By Nathan Derksen
- Offering information in an exercise-oriented layout that readers will locate worthwhile, this booklet is the appropriate mixture of educational and hands-on coding
- Written via a widely known and well-respected Flash improvement professional, this code-intensive consultant indicates readers find out how to paintings with gadgets, write and use quite a few services, deal with dynamic information, and combine with XML
- Contains entire insurance of the ActionScript language, together with facts kinds, variables, occasions, and more
- Addresses very important themes similar to knowing how code suits right into a Flash undertaking and the place it is going, operating with new reveal expertise, and scripting for video and sound
Note: CD-ROM/DVD and different supplementary fabrics will not be integrated as a part of booklet dossier
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Extra resources for Beginning ActionScript 2.0
Through this chapter, you get a good grasp of the various media management issues, and learn ways to deal with issues specific to working with different media types. Chapters 21 and 22 explain how to get your project to pass data between the web browser and a server. You learn the details of communicating with a server using a number of different communication techniques, including LoadVars and XML. Security issues are reviewed and solutions are presented for dealing with many of those issues. Chapters 23–25 provide techniques for communication between a movie and the browser, and between separate movies.
14 Getting Started with Macromedia Flash The next group of options enables you to set attributes in the resulting SWF application. If you select Protect From Import as an attribute to include in your SWF, you are given the option of allowing the SWF to be accessed via a password. This can help protect your SWF file should anyone find it and attempt to load it into a new FLA or larger application. Debugging allows the debugger to access the SWF file. Be careful to not have this setting selected on your actual deployment SWF application.
However, you cannot control Graphic symbols or instances of those symbols with ActionScript, so they are not discussed in this book. Button symbols are symbols with very specialized timelines. Button symbol timelines have four keyframes labeled Up, Over, Down, and Hit. When you place an instance of a Button symbol on the stage and export the movie, Flash automatically jumps to the keyframes that correspond to the mouse state. For example, when the user moves the mouse over a Button instance, Flash jumps to the Over frame.