CARVIEW |
Select Language
HTTP/2 302
server: nginx
date: Sat, 02 Aug 2025 20:48:00 GMT
content-type: text/plain; charset=utf-8
content-length: 0
x-archive-redirect-reason: found capture at 20091222090248
location: https://web.archive.org/web/20091222090248/https://oreilly.com/catalog/9780596527877
server-timing: captures_list;dur=0.927879, exclusion.robots;dur=0.054444, exclusion.robots.policy;dur=0.033047, esindex;dur=0.017809, cdx.remote;dur=31.831916, LoadShardBlock;dur=112.138018, PetaboxLoader3.datanode;dur=76.863341
x-app-server: wwwb-app201
x-ts: 302
x-tr: 185
server-timing: TR;dur=0,Tw;dur=0,Tc;dur=0
set-cookie: wb-p-SERVER=wwwb-app201; path=/
x-location: All
x-rl: 0
x-na: 0
x-page-cache: MISS
server-timing: MISS
x-nid: DigitalOcean
referrer-policy: no-referrer-when-downgrade
permissions-policy: interest-cohort=()
HTTP/2 200
server: nginx
date: Sat, 02 Aug 2025 20:48:01 GMT
content-type: text/html; charset=utf-8
x-archive-orig-date: Tue, 22 Dec 2009 09:02:48 GMT
x-archive-orig-server: Apache
x-archive-orig-pragma: no-cache
x-archive-orig-cache-control: no-cache
x-archive-orig-last-modified: Tue, 22 Dec 2009 08:30:29 GMT
x-archive-orig-content-length: 52677
x-archive-orig-connection: close
x-archive-guessed-content-type: text/html
x-archive-guessed-charset: utf-8
memento-datetime: Tue, 22 Dec 2009 09:02:48 GMT
link: ; rel="original", ; rel="timemap"; type="application/link-format", ; rel="timegate", ; rel="first memento"; datetime="Sat, 15 Dec 2007 02:13:12 GMT", ; rel="prev memento"; datetime="Thu, 01 Oct 2009 03:10:28 GMT", ; rel="memento"; datetime="Tue, 22 Dec 2009 09:02:48 GMT", ; rel="next memento"; datetime="Wed, 06 Jan 2010 11:40:06 GMT", ; rel="last memento"; datetime="Fri, 02 May 2025 01:42:26 GMT"
content-security-policy: default-src 'self' 'unsafe-eval' 'unsafe-inline' data: blob: archive.org web.archive.org web-static.archive.org wayback-api.archive.org athena.archive.org analytics.archive.org pragma.archivelab.org wwwb-events.archive.org
x-archive-src: 51_13_20091222084039_crawl100-c/51_13_20091222090148_crawl100.arc.gz
server-timing: captures_list;dur=0.686880, exclusion.robots;dur=0.033901, exclusion.robots.policy;dur=0.019182, esindex;dur=0.014226, cdx.remote;dur=29.400670, LoadShardBlock;dur=255.800049, PetaboxLoader3.datanode;dur=260.288941, PetaboxLoader3.resolve;dur=206.424471, load_resource;dur=233.597715
x-app-server: wwwb-app201
x-ts: 200
x-tr: 654
server-timing: TR;dur=0,Tw;dur=0,Tc;dur=1
x-location: All
x-rl: 0
x-na: 0
x-page-cache: MISS
server-timing: MISS
x-nid: DigitalOcean
referrer-policy: no-referrer-when-downgrade
permissions-policy: interest-cohort=()
content-encoding: gzip
Learning ActionScript 3.0
- O'Reilly Media
1-800-998-9938 / 707-827-7000 / accounts@oreilly.com
Learning ActionScript 3.0
The Non-Programmer's Guide to ActionScript 3.0
- By
- Rich Shupe, Zevan Rosser
- Publisher:
- O'Reilly Media / Adobe Dev Library
- Released:
- December 2007
- Pages:
- 384
Description
Learning ActionScript 3.0 gives you a solid foundation in the Flash language and demonstrates how you can use it for practical, everyday projects. The book does more than give you a handful of sample scripts, defining how ActionScript and Flash work. It gives you a clear look into essential topics such as logic, event handling, displaying content, migrating legacy projects to ActionScript 3.0, classes, and much more. Written for those new to the language, this book doesn't rely exclusively on prior knowledge of object-oriented programming (OOP). Instead, it helps you expand your skillset by first focusing on clear, concise examples in the timeline, evolving into OOP examples over time-allowing you to choose the programming approach with which you are most comfortable.
Full Description
In this book, authors Rich Shupe and Zevan Rosser share the knowledge they've gained from their years as multimedia developers/designers and teachers. Learning ActionScript 3.0 gives you a solid foundation in the language of Flash and demonstrates how you can use it for practical, everyday projects.
The authors do more than just give you a collection of sample scripts. Written for those of you new to ActionScript 3.0, the book describes how ActionScript and Flash work, giving you a clear look into essential topics such as logic, event handling, displaying content, migrating legacy projects to ActionScript 3.0, classes, and much more. You will learn important techniques through hands-on exercises, and then build on those skills as chapters progress.
ActionScript 3.0 represents a significant change for many Flash users, and a steeper learning curve for the uninitiated. This book will help guide you through a variety of scripting scenarios. Rather than relying heavily on prior knowledge of object-oriented programming (OOP), topics are explained in focused examples that originate in the timeline, with optional companion classes for those already comfortable with their use. As chapters progress, the book introduces more and more OOP techniques, allowing you to choose which scripting approach you prefer.
Learning ActionScript 3.0 reveals:
The authors do more than just give you a collection of sample scripts. Written for those of you new to ActionScript 3.0, the book describes how ActionScript and Flash work, giving you a clear look into essential topics such as logic, event handling, displaying content, migrating legacy projects to ActionScript 3.0, classes, and much more. You will learn important techniques through hands-on exercises, and then build on those skills as chapters progress.
ActionScript 3.0 represents a significant change for many Flash users, and a steeper learning curve for the uninitiated. This book will help guide you through a variety of scripting scenarios. Rather than relying heavily on prior knowledge of object-oriented programming (OOP), topics are explained in focused examples that originate in the timeline, with optional companion classes for those already comfortable with their use. As chapters progress, the book introduces more and more OOP techniques, allowing you to choose which scripting approach you prefer.
Learning ActionScript 3.0 reveals:
- New ways to harness the power and performance of AS3
- Common mistakes that people make with the language
- Essential coverage of text, sound, video, XML, drawing with code, and more
- Migration issues from AS1 and AS2 to AS3
- Simultaneous development of procedural and object-oriented techniques
- Tips that go beyond simple script collections, including how to approach a project and which resources can help you along the way
Table of Contents
-
GETTING STARTED
-
Chapter 1 ACTIONSCRIPT OVERVIEW
- What Is ActionScript 3.0?
- The Flash Platform
- Procedural Versus Object-Oriented Programming
- The Document Class
- Legacy Code Compatibility
- What's Next?
-
Chapter 2 CORE LANGUAGE FUNDAMENTALS
- Miscellaneous Basics
- Variables and Data Types
- Conditionals
- Loops
- Arrays
- Functions
- Custom Objects
- this
- Absolute versus Relative Addresses
- What's Next?
-
-
GRAPHICS AND INTERACTION
-
Chapter 3 PROPERTIES, METHODS, AND EVENTS
- Inherited Attributes
- Properties
- Events
- Methods
- Event Propagation
- Frame and Timer Events
- Removing Event Listeners
- What's Next?
-
Chapter 4 THE DISPLAY LIST
- The Sum of Its Parts
- Adding and Removing Children
- Managing Object Names, Positions, and Data Types
- Changing the Display List Hierarchy
- A Dynamic Navigation Bar
- What's Next?
-
Chapter 5 TIMELINE CONTROL
- Playhead Movement
- Frame Labels
- Frame Rate
- A Simple Site or Application Structure
- What's Next?
-
Chapter 6 OOP
- Classes
- Inheritance
- Composition
- Encapsulation
- Polymorphism
- Navigation Bar Revisited
- What's Next?
-
Chapter 7 MOTION
- Basic Movement
- Geometry and Trigonometry
- Physics
- Programmatic Tweening
- Timeline Animation Recreations
- Particle Systems
- What's Next?
-
Chapter 8 DRAWING WITH VECTORS
- The Graphics Class
- The Geometry Package
- The Motion Package
- 9-Slice Scaling
- Applied Examples
- What's Next?
-
Chapter 9 DRAWING WITH PIXELS
- Bitmap Caching
- The BitmapData Class
- Blend Modes
- Bitmap Filters
- Color Effects
- Image Encoding and Saving
- What's Next?
-
-
TEXT
-
Chapter 10 TEXT
- Creating Text Fields
- Setting Text Field Characteristics
- Selecting Text
- Formatting Text
- Formatting with HTML and CSS
- Triggering ActionScript from HTML Links
- Parsing Text Fields
- Loading HTML and CSS
- What's Next?
-
-
SOUND AND VIDEO
-
Chapter 11 SOUND
- ActionScript Sound Architecture
- Internal and External Sounds
- Playing, Stopping, and Pausing Sounds
- Buffering Streaming Sounds
- Changing Sound Volume and Pan
- Reading ID3 Metadata from MP3 Sounds
- Visualizing Sound Data
- Working with Microphone Sound
- Waveform Visualization
- What's Next?
-
Chapter 12 VIDEO
- Encoding
- Components
- Full-Screen Video
- Captions
- Coding Your Own Video Playback
- What's Next?
-
-
INPUT/OUTPUT
-
Chapter 13 LOADING ASSETS
- Loading Sound and Video
- Loading Text
- Loading Display Objects
- Communicating Across ActionScript Virtual Machines
- Taking a Brief Look at Security
- What's Next?
-
Chapter 14 XML and E4X
- Understanding XML Structure
- Creating an XML Object
- Reading XML
- Writing XML
- Deleting XML Elements
- Loading External XML Documents
- Communicating with XML Servers
- An XML-Based Navigation System
- What's Next?
-
-
PROGRAMMING DESIGN AND RESOURCES
-
Chapter 15 PROGRAMMING DESIGN AND RESOURCES
- Programming Design Methodologies
- Object-Oriented Design Patterns
- Resources
- What's Next?
-

Related Content
Customers interested in this item were also interested in:
Product Details
- Title:
- Learning ActionScript 3.0
- By:
- Rich Shupe, Zevan Rosser
- Publisher:
- O'Reilly Media / Adobe Dev Library
- Formats:
-
- Ebook
- Safari Books Online
- Print Release:
- December 2007
- Ebook Release:
- December 2008
- Pages:
- 384
- Print ISBN:
- 978-0-596-52787-7
- | ISBN 10:
- 0-596-52787-X
- Ebook ISBN:
- 978-0-596-15828-6
- | ISBN 10:
- 0-596-15828-9
Customer Reviews
About the Authors
-
Rich Shupe
Rich Shupe has been designing and developing with Flash since it was called FutureSplash, and has been teaching ActionScript programming to all levels of students since ActionScript became available. He founded his own training and development company, FMA, in 1995, and has been its president and technical director ever since. He is a recognized authority on several technologies, including Flash, Director and QuickTime. In addition to his production experience, Rich has been teaching professionally for 10 years, and is a full-time faculty member at New York's School of Visual Arts' Computer Art Dept. in both the Bachelors and Masters programs. He has also taught or lectured internationally for such organizations as London's Royal Academy of Art, Manchester's Museum of Science and Industry, New York University, and United Digital Artists, as well as trade shows such as MacWorld, QuickTime Live, FlashForward, Macromedia DevCon, and more. In a previous life, he worked with rock band/performance-art pioneers The Residents. -
Zevan Rosser
Zevan Rosser is a freelance designer/programmer/consultant and computer artist. He teaches ActionScript and Flash animation at New York's School of Visual Arts and FMA. When he's not working on commercial projects he works on his personal site, https://www.shapevent.com.
![]() ©2009, O'Reilly Media, Inc. (707) 827-7000 / (800) 998-9938 All trademarks and registered trademarks appearing on oreilly.com are the property of their respective owners. |
About O'Reilly
Academic Solutions Authors Contacts Customer Service Jobs Newsletters O'Reilly Labs Press Room Privacy Policy RSS Feeds Terms of Service User Groups Writing for O'Reilly |
Content Archive Business Technology Computer Technology Microsoft Mobile Network Operating System Digital Photography Programming Software Web Web Design |
More O'Reilly Sites
O'Reilly Radar Ignite Tools of Change for Publishing Digital Media Inside iPhone makezine.com craftzine.com hackszine.com perl.com xml.com Partner Sites InsideRIA java.net O'Reilly Insights on Forbes.com |