In September 2003, Macromedia released Flash MX 2004, and with it, ActionScript 2.0, a dramatically improved version of Flash's programming language. ActionScript 2.0 introduces a formal object-oriented programming syntax and methodology for creating Flash applications. From a developer's perspective, the new OOP-based techniques in ActionScript 2.0 make applications more natural to plan and conceptualize, more stable, more reusable across projects, easier to maintain, change, and expand upon, and much more. In short, they enhance the entire development process. In Essential ActionScript 2.0, bestselling author Colin Moock--one of the most universally respected developers in the Flash community--covers everything you'll need to know about the new ActionScript language and its methodologies for producing movies, animation, and applications on the web. Moock guides readers through this important new territory with his trademark easy-to-understand style and expertise. Moock's goal throughout the book is not just to get you to use object-oriented programming in your daily Flash work: he wants you to reap the benefits of OOP; he wants you to understand ActionScript 2.0 completely. And without question, Moock is the author who can make this happen. Essential ActionScript 2.0 begins with a tour of the language, including the fundamentals of object-oriented concepts, syntax, and usage. Those who are new to OOP will learn the basics and how to apply their understanding. Those who are familiar with OOP will leverage their prior experience to learn about Flash-based OOP. The next part of the book shows how to structure entire applications with ActionScript 2.0, teaching you best practices and techniques to build scalable, extensible, stable apps. Next, you'll explore a variety of approaches to various programming situations by applying object-oriented programming strategies, known as design patterns, to Flash. Experienced Flash developers and programmers coming from other languages will enjoy the sheer depth of Moocks's coverage and expertise in Essential ActionScript 2.0. Novice programmers will appreciate the frequent, low-jargon explanations that are often glossed over by advanced programming books. As usual, Moock guarantees quality and accuracy by working closely with Macromedia Flash engineers, including Rebecca Sun, lead developer of ActionScript 2.0. Whether you're ready to make the move to ActionScript 2.0 now or simply assessing it for the future, you'll find everything you need to know within this book. Essential ActionScript 2.0 is the one book every ActionScript coder must own.

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... All models should also be easily accessible. For this, we have used Flash ActionScript [5] since it offers robust support for component design besides its strengths as an animation tool and its support for cross-platform and integration with Learning Management Systems (LMSs). This paper presents the concepts related to the design and development of DES components. ...

... Based on this pattern for tracing events triggered by message flows, DES components can be constructed to simulate and animate the transfer of many types of entities from component to component, using components' output ports. Our DES component development is based on the DES framework discussed by Khalid, Kreutzer and Bell [15], and the class and interface structures found in Moock [5] to build a suitable implementation in Flash ActionScript, which is illustrated in Fig. 1 (see [16] for a list of the DES components). ...

This paper presents two well known design patterns that are appropriate for designing Interactive Simulation components for educational purposes. These are the Delegation Event Model, used for linking between components, and the MVC (Model-View-Controller) pattern, used for connecting the components to their visualizations and graphical user interfaces (GUIs). Combining both architectures, we have constructed Discrete Event Simulation (DES) components for modelling queuing networks in the Flash environment. The resulting components not only help teachers with little programming skill to construct simulation models, but also allow learners to conduct various experiments through interactive Graphical User Interfaces (GUIs) and obtain feedbacks of model behaviour through a range of engaging visualizations.

... All models should also be easily accessible. For this, we have used Flash ActionScript [5] since it offers robust support for component design besides its strengths as an animation tool and its support for cross-platform and integration with Learning Management Systems (LMSs). This paper presents the concepts related to the design and development of DES components. ...

... Based on this pattern for tracing events triggered by message flows, DES components can be constructed to simulate and animate the transfer of many types of entities from component to component, using components' output ports. Our DES component development is based on the DES framework discussed by Khalid, Kreutzer and Bell [15], and the class and interface structures found in Moock [5] to build a suitable implementation in Flash ActionScript, which is illustrated in Fig. 1 (see [16] for a list of the DES components). ...

eLearning is an effective medium for delivering knowledge and skills to scattered learners. In spite of improvements in electronic delivery technologies, eLearning is still a long way away from offering anything close to efficient and effective learning environments. Much of the literature supports eLearning materials which embed simulation will improve eLearning experience and promise many benefits for both teachers and learners. This paper presents an application framework for Discrete Event Simulation (DES), written in Adobe Flash and its ActionScript 2 scripting language. Based on the framework, a set of DES components has been designed and constructed to ease both construction and embedding of multimedia enriched and animated DES models into web-based eLearning environments.

... In our case, the interaction elements have been implemented in Flash Actionscript 2.0 [14] . Since the resulting Flashmovies are portable to desktop computers and internet browsers , we are able to run and test our application in the same manner on the mobile end device and a normal computer. ...

  • Daniel Sonntag Daniel Sonntag

We try to develop a communication basis between interface designers, natural language processing experts and scenario experts for multimodal dialogue systems. The question we address is, how to represent different kinds of results (infor- mation design) and interaction metaphors (interaction and presentation design) which are created and presented to the user during the dialogue. We present a pattern language for interaction design and show its strength to achieve a common data model. The common data model helps to handle the great complexity in the user-system interaction of our multimodal dialogue system SmartWeb, which pro- vides Question Answering (QA) functionality and access to the Semantic Web. We motivate the construction of Inter- action Ontologies as a natural extension for Semantic Web- based applications.

... If, for example, a change in the application's display is needed, this could affect the portions of the code that implement its functionality and vice versa. [19], [24]. ...

Design patterns, acting as recurring solutions to common problems, offer significant benefits such as avoiding unnecessary complexity, and promoting code reuse, maintainability and extensibility. This paper describes how four not technology-specific or language-specific design patterns (Front Controller, Model View Controller, Transfer Object and Service to Worker) can be applied to one typical e-commerce application developed using Java EE platform. The first goal is to evaluate the improvement of design properties after the implementation of each design pattern using software metrics. Another goal is to assess the influence of design patterns on the maintainability of the e-commerce application under study by examining the evolution of software metrics when performing certain extensions. The results indicate that the application of patterns positively influences design properties such as coupling, complexity and messaging implying a possible improvement in high-level quality attributes such as flexibility, extensibility and reusability.

... Many researches were done on character animation. [21, 22 and 23].Character animation is essential part of any cartoon or movie that includes virtual characters [14, 18]. As we all know the 3D animation film " Shrek " [1] is very popular due to its excellent animated characters. ...

Character animation toolkits are very essential tools for animators in computer graphics world. These tools can make the work of animators extremely easy. Each tool can be applied to different body parts of character or the whole character. The tool that is described in this paper helps animators for creating character hand's animation. Hands of character in animation play one of essential roles for showing human emotion and expressions. This tool applies to the Biped sub-component of 3ds Max computer graphics software. In creating the tool we will use 3ds Max's scripting language. For creating tool's Graphical User Interface we will use Macromedia Flash.

Resumo: A temĆ”tica sobre os meios de produĆ§Ć£o de energia elĆ©trica e seus possĆ­veis impactos ambientais e sociais estĆ” presente em diversos documentos oficiais com orientaƧƵes curriculares para a escola bĆ”sica. Neste artigo, apresenta-se um objeto de aprendizagem que aborda esta temĆ”tica, descreve-se seu projeto pedagĆ³gico e analisa-se sua implementaĆ§Ć£o computacional. Indica-se, tambĆ©m, uma estratĆ©gia pedagĆ³gica para a sua utilizaĆ§Ć£o, o jogo de representaĆ§Ć£o de papĆ©is. Nesse sentido, defende-se a preponderante aĆ§Ć£o do professor na conduĆ§Ć£o dessa estratĆ©gia. Palavras-chave: objeto de aprendizagem; jogo de representaĆ§Ć£o de papĆ©is; matriz energĆ©tica. Abstract: (The use of a learning object like Energos for the discussion on the means of production of electrical energy). The means of production of electrical energy and their possible environmental and social impacts is a theme that is present in curriculum guidelines for the basic school stated in many official documents. This paper presents Energos, a learning object that approaches such a theme. The pedagogical project of Energos is described and its computational implementation is analyzed. The pedagogical strategy of role-playing game is suggested to employ such a learning object. In this sense, this paper highlights the importance of the actions taken by the teacher on the conduction of such a strategy.

  • Babur Deliktas Babur Deliktas

Improving the quality of learning and teaching has always been in the interest of instructors in all fields of study. There have been tremendous efforts to this end. In this article, learning and teaching modules enhanced with computer technology are introduced. This approach is based on concept questioning and scenario building aided with interactive animation, simulation, and rich graphical content. Modules for the engineering mechanics course covering fundamental topics in Statics, Strength of Materials, and Dynamics are prepared by using the proposed approach. Some examples of the prepared modules are presented. Design of the course module and its evaluation from student's perspective are discussed. Based on evaluations using questionnaires by the students it can be inferred that this approach to teaching and learning helps students to increase their capacity to understand and instructors to convey their ideas more conveniently. (C) 2009 Wiley Periodicals, Inc. Comput Appl Eng Educ 19: 421-432, 2011; View this article online at wileyonlinelibrary.com/journal/cae; DOI 10.1002/cae.20321

  • Kuohung Huang Kuohung Huang
  • Yen-Ling Chang

With the development of wireless technology, many handheld computers provide the learners with platform and resources to interact, collaborate, and share ubiquitously. The purpose of this research is to explore the potential application of mobile technologies in supporting elementary students' learning in the field trip. By recording the path of traversing, the GPS and GIS offer hyperlinked to the information on the Internet for further learning after the trip. The result indicates that the mobile technologies can be used to provide an adaptive learning support to the zoo visitors. Teachers could integrate teaching material well for further instruction.

Design patterns, acting actually as recurring solutions to common problems, offer significant benefits such as avoiding unnecessary complexity, and promoting code reuse, maintainability and extensibility. This paper describes how four not technology-specific or language-specific design patterns (Front Controller, Model View Controller, Transfer Object and Service to Worker) can be implemented to Java EE applications. It also calculates the code improvement after the implementation of each design pattern using software metrics. The improvement of the quality of the code is considered by measuring the decrease of complexity, coupling or/and response size.

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