20100505 (flash study)

Flash核心技术解析
本文深入探讨了Flash技术中的关键概念,包括事件处理、图形绘制、拖拽操作、遮罩效果及Shader应用等。此外还介绍了不同对象类型的特点及其使用场景,如Shape、MovieClip和Sprite的区别与联系,并对ActionScript中的重要特性进行了讲解。

enterFrame event: If the playhead is not moving, or if there is only one frame, this event is dispatched continuously in conjunction with the frame rate. Default frame rate is 24 frame per second. Note that if there are more than one frame, play head move from one frame to another at the speed of frame rate.


bendMode controls how current DisplayObject merges to its background.


Shape is lightweight, because it's not a container and it can't handle interactive event.


Implement drag and drop, when mouse down call startDrag, and call stopDrag after mouse release.


Width = Graphic object width * ScaleX, the same applies to height, also, change any of these three factors affact the others


Masking: The portions of the mask image become transparent, so content underneath shows through. The term is related to painter’s masking tape that is used to prevent paint from being applied to certain areas.


MovieClip: In practice, a MovieClip is similar to a Sprite object, except that it also has a timeline.


MorphShape—These objects are created when you create a shape tween in the Flash authoring tool. You cannot instantiate them using ActionScript, but they can be accessed from the display list.


StaticText class, in the flash.text package, extends the DisplayObject class, but you cannot create an instance of it in code. Static text fields are created only in Flash.


AVM1Movie—The AVM1Movie class is used to represent loaded SWF files that are authored in ActionScript 1.0 and 2.0.


For three of the scaleMode values (StageScaleMode.EXACT_FIT, StageScaleMode.SHOW_ALL, and StageScaleMode.NO_BORDER), Flash Player and AIR will scale the contents of the Stage to fit within its boundaries.
Alternatively, if scaleMode is set to StageScaleMode.NO_SCALE, the Stage contents maintain their defined size when the viewer resizes the Flash Player or AIR window.
Consequently, having scaleMode set to StageScaleMode.NO_SCALE allows you to have greater control over how the screen contents adjust to the window resizing if you desire.


If a display object has objects subscribed as listeners to its events, that display object will not be removed from memory even when it’s removed from the display list, because it will still have references to those listener objects. ??? fp can not handler circular reference?


Only one object can be dragged at a time using startDrag(), register the MOUSE_MOVE event of the Stage object and update x y value of target component to implement drag and drop manually.


Some event has the updateAfterEvent method, which indicates that the display should be rendered after processing of this event completes, if the display list has been modified


The default value for scrollRect is null, so by default, a display object is measured using width and height, unless scrollRect is set.


You can use 9-slice scaling (Scale-9) to create display objects where you have control over how the objects scale.
In ActionScript, setting a value for the scale9Grid property of a display object turns on 9-slice scaling for the object and defines the size of the rectangles in the object’s Scale-9 grid.


The opaqueBackground and scrollRect properties work best when an object is cached as a bitmap


When you set cacheAsBitmap to true, and also set the opaqueBackground property to a specified color, the opaqueBackground property allows the internal bitmap to be opaque and rendered faster.


ColorTransform, each color channel will calculate using offset + color * multiplier, setting to color property set all offset to given value and all multiplier to 0.


To indicate that a display object will be the mask for another display object, set the mask object as the mask property of the display object to be masked.
Alpha channel masking is supported if both the mask and the masked display objects use bitmap caching.


The LoaderInfo object can be accessed as a property of both the Loader object and the loaded display object. As soon as loading begins, the LoaderInfo object can be accessed through the contentLoaderInfo property of the Loader object. Once the display object has finished loading, the LoaderInfo object can also be accessed as a property of the loaded display object through the display object’s loaderInfo property.
In order to access properties of loaded content, you will want to add an event listener to the LoaderInfo object.


all ActionScript drawing must be performed using the same series of steps:
1.Define line and fill styles
2.Set the initial drawing position
3.Draw lines, curves, and shapes (optionally moving the drawing point)
4.If necessary, finish creating a fill


In a Sprite or MovieClip object, the drawing content created with the graphics property always appears behind all child display objects that are contained by the object.


The names refer to a more specific rule that defines how these fills are managed. Positively wound paths are assigned a value of +1; negatively wound paths are assigned a value of -1. For even-odd winding, the count of times the line crosses a path is used. When the count is odd, the area is filled. For even counts, the area is unfilled. For non-zero winding, the values assigned to the paths are used. When the combined values of the path are not 0, the area is filled. When the combined value is 0, the area is unfilled.
Winding rule affect within a single fill?


Shader is defined in pbj file, it can be embeded or loaded at runtime, shader can be used in 4 ways:
1.a draw fill: graphic.beginShaderFill(shader)
2.blend mode: displayObject.blendShader = shader (displayObject.blendMode = BlendMode.SHADER)
3.a filter: new ShaderFilter(shader)
4.stand alone mode: new ShaderJob(shader)

 

 

采用PyQt5框架与Python编程语言构建图书信息管理平台 本项目基于Python编程环境,结合PyQt5图形界面开发库,设计实现了一套完整的图书信息管理解决方案。该系统主要面向图书馆、书店等机构的日常运营需求,通过模块化设计实现了图书信息的标准化管理流程。 系统架构采用典型的三层设计模式,包含数据存储层、业务逻辑层和用户界面层。数据持久化方案支持SQLite轻量级数据库与MySQL企业级数据库的双重配置选项,通过统一的数据库操作接口实现数据存取隔离。在数据建模方面,设计了包含图书基本信息、读者档案、借阅记录等核心数据实体,各实体间通过主外键约束建立关联关系。 核心功能模块包含六大子系统: 1. 图书编目管理:支持国际标准书号、中国图书馆分类法等专业元数据的规范化著录,提供批量导入与单条录入两种数据采集方式 2. 库存动态监控:实时追踪在架数量、借出状态、预约队列等流通指标,设置库存预警阈值自动提醒补货 3. 读者服务管理:建立完整的读者信用评价体系,记录借阅历史与违规行为,实施差异化借阅权限管理 4. 流通业务处理:涵盖借书登记、归还处理、续借申请、逾期计算等标准业务流程,支持射频识别技术设备集成 5. 统计报表生成:按日/月/年周期自动生成流通统计、热门图书排行、读者活跃度等多维度分析图表 6. 系统维护配置:提供用户权限分级管理、数据备份恢复、操作日志审计等管理功能 在技术实现层面,界面设计遵循Material Design设计规范,采用QSS样式表实现视觉定制化。通过信号槽机制实现前后端数据双向绑定,运用多线程处理技术保障界面响应流畅度。数据验证机制包含前端格式校验与后端业务规则双重保障,关键操作均设有二次确认流程。 该系统适用于中小型图书管理场景,通过可扩展的插件架构支持功能模块的灵活组合。开发过程中特别注重代码的可维护性,采用面向对象编程范式实现高内聚低耦合的组件设计,为后续功能迭代奠定技术基础。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
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