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Macromedia Flash MX Professional 2004 Kick Start

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Macromedia Flash MX Professional 2004 Kick Start

Book

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Description

  • Copyright 2004
  • Dimensions: 7-3/8" x 9-1/8"
  • Pages: 360
  • Edition: 1st
  • Book
  • ISBN-10: 0-672-32605-1
  • ISBN-13: 978-0-672-32605-9

A concise, hands-on guide for programmers who need to learn how to use Flash.

  • Programmers are increasingly needing to use Flash to develop user interfaces and media-rich applications.
  • Flash presents a programmer with complex tools and programmers new to Flash will need a book to accustom them to the Flash API.
  • This book has a practical, hands-on approach to get the reader up-to-speed to build engaging graphics and applications.

Downloads

Downloads

All the code developed for the book in one convenient file for download - 21,279 kb -- FlashKick.zip

Sample Content

Online Sample Chapters

Adding ActionScript to Your Animation

Adding ActionScript to Your Flash Animation

Table of Contents



The World of Flash MX Professional 2004.

Who This Book Is For. How to Use This Book. Flash Origins. Were Not in Kansas Anymore: Approaching Flash Pro. A Tale of Two Flashes. Whats New in Flash MX Professional 2004?

I. GETTING STARTED IN FLASHS WORK ENVIRONMENT.

1. Getting to Know Flash Pro.

Getting the Flavor of Flash. The Stage. The Timeline. Scenes. Flash Files. Graphics and Symbols. Text. Video. Whats Next? In Brief.

2. The Flash Pro Interface.

Menus. Tools Panel. Panels and Toolbars. Saving and Publishing Flash Movies. Whats Next? In Brief.

3. Adding ActionScript to Your Animation.

The Role of ActionScript 2.0 in Flash Pro Development. Object-Oriented and Procedural Programming. Using the Behaviors Panel. Using the Actions Panel. Whats Next? In Brief.

II. CREATING FLASH SITES.

4. Animations and Interactions.

Quick Review of Animation Basics. Vector Graphics Versus Bitmap Graphics. Working the Timeline. Masking Layers. Timeline Effects. Coordinating Animated Parts. Whats Next? In Brief.

5. Movie Clip Control.

Movie Clip Levels and Hierarchies. The MovieClip Class. Linking User Classes to Movie Clips. Whats Next? In Brief.

6. Viewing and Entering Information with Text Fields.

Understanding Flash Text Fields. Working with the TextField Class. Using the Stylesheet Class. Styling with the TextFormat Class. In Brief.

7. Tools for Use with Text and Text Components.

Using the Selection Class with the TextField Class. Printing Text with the PrintJob Class. Using the ContextMenu Class. Working with Text Components. Using the Mouse Class. In Brief.

8. Navigation.

Flash Navigation Strategies. Thinking Buttons and Navigation. Navigating to External Documents. Using Navigation Tools to Compile Data. Focus Navigation. Establishing Mutually Exclusive Options. In Brief.

9. Producing Online Slide Shows.

Using Screen Slides. Working with a Screen Hierarchy. Adding Content to Slides. Creating Slide Transitions and Screen Events. Using Screen Forms. In Brief.

10. Adding Video and Sound.

Adding Sound to Flash Movies. Using Media Components. Working with Media Classes. In Brief.

11. Formatting and Calculating.

Using the String Class to Format Text. Performing Math Calculations. Static and Dynamic Uses of the Date Components. Formatting Component Styles. In Brief.

12. Dealing with External Data and Objects.

Loading and Using Variables from Text Files. Using the LoadVars Class for External Data. Working with the Data Components. In Brief.

Index.

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