Learning Actionscript 2.0 in Flash

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Learning Actionscript 2.0 in Flash APRENDIZAJE DE ACTIONSCRIPT ™ EN FLASH® © 2007 Adobe Systems Incorporated. Todos los derechos reservados. Aprendizaje de ActionScript 2.0 en Adobe® Flash® Si esta guía se distribuye con software que incluye un contrato de usuario final, la guía, así como el software descrito en ella, se proporciona con una licencia y sólo puede usarse o copiarse en conformidad con los términos de dicha licencia. Con la excepción de lo permitido por la licencia, ninguna parte de esta guía puede ser reproducida, almacenada en un sistema de recuperación de datos ni transmitida de ninguna forma ni por ningún medio, ya sea electrónico, mecánico, de grabación o de otro tipo, sin el consentimiento previo por escrito de Adobe Systems Incorporated. Tenga en cuenta que el contenido de esta guía está protegido por las leyes de derechos de autor aunque no se distribuya con software que incluya un contrato de licencia de usuario final. El contenido de esta guía se proporciona exclusivamente con fines informativos, está sujeto a cambios sin previo aviso y no debe interpretarse como un compromiso de Adobe Systems Incorporated. Adobe Systems Incorporated no asume ninguna responsabilidad por los errores o imprecisiones que puedan existir en el contenido informativo de esta guía. Recuerde que las ilustraciones o imágenes existentes que desee incluir en su proyecto pueden estar protegidas por las leyes de derechos de autor. La incorporación no autorizada de este material en sus trabajos puede infringir los derechos del propietario de los derechos de autor. Asegúrese de obtener los permisos necesarios del propietario de los derechos de autor. Cualquier referencia a nombres de compañías en plantillas de ejemplo sólo se hace con propósitos de demostración y no está relacionada con ninguna organización real. Adobe®, Flash®, FlashHelp®, Flash® Player, JRun™, Macromedia® y Shockwave® son marcas registradas o marcas comerciales de Adobe Systems Incorporated en Estados Unidos y en otros países. Macintosh® es una marca comercial de Apple Computer, Inc., registrada en Estados Unidos y en otros países. Windows® es una marca registrada o un marca comercial de Microsoft Corporation en Estados Unidos y en otros países. Todas las demás marcas comerciales son propiedad de sus propietarios respectivos. Partes de este producto contienen código con licencia de Nellymoser. (www.nellymoser.com). La tecnología de compresión y descompresión de vídeo Sorenson Spark™ tiene licencia de Sorenson Media, Inc. Flash CS3 utiliza tecnología de vídeo de On2 TrueMotion. © 1992-2005 On2 Technologies, Inc. Todos los derechos reservados. http://www.on2.com. Adobe Systems Incorporated, 345 Park Avenue, San Jose, California 95110, EE.UU. Aviso para usuarios finales del Gobierno de EE.UU. El Software y la Documentación son “Elementos comerciales”, según la definición de este término incluida en 48 C.F.R. §2.101, consistentes en “Software informático comercial” y “Documentación de software informático comercial”, según el uso aplicable de dichos términos en 48 C.F.R. §12.212 o 48 C.F.R. §227.7202. En conformidad con 48 C.F.R. §12.212 o 48 C.F.R. §§227.7202-1 a 227.7202-4 (lo que corresponda), se otorga a usuarios finales del gobierno de EE.UU. una licencia del Software informático comercial y la Documentación de software comercial (a) únicamente como elementos comerciales y (b) exclusivamente con los derechos concedidos a todos los demás usuarios finales para su utilización en conformidad con los términos y las condiciones aquí descritos. Derechos no publicados reservados bajo las leyes de derechos de autor de Estados Unidos. Adobe Systems Incorporated, 345 Park Avenue, San Jose, California 95110, EE.UU. Para los usuarios finales del gobierno de EE.UU., Adobe se compromete a cumplir todas las leyes de igualdad de oportunidades aplicables incluidas, si corresponde, las disposiciones del decreto-ley 11246, con las enmiendas, Sección 402 de la Ley de ayuda para la readaptación de los veteranos de Vietnam de 1974 (38 USC 4212) y Sección 503 de la Ley de Rehabilitación de 1973, con las enmiendas, y los reglamentos de los apartados 60-1 a 60-60, 60-250 y 60-741 de 41 CFR. La cláusula de discriminación positiva y los reglamentos incluidos en la declaración anterior deben incorporarse mediante referencia. Contenido Introducción . 9 Destinatarios . .9 Requisitos del sistema. 10 Actualización de archivos XML de Flash . 10 Documentación. .11 Recursos adicionales. 14 Capítulo 1: Novedades de Flash ActionScript . 19 Novedades de ActionScript 2.0 y Flash Player 9.x . 19 Novedades de ActionScript 2.0 y Flash Player 8 . 20 Cambios en el modelo de seguridad para archivos SWF instalados localmente . 29 Capítulo 2: ActionScript. 31 Qué es ActionScript . 32 Selección entre ActionScript 1.0 y ActionScript 2.0 . 33 Aspectos básicos de ActionScript y Flash Player . 34 Capítulo 3: Datos y tipos de datos . 35 Datos . 35 Tipos de datos. 36 Variables. 51 Organización de datos en objetos . .74 Conversión . 77 Capítulo 4: Principios básicos de la sintaxis y el lenguaje . 81 Sintaxis, sentencias y expresiones . 82 Sintaxis con puntos y rutas de destino . 86 Signos de lenguaje . 94 Constantes y palabras clave . .106 Sentencias . 110 Matrices . .133 Operadores . .146 3 Capítulo 5: Funciones y métodos . .171 Funciones y métodos . 171 Aspectos básicos de los métodos . 193 Capítulo 6: Clases. 195 Programación orientada a objetos y Flash . 196 Escritura de archivos de clases personalizadas . 204 Utilización de clases personalizadas en una aplicación . 208 Ejemplo: Escritura de clases personalizadas . .233 Ejemplo: Utilización de archivos de clases personalizadas en Flash . .248 Asignación de una clase a símbolos en Flash . 251 Compilación y exportación de clases . .253 Clases y ámbito . .256 Clases de nivel superior y clases incorporadas. .258 Utilización de clases incorporadas . .269 Capítulo 7: Herencia . 275 Herencia . .275 Escritura de subclases en Flash . 277 Utilización de polimorfismo en una aplicación . .283 Capítulo 8: Interfaces . 289 Interfaces. 290 Creación de interfaces como tipos de datos . 295 Herencia e interfaces . .297 Ejemplo: Utilización de interfaces . .298 Ejemplo: Creación de una interfaz compleja . 300 Capítulo 9: Gestión de eventos . 305 ActionScript y eventos . 306 Utilización de métodos de controlador de eventos . 308 Utilización de detectores de eventos . 310 Utilización de detectores de eventos con componentes . 313 Utilización de controladores de eventos de botones y de clips de película . 315 Difusión de eventos desde instancias de componentes. 319 Creación de clips de película con estados de botón . 320 Ámbito del controlador de eventos . 321 Ámbito de la palabra clave this . .325 Utilización de la clase Delegate . .325 4Contenido Capítulo 10: Trabajo con clips de película . 329 Control de clips de película con ActionScript . 330 Llamada a varios métodos en un solo clip de película . 332 Carga y descarga de archivos SWF. 333 Modificación de la posición y el aspecto de un clip de película . 336 Clips de película que se pueden arrastrar . 337 Creación de clips de película en tiempo de ejecución . 338 Adición de parámetros a clips de película creados de forma dinámica . 342 Gestión de las profundidades de los clips de película . 344 Asignación de caché y desplazamiento de clips de película con ActionScript . 347 Utilización de clips de película como máscaras. 355 Gestión de eventos de clip de película. 357 Asignación de una clase a un símbolo de clip de película . 357 Inicialización de las propiedades de clase . 358 Capítulo 11: Utilización de texto y cadenas. 361 Campos de texto. 363 Carga de texto y variables en los campos de texto . 372 Utilización de fuentes . 378 Representación de fuentes y texto suavizado . ..
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