Course Title: Macromedia Flash ActionScript 2 OOP



Macromedia Flash is one of the most versatile and user-friendly applications available today. Combine Flash with the Internet and you have unlimited possibilities for everything from animation to web applications. With ActionScripting, all of that potential becomes easier and more streamlined. Object-oriented programming (OOP) is a different approach to programming, intended to solve some of the development and maintenance problems commonly associated with large procedural programs. OOP is designed to make complex applications more manageable by breaking them down into self-contained, interacting modules. VTC author, Michael Hurwicz, explains the versatility and power of OOP complete with working examples and re-usable scripts. To begin learning today, click on one of the Macromedia Flash ActionScript 2.0 OOP tutorials.


Course Author/Expert: Michael Hurwicz

Language: english

Full Online Training Available: Yes

Number of Course Movies: 111

Course Duration: 6.5 hours



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Course Outline:



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Getting Started


What You Should Know

ActionScript 2 & Flash Player

Overview

How to Do These Tutorials


Introduction To OOP


Object-Oriented Programming

The Object

The Class Pt.1

The Class Pt.2

Instantiation

Determining an Object's Class

Creating Custom Classes


Creating Classes & Class Hierarchies


Classpath/Packages/Import Pt.1

Classpath/Packages/Import Pt.2

Code-Sharing - Composition Pt.1

Code-Sharing - Composition Pt.2

Code-Sharing - Inheritance Pt.1

Code-Sharing - Inheritance Pt.2

A Star is Born Pt.1

A Star is Born Pt.2

A Star is Born Pt.3

A Star is Born Pt.4

A Star is Born - Further Study

The Call Stack


Maintaining & Extending Classes


Introduction

Building Class Hierarchies

The PersistentShape Class Pt.1

The PersistentShape Class Pt.2

The PersistentShape Class Pt.3

Abstract Methods/Static Members/Hierarchies

Classes as Contracts/Override/Polymorphism

Reusing Base Class Behaviors with Super

Overloading Not Allowed

Guidelines for Class Derivation

Dynamic Classes Pt.1

Dynamic Classes Pt.2

Interfaces

Static Members Stick Together


Information Hiding


Introduction Pt.1

Introduction Pt.2

Implicit get & set Methods

Overriding Implicit get & set Methods

Creating Read-Only Properties Pt.1

Creating Read-Only Properties Pt.2

Creating Read-Only Properties Pt.3

Creating Read-Only Properties Pt.4

Do It Once


Prototype & Instance Members


Prototype Members Pt.1

Prototype Members Pt.2

Prototype Members Pt.3

Identifying a Local Property

Identifying an Object Prototype

Prototype Members for Built-in Classes

You Cannot Delete get/set Properties Pt.1

You Cannot Delete get/set Properties Pt.2

You Cannot Delete get/set Properties Pt.3

Why You Cannot Delete get/set Properties


Assigning Class In The Library


Classpath Revisited

Introduction Pt.1

Introduction Pt.2

Assigning Class with the Linkage Pt.1

Assigning Class with the Linkage Pt.2

Debugging Techniques Pt.1

Debugging Techniques Pt.2

Debugging Techniques Pt.3

Assigning Class with Component Definition


Events & Listeners


Introduction

AsBroadcaster Pt.1

AsBroadcaster Pt.2

AsBroadcaster Pt.3

AsBroadcaster Pt.4

AsBroadcaster Pt.5

AsBroadcaster Pt.6

AsBroadcaster Pt.7

Debugging with Codeless FLAs

EventDispatcher Pt.1

EventDispatcher Pt.2

EventDispatcher Pt.3

EventDispatcher Pt.4

Storing Component Class Files

Library Naming Conflicts

CreateClassObject() Pt.1

CreateClassObject() Pt.2

CreateClassObject() Pt.3

CreateClassObject() Pt.4

CreateClassObject() Pt.5


Mix-Ins


Introduction

Icecream/Sprinkles/Almonds with Inheritance

Icecream/Sprinkles/Almonds with Mix-Ins Pt.1

Icecream/Sprinkles/Almonds with Mix-Ins Pt.2

UIObjectExtensions.as

UIEventDispatcher.as/EventDispatcher.as

TreeDataProvider.as/Tree.as

Lights/Camera/ActionScript Pt.1

Lights/Camera/ActionScript Pt.2

Lights/Camera/ActionScript Pt.3

Lights/Camera/ActionScript Pt.4

Lights/Camera/ActionScript Pt.5

Lights/Camera/ActionScript Pt.6

Lights/Camera/ActionScript Pt.7

Lights/Camera/ActionScript Pt.8

Lights/Camera/ActionScript Pt.9

Lights/Camera/ActionScript Pt.10

Lights/Camera/ActionScript Pt.11

When to Use Mix-Ins

Using #include Instead of Mix-Ins

The MovieClip._alpha property


Bonus Sample Application


Nasty Pt.1

Nasty Pt.2

Nasty Pt.3

Nasty Pt.4


Wrapping Up


Where to Go From Here


Credits


About the Author









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