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Learn about the different requirements for displaying bitmap data in Flex projects and ActionScript projects.
Click Bitmap03 or Bitmap04 to run the ActionScript programs from this lesson. (Click the "Back" button in your browser to return to this page.)

Table of contents

Preface

General

All references to ActionScript in this lesson arereferences to version 3 or later.

This tutorial lesson is part of a series of lessons dedicated to object-oriented programming(OOP) with ActionScript. The purpose of this particular lesson is to provide you with about fifteen minutes of instruction that may save you hours of debuggingwhen you first start creating programs that use the Bitmap and BitmapData classes.

Several ways to create and launch ActionScript programs

There are several ways to create and launch programs written in the ActionScript programming language.Most of the lessons in this series will use Adobe Flex as the launch pad for the sample ActionScript programs.

An earlier lesson titled The Default Application Container provided information on how to get started programming with Adobe's Flex Builder 3. (See Baldwin's Flex programming website .) You should study that lesson before embarking on the lessons in this series.

Some understanding of Flex MXML will be required

I also recommend that you study all of the lessons on Baldwin's Flex programming website in parallel withyour study of these ActionScript lessons. Eventually you will probably need to understand both ActionScript and Flex and the relationships that exist betweenthem in order to become a successful ActionScript programmer.

Will emphasize ActionScript code

It is often possible to use either ActionScript code or Flex MXML code to achieve the same result. Insofaras this series of lessons is concerned, the emphasis will be on ActionScript code even in those cases where Flex MXML code may be a suitable alternative.

Viewing tip

I recommend that you open another copy of this document in a separate browser window and use the following links to easily find and view the figures andlistings while you are reading about them.

Figures

  • Figure 1 . Screen output from the program named Bitmap03.
  • Figure 2 . Screen output from the program named Bitmap04.

Listings

  • Listing 1 . Beginning of the class named Bitmap03.
  • Listing 2 . Draw a yellow cross on the background.
  • Listing 3 . Encapsulate the BitmapData object in a Bitmap object and add it to the display.
  • Listing 4 . MXML code for the program named Bitmap04.
  • Listing 5 . Beginning of the Driver class for the program named Bitmap04.
  • Listing 6 . Draw a yellow cross on the background.
  • Listing 7 . Encapsulate the bitmap data in a Bitmap object and add it to the display.
  • Listing 8 . Source code for the program named Bitmap03.
  • Listing 9 . MXML code for the program named Bitmap04.
  • Listing 10 . Source code for the Driver class in the program named Bitmap04.

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Source:  OpenStax, Object-oriented programming (oop) with actionscript. OpenStax CNX. Jun 04, 2010 Download for free at http://cnx.org/content/col11202/1.19
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