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When deciding if the book in your hands will be a good resource for your library, it might help you to know why we, the authors, wrote this particular book.. If you need additional suppo

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Contents ix

Chapter 13

Loading Assets 361

Loading SWFs and Images 362

Loading Data 370

Communicating with Loaded SWFs 379

Additional Online Resources 381

What’s Next? 384

Chapter 14 XML 385

Understanding XML Structure 386

Creating an XML Object 390

Using Variables in XML 391

Reading XML 392

Writing XML 399

Deleting XML 401

Loading External XML Documents 402

Sending to and Loading from a Server 404

An XML-Based Navigation System 405

What’s Next? 420

Index 421

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When deciding if the book in your hands will be a good resource for your

library, it might help you to know why we, the authors, wrote this particular

book We are both developers who use ActionScript extensively in our

every-day work, but we are also teachers Collectively, we have taught thousands of

stu dents at multiple universities, training facilities, and conferences, and yet

we share one significant common experience We were consistently told that

no feature-rich ActionScript book existed that didn’t assume readers already

had extensive programming experience and an understanding of

object-oriented programming

So, we started to research how we could fill this void and provide a book to

our students that would really help them beyond the classroom We talked

with a lot of students, user groups, and instructors and began to sketch out a

book that would put what we learned into practice

When ActionScript 3.0 was released, the interest in the language grew

dra-matically In the Flash community reactions ranged from excitement to

uncertainty to fear, as the ActionScript 3.0 learning curve became apparent

Talk of the Flash Platform splintering into Flex (“developer”) and Flash

(“designer”) camps left many designers and programmers more uncertain

than ever about their futures When Flash CS3 Professional was released, the

need for a guiding resource increased, and we knew it was time to write the

book you hold in your hands

We hope this book will help ActionScript coders of all kinds—from curious

to intimi dated, from eager to experienced—embrace the power and

perfor-mance of ActionScript 3.0 We hope these pages will ease the transition from

whatever prior version of ActionScript you may have used (if any) to 3.0—the

biggest architectural change to the language since its inception

PrefaCe

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xii

Who This Book Is For

This book is aimed at designers and developers without extensive ActionScript 3.0 experience Although we feel this volume covers the basics fairly well, both

a familiarity with the Flash interface and knowledge of programming funda-mentals is assumed

We’ve tried to explain the material herein clearly and concisely enough for any reader with at least this minimal background However, we recom-mend that you skim Chapter 2 to see if you think we’ve provided enough core programming fundamentals to fill any gaps in your knowledge base Throughout this book we cover relevant syntax with extensive comments, but the first two chapters serve as a foundation upon which the rest of the chapters are built

Similarly, if you are a relatively experienced ActionScript 2.0 programmer, you may wish to glance at a few chapters of interest before deciding whether

or not this book is for you Migration from ActionScript 2.0-to-ActionScript 3.0 is not our primary focus, so we want you to be happy with the tone and straightforward approach we’ve adopted before you decide to rely solely on this book

If you need additional support with the Flash Professional interface, want solutions to specific problems, or would benefit from a quick look at migra-tion issues, consider augmenting this book with the ActionScript Quick Reference Guide by David Stiller, Rich Shupe, Jen deHaan, and Darren

Richardson (O’Reilly) The book is divided into two halves, starting with interface-centric material and culminating with a series of recipe-style problem-solving chapters, including one that focuses on ActionScript 2.0 to 3.0 migration

Push Yourself

Although this book was written for a reader still finding his or her way with ActionScript 3.0, we’ve tried to include exercises throughout the book that encourage you to push yourself When exercises move somewhat beyond the basics of a topic, we’ve identified them with this icon:

We’ve also tried to mention additional exercises and resources from the companion website (which we’ll talk about in a moment) that may help you continue your explorations In most cases, these exercises and notes are not central to understanding syntax or a topic as a whole If you find any of these inclusions to be too much to digest, feel free to skip them and come back to them later

Between these two supplemental efforts, we hope this book will be useful to

a wide variety of scripters and allow you to progress along the ActionScript 3.0 learning curve quicker than expected

Pu sh

You rself!

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Preface xiii

ActionScript Editors

Although we try to remain ActionScript-editor neutral whenever possible,

the examples in this book were created in Flash Professional We’ve provided

source files that are compatible with the oldest version of Flash Professional

that the applicable feature will allow Most are compatible with Flash CS3

Professional, some require later versions of the tool, and some require Flash

Player 10.1, the latest version as of this writing

However, we’ve also tried to provide files for users that are working with

other ActionScript editors, like Adobe’s Flash Builder, Powerflasher’s FDT, or

the open-source FlashDevelop (Windows-only) These class-based files may

also be useful to readers who already have experience with object-oriented

programming

Despite these efforts, it’s very important to understand that these supplemental

files will not be actively supported You should buy this book knowing that

many of the source files are in FLA format and, even if you typed in the

scripts yourself, some rely on assets found in the libraries of these FLA files

If you are not a Flash Professional user, you may need to recreate these scripts

and assets as best you can

How This Book Is Organized

Unlike any other book on ActionScript 3.0 that we’ve seen, this book does

not rely extensively on object-oriented programming (OOP) principles If you

are unfamiliar with this term, don’t worry You have the correct book in your

hands, and you’ll learn more with each successive chapter

We demonstrate key chapter concepts using focused syntax that’s executable

within the Flash Professional timeline and gradually introduce OOP

con-cepts along the way The first five chapters—including coverage of the new

ActionScript 3.0 event model and means of displaying content (the display

list)—do not introduce more than a modicum of content that is class- or

OOP-related Starting in Chapter 6, we provide increased object-oriented

coverage, beginning with an OOP primer, and continuing for the remaining

chapters with select class- or OOP-based applied examples

This book was designed to be read linearly Because later chapters build on

topics discussed early on, you may not always be able to jump right to a

specific topic without first reviewing earlier chapters If you’re looking for

specific solutions to specific problems, take a look at the ActionScript 3.0

Cookbook by Joey Lott, Darron Schall, and Keith Peters (O’Reilly).

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xiv

What Is—and Isn’t—In This Book

We’ve tried to design a book that covers as many ActionScript essentials as

we could include, even while being constrained by a page count designed to keep the book affordable

What’s In

Part I: Getting Started

Part I begins with Chapter 1, discussing ActionScript 1.0, 2.0, and 3.0, and how the different versions are used in the Flash Professional application and Flash Player It concludes with Chapter 2 looking at the building blocks that are ActionScript’s version-neutral core fundamentals

Part II: Graphics and Interaction

Chapter 3 leads off Part II with explanations of the basic vocabulary of ActionScript: properties, methods, and events (including ActionScript 3.0’s significantly different event model) Chapter 4 focuses on displaying content dynamically, which is also a big departure from prior versions of the language Chapter 5 covers timeline control, and Chapter 6 introduces OOP Chapter 7 discusses animating objects using ActionScript, and Chapters 8 and 9 explain drawing with code

Part III: Text

Chapter 10 is the only chapter in Part III and focuses on text formatting, HTML support, and the use of Cascading Style Sheets

Part IV: Sound and Video

Chapter 11 opens Part IV with a discussion about sound In addition to manipulating internal and external sounds, it touches on parsing ID3 metadata and culminates with a sound visualization exercise, drawing a sound’s waveform during live playback Chapter 12 wraps up Part IV by demonstrating how to play video both with and without components, as well as how to subtitle your videos for accessibility

Part V: Input/Output

Part V focuses on loading assets into Flash and sending data out to a server or another client Chapter 13 covers loading SWF files, images, text, URL variables, and binary data, as well as communicating between loader and loadee SWFs Chapter 14 covers XML and the new standard for working with XML that makes the task as easy as working with other ActionScript objects, methods, and properties

Part VI: 3D (Download)

A special bonus chapter, available for download from the companion web-site, takes a short look at the 3D capabilities built-in to ActionScript 3.0

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Preface xv

What’s Not

As mentioned previously, this book focuses on ActionScript 3.0 (which

applies to most segments of the Flash platform), but is presented within a

Flash Professional context As such, it does not include coverage of Flex, AIR,

Flash Media Server, or other evolving Flash platform technologies

As a basic text, this book has understandable constraints that limit the extent

of coverage we can offer Browsing through the Table of Contents will tell

you what we include and, in some cases, the depth in which we’ll cover the

material While it does include coverage of object-oriented programming

techniques, for example, it does not address this material in great depth (For

more information about this point, please see the previous section, “How

This Book Is Organized.”) When you want to continue your OOP studies,

we recommend Object-Oriented ActionScript 3.0 by Peter Elst, Todd Yard, and

Sas Jacobs (Friends of Ed)

We didn’t intend this text to be a reference book, but rather a learning tool

If you’re looking for a comprehensive reference volume, we recommend

Essential ActionScript 3.0 by Colin Moock (O’Reilly) Our book may serve as

a useful companion to this title, particularly if you are not an advanced user,

but it’s not a substitute

Companion Website

All the exercises included in this book are available for download from

the book’s companion website, http://www.LearningActionScript3.com

Supplemental materials are also available, including additional exercises, self

quizzes, extended examples, ongoing learning suggestions, a list of additional

resources, reader comments, errata, and more The source file archives for

each chapter are available from the Downloads page, and you can sort posts

by category or use the search feature to find posts by name Both authors can

be reached directly through this website

Typographical Conventions Used In

This Book

The following typographical conventions are used in this book:

Plain text

Indicates menu titles, menu options, menu buttons, and keyboard

modi-fiers (such as Alt and Command)

Italic

Indicates new terms, URLs, email addresses, filenames, file extensions,

pathnames, and directories

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xvi

Constant width

Indicates ActionScript code, text output from executing scripts, XML tags, HTML tags, and the contents of files

Constant width bold

Shows commands or other text that should be typed literally

Constant width italic

Shows text that should be replaced with user-supplied values

Using Code Examples

This book is here to help you get your job done In general, you may use the code in this book in your programs and documentation You do not need

to contact us for permission unless you’re reproducing a significant por-tion of the code For example, writing a program that uses several chunks

of code from this book does not require permission Selling or distribut-ing a CD-ROM of examples from O’Reilly books does require permission Answering a question by citing this book and quoting example code does not require permission Incorporating a significant amount of example code from this book into your product’s documentation does require permission

We appreciate, but do not require, attribution An attribution usually includes the title, author, publisher, copyright holder, and ISBN For example:

Learning ActionScript 3.0, Second Edition, by Rich Shupe with Zevan Rosser (O’Reilly) Copyright 2011 Rich Shupe and Zevan Rosser, 978-1-449-39017-4

If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at permissions@oreilly.com

We’d Like To Hear From You

Please address comments and questions concerning this book to the publisher: O’Reilly Media, Inc

1005 Gravenstein Highway North Sebastopol, CA 95472

(800) 998-9938 (in the United States or Canada) (707) 829-0515 (international or local)

(707) 829-0104 (fax)

We have a web page for this book, where we list errata, examples, and any additional information You can access this page at:

http://www.oreilly.com/catalog/9781449396558

NOTE

A note gives additional information,

such as resources or a more detailed

explanation.

WARNING

This box indicates a warning or caution.

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Preface xvii

To comment or ask technical questions about this book, send email to:

bookquestions@oreilly.com

For more information about our books, conferences, Resource Centers, and

the O’Reilly Network, see our website at:

http://www.oreilly.com

Acknowledgments

We would like to give thanks to our talented O’Reilly team: Linda Laflamme,

Ron Bilodeau, Nellie McKesson, Rachel Monaghan, Teresa Elsey, Nancy

Kotary, Mary Treseler, Betsy Waliszewski, Anselm Bradford, Chrissy

Rey-Drapeau, Bentely Wolfe, Tim Goss, Robyn Thomas, Steve Weiss, Michele

Filshie, Matthew Roberts, Jill Steinberg, Joy Dean Lee, Phil Dangler, Linda

Seifert, Mark Paglietti, Karen Montgomery, and Laurie Petrycki Extra thanks

to Linda, Ron, and Rachel for their endless patience and support

Zevan would like to thank: Rich Shupe, The School of Visual Arts, Jesse

Reznick and the creative team at SOM, Ann Oren, all of his students, and his

family

Rich would like to thank: Zevan Rosser, Jodi Rotondo, Sally Shupe, Claire

Shupe, Mike Wills, Steven Mattson Hayhurst, Thomas Yeh, Anita Ramroop,

and his family

Rich would also like to show his appreciation for:

• Bruce Wands, Joe Dellinger, Russet Lederman, Mike Barron, Jaryd

Lowder, Diane Field, Jenny Lin, Annie Wang, all at The School of Visual

Arts, and all my students

• Mark Anders, Paul Burnett, Mike Chambers, Mike Downey, Richard

Galvan, Mally Gardiner, Stefan Gruenwedel, Jeff Kamerer, John Nack,

Michael Ninness, Pete Falco, Nivesh Rajbhandari, and all at Adobe

• John, Jo, and Amy Davey, Joe Franklin, Hippy Wright, and everyone at

Flash on the Beach and Geeky By Nature; Dave Schroeder and everyone

at Flashbelt; Susan Horowitz, William Morrison, and the University of

Hawaii’s Outreach program; Kelly Sanders, Tomo Kuriyama, and Julie

Loo of Sheraton Hotels

• Alex Taylor (Eltima); Gaby Ciordas, Alin Dogar, Raul Popa (Jumpeye

Components); John Pattenden (Screentime Media); Coby Rich (Sorenson

Media); Jerry Chabolla, Richard Blakely, and Grant Garrett at Influxis

(the only streaming media host you’ll ever need)

• Lynda Weinman, Bruce Heavin, and everyone at Lynda.com; everyone at

Flashcoders NYC

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xviii

• Aral Balkan, Pete Barr-Watson, Rob Bateman, Brendan Dawes, Julian Dolce, Stephen (Tink) Downs, Joa Ebert, Hugh Elliot, Peter Elst, Hardy Fox, Homer Flynn, Jared Ficklin, Jesse Freeman, Chris Georgenes, Hoss Gifford, Bruce Gilbert, Brandon Hall, Ralph Hauwert, Robert Hodgin, Thibault Imbert, Scott Janousek, Penn Jillette, Mike Jones, Lisa Larson-Kelley, Philip Kerman, Mario Klingemann, Seb Lee-Delisle, Graham Lewis, Richard Lord, Jobe Makar, Niqui Merret, André Michelle, Stacey Mulcahey, Erik Natzke, Colin Newman, James Paterson, Chris Pelsor, Keith Peters, Robert Reinhart, Lou Reed, Tim Saguinsin, Grant Skinner, David Stiller, Craig Swann, Jared Tarbell, Teller, Jer Thorpe, Carlos Ulloa, (and no doubt others that I’m forgetting) for support and/or inspiration

• (Extra special thanks to) Hudson Ansley, Tim Beynart, Anselm Bradford, Lee Brimelow, Veronique Brossier, Thaylin Burns, Xingyi Guo, Colin Holgate, Tyler Larson, Chris Niemiec, Sonia Garbès Putzel, Kevin Suttle, and Josh Tynjala

• (Supreme nod to) Scotty and Kat Meltzer, Steve and Cindy Shupe, Dennis and Elaine Rotondo, Mari Howard, and Brian and Abigail Shupe You know why

Welcome Lucas Robert Bilodeau! Best wishes to Tom Kelley I wish I could say this book is for whomever Kyle Baker is going out with now, but that was done long ago This book is for Sally and Claire

About the Authors

Rich Shupe is the founder and president of FMA—a full-service multimedia

development company and training facility in New York City Rich teaches

a variety of digital technologies in academic and commercial environments, and has frequently lectured on these topics at conferences all over the world

He is currently on the faculty of New York’s School of Visual Arts in the MFA Computer Art department Rich has written or co-written multiple books, including Learning Flash CS4 Professional, The ActionScript Quick Reference Guide, and Flash 8: Projects for Learning Animation and Interactivity

(all O’Reilly), Flash CS3 Professional Video Training Book (Lynda.com/Peachpit),

and the CS3 Web and Design Workflow Guides (Adobe) He also presents video

training for Lynda.com Visit Rich’s website at http://www.fmaonline.com

Zevan Rosser is a freelance designer/programmer/consultant and computer

artist He teaches ActionScript and Flash animation at New York’s School of Visual Arts in the Undergraduate and Continuing Education programs, and has acted as thesis advisor for a handful of Masters students He also teaches ActionScript and Flash at FMA in New York When he’s not working on commercial projects, he works on his personal site, http//www.shapevent.com

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