By Roger Braunstein
I used this e-book broadly whereas studying Flash CS3 and CS4. i didn't do a lot designing, in most cases coding. i discovered this booklet to be enormously valuable as a developer without history in any of the ECMA relations script languages. I persevered to take advantage of the booklet usually over a interval of 2 years and customarily chanced on it to be an outstanding refresher or wisdom extender of the subject i wanted that day. I hugely suggest it. even though it is huge, do not count on the e-book comprise actually every little thing. It does not cross into intensity at the parts (as I had needed) and one or different occasions I got here up empty, yet I nonetheless don't believe that demotes it to four stars. i discovered it to be the simplest laid out of all of the ActionScript books I reviewed (and it pairs good with Moock). it truly is certainly my go-to-first e-book for ActionScript. while you are an absolute guru, probably you do not need it (or the other book), in a different way get it and begin examining and constructing!
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Extra info for ActionScript 3.0 Bible
376 Part V: Working with Error Handling 377 Chapter 19: Understanding Errors . . . . . . . . . . . 392 Chapter 20: Using the AVM2 Debugger . . . . . . . . . 412 Chapter 21: Making Your Application Fault-Tolerant . . . . . . 422 Part VI: Working with External Data 423 Chapter 22: Understanding Networking Basics . . . . . . . 441 Chapter 23: Communicating with Server-Side Technologies . . . . 453 Chapter 24: Saving Data to a Local Machine Using SharedObject .
If you have experience with other object-oriented programming languages, you should read Part I to get a feel for the syntax and features of the language. ” After Part I and a bit of practice, readers new to ActionScript and readers with experience should be equally prepared to tackle the rest of the book. 0 that you will use most commonly, including how they are implemented in ActionScript and what you can do with them. qxd:Layout 1 9/22/07 12:56 PM Page xl Introduction Part III: Working with the Display List Part III covers the ground you’ll need to start making programs that have a visual aspect.