................................................................................51

Chapter 5: Validating Your Program .....................................................................................................103

Part II: Core ActionScript 3.0 Data Types . . . . . . . . . . . . . . . . . 111

Chapter 6: Text, Strings, and Characters ..............................................................................................113

Chapter 7: Numbers, Math, and Dates .................................................................................................125

Chapter 8: Arrays ...................................................................................................................................145

Chapter 9: Vectors .................................................................................................................................167

Chapter 10: Objects and Dictionaries ...................................................................................................181

Chapter 11: XML and E4X ....................................................................................................................191

Chapter 12: Regular Expressions ...........................................................................................................225

Chapter 13: Binary Data and ByteArrays ..............................................................................................257

Part III: The Display List . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271

Chapter 14: Visual Programming with the Display List .......................................................................273

Chapter 15: Working in Three Dimensions ..........................................................................................301

Chapter 16: Working with DisplayObjects in Flash Professional ........................................................321

Chapter 17: Text, Styles, and Fonts ......................................................................................................329

Chapter 18: Advanced Text Layout .......................................................................................................367

Chapter 19: Printing ..............................................................................................................................399

Part IV: Event-Driven Programming . . . . . . . . . . . . . . . . . . . . . 407

Chapter 20: Events and the Event Flow ...............................................................................................409

Chapter 21: Interactivity with the Mouse and Keyboard .....................................................................429

Chapter 22: Timers and Time-Driven Programming ............................................................................461

Chapter 23: Multitouch and Accelerometer Input ................................................................................473

Part V: Error Handling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .489

Chapter 24: Errors and Exceptions .......................................................................................................491

Chapter 25: Using the AVM2 Debugger ...............................................................................................505

Chapter 26: Making Your Application Fault-Tolerant ..........................................................................523

Part VI: External Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 531

Chapter 27: Networking Basics and Flash Player Security ...................................................................533

Chapter 28: Communicating with Remote Services .............................................................................561

xi

www.it-ebooks.info

Contents at a Glance

Chapter 29: Storing and Sending Data with SharedObject ..................................................................571

Chapter 30: File Access .........................................................................................................................589

Part VII: Sound and Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 603

Chapter 31: Playing and Generating Sound .........................................................................................605

Chapter 32: Playing Video .....................................................................................................................625

Chapter 33: Capturing Sound and Video .............................................................................................643

Part VIII: Graphics Programming and Animation . . . . . . . . . .655

Chapter 34: Geometric and Color Transformations .............................................................................657

Chapter 35: Programming Vector Graphics ..........................................................................................687

Chapter 36: Programming Bitmap Graphics .........................................................................................733

Chapter 37: Applying Filters .................................................................................................................769

Chapter 38: Writing Shaders with Pixel Bender ...................................................................................803

Chapter 39: Scripting Animation ...........................................................................................................835

Chapter 40: Advanced 3D .....................................................................................................................855

Part IX: Flash in Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .877

Chapter 41: Globalization, Accessibility, and Color Correction ..........................................................879

Chapter 42: Deploying Flash on the Web ............................................................................................897

Chapter 43: Interfacing with JavaScript ................................................................................................905

Chapter 44: Local Connections between Flash Applications ...............................................................911

Index .......................................................................................................................................................921

xii

www.it-ebooks.info

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xli

Part I: ActionScript 3.0 Language Basics 1

Chapter 1: Introducing ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . 3

What Is ActionScript 3.0? ...............................................................................................................3

Exploring the Flash Platform ..........................................................................................................4

A Programmer’s Perspective .................................................................................................5

Language .....................................................................................................................5

API .............................................................................................................................6

Libraries ......................................................................................................................7

Compilers, Tools, and IDEs .......................................................................................7

SWFs .........................................................................................................................8

Flex .............................................................................................................................9

In Short .......................................................................................................................9

A User’s Perspective ..............................................................................................................9

Runtimes .....................................................................................................................9

Platforms and Platform Independence ....................................................................10

The Flash Player Zoo ...............................................................................................10

In Short .....................................................................................................................11

From ActionScript 2.0 to ActionScript 3.0 ...................................................................................11

Display List ..........................................................................................................................11

Runtime Errors ....................................................................................................................12

Runtime Data Types ............................................................................................................12

Method Closures .................................................................................................................12

Intrinsic Event Model .........................................................................................................12

Regular Expressions ............................................................................................................12

E4X ......................................................................................................................................12

Summary ........................................................................................................................................13

Chapter 2: ActionScript 3.0 Language Basics . . . . . . . . . . . . . . . . . . . . . 15

The Bare Essentials ........................................................................................................................15

Using Variables ..............................................................................................................................17

Anatomy of a Variable Declaration .....................................................................................17

Constants in This Changing World ...................................................................................18

Taking It Literally ...............................................................................................................18

xiii

www.it-ebooks.info

Tải ngay đi em, còn do dự, trời tối mất!