LEADER 05202nam 22006614a 450 001 9910455775503321 005 20200520144314.0 010 $a1-280-35413-5 010 $a9786610354139 010 $a0-7645-7129-X 035 $a(CKB)111090529111812 035 $a(EBL)183863 035 $a(OCoLC)55216718 035 $a(SSID)ssj0000296545 035 $a(PQKBManifestationID)11227919 035 $a(PQKBTitleCode)TC0000296545 035 $a(PQKBWorkID)10327276 035 $a(PQKB)10057982 035 $a(MiAaPQ)EBC183863 035 $a(Au-PeEL)EBL183863 035 $a(CaPaEBR)ebr10113944 035 $a(CaONFJC)MIL35413 035 $a(EXLCZ)99111090529111812 100 $a20040301d2004 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aFlash MX 2004 ActionScript bible$b[electronic resource] /$fRobert Reinhardt and Joey Lott 210 $aIndianapolis, IN $cWiley Pub.$dc2004 215 $a1 online resource (986 p.) 225 1 $aBible 300 $aIncludes index. 311 $a0-7645-4354-7 327 $aFlash 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 327 $aChapter 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 327 $aUnderstanding 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 327 $aChapter 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 327 $aDebugging 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 327 $aChecking for Overlapping 330 $aProvides in-depth information to the more than one million Flash developers who want to take their animations to the next level using sophisticated interaction and data-driven contentFlash ActionScript is an object-oriented scripting language used with Flash that allows the designer to control a movie in non-linear fashion, create sophisticated interactivity, control elements on the stage, collect and track input from the movie viewer, and exchange and manipulate data from external sourcesThe most comprehensive Flash ActionScript guide available, cowritten by Robert Reinhardt, 410 0$aBible 606 $aComputer animation 606 $aWeb sites$xDesign 608 $aElectronic books. 615 0$aComputer animation. 615 0$aWeb sites$xDesign. 676 $a006.7/8 700 $aReinhardt$b Robert$f1973-$07724 701 $aLott$b Joey$0627029 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910455775503321 996 $aFlash MX 2004 ActionScript bible$92037750 997 $aUNINA LEADER 01150nam a2200277 i 4500 001 991001611359707536 008 060505s1998 it b 000 0 ita d 020 $a9788806148645 035 $ab13399305-39ule_inst 040 $aDip.to Filologia Class. e Scienze Filosofiche$bita 082 0 $a616 100 1 $aCanguilhem, Georges$045542 245 13$aIl normale e il patologico /$cGeorges Canguilhem ; 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