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Real-World Flash Game Development by Chris Simpson, Christopher Griffith

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4//FTW!

In this chapter, we’ll cover best practices to use when programming in ActionScript 3 (AS3). This includes smart class utilization, using the event model, error handling, and data structures. We’ll also cover a number of Flash’s idiosyncrasies that tend to trip up developers coming to Flash from other languages.

Fair Warning

It’s worth mentioning that this chapter (like the rest of this book) assumes a familiarity with either ActionScript 1 or 2 or another programming language. If you have no idea what objects, variables, or functions are or have never used Flash at all, you will be lost very quickly. Some familiarity with ActionScript 3 is ideal, since we’ll also be moving pretty quickly through a wide variety of topics, but it’s not ...

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