ActionScript has matured into a full-fledged, object-oriented programming language for creating cutting-edge Web applications, and this comprehensive book is just what you need to succeed. If you want to add interactivity to Flash, build Flex applications, or work with animation — it's all here, and more. Packed with clear instruction, step-by-step tutorials, and advanced techniques, this book is your go-to guide to unlock the power of this amazing language. Learn the basics, apply object-oriented programming, and more.
Introduction.
Part I: Getting Started with ActionScript 3.0.
Chapter 1: Introducing ActionScript 3.0.
Chapter 2: Understanding ActionScript 3.0 Language Basics.
Chapter 3: Programming with Classes.
Chapter 4: Working with Methods and Functions.
Chapter 5: Validating Your Program.
Part II: Working with ActionScript 3.0 Objects.
Chapter 6: Using Strings.
Chapter 7: Working with Numbers and Math.
Chapter 8: Using Arrays.
Chapter 9: Using Objects.
Chapter 10: Working with XML.
Chapter 11: Working with Regular Expressions.
Part III: Working with the Display List.
Chapter 12: Understanding the Flash Player 9 Display List.
Chapter 13: Working with DisplayObjects in Flash CS3.
Chapter 14: Printing.
Chapter 15: Working with Text and Fonts.
Part IV: Understanding the Event Framework.
Chapter 16: Understanding Events.
Chapter 17: Working with Mouse and Keyboard Events.
Chapter 18: Using Timers.
Part V: Working with Error Handling.
Chapter 19: Understanding Errors.
Chapter 20: Using the AVM2 Debugger.
Chapter 21: Making Your Application Fault-Tolerant.
Part VI: Working with External Data.
Chapter 22: Understanding Networking Basics.
Chapter 23: Communicating with Server-Side Technologies.
Chapter 24: Saving Data to a Local Machine Using SharedObject.
Chapter 25: Managing File Uploads and Downloads.
Part VII: Enriching Your Program with Sound and Video.
Chapter 26: Working with Sound.
Chapter 27: Adding Video.
Chapter 28: Accessing Microphones and Cameras.
Part VIII: Programming Graphics and Motion.
Chapter 29: Applying Filters to Your Graphics.
Chapter 30: Drawing Vector Graphics Programmatically.
Chapter 31: Scripting Animation.
Chapter 32: Applying Transformations to Graphics.
Chapter 33: Drawing Bitmap Graphics Programmatically.
Part IX: Working with Binary Data.
Chapter 34: Working with Binary Data.
Part X: Deploying Your Program.
Chapter 35: Deploying Flash on the Web.
Chapter 36: Interfacing with JavaScript.
Chapter 37: Using Local Connections to Communicate Between Flash Applications.
Index.