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Download ActionScript for Flash MX: The Definitive Guide, Second by Colin Moock PDF

By Colin Moock

Up-to-date to hide Flash MX, the most recent model of Macromedia Flash, ActionScript for Flash MX: The Definitive advisor , moment version is the single ebook no severe Flash developer could be with out. writer Colin Moock, essentially the most universally revered builders within the Flash neighborhood, has additional countless numbers of recent code examples to teach new Flash MX concepts within the genuine international: the best way to draw circles, store info to disk, convert arrays to onscreen tables, create reusable elements, and preload variables, XML, and sounds. The book's language reference by myself has approximately doubled from the 1st variation, with greater than 250 new periods, items, tools, and houses. you will discover exhaustive assurance of dozens of undocumented, under-documented, and mis-documented positive aspects. besides the recent fabric, Colin Moock has meticulously revised the full textual content to comply to Flash MX best-coding practices. From sending information among videos to making getter/setter homes, the hot variation of this e-book demystifies the often-confusing new good points of Flash MX, giving builders quick access to its strong new features.

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Extra info for ActionScript for Flash MX: The Definitive Guide, Second Edition

Sample text

Finally, the semicolon (;) tells the interpreter that we're finished with our first statement. Line two is pretty much the same as line one: var firstName = "your name here"; It assigns the text string you typed in place of your name here to the variable firstName. A semicolon ends our second statement. "); The keyword trace tells the interpreter to display some text in the Output window. We pass the text to be displayed as an argument. The opening parenthesis marks the beginning of our argument.

And we know that a function groups multiple statements into a single convenient command. Functions provide organization for our code that lets us build more complex programs. Objects take the next logical step—they package a series of related functions and variables into a single code module. As a program's complexity increases, it becomes more and more difficult to describe its operation as a single linear set of instructions (statements). Objects help us conceptually model the behavior of a program as an interrelated series of self-contained components, rather than a long list of commands.

But other operators compare values, assign values, facilitate logical decisions, determine datatypes, create new objects, and provide various other handy services. When used with two numeric operands, the plus sign (+) and the minus sign (-), perform basic arithmetic. The following command displays "3" in the Output window: trace(5 - 2); The less-than operator (<) checks which of two numbers is smaller or determines which of two letters is alphabetically first: if (3 < // Do } if ("a" // Do } 300) { something...

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