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ActionScript (2.0) + C & C++(Basic)


Compufield Computer Institute
Training/Coaching/Tuition

by Compufield Computer Institute


Mumbai
Starting from:
INR 10,500
Per Course
(Taxes As Applicable)
Request Info
Subjects Covered & Categories
Learn: C | C++ | Adobe Flash ActionScript 2.0

Category: Programming | Web Technologies


Basic Details
Medium of instruction:English
Overview, Content & Syllabus

FLASH ACTION SCRIPT (Level I)

Adobe ActionScript is the programming language of the Adobe Flash Platform. Originally developed as a way for developers to program interactivity, ActionScript enables efficient programming of Adobe Flash Platform applications for everything from simple animations to complex, data-rich, interactive application interfaces.

Interactive Flash

- Giving your movies instructions

- Working with the Actions panel

- Direct typing

- Who are you talking to?

- Controlling movie clips on the stage

- Arguments

- Listening to what your movies are telling you

- Events in Flash

- External events

- Internal events

- Introducing event handlers .

Movies That Remember

- Introducing variables

- Creating variables and using them with literals and expressions

- Naming variables

- Creating variables

- Using literal values

- Using expressions

- Input and output

- Using string expressions

- Working with numbers

- Other uses for numeric expressions

- Working with Boolean values

- Logic operators

- Arrays

- Reasons for using arrays

- Arrays let you store related information together

- Arrays let you hold information in a specific order

- Arrays let you index information

- Arrays let you link information

- Creating a new array

- Typing an array Using variable values as offsets

Movies That Decide for Themselves

- Decision making

- Making decisions in ActionScript: The if action

- Defining a decision

- Alternative actions

- Acting on alternatives: The else action

- More than one alternative: The else if action

- Handling lots of alternatives: The switch action

- Switching without breaks

More Power, Less Script

- Timeline loops

- ActionScript loops

- while loops

- Useful things to do with while loops

- for loops

- init

- condition

- next

- Some useful examples of for loops

- Simple loop

- Reverse loop

- Two at a time

- Looping through elements in an array

- Applying an operation to all the elements in an array

- Searching an array for a specific value

- Cross-indexing a pair of arrays

- Hangman

Movies That Remember How to Do Things

- Breaking down a task

- Bundling actions and running them afterward

- Using anonymous and named functions

- Using functions to hide evil math

- Using functions to take care of repetitive jobs

- Choosing which actions to bundle and where

- Arguments and redundancy

- Local variables and modular code

- Returning values from a function

- Typing functions

- Running in circles

- Nesting functions

- Using nested functions

- Using more function nesting to tidy up your script

Objects and Classes

- Introducing objects and classes

- Type and object-oriented programming

- Classes, generalization, and abstraction

- Seeing arrays in a new light

- The Array constructor method

- Other Array methods

- Array properties

- Creating classes and objects (instances) in Flash

- Instances

- The Object object

- Viewing an object in Flash

- Constructors

- Objects, objects, everywhere

- Lurking objects

- Making a show reel

Objects on the Stage

- Movie clips and buttons as objects

- Symbol types and behaviors

- Two sides of the same object

- Working with Library items

- Let chaos reign

- Bitmap caching

- The other side of bitmap caching

- Bitmap caching and RAM

- Changing the appearance of a cached movie clip

- When to use bitmap caching

- Referencing different timelines with ActionScript

- Different place, different variable

- Locating variables from inside an event handler function

- Reusing handler functions

- The apply method

- Global variables

Reusable Code and Realistic Movement

- Breaking down big tasks into smaller ones

- Black-box programmingCreating simple components

- Creating a modular set of playback controls

- Dark Valentine

- Modular control of movie clips

- How to simulate realistic movement

- Motion with acceleration

- Trailing the pointer (a mouse follower)

- Understanding the inertial code

- Fine-tuning the component

- Function-based modular code

- Swarming behavior

- Taking the swarming effect forward

- Creating tweens with ActionScript

- Using import to access the Tween class

- How to use the Tween constructor function

- Understanding the transition types

Games and Sprites

- What is a sprite?

- Control

- External and internal data

- Movement

- Collision

- Planning zapper

- The game world (the main timeline)

- gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT

- score

- level, skill, and accel

- speed

- shipDead, fired, and gSHIP_HEIGHT

- The timeline

- The codeGlobal constants

- The “start game” trigger

- The player (the ship)

- The SwarmAlien

- alienSpawn()

- onEnterFrame

- alienBrain()

- alienReincarnate()

- The SwarmAlien code

- The bullet

- The debris of war

Adding Sound to Flash

- Choosing the right sound format

- Using sound on a timeline

- Using the ActionScript Sound class

- Playing sounds from ActionScript

- Attaching sounds to a sound instance

- Starting and stopping sounds

- Creating dynamic soundtracks

- Using ActionScript to control volume and balance

- Dealing with large sound files

- Using compression to reduce download times

- Loading sound from external files

- Silence can also be golden

Working with Multimedia

Responding to Events

Flash Action Script Excercise

1 Faculty start

2 Password start

3 Hangman

4 Particle Loop

5 Particles toggle caching

6 Showreel

7 Zapper cache As Bitmap

8 Inertia

9 Tween Class demo

10 Tweens

11 Sounds

12 Sound Loader

13 Controls

 

C & C++ (Basics)

1 C

1.1 Datatypes.

1.2 Operator.

1.3 Condition construct.

1.4 Looping construct.

1.5 Functions.

1.6 Array.

 

2 C++

1.1 Class.

1.2 Object.

1.3 Inheritance.

1.4 Functions.

1.5 Properties.


Course Schedule & Price
Classroom - Regular
When Duration Where Remarks Price
Not Specified 60 Sessions
All Venues 1 session is of 1hr. INR 10,500
Per Course
(Taxes As Applicable)

Venues (Locations)
Mumbai, Warden Road (Head Office):- Chinoy Mansion, First Floor, Block #2 Opp. St.Stephen's Church Warden Road, Mumbai - 400036, Maharashtra, India


Mumbai, Bandra West (Branch):- 1st Floor. O'Priya Building, Near Mehboob Studio Peter Dias Road Bandra West, Mumbai - 400050, Maharashtra, India


Mumbai, Andheri West (Branch):- Wembley Society, Shop No 3 Shastri Nagar, Lane no2, Lokhandwala Andheri West, Mumbai - 400053, Maharashtra, India


About Course Provider

Compufield Computer Institute


COMPUFIELD® Computer Institute was started in 1985 by Mr. M. E. Khairaz to impart training in Internet, Digital Art, Multimedia, Software and Network Engineering. Today we offer many different courses covering the latest and most widely used software worldwide.

  • Creative courses, Designing and Digital Video courses

  • Multimedia and Internet courses

  • Programming courses

  • Network Engineering, MCSE, CCNA, CCNP

  • Office Automation & Financial Application

  • Kids courses

 

Our Training

  • Our courses are upgraded frequently to meet the ever changing standards of the Industry.

  • Our Students design galleries substantiate our claim of providing our students a creative and informative learning environment directed at all round growth.

  • Our faculty are highly experienced in the respective software and help the students in the best possible manner.

  • We have state of the art Hardware and Software facilities.

  • We offer Crash courses of 6-10 hours per day to students who wish to complete their learning in a short period.

  • Professional Job Assignments and Tutorials have been devised to help students practically apply what they learn.

  • After successful completion of the course, job assistance is provided by us.;

 

We offer a unique style of learning -

  • One computer : One student : One Instructor

  • Maximum Instructor to Student Ratio 1:4

  • Sessions : Each session will be of 1 hour

  • Fees is for one course and it includes instructions, practicals,practice, project, preparation for exam (if any)

  • Overseas / local Students take 5 to 10 hours per day to complete their courses earlier.

  • The timing can be fixed based on our mutual convenience,
    between 9.00 a.m. to 7.00 p.m.

  • Course duration in working days = Total sessions divided by number of sessions (hours) per day.

  • No extra charges/refund for more/less time taken to complete the course.

  • Lodging, boarding and travelling not included in the fees.

  • Management has full right to change courses, contents, tuition fees without prior notice.

 



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