Monday, August 20, 2007

Before diving into the various constructs provided by the Java language for googlematics

googlematics
Before diving into the various constructs provided by the Java language, you should have at least a general understanding of the Java programming environment. In the fine tradition of all language reference manuals, here is a short Java program that outputs "Hello world!" and then exits:
/*
* Sample program to print "Hello World"
*/
class HelloWorld { // Declare class HelloWorld
public static void main(String argv[]) {
System.out.println("Hello World!");
}
}
googlematics
This example begins with a comment that starts with /* and ends with */. This type of comment is called a C-style comment. The example also uses another kind of comment that begins with // and ends at the end of the line. This kind of comment is called a single-line comment; it is identical to that style of comment in C++. Java supports a third type of comment, called a documentation comment, that provides for the extraction of comment text into a machine-generated document.
Comments aside, the example consists of a single class declaration for the class called HelloWorld. If you are unfamiliar with classes, you can think of a class as a collection of variables and pieces of executable code called methods for the purposes of this discussion. In Java, most executable code is part of a method. Methods are identical to virtual member functions in C++, except that they can exist only as part of a class. Methods are also similar to functions, procedures, and subroutines in other programming languages.
googlematics
The HelloWorld class contains a single method named main(). When you ask the Java interpreter to run a Java program, you tell it what code to run by giving it the name of a class. The Java interpreter then loads the class and searches it for a method named main() that has the same attributes and parameters as shown in the example. The interpreter then calls that main() method.
In the declaration of main(), the name main is preceded by the three keywords: public, static, and void. The public modifier makes the main() method accessible from any class. The static modifier, when applied to a method, means that the method can be called independently of an instance of a class. The void keyword means that the method returns no value. The main() method of an application should always be declared with these three keywords. Although the meanings of these keywords is similar to their meanings in C++, there are some differences in the meaning of the keyword static as used in Java and C++.
googlematics
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The main() method contains a single line of executable code that calls the println() method of the object System.out. Passing the argument "Hello World!" to the println() method results in "Hello World!" being output. System.out is an object that encapsulates an application's standard output. It is similar in purpose to stdout in C and cout in C++. Java also has System.in and System.err objects that are similar in purpose to stdin and stderr in C and cin and cerr in C++, respectively.

Java is a relatively new programming language for googlematics

googlematics
Java is a relatively new programming language. However, many of the features that make up the language are not new at all. Java's designers borrowed features from a variety of older languages, such as Smalltalk and Lisp, in order to achieve their design goals. googlematics
Java is designed to be both robust and secure, so that it can be used to write small, hosted programs, or applets, that can be run safely by hosting programs such as Web browsers and cellular phones. Java also needs to be portable, so that these programs can run on many different kinds of systems. What follows is a list of the important features that Java's designers included to create a robust, secure, and portable language. googlematics
Java is a simple language. It borrows most of its syntax from C/C++, so it is easy for C/C++ programmers to understand the syntax of Java code. But that is where the similarities end. Java does not support troublesome features from C/C++, so it is much simpler than either of those languages. In fact, if you examine the features of Java, you'll see that it has more in common with languages like Smalltalk and Lisp. googlematics
Java is a statically typed language, like C/C++. This means that the Java compiler can perform static type checking and enforce a number of usage rules.
Java is fully runtime-typed as well. The Java runtime system keeps track of all the objects in the system, which makes it possible to determine their types at runtime. For example, casts from one object type to another are verified at runtime. Runtime typing also makes it possible to use completely new, dynamically loaded objects with some amount of type safety.
Java is a late-binding language, like Smalltalk, which means that it binds method calls to their definitions at runtime. Runtime binding is essential for an object-oriented language, where a subclass can override methods in its superclass, and only the runtime system can determine which method should be invoked. However, Java also supports the performance benefits of early binding. When the compiler can determine that a method cannot be overridden by subclassing, the method definition is bound to the method call at compile-time. googlematics
Java takes care of memory management for applications, which is unlike C/C++, where the programmer is responsible for explicit memory management. Java supports the dynamic allocation of arrays and objects, and then takes care of reclaiming the storage for objects and arrays when it is safe to do so, using a technique called garbage collection. This eliminates one of the largest sources of bugs in C/C++ programs.
Java supports object references, which are like pointers in C/C++. However, Java does not allow any manipulation of references. For example, there is no way that a programmer can explicitly dereference a reference or use pointer arithmetic. Java implicitly handles dereferencing references, which means that they can be used to do most of the legitimate things that C/C++ pointers can do. googlematics
Java uses a single-inheritance class model, rather than the googlematics error-prone multiple-inheritance model used by C++. Instead, Java provides a feature called an interface (borrowed from Objective C) that specifies the behavior of an object without defining its implementation. Java supports multiple inheritance of interfaces, which provides many of the benefits of multiple inheritance, without the associated problems. googlematics
Java has support for multiple threads of execution built into the language, so there are mechanisms for thread synchronization and explicit waiting and signaling between threads.
Java has a powerful exception-handling mechanism, somewhat like that in newer implementations of C++. Exception handling provides a way to separate error-handling code from normal code, which leads to cleaner, more robust applications.
Java is both a compiled and an interpreted language. Java code is compiled to Java byte-codes, which are then executed by a Java runtime environment, called the Java virtual machine. The specifications of the Java language and the virtual machine are fully defined; there are no implementation-dependent details. This architecture makes Java an extremely portable language.
Java uses a three-layer security model to protect a system from untrusted Java code. The byte-code verifier reads byte-codes before they are run and makes sure that they obey the basic rules of the Java language. The class loader takes care of bringing compiled Java classes into the runtime interpreter. The security manager handles application-level security, by controlling whether or not a program can access resources like the filesystem, network ports, external processes, and the windowing system. googlematics
As you can see, Java has quite a list of interesting features. If you are a C/C++ programmer, many of the constructs of the Java language that are covered in this book should look familiar to you. Just be warned that you shouldn't take all of these constructs at face value, since many of them are different in Java than they are in C/C++.

Sunday, August 19, 2007

Why Is Java Interesting? for googlematics

googlematics
Why Is Java Interesting?
A Simple Example
When it was introduced in late 1995, Java took the Internet by storm. Java 1.1, released in early 1997, nearly doubles the speed of the Java interpreter and includes many important new features. With the addition of APIs to support database access, remote objects, an object component model, internationalization, printing, encryption, digital signatures, and many other technologies, Java is now poised to take the rest of the programming world by storm. googlematics
Despite all the hype surrounding Java and the new features of Java 1.1, it's important to remember that at its core, Java is just a programming language, like many others, and its APIs are just class libraries, like those of other languages. What is interesting about Java, and thus the source of much of the hype, is that it has a number of important features that make it ideally suited for programming in the heavily networked, heterogenous world of the late 1990s. The rest of this chapter describes those interesting features of Java and demonstrates some simple Java code. Chapter 4, What's New in Java 1.1 explores the new features that have been added to version 1.1 of the Java API. googlematics
http://greateventsupport.com/

Monday, July 16, 2007

MULTI MEDIA SHOOT & DISPLAY SUPPORT for googlematics

googlematics
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Friday, July 13, 2007

Creating Objects For googlematics

googlematics

Creating Objects
Now that you know how to create basic classes, creating objects (or instances)
based upon them is the logical next step. Creating a variable that contains an
object takes two steps. First, like any variable, you must declare the variable
name for the object and its type somewhere in your program. You perform this
step by using the class name as the data type and whatever name you want for
the variable. The following code is an example of this process for the Vehicle
class:
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Vehicle myVehicle;
At this point, much like an array, nothing is in the variable yet. All you have
done is state that eventually myVehicle will contain an object. Next you need
to create the object.
Creating Objects
Now that you know how to create basic classes, creating objects (or instances)
based upon them is the logical next step. Creating a variable that contains an
object takes two steps. First, like any variable, you must declare the variable
name for the object and its type somewhere in your program. You perform this
step by using the class name as the data type and whatever name you want for
the variable. The following code is an example of this process for the Vehicle
class:
http://greateventsupport.com/
Vehicle myVehicle;
At this point, much like an array, nothing is in the variable yet. All you have
done is state that eventually myVehicle will contain an object. Next you need
to create the object.

Friday, June 22, 2007

For googlematics You want to move a movie clip in front of or behind another movie clip

Problem
You want to move a movie clip in front of or behind another movie clip, button, or text field. googlematics
Solution
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Use layers or the arrangement commands to adjust the order of instances at authoring time.
Use the swapDepths( ) method to change the stacking order of any two instances at runtime. googlematics
Discussion
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When you are working with multiple movie clip, button, and/or text field instances on the stage at the same time, you need to be aware of their stacking order. For example, if you have a movie clip that is supposed to animate behind a text field, you need to make sure that the text field appears in front of the movie clip. You can make these kinds of adjustments at authoring time either by placing the instances on different layers and arranging the layer order or by changing the order using the arrangement commands. You can move an instance forward or back by selecting the instance and then choosing Modify Arrange Bring Forward/Send Back/Bring to Front/Send to Back.
The authoring time techniques work just fine when you want to maintain a constant stacking order of all the instances in the movie. But when you want the order to change, you need to use ActionScript to effect that change at runtime using the swapDepths( ) method. In some cases, it is important that you be able to programmatically change the depths of instances in this way. For example, if you create a puzzle in which the user can drag the pieces around on stage, you want to make sure that the piece that is currently being dragged appears on top of all the other pieces. http://greateventsupport.com/filezilla/file-views/index.html
In order to understand how to use swapDepths( )a relatively easy methodyou first need to understand how Flash determines stacking order. For the convenience of the developer, Flash uses layers within the authoring environment. However, the exported SWF does not contain any information about layers. Instead, it knows only about depths: whole number values determining the stacking order. Every instance in the movie is assigned its own depth whether you assign it explicitly using the attachMovie( ), duplicateMovieClip( ), createEmptyMovieClip( ), or createTextField( ) methods, or whether it is done automatically for all authoring time instances. But regardless of how the instances are created, they all must have a unique depth. The depth determines the stacking order in which they appear on the stage. An instance of greater depth appears on top of an instance of lesser depth.
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You can use the swapDepths( ) method to switch the depths of any two instances. You should invoke the method from one of the instances, and pass a reference to the other instance to the method as a parameter. For instance, if you want to switch the depths of two movie clips on the same timeline named mSquare and mCircle, your code could look like this:
mSquare.swapDepths(mCircle);

The preceding example could also be written:
mCircle.swapDepths(mSquare);

Both the examples result in the same thingthe two movie clip instances change positions in the stacking order.

http://greateventsupport.com/freehand/replacing-missing/resources-learning-freehand.html
There are many scenarios in which you may want to change the stacking order of instances in your movie. One common example was mentioned earlierensuring that the movie clip that is selected or being dragged appears on top of all the other instances. And another example is that of creating animations that appear to move in three dimensions. For example, if you have two movie clips that appear to spin in a loop along the z-axis (meaning they seem to move back into the screen), you need to make sure that the movie clip that is currently appearing to be nearer to the viewer has a higher depth.
Here is a simple example with two movie clip instances named circle and square on the main timeline. The two movie clips are slightly overlapping. The circle movie clip has the following actions:http://greateventsupport.com/freehand/freehand-lessons/index.html

mCircle.onPress = function():Void {
this.swapDepths(mSquare);
};

In this example, each time the user clicks the circle, the circle and square appear to change order. You can also create a slightly more intelligent system by which the circle is always brought to the front of the square when it is clicked by adding a conditional statement that uses the getDepth( ) method to compare the current depths of the two movie clips. In this slightly modified code, the depths are changed only if the depth of mCircle is not already greater than the depth of mSquare:

For googlematics Creating New Movie Clips Based on Existing Movie Clips

googlematics
Recipe 11.9. Creating New Movie Clips Based on Existing Movie Clips
Problem
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You want to create a duplicate movie clip instance based on an existing instance.
Solution
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Use the duplicateMovieClip( ) method.
Discussion
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With the duplicateMovieClip( ) method, you can quickly create duplicates of movie clip instances already on the stage. This method creates a copy of the movie clip instance from which it is invoked with a new instance name and depth:
// Create a new movie clip named mNewInstance based on the movie clip named
// originalInstance that already existed on the stage. The new movie clip is
// created at depth 1.
mOriginalInstance.duplicateMovieClip("mNewInstance", 1);


Additionally, you can specify a third, optional parameter for the duplicateMovieClip( ) method. This parameter is known as the initialization object, and the properties and values of the initialization object are assigned to the new instance. The parameter value should be in the form of an ActionScript Object object, which you can create one of two ways: <http://greateventsupport.com/filezilla/file-views/index.html>
· Using the constructor and assigning properties and values via dot notation:
· var oInitialization:Object = new Object();
· oInitialization.property1 = "value1";
· oInitialization. property2 = "value2;

· Using the object literal notation:
· var oInitialization:Object = { property1: "value1", property2: "value2"};

Both of these techniques are absolutely valid, and neither is better than the other. Sometimes you may find that you want to use the object literal notation, because it allows you to create the object in line with the duplicateMovieClip( ) method:
mOriginalInstance.duplicateMovieClip("mNewInstance", 1, { property1: "valeu1",
property2: "value2"});

However, in other cases, the object literal notation is either inconvenient or impossible. Generally, the more properties you want to assign to an object, the more it makes sense to use the constructor technique, because it offers a much more readable format. <http://greateventsupport.com/freehand/freehand-lessons/freehand-tutorial.html>
var oInitialization:Object = new Object();
oInitialization. property1 = "value1";
oInitialization. property2 = "value2";
mOriginalInstance.duplicateMovieClip("mNewInstance", 1, oInitialization);

The initialization object, or init object, can be extremely useful in at least two ways:
· You can use the initialization object to initialize the new instance with its own values for built-in movie clip properties, such as _x, _y, _rotation, and so on. By default, the duplicate retains the values for these properties from the original movie clip.
· // Create a duplicate movie clip positioned at 300,300.
· mOriginalInstance.duplicateMovieClip("mNewInstance", 1, {_x: 300, _y: 300});

· You can use the init object to initialize a new instance with copies of the custom method definitions (such as event handler methods) of the original movie clip. By default, custom method definitions are not copied from the original to the duplicate movie clip. However, you can use a for… in loop to populate an initialization object with all the custom properties and methods of the original movie clip, and then pass that initialization object to the duplicateMovieClip( ) method:
· // Create the init object.
· var oInitialization:Object = new Object();
·
· // Use a for…in loop to loop through all the custom properties and methods of
· // the original movie clip instance, and add them to the init object.
· for(var sItem:String in mOriginalInstance) {
· oInitialization [sItem] = mOriginalInstance[sItem];
· }
·
· mOriginalInstance.duplicateMovieClip("mNewInstance", 1, oInitialization);

You can use a for statement to create multiple duplicates at the same time. The basic syntax is as follows:
for(var i:Number = 0; i < numberOfDuplicates; i++) {
originalInstance.duplicateMovieClip (newInstanceName, depth);
}

When you create the new movie clips, make sure each has a unique instance name and a unique depth. Typically, you can generate unique instance names by concatenating the for statement's index variable value with a base name. For example, you might use a base name of mSquare and concatenate that with the value of the for statement's index variable to get instance names of mSquare0, mSquare1, mSquare2, and so on. Then, for the depth, you can either use the value of the for statement's index variable or you can use the getNextHighestDepth( ) method that is discussed in googlematicsgooglematicsRecipe 11.10. The following example creates five duplicates with instance names mSquare0 through mSquare4:
for(var i:Number = 0; i < 5; i++) {
mSquare.duplicateMovieClip("mSquare" + i, i);
}

<http://greateventsupport.com/freehand/swatches-panel/system-requirements.html> When you generate duplicate movie clips in batches as shown in the preceding code, you may notice that you don't have a very convenient way to refer to the new instances. When you create a single duplicate with a specific name, you can refer to the new movie clip quite simply. For example, the following code creates a duplicate of mCircle with an instance name of mNewCircle. Then it applies an onPress( ) event handler method to the new movie clip.
mCircle.duplicateMovieClip("mNewCircle", 1, {_x: 100, _y: 100});
mNewCircle.onPress = function():Void {
trace("You clicked on mNewCircle.");
};

However, when you use a for statement to create the duplicates with dynamic instance names, you need a different way to refer to the new movie clips. For example, if you are creating duplicate movie clips with instance names mSquare0, mSquare1, mSquare2, and so on, you cannot use the following code to assign an onPress( ) event handler method to them after you've created them:

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