Table of Contents

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  Table of Contents
Object-Oriented Programming with ActionScript 2.0
By Jeff  Tapper, James  Talbot, Robin  Haffner
Publisher : New Riders Publishing
Pub Date : February 13, 2004
ISBN : 0-7357-1380-4
Pages : 504
Slots : 1.0    

      About the Authors
      About the Technical Editors
      Tell Us What You Think
        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
        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
        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
        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
        Chapter 5.   The Meek Shall Inherit the Earth
        Understanding Object Composition and Inheritance
        The Class Hierarchy of Built-In Objects
        Implementing Inheritance
        A Nod to the Past ”Prototype-Based Objects
        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
        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
        Chapter 8.   Object-Oriented Design
        Characteristics of a Sound Object-Oriented Design
        Phases of a Project
        Chapter 9.   Building and Using UI Components
        Where to Get UI Components
        What's New in Version 2 Components?
        Examining Component Architecture
      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
        Chapter 11.   Reading Data Files
        loadVariables() and LoadVars
        FlashVars and the Query String
        Shared Object
        LocalConnection Object
        Chapter 12.   XML and Flash
        What Is XML ?
        Write Once, Read Anywhere
        XML Object
        XMLSocket Class
        XML Connector
        Chapter 13.   Web Services
        Web Services Standards
        Current State of Web Services Technology
        Web Services in Flash
        Connecting to Web Services in Flash
        Chapter 14.   Using Client-Side Data Integration
        Understanding the Data Management Process
        Managing Data Using The Flash MX Professional 2004 Architecture
        Flash Remoting
        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
      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
        Chapter 17.   Debugging and Tuning the Application
        Using DataTyping
        Using the Trace Function
        Building a Dump Class
        Exception Handling
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Object-Oriented Programming with ActionScript 2.0
Object-Oriented Programming with ActionScript 2.0
ISBN: 0735713804
EAN: 2147483647
Year: 2004
Pages: 162 © 2008-2017.
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