Letteratura scientifica selezionata sul tema "Actionscript"

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Articoli di riviste sul tema "Actionscript"

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Wierzgała, Piotr, Grzegorz M. Wójcik e Marcin Smolira. "Finding the Best Efficiency in Actionscript Based Web Applications on Example of FFT Algorithm". bams 8, n. 4 (dicembre 2012): 373–85. http://dx.doi.org/10.1515/bams-2012-0027.

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ABSTRACT This paper focuses on finding the most efficinet way of performing local and remote computations with web application based on ActionScript language. Tests involve comparsion of several scenarions which uses pure ActionScript, ActionScript with Alchemy project and ActionScript connecting with C application over AMF protocol and with FileReference class.
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Felisa, Jenisa. "Penerapan Actionscript pada Adobe Photoshop". Media Informatika 19, n. 2 (18 agosto 2020): 61–64. http://dx.doi.org/10.37595/mediainfo.v19i2.42.

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Fasilitas Actionscript dalam Adobe Photoshop adalah serangkaian perintah yang terekam dan dapat dijalankan kapanpun oleh penggunanya. Penggunaan atau manipulasi Actions akan memerintahkan Adobe Photoshop untuk mengerjakan suatu task secara otomatis sehingga pengguna tidak perlu mengerjakan task tersebut secara manual dan proses pengerjaannya akan dieksekusi dengan lebih cepat. Adobe Photoshop menyediakan fasilitas untuk merekam serangkaian actions tersebut dan dapat memanipulasinya sebagai sebuah set yang dapat dipakai beeulang kali setiap pengguna menjalankan event tertentu.
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Ying, Ming, e James Miller. "ART-Improving Execution Time for Flash Applications". International Journal of Systems and Service-Oriented Engineering 2, n. 1 (gennaio 2011): 1–20. http://dx.doi.org/10.4018/jssoe.2011010101.

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Rich Internet Applications (RIA) require fast execution time and allow richer, faster, and more interactive experiences. Flash is a common technology for building RIAs. Flash programmers usually specialize in graphic design rather than programming. In addition, the tight schedule of projects makes the Flash programmers ignore non-functional characteristics such as the efficiency of their systems; yet, to enhance Flash users’ experiences, writing efficient ActionScript code is a key requirement. Flash programmers require automated support to assist with this key requirement. This paper proposes a refactoring system called ART (ActionScript Refactoring Tool) to provide automatic support for Flash programmers by rewriting their ActionScript code to make their applications faster.
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Gao, Yun Li, e Ji Fang Bai. "The VR Model Design of Microorganism Fermentation Platform Based on Flash". Applied Mechanics and Materials 373-375 (agosto 2013): 1800–1805. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.1800.

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In view of studentss lack of production practices in Biology Microorganism, a design and implementation scheme for Microorganism Fermentation professionals Production practices is developed by using the 3DSMax modeling techniques, Flash and ActionScript 3.0. Firstly, create the model of fermentation tank, valves and pipelines and then put all theses objects in cascade. Secondly, simulate the basic manipulation knowledge test, the demo mode and the exercises mode in flash. Thirdly, design choice question, sorted question, keyboard control and hit-testing by using ActionScript 3.0. The platform has characteristics, such as high-degree of simulation, human-computer interaction, and portability. So it is a useful platform.
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Janik, Arkadiusz, e Jakub Krawczyk. "AJVM – JAVA Virtual Machine Implemented in Actionscript 3.0". Journal of Automation, Mobile Robotics & Intelligent Systems 10, n. 1 (18 febbraio 2016): 58–68. http://dx.doi.org/10.14313/jamris_1-2016/8.

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Routledge, Graham, Amin Aminaei e Phillip Benachour. "Developing Understanding of Programming Principles using Flash Actionscript". Innovation in Teaching and Learning in Information and Computer Sciences 6, n. 4 (ottobre 2007): 51–71. http://dx.doi.org/10.11120/ital.2007.06040051.

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Bai-Tiantain, Bai-Tiantain, Jong-Hoon Park e Chul-Won Kim. "Design of an Alpine Skiing Game Using ActionScript 3.0". Journal of information and communication convergence engineering 10, n. 2 (30 giugno 2012): 168–74. http://dx.doi.org/10.6109/jicce.2012.10.2.168.

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Fan, Kuo Kuang, e Ko Jung Lin. "KINECT with FLASH ActionScript 3.0 Applications in Interactive Design". Applied Mechanics and Materials 145 (dicembre 2011): 525–29. http://dx.doi.org/10.4028/www.scientific.net/amm.145.525.

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While image recognition, image detection and tracking technology have been developing for several years the application of the game-based interaction just began to emerge recently. Since the Nintendo WII game console appearred on the market, the somatosensory remote method has greatly changed the way of interaction between people and game. Then, with the boom of somatosensory, other single-user game consoles also introduced new somatosensory-supportable kits for their own system but the mode of operatiom does not change much. Most of them follow the WII’s operating mode, they still have to use the hand-held joystick or pressure-sensitive foot pedal to play the game. When Microsoft’s Kinect released, it completely free users from these somatosensory devices, these game controllers no longer need to be bound with users’ hands and feet, the game operation has entered a new era. However, now Kinect can only be used in Microsoft’s XBOX and XBOX 360 game console. Microsoft has not released its official PC-connectable Kinect driver and operating kits yet, but nowadays, online informatiion accepts no limits, third-party has provided varieties of PC-linking drivers and their operating API, making applications of Kinect no longer confined to XBOX and XBOX360 game console, etc., they can even be combined with Flash ActionScript 3.0. Therefore, one can easily create interactive modes of games by using image recognitipn techniques, and Kinect can also solve the image detect defcts of using WebCam. This study will produce an experiment of “an interactive small aircraft” by using Kinect with Flash to learn more about the advantages of Kinect in using Flash as well as its possible shortcomings, as the reference for the future development of interactive design using Kinect.
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Ashari, Mohammad Ibrahim, e Ahmad Faisol. "Desain Game Karakter 3d Tokoh Madura dengan Actionscript Macromedia". Prosiding SENIATI 6, n. 1 (14 luglio 2022): 187–92. http://dx.doi.org/10.36040/seniati.v6i1.4947.

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Desain karakter sangat penting dalam menciptakan rasa ketertarikan akan jalan cerita yang ada dalam sebuah game. Flash game yaitu game 2D yang dibuat dengan menggunakan software Macromedia Flash pada umumnya menampilkan desain karakter 2D yang tidak dibuat dengan software pengolah grafik 3D. Sehingga desain karakter yang digunakan umumnya tampak flat karena tidak memiliki efek-efek seperti pada desain karakter game 3D. Game action “ putra sakera ” adalah game action 2D yang dibuat dengan menggunakan software Macromedia Flash dan menggunakan desain karakter 3D yang dibuat dengan software pengolah grafik tiga dimensi 3Ds Max 7. Desain karakter tiga dimensi ( 3D ) yang terdapat di dalam game “ putra sakera “ dan dibuat dengan aplikasi pendukung 3Ds Max 7 dapat berjalan dengan baik ketika dikompilasi ke dalam Macromedia Flash berupa animasi gerakan karakter dalam bentuk png sequence dengan teknik frame by frame animation. Dengan menggunakan desain karakter 3D yang unik akan menjadi daya tarik tersendiri dalam game flash” putra sakera ” ini sehingga membedakan dengan game-game flash pada umumnya yang hanya menampilkan desain karakter dua dimensi ( 2D ).
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Woo, Chong-Woo, e Dae-Ryung Kim. "Development of Social Network Game Engine based on ActionScript". Journal of Korean Society for Internet Information 13, n. 1 (29 febbraio 2012): 125–34. http://dx.doi.org/10.7472/jksii.2012.13.1.125.

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Tesi sul tema "Actionscript"

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Minář, Petr. "Distribuované výpočty s využitím technologie ActionScript". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228413.

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This Master thesis deals with designing and realization of optimalization software in ActionScript 3.0 background. The designed applications realized in terms of computation by standalone and distributed variant and by means of chosen heuristic method called HC12. For verification of a function and performance was select set of testing examples. The main purpose of the work was create public clients in the network internet and calculated partial computing by it. The completed clients are selected by competence and carry on tasks. This research has been supported by the Czech Ministry of Education in the frame of MSM 0021630529 Research Intention Intelligent Systems in Automation.
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Bengtsson, Robin. "Tröjdesigner i Flash : Utvecklad i ActionScript 3.0". Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-6087.

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Det här arbetet är ett utvecklingsprojekt vars mål är att producera en applikationsom ska integreras i C4 Webbutveckling AB:s e-butikssystem. Användningsområdet för applikationen är att en kund ska kunna designa en produkt ur e-butiken med bild- eller texttryck. Applikationen kommer att utvecklas för Flashplattformen eftersom det var ett av kraven från uppdragsgivaren. Rent praktiskt så kommer applikationen fungera enligt följande: kunden väljer en produkt som den vill trycksätta och applikationen öppnas. Användaren kan nu välja vilket eller vilka tryck den vill ha ur en lista, när den sedan klickat på ett tryck kan användaren dra runt trycket och placera det där den önskar på produkten. När användaren är klar så klickar den på ”gå vidare” och den skickas vidare ur applikationen och tillbaka in i butiken. I samband med att applikationen stängs så skapas en PDF-fil med bilder på de trycksatta produkterna och skickas upp till servern för att instruera leverantören om hur trycken ska placeras.

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Dauskurdis, Darius. "Garso ir judesio sinchronizacija". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110615_175815-09014.

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Šiame darbe apžvelgiami garso ir animacijos apdorojimo metodai. Pateikiami metodų privalumai ir trūkumai. Aptariama Adobe Flash technologija, jos panaudojimas grafikoje. Supažindinama su objektinio programavimo kalba – ActionScript. Aprašomi išorinių muzikos rinkmenų nuskaitymo ir apdorojimo metodai. Pateikiami duomenų nuskaitymo klasių ir funkcijų sudarymo pavyzdžiai, garso duomenų atvaizdavimas panaudojant SoundMixer biblioteką. Aprašomi animacijos kūrimo etapai atsižvelgiant į objektų struktūrą. Iliustruojami atvirkštinės kinematikos taikymo pavyzdžiai kūno judesiui animuoti. Sukurtas projektas Actionscript programavimo kalba, kuriame nuskaitoma vartotojo pasirinkta mp3 rinkmena, atpažįstamas ritmas ir sinchronizuotai atvaizduojama animacija. Darbą sudaro 4 dalys: įvadas, analitinė ir praktinė dalis, išvados, literatūros sąrašas. Darbo apimtis – 62 p. teksto be priedų, 35 iliustr., 3 lent., 38 bibliografiniai šaltiniai.
An overview of the animation and sound – processing techniques. Methods presented the advantages and disadvantages.Discusses Adobe Flash technology, its use of graphics. Introducing the object-oriented programming language - ActionScript. Describe the external music files scanning and processing methods. Presented data capture forms and functions of examples. Display audio data using SoundMixer library. Describe the animation stage, based on the structure of objects. Illustrated by examples of application of inverse kinematics to animate the body motion. Project is created of ActionScript programming language, which is read by user – selected mp3 file, accepted by over rhythm and synchronization of displayed animations. Structure: introduction, analytical and practical parts, conclusions and suggestions, references. Thesis consists of: 62 p. text without appendixes, 35 pictures, 3 tables, 38 bibliographical entries.
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Olsson, Fredrik. "Användbarhet på Macromedia flash-baserade webbplatser". Thesis, Jönköping University, School of Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-606.

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This report portrays an introduction to the sequence of work developers have to go through to produce user-friendly websites in Macromedia Flash. The paper’s goal is to understand the importance of user-focused thinking in the develop-process and help to improve the usability of Macromedia Flash content in general.

Despite many critics say Macromedia Flash content doesn’t have good usability this paper shows that it’s highly possible to make flash pages usable for the visitor with technical solutions in Macromedia Flashs programming language actionscript.

This report also includes a web based template with all the technical solutions applied to it so developers can follow every step of the build up.


Detta examensarbete behandlar den rad av arbete som utvecklare måste gå igenom för att producera användbarhetsanpassade flash-baserade webbplatser. Rapportens mål är att få utvecklare att förstå vikten av att alltid tänka på besökaren i utvecklingsprocessen och på så sätt hjälpa till att förbättra flash-baserat innehåll generellt.

Trots att många kritiker anser att flash-baserade webbplatser inte är bra ur användbarhetssyfte visar denna rapport att det är högst möjligt att skapa användbarhetsanpassade flash-sidor för besökarna med hjälp av Macromedia Flashs eget programmeringsspråk actionscript.

Denna rapport innefattar också en webbaserad mall med alla de tekniska lösningarna som nämns i texten för att utvecklare enkelt skall kunna följa varje steg i utvecklingsprocessen.

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Khalid, Ruzelan. "Component-Based Tools for Educational Simulations". Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8540.

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e-Learning is an effective medium for delivering knowledge and skills. In spite of improvements in electronic delivery technologies, e-Learning is still a long way away from offering anything close to efficient and effective learning environments. To improve e-Learning experiences, much literature supports simulation based e-Learning. This thesis begins identifying various types of simulation models and their features that induce experiential learning. We focus on designing and constructing an easy-to-use Discrete Event Simulation (DES) tool for building engaging and informative interactive DES models that allow learners to control the models’ parameters and visualizations through runtime interactions. DES has long been used to support analysis and design of complex systems but its potential to enhance learning has not yet been fully utilized. We first present an application framework and its resulting classes for better structuring DES models. However, importing relevant classes, establishing relationships between their objects and representing lifecycles of various types of active objects in a language that does not support concurrency demand a significant cognitive workload. To improve this situation, we utilize two design patterns to ease model structuring and logic representation (both in time and space) through a drag and drop component approach. The patterns are the Delegation Event Model, used for linking between components and delegating tasks of executing and updating active objects’ lifecycles, and the MVC (Model-View-Controller) pattern, used for connecting the components to their graphical instrumentations and GUIs. Components implementing both design patterns support the process-oriented approach, can easily be tailored to store model states and visualizations, and can be extended to design higher level models through hierarchical simulation development. Evaluating this approach with both teachers and learners using ActionScript as an implementation language in the Flash environment shows that the resulting components not only help model designers with few programming skills to construct DES models, but they also allow learners to conduct various experiments through interactive GUIs and observe the impact of changes to model behaviour through a range of engaging visualizations. Such interactions can motivate learners and make their learning an enjoyable experience.
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Novotný, Filip. "Tvorba real-time aplikace pro platformu IMS". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-219264.

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This paper presents a description of the IP Multimedia Subsystem (IMS) architecture and IMS services. IMS is a standardized next-generation networking architectural framework providing advanced services on mobile and fixed networks. The first chapter describes four-layer IMS architecture and also mentions supported services. The second chapter deals with IMS protocols and primarily focuses on the SIP signaling protocol. UDP, RTP and TLS protocols are also included in this chapter. The third chapter is dedicated to practical part of this paper. A VoIP Java application has been created based on the findings gained throughout the thesis. The main part of the created application consists of client-side application, database MySQL and Servlet application for communication between database and client-side application. The whole system was created using SDS Sony Ericsson 4.1. FD1. An OpenIC lite client has been tested during development on our system and results were compared with created client-side application. A web application based on PHP, MySQL and ActionScript then handles administration and monitoring of customers using voice services.
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Lopez, Alejandro, e Mario Garcia. "Simulator-Based Design in Practice". Thesis, Linköping University, Department of Management and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12164.

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The automotive field is becoming more and more complex and cars are no longer just pure mechanical artifacts. Today much more than 50 % of the functionality of a car is computerized, so, a modern car system is obviously based on mixed technologies which emphasize the need for new approaches to the design process compared to the processes of yesterday. A corresponding technology shift has been experienced in the aerospace industry starting in the late sixties and today aircraft could not fly without its computers and the pilots’ environment has turned to a so called glass cockpit with no iron-made instrumentation left. A very similar change is still going on in the automotive area.

Simulator-Based Design (SBD) refers to design, development and testing new products, systems and applications which include an operator in their operation. Simulator-Based Design has been used for decades in the aviation industry. It has been a common process in this field. SBD may be considered as a more specific application of simulation-based design, where the specific feature is a platform, the simulator itself. The simulator could consist of a generic computer environment in combination with dedicated hardware components, for instance a cockpit. This solution gives us the possibility of including the human operator in the simulation.

The name of the project is Simulator-Based Design in Practice. The purpose of this master thesis is to get a complete practice in how to use a human-in-the-loop simulator as a tool in design activities focusing on the automotive area. This application area may be seen as an example of systems where an operator is included in the operation and thus experience from the car application could be transferred to other areas like aviation or control rooms in the process industry.

During the performance of the project we have gone through the main parts of the SBD process. There are many steps to complete the whole cycle and many of them have iterative loops that connect these steps with the previous one. This process starts with a concept (product/system) and continues with a virtual prototyping stage followed by implementation, test design, human-in-the-loop simulation, data analysis, design synthesis and in the end a product/system decision. An iterative process approach makes the cycle flexible and goal oriented.

We have learnt how to use the simulator and how to perform the whole cycle of SBD. We first started getting familiar with the simulator and the ASim software and then we were trying to reduce the number of computers in the simulator and changing the network in order to find good optimization pf the computer power. The second step has been to implement a new application to the simulator. This new application is the rear mirror view and consists of a new LCD monitor and the rear view vision that must be seen in the new monitor. Finally we updated the cockpit to the new language program Action Script 3.0.

The information gathering consisted of the course Human-System interaction in the University, the introduction course to ASim software and the course of Action Script 3.0.

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Erkstam, David. "Projektdatabas mm". Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-53746.

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Den här rapporten behandlar ett examensarbete där målet var att programmera en projektdatabas och projektöversikt åt Milton Medicinteknik KB. Syftet var att dess projektgrupper ska kunna komma åt att granska sina filer samt se filernas relationer med varandra, genom inloggning på en hemsida. Språken som användes var MySQL för att hantera databasen, PHP för att kommunicera mellan hemsidan och webbservern, HTML för att formatera webbsidorna och ActionScript 3 som är Flash programmeringsspråk för att programmera projektöversikten.

 

I huvuddelen av rapporten är det beskrivet hur projektöversikten och projektdatabasen fungerar. Från hemsidan kan man ladda upp filer som hanteras av projektgrupper och användare med rätt rättigheter. Det finns tre typer av behörighet som användarna kan ha: Administratör som kan skapa användare och projektgrupper, projektledare som ansvarar för sin egen projektgrupp samt vanliga användare som endast kan ladda upp och länka filer i sin egen projektgrupp. Projektöversikten tillåter att användarna på ett överskådligt sätt kan se hur filerna som de har rättighet att se är länkade med varandra, lägga till och ta bort egna filer samt se deras innehåll.

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Nagy, František. "Využitie technológie Flash v e-commerce aplikáciách". Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-19113.

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The growing intensity of competition between traders leads to harder acquisition of competitive advantage. Businesses and companies are therefore trying to get this benefit from e-commerce solutions, enabling them to serve as a presentation tool as well as a communication tool with the customers; reduce the transaction costs and facilitate the marketing of products and services. The increasing amount of firms using these solutions requires them to create them the most attractive and technologically advanced: therefore they utilize more sophisticated technologies that enable them to achieve this purpose. This work is dedicated to one of these technologies - Adobe Flash. It intends to familiarize the reader with this technology, compare it with the competing technologies and demonstrate its use in the commercial sphere on the World Wide Web. As well it should point out possible problems with application development and the possible solutions for these issues. On a realistic example it should demonstrate the inevitability of this technology, despite of growing competition. The readers who intend to create an e-commerce application should have enough information to be able to do so after reading this paper (the work does not devote to ActionScript programming in detail), or be able to choose a more suitable technology for their application. It also includes several recommendations to optimize Flash elements and applications to contribute to the most user-friendly experience.
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Spaulding, Matthew James. "A Dynamic Hierarchical Web-Based Portal". Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3359.

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A dynamic hierarchical web-based portal was created to house a suite of web-based supply chain management applications. The portal was designed in a hierarchical manner to match the structure of large companies. Administrators of the the portal have the ability to form the portal in such a way to mimic the existing structure of their company. Access rights to the applications in the portal may be granted or denied per division and the users of the portal are placed in these divisions based on their duty in the company. In addition, users are granted roles which dictate their ability to modify how the portal behaves. This thesis covers the client-side portion of the portal which includes the user interface and several client/server interfaces. The client-side was built with the Adobe Flex SDK and the Flash Builder 4 IDE, which connects to a ASP.NET MVC 3 back end and a MSSQL database. The code was internationalized to be able to plug in a localized language resource file. Unit tests were written with FlexUnit to test the code before deployment.
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Più fonti

Libri sul tema "Actionscript"

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Foundation ActionScript. Birmingham, UK: Friends of Ed, 2000.

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Kohl, Arno. ActionScript 2. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-540-35182-5.

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Huddleston, Rob. ActionScript®. Indianapolis, IN, USA: Wiley Publishing, Inc., 2009. http://dx.doi.org/10.1002/9781118257708.

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Lott, Joey. ActionScript cookbook. Sebastopol, CA: O'Reilly, 2003.

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1979-, Wright Mims H., e Noble Joshua J. 1977-, a cura di. ActionScript 3.0 bible. Indianapolis, IN: Wiley Pub., 2008.

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Essential ActionScript 2.0. Beijing: O'Reilly, 2004.

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Braunstein, Roger. ActionScript 3.0 Bible. New York: John Wiley & Sons, Ltd., 2007.

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Zevan, Rosser, a cura di. Learning ActionScript 3.0. 2a ed. Beijing: O'Reilly, 2011.

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Hokkaido, Shi zu. ActionScript bijuaru rifarensu. To kyo: Emudienu Ko pore shon, 2004.

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Richardson, Darren, e Paul Milbourne. Foundation ActionScript 3. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0583-9.

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Capitoli di libri sul tema "Actionscript"

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McKenzie, Keran, e Todd Yard. "ActionScript Movement". In Build Your First Website with Flash MX, 143–58. Berkeley, CA: Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5347-1_12.

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Green, Tom, e Tiago Dias. "ActionScript Basics". In Foundation Flash CS5 for Designers, 213–77. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2995-7_4.

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Green, Tom, e David Stiller. "Actionscript Basics". In Foundation Flash CS4 for Designers, 171–218. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1094-8_4.

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Bhangal, Sham, e Ben Renow-Clarke. "Modular ActionScript". In Foundation ActionScript for Macromedia Flash MX, 280–313. Berkeley, CA: Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5410-2_10.

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5

Kohl, Arno. "Programmierung und ActionScript". In ActionScript 2, 27–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-540-35182-5_4.

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Richardson, Darren, e Paul Milbourne. "ActionScript 3.0 Fundamentals". In Foundation ActionScript 3, 23–65. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0583-9_2.

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7

Drol, William. "Flash ActionScript Programming". In Object-Oriented Macromedia Flash MX, 19–44. Berkeley, CA: Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-0838-9_4.

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8

Webster, Steve, e Todd Yard. "Actionscript 3.0 Fundamentals". In Foundation ActionScript 3.0 with Flash CS3 and Flex, 25–69. Berkeley, CA: Apress, 2008. http://dx.doi.org/10.1007/978-1-4302-0196-0_2.

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9

Richardson, Darren, Paul Milbourne, Steve Webster, Todd Yard e Sean McSharry. "Actionscript 3.0 Fundamentals". In Foundation ActionScript 3.0 for Flash and Flex, 23–67. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1919-4_2.

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Kohl, Arno. "ActionScript: Geschichte, Versionen, Ausblick". In ActionScript 2, 5–9. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-540-35182-5_2.

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Atti di convegni sul tema "Actionscript"

1

Wen, Guanxing, Yuqing Zhang, Qixu Liu e Dingning Yang. "Fuzzing the ActionScript virtual machine". In the 8th ACM SIGSAC symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2484313.2484372.

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2

Sridhar, Meera, Abhinav Mohanty, Fadi Yilmaz, Vasant Tendulkar e Kevin W. Hamlen. "Inscription: Thwarting ActionScript Web Attacks From Within". In 2018 17th IEEE International Conference On Trust, Security And Privacy In Computing And Communications/ 12th IEEE International Conference On Big Data Science And Engineering (TrustCom/BigDataSE). IEEE, 2018. http://dx.doi.org/10.1109/trustcom/bigdatase.2018.00078.

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3

DeVries, Brian W., Gopal Gupta, Kevin W. Hamlen, Scott Moore e Meera Sridhar. "ActionScript bytecode verification with co-logic programming". In the ACM SIGPLAN Fourth Workshop. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1554339.1554342.

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4

Asakawa, Kazuhisa, Norihisa Segawa e Jun Sawamoto. "Proposal for a sensor network application development with ActionScript". In the 8th ACM Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1869983.1870018.

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5

Sun, Fang, e YangNa Su. "Design and implementation of teaching activities support module base on ActionScript+XML". In 2012 First National Conference for Engineering Sciences (FNCES). IEEE, 2012. http://dx.doi.org/10.1109/nces.2012.6543388.

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6

Jie, Fu. "Research on the realization of interactive dynamic system based on Flash ActionScript". In 2017 2nd Joint International Information Technology, Mechanical and Electronic Engineering Conference (JIMEC 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/jimec-17.2017.123.

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7

Yilmaz, Fadi, Meera Sridhar e Wontae Choi. "Guide Me to Exploit: Assisted ROP Exploit Generation for ActionScript Virtual Machine". In ACSAC '20: Annual Computer Security Applications Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3427228.3427568.

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Sun, Fang, e YangNa Su. "Design and Implementation of Teaching Activities Support Module base on ActionScript+XML". In 2013 Conference on Education Technology and Management Science. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/icetms.2013.25.

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9

Rozali, Nurul Faizah, e Norasykin Mohd Zaid. "Code puzzle: ActionScript 2.0 learning application based on problem based learning approach". In 2017 6th ICT International Student Project Conference (ICT-ISPC). IEEE, 2017. http://dx.doi.org/10.1109/ict-ispc.2017.8075329.

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10

Xiao, You-Rong, Quan-Jun Zheng, Xue Gong e Jun Ou. "Notice of Retraction: Technology of Loop Generation Based on Flash ActionScript 2.0". In 2010 International Conference on e-Education, e-Business, e-Management, and e-Learning, (IC4E). IEEE, 2010. http://dx.doi.org/10.1109/ic4e.2010.41.

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