Developing Flex 4 components : using ActionScript 3.0 and MXML to extend flex and AIR applications

著者

    • Jones, Mike

書誌事項

Developing Flex 4 components : using ActionScript 3.0 and MXML to extend flex and AIR applications

Mike Jones

(Developer's library)

Addison-Wesley, c2011

大学図書館所蔵 件 / 1

この図書・雑誌をさがす

注記

Includes index

内容説明・目次

内容説明

The first book to completely demystify leading-edge component development with the Adobe Flex 3 platform Degrees How to build components for Flex and AIR applications using ActionScript 3.0 and Adobe's powerful MXML user interface markup language Degrees Covers expert techniques most books ignore, including component metadata, error handling, documentation, and creating Flex components in Flash using the Flex Component Kit Degrees By Mike Jones, world-renowned Flex development consultant and speaker Summary Adobe Flex 3 offers a powerful new framework that web developers can use to quickly produce richer, more immersive, higher-value solutions. To help developers build the most powerful next-generation web applications, Adobe structured the Flex framework around components, and allowed developers to extend Flex's capabilities with their own components. However, few Flex developers know how to create these custom components. Developing Flex Components is the first book to completely demystify that process. Renowned Flex developer and speaker Mike Jones begins by presenting a quick overview of Flex and Flex Builder aimed at ActionScript 3.0 Flash developers. Jones explains the anatomy of a Flex component, including both visual and non-visual components, and introduces the components that come with the Flex framework. Next, one step at a time, he walks through building new Flex components that leverage the platform's powerful capabilities and can be incorporated into both Flex and AIR applications. Jones covers topics that are rarely addressed in Flex books, including component metadata, events and error handling, data binding, skinning, styling, and creating Flex components in Flash using the Flex Component Kit. He also presents a full chapter on writing and maintaining component documentation, as well as an appendix of additional resources for Flex component developers.

目次

Preface xvii PART I: OVERVIEW AND INSTALLATION Chapter 1 Getting Started 3 Flex 3 What Is Flex? 4 Flex SDK 4 Flex Development Versus Flash Authoring 5 Flash Builder Has No Drawing Tools or Timeline 5 Flex SWFs Are Massive 6 Flash Builder Has No Symbol Library 6 Flash Builder 6 What Does This Actually Mean to You? 7 Wrapping the Flex SDK 7 Installing Flash Builder 7 Downloading Flash Builder 8 Starting the Installation of Flash Builder 8 Launching Flash Builder 12 Creating Your First Project 12 Summary 16 Chapter 2 The Flex 4 Components 17 Components: A Potted History 17 Using Flex Components 19 Component Family Tree 20 Control Components 23 Navigator Components 31 Layout Components 34 Charting Components 37 AIR-Specific Components 37 Summary 39 Chapter 3 Anatomy of a Component 41 Component Life Cycle 41 Understanding the Structure 43 Component Constructor 44 Inherit, Composite, or Rolling Your Own 51 UIComponent 51 Something for Nothing 52 UIComponent for MXML 53 IMXMLObject 55 Template Components 56 Deferring Instantiation 56 Summary 60 PART II: DEVELOPING COMPONENTS Chapter 4 Creating Your First Component 63 MyFirstComponent 63 Creating the Class 65 Core Component Methods 66 Adding Some Form 66 Showing Yourself Off 68 Testing It Out 69 This Belongs to Me 70 Sibling Rivalry 73 MyFirstComponent (Revised) 74 Distilling MyFirstComponent (Halo) 74 Slimming Down with MXML (Halo) 76 Distilling MyFirstComponent Down (Spark) 80 Weapon of Choice 82 Summary 82 Chapter 5 Managing States 83 What Are States? 83 Flex's View States 84 Creating States in MXML 86 Assigning States 87 stateGroups 87 Working with States in ActionScript 90 Overrides 91 Creating and Destroying View States 98 Adding States to Components 101 Worth Noting 103 Summary 103 Chapter 6 Effects and Transitions 105 Effects 105 Effect Types 105 Working with Effects 111 Declaring Effects 111 Triggering Effects 111 Orchestrating Effects 114 Working with MotionPath and Keyframe 117 Transitions 119 Summary 123 Chapter 7 Working with Metadata 125 What Is Metadata? 125 How Do I Use Metadata? 126 Working with Metadata 128 Exposing Information About Your Component 128 Describing Events 131 Exposing Styles and Effects 132 Embedding Assets 133 Binding Data 134 Setting Defaults 135 Working with Skins 137 Excluding Component Attributes 138 Altering and Deprecating Properties and Classes 139 Providing an Icon 140 And the Rest 140 Metadata in MXML 140 Creating Your Own Metadata Tags 141 Are Metadata Tags Classes? 141 Summary 145 Chapter 8 Events and Event Handling 147 Why Events? 147 Subscribers Versus Watchers 147 Asynchronicity 148 Event Flow 148 Dispatching Events 150 Adding Event Listeners 152 Custom Events 152 Extending the Event Class 153 Cloning Events 154 Dealing with Event Priority 155 Event Priority Constants 155 Countering Events 156 Event Propagation 157 Prevent Defaults 158 Summary 159 Chapter 9 Manipulating Data 161 Defining Component Data 161 Data Providers 161 KISS 162 Managing Data 163 Collections 165 Displaying Data 177 Data Renderers 177 Rendering the UI 178 Linking itemRenders to External Data 178 Summary 185 Chapter 10 Skinning and Styling 187 Spark Versus Halo 187 Spark Skin Life Cycle 187 Where Do I Start? 189 Working with SkinnableComponent 189 partAdded(), partRemoved() 189 getCurrentSkinState() 192 Creating Component Skins 193 FXG and MXMLG 194 Creating a Component Skin 194 Drawing Nonlinear Content 198 Spark Skins and Halo Components 200 Working with Properties and Styles 202 Using CSS 202 Custom Namespaces 202 Descendant Selectors 203 ID Selectors 204 Pseudo Selectors 204 Summary 205 Chapter 11 Creating Flex Components with Flash Professional CS5 207 Picking a Starting Point 207 Starting with Flash Professional 207 Starting with Flash Builder 4 209 Implementing States 212 Implementing Transitions 213 Controlling Component Resizing 215 Bounding Boxes 216 External Manipulation 216 Creating Component Visual Assets 218 Putting It All Together 219 Adding the Transition Animations 220 Properties and Methods 220 Metadata 221 Events 222 Externalizing Component Classes 223 Container Components 226 Summary 227 PART III: DISTRIBUTION Chapter 12 The Flex Library Project 231 Packaging Your Component 231 SWC Format 231 library.swf 232 catalog.xml 232 Locale 233 Assets 234 Working with the Flex Library Project 234 Creating a Flex Library Project 234 What If It All Goes Wrong 242 compc 242 Summary 243 Chapter 13 Component Integration in Flash Builder 4 245 Why Integrate with Flash Builder? 245 What Can I Integrate With? 246 Panel Integration 246 Design View Extensions 253 Live Previews 261 Setting Default Styles 262 Summary 263 Chapter 14 Documentation 265 Why Should I Document Code? 265 Last to the Party, First to Leave 265 Documentation Is Boring 266 My Code Is Easy to Read 266 OK I Get It, Enough Already 266 Commenting Your Code 266 Basic Comment Types 267 ASDoc Comment Blocks 267 ASDoc Tags 268 HTML Formatting 272 Special Characters 273 Metadata Comments 274 Documenting MXML 274 Bypassing Documentation 275 Generating Your Documentation 276 Command-Line Document Generation 276 Generating Documentation in Flash Builder 277 Getting to Grips with Ant 281 Summary 288 Appendix A Flex Resources 291 Blogs 291 Adobe Blogs 291 Independent Blogs 292 Resource Sites 292 Frameworks 293 Useful Tools and Extensions 293 Adobe Tools 294 Third-Party Tools 294 Logwatcher 294 Regular Expression Tools 294 Index 295

「Nielsen BookData」 より

関連文献: 1件中  1-1を表示

詳細情報

ページトップへ