Download (direct link):
Using Flash MX 2004, you can do a great many things programmatically. All of the ActionScript-based features from previous versions of Flash are still available. For example, you can still send and load variables and XML and use Flash Remoting. You can still load MP3s at runtime. You can still load SWF and JPEG content, but Flash MX 2004 provides you with an improved way of doing so. Using Flash MX 2004 you can still display HTML, but new is the cascading style sheet (CSS) support that enables you to effectively apply formatting. Flash MX 2004 replaces the older printing functions with the new PrintJob class to afford you more control. The list goes on and on. In fact, it took us an entire book to provide you with all the information!
Macromedia Flash MX ActionScript Bible was the first edition, and we’ve updated it to produce this second edition. But this book is much more than just a basic update to its previous incarnation. Although we made every effort to make the first edition as good as possible, in the time that has passed since its publication, we have learned a lot. We’ve listened to your feedback. And we think you will find that this new edition is filled with valuable and accurate information that is well organized, readable, and practical. We’ve done our best to provide in-depth research combined with practical, working knowledge.
Some of the features you’ll find in this book are:
¦ Comprehensive coverage of ActionScript: We’ve included just about everything you could think of, and a few things you probably didn’t think of. We’ve attempted to make sure the information is relevant, practical, and significantly more than just a basic reference. We have included coverage of basic ActionScript syntax; all the built-in commands, functions, and classes; and even some coverage of related technologies such as Flash Remoting.
¦ Complete coverage of ActionScript 2.0: ActionScript 2.0 is new in Flash MX 2004, and we’ve detailed it in depth. You’ll find descriptions of the syntax, best practices, and beginner, intermediate, and advanced topics.
¦ Working examples and exercises: We know that one of the best ways to learn ActionScript is to practice writing it. So throughout the chapters you can find lots of exercises that you can use to practice the concepts as you read them. You’ll find the completed files on the CD-ROM that accompanies this book in case you get stuck and want to see the working examples.
¦ Practical expertise and advice: Theory is useful up to a point. But if you want to use Flash and ActionScript to build a working application, you’ll need more than that. While we provide all the theory, we also back it up with explanations, tips, and advice based on practical experience building professional applications.
¦ Continuing community and support: The official Web site for the book is www. flashsupport.com. There you’ll find updates and notes about the book as well as support forums for readers so you can ask any questions you might have.
We encourage your feedback. In fact, we’ve set up a system so that you can submit feedback on specific chapters. Your comments will help us make the next edition even better. You can find the feedback application at www.flashsupport.com/feedback.
How to Get the Most Out of This Book
You can read and utilize this book in many ways. If you are a beginning programmer or even if you’re just new to ActionScript, we encourage you to read Parts I and II first. We also recommend that you read Chapter 9. Following that, you can browse the chapters and sections that most interest you. ActionScript is a large subject, and you will likely find that you will master one part at a time.
If you already know ActionScript from previous versions of Flash, but you don’t yet know ActionScript 2.0, you will likely find it helpful to follow the same advice that we offer to beginning coders. Part II is probably the most important section for you to start with, however.
Intermediate and advanced ActionScript developers can still benefit from the book. You can turn to any chapter for a reference. For example, even an advanced ActionScript developer might not necessarily know all the details about a particular class. If you want to learn more about a class, or just brush up on it, read the chapter for reference.
Keep the book on your desk. Read sections over and over. Try the exercises. You’ll learn more each time. At first, just getting a MovieClip object to move across the screen may be difficult. But upon returning to that section months later, you will undoubtedly discover something you didn’t notice before.
Conventions Used in the Book
Throughout the book when we refer to application menus, the menu names and nested menu items are separated by arrow icons. For example, to open a new Flash document within Flash MX 2004 you can select the New option from the File menu. We indicate that in the text by suggesting you choose File Î New.
Although the icons are pretty standard and self-explanatory (they have self-explanatory labels), here’s a brief explanation of what they are and what they mean.