| | | Copyright |
| | | About the Authors |
| | | About the Technical Editors |
| | | Acknowledgments |
| | | Tell Us What You Think |
| | | Introduction |
| | | | Who Should Read This Book |
| | | | Who Shouldn't Read This Book |
| | | | About This Book |
| | | | Why Do We Care About OOP ? |
| | | | OOP Versus Object-Oriented Languages |
| | | | Conventions Used Within This Book |
| | | | Moving Forward |
| | | Part I: The Basics |
| | | | Chapter 1. What's New in ActionScript 2.0? |
| | | | What Is ActionScript 2.0? |
| | | | Basic Syntax |
| | | | ActionScript Classes |
| | | | Interface and Implements Constructs |
| | | | Organizing Classes in Packages |
| | | | V2 Components |
| | | | Connecting Flash MX 2004 Professional to an Application Server |
| | | | Summary |
| | | | Chapter 2. All the World Is an Object |
| | | | What Is an Object? |
| | | | Why Objects? |
| | | | OOP Versus Procedural |
| | | | Understanding Classes |
| | | | Anatomy of a Class |
| | | | The Objects Shall Inherit the Earth |
| | | | Built-In Classes |
| | | | Dynamic Classes |
| | | | Summary |
| | | | Chapter 3. We're All Described by Our Properties |
| | | | Variable-to-Property Analogy |
| | | | Properties in the Real World |
| | | | Properties of Familiar Macromedia Flash MX 2004 Objects |
| | | | Strong Datatypes for Properties |
| | | | Private Property |
| | | | Static Properties |
| | | | Summary |
| | | | Chapter 4. Method to the Madness |
| | | | Understanding the Role of Methods in ActionScript 2.0 |
| | | | Understanding Methods in Real-World Coding |
| | | | Private Attribute for Methods |
| | | | Using Static Methods |
| | | | Summary |
| | | | Chapter 5. The Meek Shall Inherit the Earth |
| | | | Understanding Object Composition and Inheritance |
| | | | The Class Hierarchy of Built-In Objects |
| | | | Implementing Inheritance |
| | | | Polymorphism |
| | | | A Nod to the Past ”Prototype-Based Objects |
| | | | Summary |
| | | | Chapter 6. Understanding Interfaces in ActionScript 2.0 |
| | | | Interfaces and Inheritance |
| | | | A Contract for Classes |
| | | | Why Use Interfaces? |
| | | | Creating Interfaces |
| | | | Implementing Interfaces |
| | | | Multiple Interfaces |
| | | | Extending Interfaces |
| | | | Summary |
| | | | Chapter 7. Are You Talking to Me? |
| | | | Effective Communications |
| | | | Handling Events |
| | | | Handling Events from Flash User Interface ( UI ) Components |
| | | | Using AsBroadcaster to Broadcast Custom Messages |
| | | | Summary |
| | | | Chapter 8. Object-Oriented Design |
| | | | Characteristics of a Sound Object-Oriented Design |
| | | | Phases of a Project |
| | | | Summary |
| | | | Chapter 9. Building and Using UI Components |
| | | | Where to Get UI Components |
| | | | What's New in Version 2 Components? |
| | | | Examining Component Architecture |
| | | | Summary |
| | | Part II: The Other Half of the Equation |
| | | | Chapter 10. To Protect and Serve |
| | | | A Brief History of Computer Applications |
| | | | Local Data |
| | | | Remote Data |
| | | | Local/Remote Hybrid Applications |
| | | | Looking Ahead |
| | | | Summary |
| | | | Chapter 11. Reading Data Files |
| | | | loadVariables() and LoadVars |
| | | | FlashVars and the Query String |
| | | | Shared Object |
| | | | LocalConnection Object |
| | | | Summary |
| | | | Chapter 12. XML and Flash |
| | | | What Is XML ? |
| | | | Write Once, Read Anywhere |
| | | | XML Object |
| | | | XMLSocket Class |
| | | | XML Connector |
| | | | Summary |
| | | | Chapter 13. Web Services |
| | | | Web Services Standards |
| | | | Current State of Web Services Technology |
| | | | Web Services in Flash |
| | | | Connecting to Web Services in Flash |
| | | | Summary |
| | | | Chapter 14. Using Client-Side Data Integration |
| | | | Understanding the Data Management Process |
| | | | Managing Data Using The Flash MX Professional 2004 Architecture |
| | | | Flash Remoting |
| | | | Summary |
| | | | Chapter 15. Flash Communication Server MX Applications |
| | | | Understanding the Flash Communication Server MX |
| | | | For What Is Flash Communication Server MX Used? |
| | | | How Does Flash Communication Server MX Work? |
| | | | Developing Flash Communication Server MX Applications in Flash |
| | | | ActionScript and the Programming Model |
| | | | OOP Nature of Flash Communication Server MX |
| | | | Editions and Licensing |
| | | | Flash Communication Server MX Resources |
| | | | Summary |
| | | Part III: Designing, Implementing, and Debugging the Application |
| | | | Chapter 16. Pulling It All Together |
| | | | Identifying the Problem Domain |
| | | | Defining the Solution |
| | | | Designing the System |
| | | | Tying It All Together |
| | | | Adapting to Changes |
| | | | Summary |
| | | | Chapter 17. Debugging and Tuning the Application |
| | | | Using DataTyping |
| | | | Using the Trace Function |
| | | | Building a Dump Class |
| | | | Exception Handling |
| | | | Summary |
| | | Index |