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Yard T., Elst P., Jacobs S. - Object-Oriented ActionScript 3.0 [2007, PDF, ENG] http://5.45.70.241/viewtopic.php?f=290&t=25462 |
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Заголовок сообщения: | Yard T., Elst P., Jacobs S. - Object-Oriented ActionScript 3.0 [2007, PDF, ENG] |
#777 Object-Oriented ActionScript 3.0 Год выпуска: 2007 Автор: Todd Yard, Peter Elst, Sas Jacobs Жанр: Практическое руководство Издательство: Friends of ED ISBN: 1-59059-845-8 Формат: PDF Язык: Английский Качество: eBook (изначально компьютерное) Количество страниц: 640 Описание: -Learn object-oriented programming in ActionScript 3.0 -Covers both the Flash and Flex environments -Includes design patterns, custom frameworks, data binding, and other crucial techniques Object-oriented programming (OOP) is something that is usually considered a black art for hardcore programmers, not a topic of conversation for Flash developers. However, when adobe introduced ActionScript 3.0 to the mix, it changed everything. ActionScript 3.0 is much more powerful than previous versions, allowing Flash developers to produce robust object-oriented applications. but with that power comes great responsibility—OOP is now a requirement, rather than optional, and there are new things to learn. But never fear—this book, based on the ever-popular Object-Oriented ActionScript for Flash 8, provides you all you need to delve into the world of OOP with confidence, whether you are using the Flash IDE, Flex builder, or even command-line tools for your development work. First, you are taken gently through all the principles of OOP that you need to know, and then given a guide to designing and implementing applications in ActionScript 3.0. Next, we step up a gear, showing you the Flex builder development environment and teaching about creating reusable, extensible component frameworks—manager classes, animation and effects classes, UI widgets, and more. lastly, we look at some more advanced topics such as communication between Flash and the browser and Web services. case studies are included that apply the knowledge presented, giving you real-world projects to learn from and adapt for use in your own work. Mastering object-oriented programming is essential for modern Flash development, and Object-Oriented ActionScript 3.0 is the only guide you'll need. In this book you'll learn: -the essential principles of object-oriented programming, including inheritance, encapsulation, polymorphism, and more -Valuable lessons on ActionScript 3.0 project planning and programming, including design patterns and source control -How to create your own extensible, reusable application framework using OOP best practices -Advanced data integration techniques such as Web services and communication between Flash and the browser PART ONE: OOP AND ACTIONSCRIPT Chapter 1: Introduction to OOP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Chapter 2: Programming Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Chapter 3: ActionScript 3.0 Programming. . . . . . . . . . . . . . . . . . . . . . 21 PART TWO: FLASH OOP GUIDELINES Chapter 4: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Chapter 5: Project Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Chapter 6: Best Practices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Chapter 7: Working with Flex 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 PART THREE: CORE OOP CONCEPTS Chapter 8: Encapsulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Chapter 9: Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Chapter 10: Inheritance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Chapter 11: Polymorphism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Chapter 12: Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Chapter 13: Design Patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Chapter 14: Case Study: An OOP Media Player . . . . . . . . . . . . . . . . . 245 PART FOUR: BUILDING AND EXTENDING DYNAMIC FRAMEWORKS Chapter 15: Manager Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Chapter 16: UI Widgets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327 Chapter 17: OOP Animation and Effects . . . . . . . . . . . . . . . . . . . . . . 381 PART FIVE: DATA INTEGRATION Chapter 18: Exchanging Data Between Components . . . . . . . . . . . . . 437 Chapter 19: Communication Between Flash and the Browser . . . . . . 477 Chapter 20: Server Communication (XML and Web Services) . . . . . . 505 Chapter 21: Case Study: Slideshow Engine . . . . . . . . . . . . . . . . . . . . 549 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599 Опубликовано группой
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