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- haXe 2 Beginner's Guide. Develop exciting applications with this multi-platform programming language
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haXe 2 Beginner's Guide. Develop exciting applications with this multi-platform programming language
Benjamin Dasnois, haXe PAYPAL haxelang@gmail.com
E-book
- haXe 2
- Table of Contents
- haxe 2
- Credits
- Foreword
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why subscribe?
- Free access for Packt account holders
- Support files, eBooks, discount offers and more
- Preface
- Here is haXe
- Where and for what is haXe used?
- Where is haXe used?
- What is haXe used for?
- One language to rule them all
- Object-oriented programming
- haXe versions
- haXe and the new models of web applications
- haXe as an universal language
- Getting help
- Reading some documentation
- Asking questions
- The haXe forum
- The haXe mailing list
- Some advice
- Reading some blogs
- Nicolas Cannasse
- Weblob
- GameHaXe
- A Bugs Life
- Blog.haxe.org
- Helping the community
- The mailing list and the forum
- The wiki
- Write on your blog or website
- Writing libraries or tools
- Talking about haXe
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action heading
- What just happened?
- Pop quiz heading
- Have a go hero heading
- Reader feedback
- Customer support
- Downloading the example code for this book
- Errata
- Piracy
- Questions
- 1. Getting to know haXe
- Installing haXe
- Two ways to install: The installer and sources compilation
- Installing on Windows
- Installing on MacOSX
- Installing on Linux
- Installing nightly builds
- Verifying your installation
- Choosing an editor
- FlashDevelop 3
- The TextMate bundle
- VIM
- Writing your first program
- Time for action Writing a Hello World
- What just happened?
- A program with some interaction
- Time for action Interacting with the user
- What just happened?
- Pop quiz basic knowledge
- Summary
- Installing haXe
- 2. Basic Syntax and Branching
- Modules, packages, and classes
- Packages
- Modules
- Classes
- Accessing a class
- Constants and its types
- Booleans
- Integers
- Floats
- Base 10
- Scientific notation
- Strings
- Regular expressions
- The null value
- Flash9 and above
- Binary and unary operators
- Binary operators
- Assigning values
- Comparison operators
- Arithmetic operators
- Boolean operators
- Bitwise operators
- Unary operators
- Binary operators
- Blocks
- Variable declaration and scope
- Declaring a variable
- At class level
- Declaring a variable
- Time for action Declaring some fields
- What just happened?
- In a block of instructions
- What just happened?
- Field access and function calls
- Constructing class instance
- Conditional branching
- If
- Switch
- Loops
- While
- For
- Break and continue
- Time for action Using the break keyword
- What just happened?
- Time for action Using the continue keyword
- What just happened?
- Return
- Exception handling
- Anonymous objects
- Local functions
- Managing a fridge
- Time for action Managing a fridge
- What just happened?
- Have a go hero Throw Exceptions to prevent crashes
- Summary
- Modules, packages, and classes
- 3. Being Cross-platform with haXe
- What is cross-platform in the library
- Object storage
- The Std class
- The haxe package
- The haxe.remoting package
- The haxe.rtti package
- The haxe.Http class
- Regular expressions and XML handling
- Regular expressions
- XML handling
- Input and output
- The DOM interface
- The Flash interface
- The standard input/output interface
- Platform-specific packages
- JavaScript
- Flash
- Neko
- PHP
- C++
- Conditional compilation
- Conditional compilation depending on flags
- Conditional compilation depending on the target
- The remap switch
- Coding cross-platform using imports
- Time for action Welcoming the user on Neko & PHP
- What just happened?
- Pop quiz Writing cross-platform code
- Have a go hero Handle XML
- Time for action Reading from the XML file
- What just happened?
- Time for action Writing to an XML file
- What just happened?
- Testing our sample
- Making it cross-platform
- Summary
- What is cross-platform in the library
- 4. Understanding Types
- Explicitly typed variables
- Static typing
- Values with several types
- Defining a type
- Inheritance
- Multi-inheritance
- Implementing an interface
- Representing a blog article
- Time for action Representing different types of articles
- Function's type
- Expressing a function's type
- Functions using functions
- Dynamic functions
- Anonymous objects
- Duck typing
- Creating a function to apply another one
- Time for action Applying a function on every item
- What just happened?
- Type inference
- Assigning a value
- Assigning the value of the variable to another one
- Passing the variable as a parameter
- Casting
- Safe casting
- Unsafe casting
- Untyped
- Type parameters
- Usage of Type parameters
- Creating a parameterized class
- Constraint parameters
- Extending the fridge
- Time for action A fridge with constraints
- What just happened?
- Have a go hero Creating a typed container
- Pop quiz Verify your knowledge
- Summary
- 5. The Dynamic Type and Properties
- Freeing yourself from the typing system
- Time for action Assigning to Dynamic variables
- Time for action Assigning from Dynamic variables
- Field access
- Functions in Dynamic variables
- Parameterized Dynamic class
- Classes implementing Dynamic
- Time for action Implementing a non-parameterized Dynamic
- What just happened?
- Time for action Implementing a parameterized Dynamic
- What just happened?
- Using a resolve function when implementing Dynamic
- Time for action Writing our Component class
- Time for action Parsing the configuration file
- Time for action Testing our parser
- Time for action Writing the configuration file
- Time for action Testing the writer
- The dot-notation
- Thoughts on writing our parser
- The dynamic keyword
- Warning
- Properties in classes
- Use
- Implementation
- Writing the getter
- Writing the setter
- Defining the property
- Accessibility
- The default getter
- The default setter
- The dynamic getter and setter
- The never getter and setter
- A compile-time feature
- Have a go hero Writing a person class
- Pop Quiz Doing the things
- Summary
- 6. Using and Writing Interfaces, Typedefs, and Enums
- Interfaces
- Purpose
- Default visibility
- Type inference
- Implementing an interface
- Implementation and type inference
- Implementation and visibility
- Making use of interfaces
- Typedefs
- Time for action Naming Anonymous Types
- What just happened?
- Aliases
- Visibility
- Private typedefs
- Duck typing
- Typedefs to access private members
- Creating iterable objects
- Enums
- Basic enums
- Enums' constructors
- Switching on basic enums
- Enums with parameters
- Time for action Switching over enums with parameters
- What just happened?
- Have a go hero Write a fridge with an iterator
- Time for action Writing our Fridge class
- What just happened?
- Time for action Making it possible to iterate over a fridge
- What just happened?
- Time for action Creating the iterator
- What just happened?
- Our main function
- Pop quiz Typedef, interfaces, and Enums
- Summary
- Interfaces
- 7. Communication Between haXe Programs
- The haXe serializer
- Usefulness
- Possibilities
- Class instances
- Custom serialization
- Enum instances
- Unserializing exceptions
- Reducing size and preventing infinite loops
- haXe remoting
- Supported protocols and layers
- Over HTTP
- Implementation
- Using the ExternalInterface
- The JavaScript side
- The Flash side
- Using AMF
- Over HTTP
- Supported protocols and layers
- Time for action Writing a zoo management tool
- The Animal class
- Representing the zoo
- Time for action Saving the list
- Time for action Loading the list
- The remoting service
- The getList function
- The createAnimal function
- Tying it together
- The client
- Time for action Initializing the client connection
- What just happened?
- The createAnimal function
- The listAnimals function
- The main menu
- Compiling the client
- Have a go hero Represent data from JS in Flash
- Pop quiz Doing the things
- What just happened?
- Summary
- The haXe serializer
- 8. Accessing Databases
- Connecting to databases
- php.db.Connection and neko.db.Connection
- SQL usage
- The interface
- The close function
- The commit function
- The rollback function
- The escape function
- The quote function
- The request function
- The addValue function
- The dbName function
- The lastInsertId function
- Connecting to the database
- MySQL
- SQLite
- Dealing with results
- Typing
- php.db.Connection and neko.db.Connection
- The SPOD
- Setting a SPOD object
- The table name
- Non-mapped fields
- The cache
- A concrete example of SPOD use
- Setting the object
- Setting the connection
- The Manager
- The all function
- The count function
- The delete function
- The get function
- The getWithKeys function
- The object function
- The objects function
- The search function
- Handling relations
- Creating a blogging system
- Time for action Creating the Users table
- What just happened?
- Time for action Creating the User class
- What just happened?
- Time for action Creating the Posts table
- Time for action Creating the Post class
- What just happened?
- Time for action Creating the connection to the database
- What just happened?
- Time for action Listing posts
- Time for action Listing users
- Time for action Adding a user
- Time for action Adding a post
- Time for action Branching it with the main function
- Have a go hero Listing posts from a specific user
- Pop quiz Doing the things
- Summary
- Connecting to databases
- 9. Templating
- Introduction to the haxe.Template class
- Printing a value
- Branching
- Using lists, arrays, and other iterables
- Time for action Executing code from a template
- What just happened?
- Integrating subtemplates
- Creating a blog's front page
- Time for action Creating our SPOD class
- Time for action Connecting to the database
- Time for action Creating our template
- Time for action Reading the template from resources
- Time for action Executing the template
- Time for action Testing the result
- Pop quiz Doing the thing
- Have a go hero Doing more with the thing
- Summary
- Introduction to the haxe.Template class
- 10. Interfacing with the Target Platform
- Extern classes
- Time for action Writing an extern
- What just happened?
- Using an extern
- Class path
- Limitations
- The __init__ magic
- Native types and haXe types
- The Neko and PHP cases
- PHP functions
- Neko functions
- The Neko and PHP cases
- Magic functions
- The Flash magic
- __new__
- __arguments__
- __typeof__
- __delete__
- __eval__
- __gettimer__
- __geturl__
- __instanceof__
- __random__
- __trace__
- __keys__
- __global__
- __as__
- __is__
- __in__
- The Neko magic
- Arrays and strings
- The PHP magic
- __php__
- __call__
- __var__
- __physeq__
- Have a go hero Wrapping parameters in an array
- Pop quiz Doing the things
- The Flash magic
- Summary
- 11. A Dynamic Website Using JavaScript
- Manipulating the DOM
- The browser's DOM
- Nodes
- Events
- Level 1
- Level 2
- The browser's DOM
- Time for action Using events from the DOM level 0
- What just happened?
- Time for action Using DOM level 2 events
- What just happened?
- Time for action Working around by storing reference to functions
- What just happened?
- Have a go hero A dynamic website with JavaScript
- Time for action Setting up the model
- Time for action Setting up our view
- What just happened?
- Time for action Setting up the controller
- Time for action Creating a computer view
- What just happened?
- The main class
- Summary
- Manipulating the DOM
- 12. Creating a Game with haXe and Flash
- Embedding assets
- Time for action Installing SWFMILL
- Time for action Creating a library
- Time for action Using assets
- Event handling
- Have a go hero A game with Flash
- The game design
- The assets
- The player's character
- Time for action Drawing the character
- Time for action Handling moves
- What just happened?
- Time for action Moving the character
- What just happened?
- Time for action Adding balls
- What just happened?
- Time for action Updating the position
- What just happened?
- Time for action Detecting collisions
- What just happened?
- Have a go hero Adding a proper score display
- Have a go hero Adding an online score table
- Pop quiz Software used
- Summary
- A. Pop Quiz Answers
- Chapter 1: Getting to know haXe
- Chapter 3: Being Cross-platform with haXe
- Chapter 4: Understanding Types
- Chapter 5: The Dynamic Type and Properties
- Chapter 6: Using and Writing Interfaces, Typedefs, and Enums
- Chapter 7: Communication Between haXe Programs
- Chapter 8: Accessing Databases
- Chapter 9: Templating
- Chapter 10: Interfacing with the Target Platform
- Chapter 12: Creating a Game with haXe and Flash
- Index
- Titel: haXe 2 Beginner's Guide. Develop exciting applications with this multi-platform programming language
- Autor: Benjamin Dasnois, haXe PAYPAL haxelang@gmail.com
- Originaler Titel: haXe 2 Beginner's Guide. Develop exciting applications with this multi-platform programming language
- ISBN: 9781849512572, 9781849512572
- Veröffentlichungsdatum: 2011-07-26
- Format: E-book
- Artikelkennung: e_3b6j
- Verleger: Packt Publishing