ActionScript 3.0 Cookbook Solutions for Adobe� Flash� Platform and Adobe Flex Application Developers

ISBN-10: 0596526954

ISBN-13: 9780596526955

Edition: 2006

List price: $39.99 Buy it from $1.79
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Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications." Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment. The key to using this new IDE is ActionScript 3.0, the latest version of the Flash programming language. ActionScript 3.0 is a powerful object-oriented language, whose code executes up to 10 times faster than code from earlier versions, so even if you're familiar with ActionScript 2.0, tackling this upgrade will be a challenge. Our new Cookbook offers ready-made solutions that enable ActionScript developers of all levels to work with the new version right away. Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to: Detect the user's Flash Player version or their operating system Build custom classes Format dates and currency types Work with strings Build user interface components Work with audio and video Make remote procedure calls using Flash Remoting and web services Load, send, and search XML data And much, much more ... Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole bookto understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications. When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for.
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Book details

List price: $39.99
Copyright year: 2006
Publisher: O'Reilly Media, Incorporated
Publication date: 10/21/2006
Binding: Paperback
Pages: 588
Size: 7.00" wide x 9.25" long x 1.25" tall
Weight: 1.848
Language: English

Keith Peters lives in the vicinity of Boston with his wife, Kazumi, and their daughter, Kristine. He has been working with Flash since 1999, and has co-authored many books for friends of ED, including Flash MX Studio , Flash MX Most Wanted , and the ground-breaking Flash Math Creativity . In 2001, he started the experimental Flash site, BIT-101 ( ), which strives for a new, cutting edge, open-source experiment each day. The site won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on the site, there are several highly regarded Flash tutorials which have been translated into many languages and are now posted on web sites throughout the world. Keith is currently working full time doing freelance and contract Flash development and various writing projects.

ActionScript Basics
Creating an ActionScript Project
Customizing the Properties of an Application
Where to Place ActionScript Code
How to Trace a Message
Handling Events
Responding to Mouse and Key Events
Using Mathematical Operators
Checking Equality or Comparing Values
Performing Actions Conditionally
Performing Complex Conditional Testing
Repeating an Operation Many Times
Repeating a Task over Time
Creating Reusable Code
Generalizing a Method to Enhance Reusability
Exiting a Method
Obtaining the Result of a Method
Handling Errors
Custom Classes
Creating a Custom Class
Determining Where to Save a Class
Creating Properties That Behave As Methods
Creating Static Methods and Properties
Creating Subclasses
Implementing Subclass Versions of Superclass Methods
Creating Constants
Dispatching Events
Runtime Environment
Detecting the Player Version
Detecting the Operating System
Checking the Player Type
Checking the System Language
Detecting Display Settings
Scaling the Movie
Changing the Alignment
Hiding the Flash Player's Menu Items
Detecting the Device's Audio Capabilities
Detecting the Device's Video Capabilities
Prompting the User to Change Player Settings
Dealing with System Security
Numbers and Math
Representing Numbers in Different Bases
Converting Between Different Number Systems
Rounding Numbers
Inserting Leading or Trailing Zeros or Spaces
Formatting Numbers for Display Without a Mask
Formatting Currency Amounts
Generating a Random Number
Simulating a Coin Toss
Simulating Dice
Simulating Playing Cards
Generating a Unique Number
Converting Angle Measurements
Calculating the Distance Between Two Points
Determining Points Along a Circle
Converting Between Units of Measurement
Adding Elements to the Start or End of an Array
Looping Through an Array
Searching for Matching Elements in an Array
Removing Elements
Inserting Elements in the Middle of an Array
Converting a String to an Array
Converting an Array to a String
Creating a Separate Copy of an Array
Storing Complex or Multidimensional Data
Sorting or Reversing an Array
Implementing a Custom Sort
Randomizing the Elements of an Array
Getting the Minimum or Maximum Element
Comparing Arrays
Creating an Associative Array
Reading Elements of an Associative Array
Display List
Adding an Item to the Display List
Removing an Item from the Display List
Moving Objects Forward and Backward
Creating Custom Visual Classes
Creating Simple Buttons
Loading External Images at Runtime
Loading and Interacting with External Movies
Creating Mouse Interactions
Dragging and Dropping Objects with the Mouse
Drawing and Masking
Setting a Line Style
Setting Gradient Line Styles
Drawing a Line
Drawing a Curve
Drawing an Arc
Drawing a Rectangle
Drawing a Circle
Drawing an Ellipse
Drawing a Triangle
Drawing Regular Polygons
Drawing a Star
Filling a Shape with a Solid or Translucent Color
Filling a Shape with a Gradient
Filling a Shape with a Bitmap
Scripting Masks
Creating a BitmapData Object
Adding a Bitmap to the Display List
Drawing a Display Object to a Bitmap
Loading an External Image into a Bitmap
Manipulating Pixels
Creating Rectangular Fills
Creating a Flood Fill
Copying Pixels
Copying Channels
Creating Noise
Creating Perlin Noise
Using Threshold
Applying a Filter to a Bitmap
Dissolving Between Two Bitmaps
Scrolling a Bitmap
Creating an Outline Around a Text Field
Creating a Background for a Text Field
Making a User Input Field
Making a Password Input Field
Filtering Text Input
Setting a Field's Maximum Length
Displaying Text
Displaying HTML-Formatted Text
Condensing Whitespace
Sizing Text Fields to Fit Contents
Scrolling Text Programmatically
Responding to Scroll Events
Formatting Text
Formatting User-Input Text
Formatting a Portion of Existing Text
Setting a Text Field's Font
Embedding Fonts
Creating Text That Can Be Rotated
Displaying Unicode Text
Assigning Focus to a Text Field
Selecting Text with ActionScript
Setting the Insertion Point in a Text Field
Responding When Text Is Selected or Deselected
Responding to User Text Entry
Adding a Hyperlink to Text
Calling ActionScript from Hyperlinks
Working with Advanced Text Layout
Applying Advanced Anti-Aliasing
Replacing Text
Retrieving a List of System Fonts
Filters and Transforms
Applying Color Changes
Applying Color Tints
Resetting Color
Applying Basic Filters
Applying Advanced Filter Effects (Emboss, etc.)
Detecting Edges
Making a Digital Negative
Applying Grayscale
Changing Saturation
Changing Brightness
Changing Contrast
Programmatic Animation
Moving an Object
Moving an Object in a Specific Direction
Using Trigonometry
Applying Animation Techniques to Other Properties
Joining Strings
Using Quotes and Apostrophes in Strings
Inserting Special Whitespace Characters
Searching for a Substring
Extracting a Substring
Parsing a String into Words
Removing and Replacing Characters and Words
Retrieving One Character at a Time
Converting Case
Trimming Whitespace
Reversing a String by Word or by Character
Converting Between Strings and Unicode or ASCII
Regular Expressions
Understanding Regular Expression Patterns
Testing Regular Expressions
Looking for Pattern Matches
Removing and Replacing Characters and Words Using Patterns
Creating a Nongreedy Pattern
Validating User Input with Common Patterns
Dates and Times
Finding the Current Date and Time
Retrieving the Date Values
Retrieving the Day or Month Name
Formatting the Date and Time
Formatting Seconds or Milliseconds as Minutes and Seconds
Converting Between DMYHMSM and Epoch Milliseconds
Using Timers
Calculating Elapsed Time or Intervals Between Dates
Parsing a Date from a String
Programming Sound
Creating a Sound Object and Loading a Sound
Starting and Stopping a Sound
Setting the Buffer for a Sound
Offsetting the Start of a Sound
Playing a Sound Multiple Times (Looping)
Getting the Size of a Sound File
Reading the ID3 Tag of a Sound File
Find Out When a Sound Finishes Playing
Tracking the Progress of a Playing Sound
Pausing and Restarting a Sound
Reading the Level of a Sound
Stopping All Sounds
Reading the Sound Spectrum
Changing the Volume or Pan of a Sound
Creating a Sound Application
Loading and Playing Back Video
Controlling Video Sound
Reading Playback Time
Reading Video Duration
Controlling Playback Time
Scaling Video
Managing and Monitoring Buffering and Loading
Listening for Cue Points
Applying Filters to Video
Pausing and Resuming Video
Stopping Video
Scrubbing Video
Clearing the Video Display
Determining User Bandwidth
Storing Persistent Data
Creating and Opening a Local Shared Object
Writing Data to a Shared Object
Saving a Local Shared Object
Reading Data from a Shared Object
Removing Data from a Shared Object
Serializing Custom Classes
Sharing Data Between Flash Applications
Controlling the Size of Local Shared Objects
Communicating with Other Movies
Creating Local Connections
Sending Data
Validating Receipt of Communication over Local Connections
Accepting Local Communications from Other Domains
Sending and Loading Data
Loading Variables from a Text File
Loading Variables from a Server-Side Script
Loading a Block of Text (Including HTML and XML)
Checking Load Progress
Accessing Data Being Downloaded
Sending Data to a Server-Side Script
Sending Variables and Handling a Returned Result
Understanding XML Structure (Reading and Writing XML)
Creating an XML Object
Adding Elements to an XML Object
Adding Text Nodes to an XML Object
Adding Attributes to an XML Element
Reading Elements in an XML Tree
Finding Elements by Name
Reading Text Nodes and Their Values
Reading an Element's Attributes
Removing Elements, Text Nodes, and Attributes
Loading XML
Loading XML from Different Domains
Sending XML
Searching XML
Using HTML and Special Characters in XML
Web Services and Flash Remoting
Calling Web Services Methods
Handling Web Services Responses
Handling Web Services Errors
Calling Flash Remoting Methods
Handling Flash Remoting Responses
Building Integrated Applications
Calling JavaScript Functions
Calling ActionScript Functions
Passing Parameters from HTML
File Management
Downloading Files
Detecting When a User Selects a File to Upload
Monitoring Download Progress
Browsing for Files
Filtering Files That Display in the Browser Window
Detecting When the User Has Selected a File to Upload
Uploading Files
Monitoring File Upload Progress
Socket Programming
Connecting to a Socket Server
Sending Data
Receiving Data
Handshaking with a Socket Server
Disconnecting from a Socket Server
Handling Socket Errors
Unicode Escape Sequences for Latin 1 Characters
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