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ActionScripting in Flash First Edition

3.7 3.7 out of 5 stars 43 ratings

The book is structured into three parts: Foundation knowledge (general programming theory applied to Flash with short tasks to demonstrate specific concepts), Applied workshop (more involved tasks broken into three parts each--design discussion, the building steps, and analysis with suggestions of variation), and Appendices (which provides a concise listing of some of the more useful elements in ActionScript).

The book will begin with foundation knowledge and will build on that with practical workshops. This way, the readers should be able to apply what they learn to future challenges they might encounter.

Amazon.com Review

Most instructional books try to appeal to too large an audience, but ActionScripting in Flash clearly defines who it is written for and then actually delivers the goods. Author Kerman singles out two specific groups: Flash 5 users who have gotten their feet wet with animations but want to branch out with scripting, and programmers who want to apply their skills to Flash. He has devised a unique structure for this book. The first section, which can be read without running Flash, covers the basics of programming (scripting) in Flash (and, to some degree, programming in general). The second includes tutorials built around many commonly needed tasks (e.g., creating a horizontal slider and creating JavaScript cookies). Kerman stresses that his code doesn't represent the only solution, and isn't necessarily even the "prettiest" code--it's the code that makes the most sense in explaining how to work out the problem.

There's even deliberately bad code here. In a very novel chapter, the book challenges readers to fix 10 faulty Flash files, offering first a clue and then the solution. Since so much of real-life work, particularly in animation applications like Flash, is spent debugging and finding one's way out of a seemingly dead end, this chapter is really valuable. (By going to phillipkerman.com, you can view a detailed description of all chapters, download selected ones in .pdf format, view all completed Flash animations, and download all the .fla files to work alongside the text.)

Another advantage is Kerman's own teaching style. Using many metaphors, he describes how the pieces of script work in a way that is often clearer than mere definition of function, and definitely easier to remember. For example, "If you think of most variables as an empty whiteboard onto which you can write a value, an array is like a whiteboard with permanent horizontal lines separating many pieces of information." It's true that one can copy code and instantly get results, but to devise and debug your own requires the kind of internalized understanding one can get from working through this book. --Angelynn Grant

From the Author

Flash 5's new ActionScript language makes practically anything possible. Once you define your goals, you need only translate them to programming language. But not everyone speaks this language; and even if you have programming skills, you'll need to know how to apply them to Flash. My book addresses this dilemma by helping intermediate Flash users become programmers and showing programmers how to make Flash perform.

The first half of the book will give you a solid foundation so you understand how to program in Flash. Many examples are interspersed, but you won't need to follow along with Flash running (though you may often feel like going off to try things when inspired). The second half is broken into 21 practical workshops where you can apply what you learned in the first half. These tutorials are designed not so much as examples of "perfect code"--rather, solutions are worked out through a true-to-life process. For example, sometimes I purposely guide readers down the wrong path so that we can work out the solutions. That way, you will be able identify problems and work out solutions for real projects you encounter on your own.

This book definitely does not shy away from advanced topics, but it isn’t an exhaustive reference to every detail in the ActionScript language either. That’s not what this book is about. It’s about giving you the skills so that you can apply any idea you have to Flash. When you’re equipped with the knowledge I cover, you’ll be able to meet any challenge. It might involve researching an esoteric formula for physics or applying a unique math calculation. If that means you have to research a specific topic, this book will give you the skills to figure out how to apply it to Flash. Think of this book as a bridge that will take you from "Flash user" to "ActionScript programmer".

About the Author

Phillip Kerman is an independent programmer, teacher, and writer specializing in Macromedia products. His degree in Imaging and Photographic Technology from the Rochester Institute of Technology was earned back when "multimedia" had a different meaning than today. One of Phillip's internships, for example, involved programming multiple slide projector presentations with dissolves synchronized to a sound track-the multimedia of the 1980s. In 1993, he found Macromedia Authorware a natural fit for his interest and skills. After getting his start at The Human Element, Inc., he moved back to Portland, Oregon to work on his own.

Phillip has transitioned his expertise from Authorware to Director, and now, to Flash. Over seven years, he has had to adapt to a total of 13 version upgrades-Flash 5 being the most significant of them all! In addition to retooling and building his own skills, Phillip finds teaching the biggest challenge. He has trained and made presentations around the world, in such exotic locations as Reykjavik, Iceland; Melbourne, Australia; Amsterdam, Holland; and McAlester, Oklahoma. He wrote Sams Teach Yourself Macromedia Flash 5 in 24 Hours (that is the title, not how long it took to write). His writing has also appeared in such publications as Macworld, Macromedia User Journal, and his self-published The Phillip Newsletter (teleport/~phillip/newsletter/).

In addition to showing others how to create multimedia, Phillip has had plenty of opportunities to get his hands dirty in programming. Last century, Phillip programmed the all-Flash Web site m-three for Paris France Inc. This site was included in both Communication Arts Interactive Design Annual and the British Design & Art Direction Annual in 2000. The latest version of the M3 site won the navigation category at the London Flash Film Festival. Feel free to email Phillip at flash5@onemain.

Product details

  • Publisher ‏ : ‎ Sams; First Edition (April 9, 2001)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 648 pages
  • ISBN-10 ‏ : ‎ 0672320789
  • ISBN-13 ‏ : ‎ 978-0672320781
  • Item Weight ‏ : ‎ 2.33 pounds
  • Dimensions ‏ : ‎ 7.25 x 1.25 x 8.75 inches
  • Customer Reviews:
    3.7 3.7 out of 5 stars 43 ratings

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I've been teaching Flash since version 3 and writing books since version 5. I also do contract development (programming).

My early experiences in photography have a direct correlation to my job today. The feeling I get when I see a project that I assemble come to life is the same I'd get watching a photograph develop in the darkroom.

While I understand that great projects involve the work of many dedicated

people, I'm not shy to point out that I was the primary programmer for the following projects:

. the original Millennium Three site (archived at

http://www.deepplay.com/sites/m399/),

. a real-time Flash auction that consistently sells over $5

million in cattle during a typical 90-minute sale (http://www.stampedecattle.com),

. the site for the "other" cool office chair (http://www.allsteeloffice.com/number19/movie.asp),

. the Witness to History kiosk featured in the Communication Arts 11th Annual Interactive Exhibition (http://www.commarts.com/ca/interactive/cai05/36_ia05.html).

The short story of my rise from mere mortal to being in charge of everything at

phillipkerman.com LLC goes like this:

. I was a student photographer for Sunset High School's newspaper and yearbook

. I rode my bicycle from Portland, Oregon, to go to college in Rochester, New York

(and got all 2 years' worth of physical education credits waived in the process)

. I graduated from the Rochester Institute of Technology with a bachelor of science in imaging and photographic technology

. I worked for Sinar Bron, Inc., selling premier professional photographic equipment

. I worked for The Human Element, Inc., doing Authorware (version 1) development

. Finally, I drove back to Portland, Oregon, where I've been doing contract work and teaching for more than 10 years.

For details about all the projects I've worked on, see archives of my newsletter at www.phillipkerman.com/newsletter

Customer reviews

3.7 out of 5 stars
3.7 out of 5
43 global ratings

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Mr Steve Lincolne
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