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دانلود کتاب Essential ActionScript 3.0 (Essential)

دانلود کتاب Essential ActionScript 3.0 (Essential)

Essential ActionScript 3.0 (Essential)

مشخصات کتاب

Essential ActionScript 3.0 (Essential)

ویرایش: 1 
نویسندگان:   
سری: Essential 
ISBN (شابک) : 9780596526948, 0596526946 
ناشر: Adobe Dev Library 
سال نشر: 2007 
تعداد صفحات: 948 
زبان: English 
فرمت فایل : DJVU (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 6 مگابایت 

قیمت کتاب (تومان) : 51,000



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توضیحاتی در مورد کتاب Essential ActionScript 3.0 (Essential)

من سعی می کنم به خودم AS3 یاد بدهم و قبلاً زبان کامپیوتر را مطالعه نکرده ام. این کتاب برای تعریف اینکه چه چیزی، چرا و چگونه AS در کنار هم قرار می گیرد تا به خوبی مورد استفاده قرار گیرد، بهترین است. من فلش دارم و فلکس ندارم. این به پر کردن شکاف‌های سؤالات چندین کتاب دیگر مربوط به Flash کمک می‌کند.


توضیحاتی درمورد کتاب به خارجی

I am attempting to teach myself AS3 and I have no prior study of computer languages. This book is the best for defining what, why, and how AS is put together to good use. I have Flash, and I do not have Flex. It helps fill the gaps to the questions left by several other books that pertain to Flash.



فهرست مطالب

Essential ActionScript 3.0
	Table of Contents
	Foreword
	Preface
		Beginners Welcome
		Expert Guidance
		What’s In This Book
		What’s Not In This Book
		Authoring Tool Agnosticism
		ActionScript Overview
			The Core Language
			Flash Runtime Clients
			Runtime APIs
			Components
			The Flash File Format (SWF)
			ActionScript Development Tools
		This Book’s Example Files
		Using Code Examples
		Typographical Conventions
		How to Contact Us
		Safari® Enabled
		Acknowledgments
	Part I ActionScript from the Ground Up
		Core Concepts
			Tools for Writing ActionScript Code
			Flash Client Runtime Environments
			Compilation
				Just-In-Time Compilation
			Quick Review
			Classes and Objects
			Creating a Program
			Packages
			Defining a Class
				Access Control Modifiers for Classes
			Virtual Zoo Review
			Constructor Methods
			Creating Objects
				Literal Syntax
				Object Creation Example: Adding a Pet to the Zoo
			Variables and Values
				Local Variables
				Instance Variables
					Access-control modifiers for instance variables
			Constructor Parameters and Arguments
			Expressions
			Assigning One Variable’s Value to Another
				Copies and References
			An Instance Variable for Our Pet
			Instance Methods
				Access Control Modifiers for Instance Methods
				Method Parameters and Arguments
				Method Return Values
				Method Signatures
			Members and Properties
			Virtual Zoo Review
			Break Time!
		Conditionals and Loops
			Conditionals
				The if Statement
					An if statement with no else
					Chaining if statements
				The switch Statement
			Loops
				The while Statement
				Processing Lists with Loops
				Ending a Loop with the break Statement
				The do-while Statement
				The for Statement
			Boolean Logic
				Logical OR
				Logical AND
				Logical NOT
			Back to Classes and Objects
		Instance Methods Revisited
			Omitting the this Keyword
				Managing Parameter/Variable Name Conflicts
			Bound Methods
			Using Methods to Examine and Modify an Object’s State
			Get and Set Methods
			Handling an Unknown Number of Parameters
			Up Next: Class-Level Information and Behavior
		Static Variables and Static Methods
			Static Variables
			Constants
			Static Methods
				The Class Initializer
			Class Objects
			C++ and Java Terminology Comparison
			On to Functions
		Functions
			Package-Level Functions
				Global Functions
			Nested Functions
			Source-File-Level Functions
			Accessing Definitions from Within a Function
			Functions as Values
			Function Literal Syntax
			Recursive Functions
			Using Functions in the Virtual Zoo Program
			Back to Classes
		Inheritance
			A Primer on Inheritance
				Static Methods and Static Variables Not Inherited
			Overriding Instance Methods
				Invoking an Overridden Instance Method
			Constructor Methods in Subclasses
			Preventing Classes from Being Extended and Methods from Being Overridden
			Subclassing Built-in Classes
			The Theory of Inheritance
				Why Inheritance?
				Polymorphism and Dynamic Binding
				Inheritance Versus Composition
					Is-A, Has-A, and Uses-A
					When to use composition over inheritance
			Abstract Not Supported
			Using Inheritance in the Virtual Zoo Program
				Creating Types of Pet Food
				Preparing VirtualZoo for Onscreen Display
			Virtual Zoo Program Code
			It’s Runtime!
		Compiling and Running a Program
			Compiling with the Flash Authoring Tool
			Compiling with Flex Builder 2
				Moving the Main Class to the Unnamed Package
				Compiling the Program
				Running the Program
			Compiling with mxmlc
			Compiler Restrictions
			The Compilation Process and the Classpath
			Strict-Mode Versus Standard-Mode Compilation
				Enabling Standard-Mode Compilation in Flex Builder 2
				Enabling Standard-Mode Compilation in the Flash Authoring Tool
			The Fun’s Not Over
		Datatypes and Type Checking
			Datatypes and Type Annotations
				Compatible Types
				Detecting Type Mismatch Errors with Type Annotations
			Untyped Variables, Parameters, Return Values, and Expressions
			Strict Mode’s Three Special Cases
			Warnings for Missing Type Annotations
			Detecting Reference Errors at Compile Time
			Casting
				Avoiding Unwanted Type Mismatch Errors
				Upcasting and Downcasting
				Using the as Operator to Cast to Date and Array
			Conversion to Primitive Types
			Default Variable Values
			null and undefined
			Datatypes in the Virtual Zoo
			More Datatype Study Coming Up
		Interfaces
			The Case for Interfaces
			Interfaces and Multidatatype Classes
			Interface Syntax and Use
				Interface Naming Conventions
				Interface Inheritance
				Marker Interfaces
			Another Multiple-Type Example
			More Essentials Coming
		Statements and Operators
			Statements
			Operators
				Number of Operands
				Operator Precedence
				Operator Associativity
				Datatypes and Operators
				Operator Overview
			Up Next: Managing Lists of Information
		Arrays
			What Is an Array?
			The Anatomy of an Array
				Array Elements
				Array Element Indexing
				Array Size
			Creating Arrays
				Creating Arrays with Array Literals
				Creating Arrays with the new Operator
			Referencing Array Elements
				Retrieving an Element’s Value
				Setting an Element’s Value
			Determining the Size of an Array
			Adding Elements to an Array
				Adding New Elements Directly
				Adding New Elements with the length Variable
				Adding New Elements with Array Methods
					The push() method
					The unshift() method
					The splice() method
					The concat() method
			Removing Elements from an Array
				Removing Elements with the delete Operator
				Removing Elements with the length Variable
				Removing Elements with Array Methods
					The pop() method
					The shift() method
					The splice() method
			Checking the Contents of an Array with the toString() Method
			Multidimensional Arrays
			On to Events
		Events and Event Handling
			ActionScript Event Basics
				Registering an Event Listener for an Event
					Step 1: Determine the event type’s name
					Step 2: Determine the event object’s datatype
					Step 3: Create the event listener
					Step 4: Register for the event
					Step 5: Wait for the event to occur
				Two More Event Listener Registration Examples
				Unregistering an Event Listener for an Event
				Event Vocabulary Review
			Accessing the Target Object
			Accessing the Object That Registered the Listener
			Preventing Default Event Behavior
			Event Listener Priority
			Event Listeners and Memory Management
				Weak Listener References
			Custom Events
				A Custom “gameOver” Event
				A Custom “toggle” Event
				Preventing Default Behavior for Custom Events
			Type Weakness in ActionScript’s Event Architecture
			Handling Events Across Security Boundaries
				Module.swf Listener Registers with Main.swf Object
				Main.Swf Listener Receives Notification for an Event Targeted at a Module.swf Display Object
				An Alternative to allowDomain(): Shared Events
			What’s Next?
		Exceptions and Error Handling
			The Exception-Handling Cycle
			Handling Multiple Types of Exceptions
				Determining Exception Type Granularity
					Options 1 and 2: Using a single custom-exception type
					Option 3: Using configurable debugging messages
					Option 4: Multiple custom VirtualPetNameException subclasses
			Exception Bubbling
				Uncaught Exceptions
			The finally Block
			Nested Exceptions
			Control-Flow Changes in try/catch/finally
			Handling a Built-in Exception
				Error Events for Problem Conditions
			More Gritty Work Ahead
		Garbage Collection
			Eligibility for Garbage Collection
			Incremental Mark and Sweep
			Disposing of Objects Intentionally
			Deactivating Objects
			Garbage Collection Demonstration
			On to ActionScript Backcountry
		Dynamic ActionScript
			Dynamic Instance Variables
				Processing Dynamic Instance Variables with for-each-in and for-in Loops
			Dynamically Adding New Behavior to an Instance
			Dynamic References to Variables and Methods
			Using Dynamic Instance Variables to Create Lookup Tables
				Making Lookup Tables with Object Literals
			Using Functions to Create Objects
			Using Prototype Objects to Augment Classes
			The Prototype Chain
			Onward!
		Scope
			Global Scope
			Class Scope
			Static Method Scope
			Instance Method Scope
			Function Scope
			Scope Summary
			The Internal Details
			Expanding the Scope Chain via the with Statement
			On to Namespaces
		Namespaces
			Namespace Vocabulary
			ActionScript Namespaces
			Creating Namespaces
				Choosing the Namespace URI
				Defining the Namespace
				Explicit Versus Implicit URIs
				Namespace Terminology Review
			Using a Namespace to Qualify Variable and Method Definitions
				User-Defined Namespace Attributes in the Top-Level of a Class Only
			Qualified Identifiers
				Expanded Names
			A Functional Namespace Example
			Namespace Accessibility
				Accessibility of Package-Level Namespace Definitions
				Accessibility of Class-Level Namespace Definitions
				Accessibility of Function-Level Namespace Definitions
			Qualified-Identifier Visibility
			Comparing Qualified Identifiers
			Assigning and Passing Namespace Values
				Assigning a Namespace Value to a Variable
				Namespaces as Method Arguments and Return Values
				A Namespace Value Example
			Open Namespaces and the use namespace Directive
				Open Namespaces and Scope
				Opening Multiple Namespaces
			Namespaces for Access-Control Modifiers
				Import Opens Public Namespaces
			Applied Namespace Examples
				Example: Framework-Internal Visibility
				Example: Permission-Based Access Control
				Example: Program Modes
			Final Core Topics
		XML and E4X
			Understanding XML Data as a Hierarchy
			Representing XML Data in E4X
			Creating XML Data with E4X
			Accessing XML Data
				Accessing the Root XML Node
				Accessing Child Nodes
				Accessing Text Nodes
				Accessing Parent Nodes
				Accessing Sibling Nodes
				Accessing Attributes
				Accessing Comments and Processing Instructions
				Accessing Attributes and Elements Whose Names Contain Reserved Characters
				Treating XMLList as XML, Revisited
			Processing XML with for-each-in and for-in
			Accessing Descendants
			Filtering XML Data
			Traversing XML Trees
			Changing or Creating New XML Content
				Changing the Contents of an Element
				Changing an Attribute Value
				Replacing an Entire Element
				Adding New Attributes and Elements
					Adding a new child after all existing children
					Adding a new child after a specific existing child
					Adding a new child before a specific existing child
					Adding a new child before all existing children
				Deleting Elements and Attributes
				References to Parts of a Document Are Not Live
				Using XML Entities for Special Characters
				Assigning Values to an XMLList
			Loading XML Data
			Working with XML Namespaces
				Accessing Namespace-Qualified Elements and Attributes
				Creating Namespace-Qualified Elements and Attributes
			Converting XML and XMLList to a String
				Converting XMLList to a String
				Converting an XML Element to a String
				Converting an Attribute to a String
				Converting Comments and Processing-Instructions to Strings
			Determining Equality in E4X
				XML Equality
				XMLList Equality
				QName Equality
				Namespace Equality
			More to Learn
		Flash Player Security Restrictions
			What’s Not in This Chapter
			The Local Realm, the Remote Realm, and Remote Regions
			Security-Sandbox-Types
				How Security-Sandbox-Types Are Assigned
			Security Generalizations Considered Harmful
			Restrictions on Loading Content, Accessing Content as Data, Cross-Scripting, and Loading Data
				Loading Content
				Accessing Content as Data
				Cross-Scripting
				Loading Data
				Restrictions on Loading Content, Accessing Content as Data, Loading Data, and Cross-Scripting
			Socket Security
			Example Security Scenarios
				Snoopy Email Attachment—Without Flash Player Security
				Snoopy Email Attachment—With Flash Player Security
				Internal Corporate Information—Without Flash Player Security
				Internal Corporate Information—With Flash Player Security
				Cross-Web Site Information—Without Flash Player Security
				Cross-Web Site Information—With Flash Player Security
			Choosing a Local Security-Sandbox-Type
				Compiling a Local-with-Filesystem .swf File
				Compiling a Local-with-Networking .swf File
				Granting Local Trust
				Developers Automatically Trusted
				Default Local Security-Sandbox-Type
			Distributor Permissions (Policy Files)
				Authorizing Loading-Data and Accessing-Content-as-Data Operations
					Creating the policy file
					Posting the policy file
					Obtaining a policy file’s permission to load data
					Obtaining a policy file’s permission to access content as data
				Using a Policy File to Authorize Socket Connections
					Create the policy file
					Socket-based policy-file retrieval
					HTTP-based policy-file retrieval
			Creator Permissions (allowDomain())
				Allowing .swf Files Served Over HTTP to Cross-Script .swf Files Served Over HTTPS
			Import Loading
			Handling Security Violations
			Security Domains
				Ambiguous Use of the Term “Sandbox”
			Two Common Security-Related Development Issues
				Accessing Internet Subdomains
				Accessing the Loader Class’s Instance Variable Content
			On to Part II!
	Part II Display and Interactivity
		The Display API and the Display List
			Display API Overview
				Extending the Core-Display Class Hierarchy
			The Display List
				Containers and Depths
				Removing Assets from Containers
				Removing Assets from Memory
				Removing All Children
				Reparenting Assets
				Traversing Objects in a Display Hierarchy
				Manipulating Objects in Containers Collectively
				Descendant Access to a .swf File’s Main Class Instance
					The rebirth of _root
					Whither _level0?
			Containment Events
				The Event.ADDED and Event.REMOVED Events
				A Real-World Containment-Event Example
				The ADDED_TO_STAGE and REMOVED_FROM_STAGE Events
					Custom Event.ADDED_TO_STAGE and Event.REMOVED_FROM_STAGE events
			Custom Graphical Classes
			Go with the Event Flow
		Events and Display Hierarchies
			Hierarchical Event Dispatch
			Event Dispatch Phases
			Event Listeners and the Event Flow
				Registering an Ancestor Listener for the Capture Phase
				Registering an Ancestor Listener for the Bubbling Phase
				Registering an Ancestor Listener for Both the Capture Phase and the Bubbling Phase
				Registering a Listener with the Event Target
				The Dual Purpose of the useCapture Parameter
				Removing Event Listeners
			Using the Event Flow to Centralize Code
			Determining the Current Event Phase
			Distinguishing Events Targeted at an Object from Events Targeted at That Object’s Descendants
			Stopping an Event Dispatch
			Event Priority and the Event Flow
			Display-Hierarchy Mutation and the Event Flow
				Event Listener List Mutation
			Custom Events and the Event Flow
			On to Input Events
		Interactivity
			Mouse-Input Events
				Flash Player’s Built-in Mouse Events
				Registering for Mouse Events
				Mouse Events and Overlapping Display Objects
				Finding the Mouse Pointer’s Position
				Handling Mouse Events “Globally”
			Focus Events
				Focusing Objects Programmatically
				Focusing Objects with the Keyboard
				Focusing Objects with the Mouse
					Handling descendant focus through a single ancestor
				Flash Player’s Focus Events
			Keyboard-Input Events
				Global Keyboard-Event Handling
				Object-Specific Keyboard-Event Handling
				Determining the Most Recently Pressed or Released Key
					Multilocation keys
				Detecting Multiple Simultaneous Key Presses
				Mouse Events and Modifier Keys
				Determining the Character Associated with a Key
			Text-Input Events
				The TextEvent.TEXT_INPUT and Event.CHANGE Events
				The Event.SCROLL Event
				The TextEvent.LINK Event
			Flash Player-Level Input Events
				The Event.ACTIVATE and Event.DEACTIVATE Events
				The Event.RESIZE Event
				The Event.MOUSE_LEAVE Event
			From the Program to the Screen
		Screen Updates
			Scheduled Screen Updates
				No Screen Updates Within Code Blocks
				Setting the Frame Rate
				Designated Frame Rate Versus Actual Frame Rate
			Post-Event Screen Updates
				Post-Event Updates for Timer Events
				Automatic Post-Event Screen Updates
			Redraw Region
			Optimization with the Event.RENDER Event
			Let’s Make It Move!
		Programmatic Animation
			No Loops
			Animating with the ENTER_FRAME Event
				Frame Rate’s Effect on Event.ENTER_FRAME Animations
			Animating with the TimerEvent.TIMER Event
				Frame Rate’s Effect on Timer
			Choosing Between Timer and Event.ENTER_FRAME
			A Generalized Animator
			Velocity-Based Animation
			Moving On to Strokes ’n’ Fills
		Drawing with Vectors
			Graphics Class Overview
			Drawing Lines
			Drawing Curves
			Drawing Shapes
			Removing Vector Content
			Example: An Object-Oriented Shape Library
			From Lines to Pixels
		Bitmap Programming
			The BitmapData and Bitmap Classes
			Pixel Color Values
			Creating a New Bitmap Image
			Loading an External Bitmap Image
			Examining a Bitmap
				getPixel32() Versus getPixel()
				Transparency’s Effect on Color-Value Retrieval
				ColorPicker: A getPixel32() Example
				Retrieving the Color of a Region of Pixels
				Other Examination Tools
			Modifying a Bitmap
				Improve Performance with BitmapData.lock()
				ScribbleAS3: A setPixel32() Example
				Assigning the Color of a Region of Pixels
				Other Manipulation Tools
				Resizing a Bitmap
			Copying Graphics to a BitmapData Object
				The BitmapData Class’s Instance Method draw()
					How draw() handles Alpha channel values
					No arbitrary screen captures
				The BitmapData Class’s Instance Method copyPixels()
			Applying Filters and Effects
				Applying Filters
			Freeing Memory Used by Bitmaps
			Words, Words, Words
		Text Display and Input
			Creating and Displaying Text
				Word Wrapping
				Automatic Resizing
				Rotated, Skewed, and Transparent Text Requires Embedded Fonts
			Modifying a Text Field’s Content
			Formatting Text Fields
				Formatting Text with the TextFormat Class
					Available TextFormat variables
					Embedded font warning: Bold and italic require separate fonts
					setTextFormat() does not apply to future text assignments
					Applying paragraph-level formatting
					Retrieving formatting information for a span of characters
					Default formatting for text fields
				Formatting Text with HTML
					Entity support
					Quoting attribute values
					Interactions between the text and htmlText variables
					Unrecognized tags and attributes
				Formatting Text with the StyleSheet Class
					Notable style sheet limitations in ActionScript
					Formatting text with a programmatically created style sheet
					Class selectors
					Formatting XML tags with CSS
					Formatting text with an externally loaded style sheet
			Fonts and Text Rendering
				Embedding Font Outlines in the Flash Authoring Tool
				Embedding Font Outlines in Flex Builder 2 and mxmlc
				Formatting Text with an Embedded Font
					Using bold and italic with embedded fonts
				Loading Fonts at Runtime
			Missing Fonts and Glyphs
			Determining Font Availability
			Determining Glyph Availability
			Embedded-Text Rendering
				Tweaking the FlashType Renderer
			Text Field Input
				Text Entry
					Formatting user input
				Text Selection
				Hypertext Links
			Text Fields and the Flash Authoring Tool
			Loading...Please Wait...
		Loading External Display Assets
			Using Loader to Load Display Assets at Runtime
				Creating the Loader Instance
				Specifying the Asset’s Location
				Starting the Load Operation
				Accessing the Loaded Asset
				Displaying the Loaded Asset On Screen
				Displaying Load Progress
					Why not use Event.OPEN?
				Handling Load Errors
					Environment-specific behavior for load failures
					Debugging with HTTPStatusEvent
			Compile-Time Type-Checking for Runtime-Loaded Assets
				Opting Out of Compile-Time Type-Checking
				Give the Compiler Access to the Loaded Class
				Add the Module Class File to Main.swf’s source-path
				Add the Module Class File to Main.swf’s library-path
				Add the Module Class File to Main.swf’s external-library-path
			Accessing Assets in Multiframe .swf Files
			Instantiating a Runtime-Loaded Asset
				Instantiating a Loaded .swf File
				Instantiating a Loaded Image
			Using Socket to Load Display Assets at Runtime
				Server-Side: Sending the Asset
				Client-Side: Receiving the Asset
					Creating and connecting to the socket
					Placing bytes in a buffer
					Creating a display asset from the loaded bytes
			Removing Runtime Loaded .swf Assets
			Embedding Display Assets at CompileTime
				A Note on File Size and Memory Consumption
				General [Embed] Syntax
				Supported Asset Types
				Embedding Bitmap Images
				Embedding SVG
				Embedding Entire .swf Files
				Embedding Symbols from Legacy .swf Files
				Embedding Files as Binary Data
				Using getDefinition() to Access a Class in an Embedded .swf File
				An [Embed] Example
				Clean the Project to See Changes
			On to Part III
	Part III Applied ActionScript Topics
		ActionScript and the Flash Authoring Tool
			The Flash Document
			Timelines and Frames
				Keyframes and Regular Frames
			Timeline Scripting
			The Document Class
				Variable and Function Definitions in Frame Scripts
			Symbols and Instances
				Types of Symbols
				Movie Clip Symbols
			Linked Classes for Movie Clip Symbols
			Accessing Manually Created Symbol Instances
				Instance Names
				Matching Variables for Instance Names
			Accessing Manually Created Text
			Programmatic Timeline Control
			Instantiating Flash Authoring Symbols via ActionScript
			Instance Names for Programmatically Created Display Objects
			Linking Multiple Symbols to a Single Superclass
			The Composition-Based Alternative to Linked Classes
			Preloading Classes
			Up Next: Using the Flex Framework
		A Minimal MXML Application
			The General Approach
				Create the Flex Project
				Create the Application Point of Entry
				Trigger the Application Point of Entry
			A Real UI Component Example
			Sharing with Your Friends
		Distributing a Class Library
			Sharing Class Source Files
			Distributing a Class Library as a .swc File
				Creating a .swc-Based Class Library in Flex Builder 2
				Using a .swc-Based Class Library in Flex Builder 2
				Creating a .swc-Based Class Library in the Flash Authoring Tool
				Using a .swc-Based Class Library in the Flash Authoring Tool
			Distributing a Class Library as a .swf File
				Creating a .swf-Based Class Library in Flex Builder 2
					Compiling a .swf file using mxmlc
				Using a .swf-Based Class Library in Flex Builder 2
				Creating a .swf-Based Class Library in the Flash Authoring Tool
				Using a .swf-Based Class Library in Flash CS3
			But Is It Really Over?
	The Final Virtual Zoo
	Index




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