tailieunhanh - Học Actionscript 3.0 - p 39

input/output PART V Part V homes in on two of the possible input and output methods used for transferring data and assets in the Flash world. Chapter 13 covers several ways to load external assets. It also includes a discussion of text, with an in-depth look at loading variables. Similar to the text-loading example, the chapter takes a close look at best practices for loading external SWF and image formats. The chapter wraps up with a look at communicating with loaded SWFs. Chapter 14 provides a detailed look at what may be the most common format for structured data exchange: XML. In addition. | INPUT OUTPUT PART V Part V homes in on two of the possible input and output methods used for transferring data and assets in the Flash world. Chapter 13 covers several ways to load external assets. It also includes a discussion of text with an in-depth look at loading variables. Similar to the text-loading example the chapter takes a close look at best practices for loading external SWF and image formats. The chapter wraps up with a look at communicating with loaded SWFs. Chapter 14 provides a detailed look at what may be the most common format for structured data exchange XML. In addition to the creation of XML documents in their own right the chapter discusses reading writing and editing XML on the fly. Finally the chapter covers XML communication between client and server. IN THIS PART Chapter 13 Loading Assets Chapter 14 XML and E4X 359 Download from Wow eBook Download from Wow eBook CHAPTER 13 You don t always need to load external assets at runtime but the ability to do so is extremely important. Loading assets on the fly reduces initial file size and therefore load times. It also increases the degree to which a Flash experience can change not only through the all-important dynamic nature of runtime content updates but also by streamlining the editing process. For example you can alter external assets easier and faster than you can republish an FLA file every time an update occurs. Augmenting prior discussions regarding sound video and plain text this chapter will teach you how to load external SWFs and images. You ll also take a peek at loading variables and binary data and see how to increase your error checking efforts. Specifically we ll look at Loading SWFs and Images. Right out of the gate it s fairly easy to load SWFs and JPG PNG and GIF images. Third-party ActionScript libraries support loading even more asset types. We ll look at simple syntax examples and then build a multipurpose class that can handle some error .