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AJAX Usability Metrics



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  • 1. FLEX-2 ActionScript
    • Web 2.0 and Rich Internet Applications
    • Prof. Suthikshn Kumar
  • 2. Programming Flex2
    • Chap 1: Introduction to Flex
    • Chap 2: Building Applications with Flex Framework
    • Chap 3: MXML
    • Chap 4: ActionScript
    • Chap 5: Framework Fundamentals
    • Chap 6: Managing Layout
    • Chap 7: Working with UI Components
    • Chap 12: Working with Data
  • 3. ActionScript
    • Language Overview
    • Objects and Classes
    • Packages and Namespaces
    • Variables and Scope
    • Case Sensitivity and General Syntax rules
    • Operators
    • Conditional, Looping
    • Functions, Nested Functions
    • Functions as Objects
    • Function Scope
    • OO programming in ActionScript
    • Classes, Interfaces, Working with String objects
    • Working with arrayts
    • Erreor Handling in ActionScript
    • Try/Catch
    • Working with XML
  • 4. Flex Framework
    • Written using ActionScript
    • Defines controls, containers and managers designed to simplify building rich internet applications.
    • The Flex class library consists of following categories:
      • Form Controls: buttons, text inputs, text areas, lists, radio buttons, checkboxes, combo boxes
      • Menu controls: popup menus and menu bars
      • Meda components: images, audio, vide
      • Layout containers: User layout containers to place contents within a screen . Build sophisticated layouts with grids, forms, boxes, canvases and more.
      • Data components and Data binding: connectors that simplify remote procedure calls, data models to hold the data that is returned, and data binding to associate form control data with data models.
  • 5. Flex Framework
    • Formatters and Validators
    • Cursor Management: Cursor appearance is changed inorder to notify users of waiting on a response from data service
    • State Management:
    • Effects: Animations such as fades, zooms, blurs and glows
    • History management: back and forward buttons
    • Drag and drop management
    • Tool tips: Add tool tips to user elements
    • Style Management: Directly or using CSS
  • 6. Flex Elements
    • Flex framework includes core set of languages and libraries that are the basis pf any flex application.
      • MXML: is an XML based markup language that describes the screen layout. Form controls, media playback controls, effects, transistions, data models, data binding
      • ActionScript: Programming language understood by Flash Player. ActionScript can respond to events such as mouseclicks.
  • 7. Flex Application Framework
  • 8. How Flex Works
  • 9. How Flex Applications Work Source Action Script MXML Assets ( PNG, GIF etc.) ActionScript + Generated ActionScript Assets (PNG, GIF) Code Gen Flash Player AVM2 Bytecode + Assets
  • 10. ActionScript Basics
    • Familiar syntax
      • Similar to C++, Java, C#, JavaScript
    • Dynamic Language, Weak Typing
      • Similar to ColdFusion
      • Variables can hold any type
    • Support for Strong Typing
      • Can bind variable to specific data type
      • Faster code execution
      • Easier to develop
        • More help from compiler
        • Easier to find bugs via Flash Debug Player and type errors
  • 11. ActionScript Basics – Part 2
    • Strong typing
      • Uses “strict” compilation mode
        • Enabled by default
        • Best practice
      • var value:Number;
      • function f( param1:String ):Number { … }
    • The * datatype
      • Any type
  • 12. ActionScript Basics – part 3
    • Visibility Modifiers
      • public
        • Accessible to anyone
      • private
        • Only accessible inside the class (current .mxml file)
      • protected
        • Accessible inside the class and subclasses
      • internal
        • Only accessible to classes in the same package
        • Default value (when visibility is omitted)
  • 13. ActionScript
    • ActionScript is the object-oriented programming language used for Flex development.
    • Like JavaScript,ActionScript 3.0 is an implementation of ECMAScript,the international standardized
    • programming language for scripting.
    • However, because it is an implementation of the latest ECMAScript proposal, actionScript provides many capabilities not common in the versions of JavaScript supported by most browsers.
    • At development time, actionScript 3.0 adds support for strong typing,interfaces,delegation,namespaces,error handling,and ECMAScript for XML (E4X).
    • At runtime,the most significant difference between JavaScript and ActionScript is that ActionScript is just-in-time compiled to native machine code by Flash Player.
    • As a result, it can provide much higher performance and more efficient memory management than interpreted JavaScript.
    • Flex developers use ActionScript to write client-side logic, such as event listeners and call-back functions, r to define custom types for the client application.
  • 14.  
  • 15.  
  • 16.  
  • 17. Syntax
  • 18. Variables
    • In ActionScript 3.0,every object is defined by a class.A class can be thought of as a template or a blueprint for a type of object.
    • Class definitions can include variables and constants,whichhold data values,and methods,which are functions that encapsulate behavior bound to the Class
    • The values stored in properties can be primitive values or other objects.Primitive valuesare numbers,strings,or Boolean values.
    • var someObj:Object;
    • var someObj;
    • ActionScript 3.0,however,introduces the concept of untyped variables,which can be
    • designated in the following two ways:
    • var someObj:*;
    • var someObj;
    • An untyped variable is not the same as a variable of type Object.The key difference is thatuntyped variables can hold the special value undefined ,while a variable of type Object cannot hold that value.
  • 19. Variable
  • 20. Understanding variable scope
    • The scope of a variable is the area of your code where the variable can be accessed by a lexical
    • reference.
    • A global variable is one that is defined in all areas of your code,whereas a local
    • variable is one that is defined in only one part of your code.
    • In ActionScript 3.0,variables are always scoped to the function or class in which they are declared.
    • A global variable is a variable that you define outside of any function or class definition.
    • For example,the following code creates a global variable strGlobal by declaring it outside of any function.
    • The example shows that a global variable is available both inside and outside the function definition.
      • var strGlobal:String ="Global";
      • function scopeTest ()
      • {
      • trace(strGlobal);//Global
      • }
      • scopeTest();
      • trace(strGlobal);//Global
    • You declare a local variable by declaring the variable inside a function definition.
    • The smallest area of code for which you can define a local variable is a function definition.
    • A local variable declared within a function will exist only in that function.For example,if you declare a variable named str2 within a function named localScope(),that variable will not be available outside the function.
  • 21. Syntax