Learning Flex 3 getting up to speed with rich Internet applications

How soon can you learn Adobe Flex 3? With this book's unique hands-on approach, you will be able to tinker with examples right away, and create your own Rich Internet Applications with Flex within the first few chapters. As you progress, you learn how to build a layout, add interactivity, work...

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Detalles Bibliográficos
Autor principal: Cole, Alaric (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Beijing ; Sebastopol, California : O'Reilly [2008]
Edición:First edition
Colección:Adobe developer library
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627277206719
Tabla de Contenidos:
  • Learning Flex 3; PREFACE; How This Book Is Organized; What This Book Covers; Companion Website; Typographical Conventions Used in This Book; Using the Code Examples; We&d Like to Hear from You; Acknowledgments; 1. GETTING UP TO SPEED; Flex Is Flash; Flex Is the Flex SDK; What about AIR?; Where Flex Fits; Why Use Flex?; For Easy Interactivity; For Development Speed; For Speed All Around; Because It&s Clean; Because It&s Free; Because It&s Open; For Data (and Fast); Because It&s Beautiful; How Flex Compares to Other Technologies; C Languages; Java/Java FX; HTML/JavaScript/Ajax; Silverlight/XAML
  • OpenLaszloWhen Not to Use Flex; Summary; 2. SETTING UP YOUR ENVIRONMENT; Introducing Flex Builder and Eclipse; Flex Builder Installation; Your Editor at a Glance; Running Your First Application; Opening a Sample Application; Everything Is a Project; Importing an Existing Project; Cooking from Scratch: Creating a New Flex Project; The Structure of a Flex Project; Summary; 3. USING DESIGN MODE; Adding Components to the Application; Moving Components Around; Exploring Common Components; Layout Containers; Navigators; Modifying Properties Directly; Category View; Alphabetical View
  • Common PropertiesBuilding a User Interface; Summary; 4. USING SOURCE MODE; Anatomy of a Flex Application; Components Added in Source Mode; Code Completion; MXML in Depth; A few ground rules; The Anatomy of a Tag; The MX in MXML: Namespaces Explained; I Do Declare; Summary; 5. LEARNING THE BASICS OF SCRIPTING; Inline ActionScript; Dot Notation; Assignment; Functions; How to Create a Function; Function Access; Function Parameters; Methods; Variables; Data Types; Objects; Classes; MXML and ActionScript Work Together; ActionScript&s Relationship with MXML; Tags Are Classes
  • Attributes Are PropertiesAttributes Are Styles; Attributes Are Event Listeners, Too; Comments?; Summary; 6. ADDING INTERACTIVITY WITH ACTIONSCRIPT; Handling Events Inline; Using Event Constants; Making Things Happen; Using Change Events; Debugging for Kicks; Using Event Parameters in Debugging; Using Breakpoints; Seeing a New Perspective; Ending Your Debug Session; Summary; 7. USING DATA BINDING; How to Use It; Multiple Destinations; Concatenation; More Uses for Curly Braces; The Tag; Multiple sources; Binding Tags vs. Curly Brace Syntax; Implementing Two-Way Bindings
  • Storing Complex DataMultilevel Bindings; Creating Bindable Variables in ActionScript; Determining When Data Binding Isn&t Appropriate; Putting Data Binding to Work for You; Summary; 8. LAYING OUT YOUR APPLICATIONS; Relative Positioning; The Display List; Accessing Children; Adding and Removing Children; Rearranging Children; Sizing; Relative or Percentage-Based Sizing; Minimum and Maximum Sizes; Layout Container Options; Gaps; Advanced Containers; Tiles; Grid; Form; Layout Controls; HRule and VRule; Alignment; Constraints-Based Layout; Constraint Rows and Columns; Summary
  • 9. CREATING RICH FORMS