Part I: ActionScript 3.0 Language Basics in Java

Generator ean13 in Java Part I: ActionScript 3.0 Language Basics
Part I: ActionScript 3.0 Language Basics
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the ActionScript 3.0 language speci cation, but when you use them you can tell instantly that another dialect is being spoken. These are E4X, a language for manipulating XML; regular expressions, a language for searching for and manipulating patterns of text; and XML itself, a way to store hierarchical information. Furthermore, there are closely associated languages, like Pixel Bender language, used to write Pixel Bender shaders. Although this language can t be written directly into ActionScript 3.0 code like E4X, it is necessary to use some of Flash Player s features. All of these languages are important parts of Flash Platform development and cannot be ignored by an ActionScript 3.0 developer. There are two major points of confusion when speaking about the ActionScript 3.0 language. First is the fact that ActionScript 3.0 can change, and has changed, without changes to that little 3.0 number sitting in its title. It s a living language, and it s being developed even as you read this book. (Hello readers from the future! Have we learned how to speak to dolphins yet or what ) So how can ActionScript 3.0 change Well, there are two ends that have to agree: the compiler has to make something out of your code, and the runtime has to be able to run what the compiler makes. But the fact is, all it takes is for the compiler to change to support a change in the language. Both can be modi ed at the same time, or the compiler only could change, to allow for alterations in the language. The compiler is the most important because it s the only part of the entire Flash Platform that sees actual ActionScript 3.0 source. This kind of change has already happened. The compiler shipped in Flash CS4, Flash Builder, and in newer builds of the Flex SDK supports syntax for parameterized types that you ll see in 9, Vectors. This syntax, TypeA.<TypeB>, looks like utter rubbish to an older ActionScript 3.0 compiler like that in Flash CS3, yet it is (now) part of ActionScript 3.0. We simply have to be careful. The second point of confusion when speaking about ActionScript 3.0 is the difference between ActionScript 3.0 and the Flash Player API.
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Where a language determines keywords (like for, class, and is), syntax (like where to put curly braces), and grammar (like how subexpressions are evaluated and what can and can t go on the left side of an assignment), it s really the Application Programming Interface, or API, that gets most of the work done. It s easy to confuse these two, so let s untangle them once and for all. The language by itself can t do much of anything. Without an API it s little more than a glori ed calculator. You can do operations like creating variables, assigning values, summing up things, and concatenating strings; you can even create classes and functions. That said, there s a whole lot to learn about the language itself, and you could in theory make it through the end of Part II, Core ActionScript 3.0 Data Types, before using any of the Flash Player API, if you keep your eyes closed strategically. It s the runtime (Flash Player or AIR) that provides most of the exciting stuff the Flash Platform has to offer: graphics, sound, animation, networking, video, and so on. None of this is built into the language. You can draw an analogy between programming languages and spoken or written languages. It s necessary to understand the grammar and pronunciation of a language, but that alone is not suf cient for communication. You need a rich vocabulary, and that s what the API provides. If you don t mind skipping ahead to some topics discussed in 4, Object Oriented Programming, an easy way to determine what s part of the core language and what s part of the API is to look at how it s namespaced. Any classes and functions in the default package are part of the language, like Error, XML, int, and Number. Anything in the flash.* package and its subpackages is part of the Flash Player API, like flash.display.Sprite and flash.geom.Matrix3D. The Flash Player API is a library of classes and functions that get real stuff done. Each runtime you target when building a program has its own API associated with it. In this book, I ll only cover the Flash Player runtime (speci cally only versions 9 and up) and the Flash Player API.
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