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Foundation Actionscript 3.0 with Flash CS3 and Flex

Actionscript 3.0 with Flash CS3 and FlexChapter 1 GETTING STARTED WITH ACTIONSCRIPT 3.0 - In this chapter, we’ll look at what exactly this thing called ActionScript is, the processes you’ll go through to create an ActionScript project, and what ActionScript can bring to your Flash work.
Chapter 2 ACTIONSCRIPT 3.0 FUNDAMENTALS - In this chapter, you’ll learn about the fundamental building blocks of the ActionScript 3.0 language.It’s going to be a wild ride, so if you want to grab a coffee, be sure to put it in a mug that won’t spill, then head on back to your computer and the ebook for some exciting chapters ahead.
Chapter 3 OBJECTS AND CLASSES - In this chapter, you learned how to put those building blocks together to build rooms. Classes are the foundation of everything you will do in your ActionScript projects, and thus it was important that we covered them early on.
Chapter 4 WORKING WITH THE DISPLAY - In this chapter, we’re going to look at how to create and manipulate graphics on the stage using the display list. See you there.
Chapter 5 CREATING VECTOR GRAPHICS WITH THE DRAWING API
Chapter 6 USER INTERACTION AND MORE WITH EVENTS - This chapter will be a whistle-stop tour of events and event handling in ActionScript 3.0.
Chapter 7 WORKING WITH VIDEO - In this chapter, you will learn the basics of how to load and control video using ActionScript 3.0.
Chapter 8 USING AUDIO - In this chapter, you will learn about the basics of using sound, including how to load, play, and control audio, as well as some of the new, funky sound capabilities that are exposed in ActionScript 3.0.
Chapter 9 WORKING WITH COMPONENTS - This chapter covers the components that are available in ActionScript 3.0 and how they can help you quickly create standardized functional objects.
Chapter 10 REGULAR EXPRESSIONS - In this chapter, we’re going to spend some time looking at regular expressions, one of the brand-new features introduced into ActionScript 3.0 that has helped make it a proper, grown-up programming language.
Chapter 11 USING XML - In this chapter, you have worked through XML and E4X in reasonable detail. I suggest further reading and experimentation on your part.
Chapter 12 CASE STUDY: CREATING A DYNAMIC IMAGE VIEWER - In this chapter, you’ll put it all together in a .single, real-world application.
Chapter 13 GETTING STARTED WITH FLEX 2
Chapter 14 FLEX BY EXAMPLE - In this chapter, you’re going to put into practice all that you’ve learned about Flex 2 in the previous chapter and ActionScript 3.0 throughout this book.
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