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|a UAMI
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100 |
1 |
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|a Reinhardt, Robert,
|d 1973-
|1 https://id.oclc.org/worldcat/entity/E39PCjyMGKPXVFMVxc4fr4mG9C
|
245 |
1 |
0 |
|a Flash MX 2004 ActionScript bible /
|c Robert Reinhardt and Joey Lott.
|
260 |
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|a Indianapolis, IN :
|b Wiley,
|c ©2004.
|
300 |
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|a 1 online resource (1 volume) :
|b illustrations.
|
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|a text
|b txt
|2 rdacontent
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|a computer
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|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Bible
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|a Includes CD-ROM.
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520 |
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|a Provides in-depth information to the more than one million Flash developers who want to take their animations to the next level using sophisticated interaction and data-driven content Flash ActionScript is an object-oriented scripting language used with Flash that allows the designer to control a movie in non-linear fashion, create sophisticated interactivity, control elements on the stage, collect and track input from the movie viewer, and exchange and manipulate data from external sources The most comprehensive Flash ActionScript guide available, cowritten by Robert Reinhardt, coauthor of Macromedia Flash MX 2004 Bible (0-7645-4303-2) Published to coincide with the release of Flash "X," the newest version of this widely used Web development tool
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588 |
0 |
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|a Print version record.
|
506 |
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|3 Use copy
|f Restrictions unspecified
|2 star
|5 MiAaHDL
|
533 |
|
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2010.
|5 MiAaHDL
|
538 |
|
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|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
|u http://purl.oclc.org/DLF/benchrepro0212
|5 MiAaHDL
|
583 |
1 |
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|a digitized
|c 2010
|h HathiTrust Digital Library
|l committed to preserve
|2 pda
|5 MiAaHDL
|
505 |
0 |
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|a Flash MX 2004 ActionScript Bible; Foreword; Preface; How to Get the Most Out of This Book; Conventions Used in the Book; How This Book Is Organized; Getting in Touch with Us; Getting in Touch with Macromedia; Acknowledgments; Contents at a Glance; Contents; Part I: Conceptualizing Flash; Chapter 1: An Introduction to Flash MX 2004; Considering Flash MX 2004 in Context; Understanding the Capabilities of Flash MX 2004; What's New in Flash MX 2004 and Flash MX Pro 2004; Understanding the Framework; Applying Flash MX 2004; Planning Flash Development; Summary
|
505 |
8 |
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|a Chapter 2: Working with Web Technologies and Interactive ModelsWhere Flash Fits into the Ever-Evolving Web; An Overview of Companion Technologies; Visualizing Multimedia Potential; Summary; Chapter 3: Architecture for Flash Movies; An Overview of Flash Development; Creating a Flash Plan; Considering Flash Architecture Solutions; Considering Data Architecture Solutions; Organizing Assets for Production; Using the Project Panel in Flash MX Pro 2004; Summary; Part II: Laying the ActionScript Foundation; Chapter 4: Learning ActionScript Basics; Introducing ActionScript
|
505 |
8 |
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|a Understanding the Actions PanelSummary; Chapter 5: Constructing ActionScript; Understanding Datatypes; Using Variables; Using Expressions; Working with Operators; Using Comments Effectively; Working with Statements; Summary; Chapter 6: Working with Functions; Understanding Programming with Functions; Defining Custom Functions; Calling Functions; Passing Parameters; Returning a Value from a Function; Referencing Functions; Creating Function Literals; Understanding Scope; Creating Recursion; Writing for Reusability; Using Built-in Functions; Creating Interval Functions; Summary
|
505 |
8 |
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|a Chapter 7: Programming with Objects and ClassesIntroducing Objects; Displaying the Time with an Object; Working with MovieClip Objects; Displaying the Time Using a Movie Clip; Creating Interval Methods; Understanding the Object Class; Creating Custom Classes; Making Your First Class; Working with Advanced Class Topics; Using the CustomActions Class; Summary; Chapter 8: Error Handling and Debugging; Troubleshooting Your Flash Application; Finding Errors in Your Application; Finding Help in the Flash Community; Preventing Errors; Catching Errors Programmatically
|
505 |
8 |
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|a Debugging Your Flash ApplicationSummary; Part III: MovieClip, Button, and Drawing API; Chapter 9: MovieClip and Button Classes; Creating MovieClip and Button Objects at Authoring Time; Addressing MovieClip and Button Objects; Handling Events; Using MovieClip Objects as Buttons; Practicing Targeting; Working with Appearance Properties; Working with Self-Describing Properties; Enabling Button-Like Behavior; Tab-Switching, Focus, and Menus; Affecting Timeline Playback; Creating MovieClip Objects Programmatically; Loading External Content; Opening Web Pages; Creating Draggable MovieClip Objects
|
546 |
|
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|a English.
|
590 |
|
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
630 |
0 |
0 |
|a Flash (Computer file)
|
630 |
0 |
7 |
|a Flash (Computer file)
|2 fast
|
650 |
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0 |
|a ActionScript (Computer program language)
|
650 |
|
6 |
|a ActionScript (Langage de programmation)
|
650 |
|
7 |
|a COMPUTERS
|x Digital Media
|x General.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Web
|x User Generated Content.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Interactive & Multimedia.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Web
|x Site Design.
|2 bisacsh
|
650 |
|
7 |
|a ActionScript (Computer program language)
|2 fast
|
700 |
1 |
|
|a Lott, Joey.
|
776 |
0 |
8 |
|i Print version:
|a Reinhardt, Robert, 1973-
|t Flash MX 2004 ActionScript bible.
|d Indianapolis, IN : Wiley, ©2004
|z 0764543547
|w (OCoLC)53122746
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830 |
|
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|a Bible.
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