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  • 只学一点点:我的技术学习策略

    李敖有首诗叫《只爱一点点》 :

    不爱那么多,

    只爱一点点;

    别人的爱情像海深,

    我的爱情浅。

    不爱那么多,

    只爱一点点;

    别人的爱情像天长,

    我的爱情短。

    不爱那么多,

    只爱一点点;

    别人眉来又眼去,

    我只偷看你一眼。

    一点足够。在黄易的大唐双龙传中有个说法叫《遁去的一》,也就是说任何事情在纷杂万象之中都有一个消失的一,把这个消失的一找到,就可以事半功倍。

    在学技术中,很多人纠结于掌握与精通。掌握是能够熟练的使用该技术实现自己的目标,而精通,则是对该技术的常用及半常用的场景都熟悉,能够处理常见或非常见的问题,是广泛的掌握。

    在宅男和腐女眼中,万事万物皆为攻受。学习务必精通,则是绝世小受,学习只求掌握,则是偏向于攻。孙子曰:善攻者动于九天之上,善守(受)者藏于九地之下。下面看看动于九天之上的学习方法。

    作为一个上个世纪就开始写网页的程序员,你如果问我这个css怎么写,这个js怎么写,我的回答一般就是两个字:“不会”。做为一个从.net 1.0就开始写C#程序的程序员,如果你问常见的.net问题,50%情况下我的回答还是“不会”或者“查MSDN”。有不少人加我QQ讨论技术问题,我最多的回答是“不会”,“不知道”,“Google”。时至如今,也就会些用了理所当然就能记住的知识,其它的都不会,IDE的快捷键也记不住几个。当然,也有碰巧那个东西我懂的,这种情况极少。

    技术是来解决问题的,不是增加心智负担的。承担进攻任务的行军不会带太多的累赘。我的开发任务中数据库、查询类的不重要,linq不用学,自从接触代码生成后,ORM的也全部都扔了,因为ORM需要学习,且可控性没有代码生成的好。自从项目主要是图形图像方面的后,asp.net等也都丢了,因为这类项目需求变动大、技术支持困难。直到后来才找到.net对我而言的遁去的一:unsafe + 指针。有了unsafe + 指针,图像程序性能大增,相比C/C++而言,生产力也得到了极大的提高——什么新东西都不用学(指针还没忘记)。

    知识是基于过去经验的总结,而我们面对的是未来,因此,对于过往知识需要谨慎的辨识,对于他人经验需要参考性的采纳。MSDN中明白的说,不鼓励使用unsafe,而在.net图像程序中大量的使用后,才能感觉到它的爽。如果看到MSDN上不推荐用,看见别人也几乎不这么用,自己就给自己设置禁区,那我就找不到这个遁去的一。

    下面是个更深刻的例子。今年应该是我写Flash程序的第三个年头。俺,是一个不会FlashFlash程序员。你如果让我用Flash CS工具做一个动画,很抱歉,不会。那么看看,我会哪些?我学了哪些?我能做什么?做这些我相对于别人有哪些优势?从这个例子看看什么是进攻式学习。

    普遍看来,Flash是一个动画工具。全球数百万Flash动画设计师。好吧,俺美工差,如果它是个动画工具,俺就不玩了。

    在我最初看来,Flash是一个运行在绝大多数PC机上的虚拟机平台,擅长处理图形图像,可以用它来快速开发程序。这样看,就可以玩玩它。为什么?图形图像类应用是我给自己确立的方向,而Flash是一个适合的平台。

    这样的认识还没有触及遁去的一。随着开发经验的增加,一个遁去的一开始浮现:

    Flash是一个最简单的虚拟机,它只封装了最基本的操作(图形图像、声音、视频、XML以及现在的3D),连Button控件都没有,凡是可有可没有的都没有。

    用普通的眼光看,这个虚拟机简单、弱小。换一种方式看:尺寸小,平台小,容易移植。用html5/js来写一套Flash的基本API也没多少代码。因此,Flash/AIR才这么容易的打入iOS之中,且各类平台间Flash代码保持非常好的兼容性。

    Flash提供了一套简洁的API,跨各种平台。Flash以库的形式扩展(这一点与.Net很大不同),Flash CS工具里自带了一套简单、开源的UI控件库,Flex则提供了一套复杂的、全功能的UI库,这些都是Flash平台外部的(这也与.Net不同,WPF是在SDK里面的,而不是外面)。在平台外部,就拥有了很好的灵活性。

    这个简单的弱小的小玩意怎么能算遁去的一呢?

    算不上!

    它充其量就是一个灰尘大小的卵细胞。

    下面,一个微不足道的、看似毫无关联的玩意出场了:数据绑定。它就像一个小蝌蚪一样,向卵细胞游啊游,在两者接触的瞬间,一个生命诞生了!

    Flash开发遁去的一就是Flash的底层API + 数据绑定。

    Flash底层API很简单很少,各大平台都支持(Web,桌面,移动)。它就是中国移动全球通,什么地方都有它——我能!

    光能还不行,直接用Flash底层API开发,就像用GDI+一笔笔绘制一样,麻烦的要命,直到数据绑定出现,数据绑定让基于Flash API的开发有了质的飞跃——它好我也好!

    因此,掌握Flash只需要掌握两个东西:底层API和数据绑定,剩下的都是细枝末节的,用的时候查文档和搜索引擎就可以了。我们需要学的东西是多么的少,而我们能做的事情是多么的多!

    首先,得学习开发语言。Flash平台的官方开发语言是actionscript3,简称as3,每当说起as3时,人们总会谈起as2,你就当as2从没出现过,了解as2一点用都没有,不闻、不问、不看。

    as3和主流开发语言很类似。package 机制、类机制和java相似,继承是extends,实现接口是implements。区别:

    (1)变量声明是var i:int;函数声明是:function foo(i:int):int; 不支持方法重载,支持默认参数。函数可以作为参数传递。支持闭包。

    (2)GetterSetter分别为:function get foo():int; function set foo(i:int):int;

    (3)抛出事件:dispatchEvent;监听事件addEventListeneraddEventListener。事件支持弱引用。

    (4)for each可以遍历集合;

    (5)支持动态类,Object是动态类,for可以遍历Object: 

     

    for (var key:String in obj) 
    {
    ...
    }

     

    (6)[  ]里写元数据。常用的有三个:事件申明,嵌入资源和数据绑定:

    数据绑定是 [Bindable],这个在后面会详述。

    嵌入资源的例子一看就明白:

    [Embed(source="assets/blackStyle/iconPlayStart36.png")]

    private var buttonForwardPlay36:Class;

    事件申明用在类中,申明之后,IDE会对该类给出对应事件的智能提示,例子:

    [Event(name="inited", type="flash.events.Event")] 

    as3很快就学会了,拿本语法书,扫一眼就行了。不用Flash CS工具的话,主流IDE就是Flash Builder,它是基于Eclipse开发的,用过Eclipse的拿过来就会用。

     

    下面进入主题:Flash API和数据绑定。需要掌握的Flash API

    (1)绘制的API:绘制线、绘制曲线、填充/梯度填充、蒙版、混合模式(貌似除了蒙版外,Html5都有!)

    (2)滤镜和变换

    (3)文本处理:TextField

    (4)核心UI类:Sprite、它的生命周期及对交互的响应

    上面这些是我们的钢筋水泥,下面,就用这些钢筋水泥来搭建我们自己的应用。有人可能会问:控件呢?有了数据绑定,我们并不需要控件,或者换句话说,有了数据绑定,我们可以很容易由底层API搭建自己需要的控件。

    数据绑定非常容易!

    数据绑定是FlexmxmlFlex描述界面的语言)编译器提供的一个功能。下面,我们只用Flex的 mxml编译器,而不用Flex的任何控件,来从Flash API搭建我们自己的控件或其它应用。Mxml就不介绍了,看一眼就会了。下面是一个mxml中数据绑定的例子:

     

        <shapes:Rectangle id="background" width="{width}" height="{height}"
                           corner="{bgCorner}" corners="{bgCorners}"
                           color="{bgColor}"
                           alpha="{bgEnabled?bgAlpha:bgAlpha*0.3}"
                           borderColor="{bgBorderColor}"
                           borderThickness="{bgBorderThickness}"
                           fillAlpha="{bgFillAlpha}" borderAlpha="{bgBorderAlpha}"
                           />

     

    很简单、很容易理解、理解了就再也忘不了:大括号{}中的就是数据绑定内容,{}中的所有可绑定的变量构成绑定链,绑定链上的绑定源出现了任何变化,都会激发运算,将运算结果付给被绑定的字段。

    如果给一个类加了元数据[Bindable],则该类实例的字段和getter/setter就成了绑定源。如果不想把全部字段和getter/setter弄成绑定源,可对字段或setter单独增加元数据[Bindable]

    这个数据绑定比WPF/SL的数据绑定简洁多了、易用多了。

    下面,就靠这些开始征程。

    先解决多语言的问题:

     

    View Code
    package 
    {
        import orc.common.RpcRequest;

        public dynamic class l extends Object
        {
            [Bindable]
            public static var i:l = new l();
            
            public function s(key:String, defaultString:String = null):String
            {
                return getString(key,defaultString);
            }
            
            public static function s(key:String, defaultString:String = null):String
            {
                return i.s(key,defaultString);
            }

            public function getString(key:String, defaultString:String = null):String
            {
                if(this.hasOwnProperty(key)==false
                {
                    var lowKey:String = key.toLowerCase();
                    if(this.hasOwnProperty(lowKey) == false)
                    {
                        return defaultString ? defaultString : key;    
                    }
                    else
                    {
                        return this[lowKey];
                    }
                }
                else
                {
                    return this[key];
                }
            }
            
            public static function loadRemote(url:String, callback:Function = null, failCallback:Function = null):void
            {
                new RpcRequest(url, null,
                    function(obj:Object):void
                    {
                        loadXml(new XML(obj));
                        if(callback != null) callback();
                    },
                    failCallback
                );
            }
            
            public static function loadXml(xml:XML):void
            {
                if(xml == nullreturn;
                
                var lang:l = new l();
                
                // 第一遍
                for each(var node: XML in xml.item)
                {
                    lang[node.@key]=String(node.@value);
                }
                
                // 第二遍,存储小写的key
                for each(var node: XML in xml.item)
                {
                    var lkey:String = String(node.@key).toLowerCase();
                    if(lang.hasOwnProperty(lkey) == false)
                    {
                        lang[lkey] = String(node.@value); 
                    }
                }
                
                i = lang;
            }
        }
    }

    RpcRequest 的代码就不贴了,它的功能就是从url取回个xml文件。这个类在根命名空间中,这样不用import就能用了。名字是l,代表language,有一个静态实例i,代表instance,它设为可Bindable,方法s代表取的是stringXml文件中存储的是键值对,这样写:

    <Button label="{l.i.s('Yes')}" /> 

    就绑定了多语言,如果不加载任何语言文件的话,显示的是“Yes”,如果加载了的话,如果该文件中存在键“Yes”,则加载对应的值,如果不存在,则寻找是否有小写后为“yes”的键,加载对应的值,如果都不存在,则显示“Yes”。而当更改语言时,由于i发生了变化,由于数据绑定的关系,该Buttonlabel值也马上得到了更新。

    寥寥几行代码就实现了多语言解决方案。

    接着是三个基础类:ApplicationBaseComponent 和 BaseContainerApplication 顾名思义,是App的入口类,提供了一些基本的功能。BaseComponent UI类的基类。BaseContainer 是容器类的基类。这三个类的代码如下:

     

    View Code
    package orc.common
    {
        import flash.display.DisplayObject;
        import flash.display.Sprite;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
        import flash.events.Event;
        
        import mx.binding.utils.BindingUtils;
        import mx.core.Application;
        import mx.events.PropertyChangeEvent;
        
        [DefaultProperty( "children" )]
        [Bindable]
        [Event(name="inited", type="flash.events.Event")] 
        public class Application extends Sprite
        {
            protected var _Number = 0;
            protected var _height:Number = 0;
            
            public var fillMode:Boolean = true;
            
            private var inited:Boolean = false;
            
            public static var instance : Application = null;
            
            public function Application()
            {
                super();
                x = 0;
                y = 0;
                instance = this;
                if(stage != null)
                {
                    stage.showDefaultContextMenu = false;
                    stage.align = StageAlign.TOP_LEFT;
                    stage.scaleMode = StageScaleMode.NO_SCALE;
                }
                addEventListener(Event.ENTER_FRAME, onInvalidate);
            }
            
            private var _children:Vector.<DisplayObject>;
            private var childrenChanged:Boolean = false;
            
            public function get children():Vector.<DisplayObject>
            {
                return _children;
            }
            
            public function set children( value:Vector.<DisplayObject> ):void
            {
                if ( _children != value )
                {
                    _children = value;
                    childrenChanged = true;
                    invalidate();
                }
            }
            
            protected function invalidate():void
            {
                removeEventListener(Event.ENTER_FRAME, onInvalidate);
                addEventListener(Event.ENTER_FRAME, onInvalidate);
            }
            
            protected function onStageResize(event:Event):void
            {
                if(fillMode == true)
                {
                    if(this.width != stage.stageWidth) this.width = stage.stageWidth;
                    if(this.height != stage.stageHeight) this.height = stage.stageHeight;
                }
            }
            
            protected function onInvalidate(event:Event) : void
            {
                if(fillMode == true && stage.stageWidth > 0)
                {
                    if(this.width != stage.stageWidth) this.width = stage.stageWidth;
                    if(this.height != stage.stageHeight) this.height = stage.stageHeight;
                }
                
                if(stage.hasEventListener(Event.RESIZE) == true)
                {
                    stage.removeEventListener(Event.RESIZE, onStageResize);
                }
                
                stage.addEventListener(Event.RESIZE, onStageResize);
                
                if ( childrenChanged )
                {
                    while ( numChildren > 0 )
                    {
                        removeChildAt( 0 );
                    }
                    
                    for each ( var child:DisplayObject in children )
                    {
                        addChild( child );
                    }
                    
                    childrenChanged = false;
                }
                
                removeEventListener(Event.ENTER_FRAME, onInvalidate);
                
                if(inited == false)
                {
                    inited = true;
                    this.dispatchEvent(new Event("inited"));
                }
            }
            
            override public function set width(w:Number):void
            {
                _width = w;
                invalidate();
                dispatchEvent(new Event(Event.RESIZE));
            }

            override public function get width():Number
            {
                return _width;
            }
            
            override public function set height(h:Number):void
            {
                _height = h;
                invalidate();
                dispatchEvent(new Event(Event.RESIZE));
            }

            override public function get height():Number
            {
                return _height;
            }
            
            override public function set x(value:Number):void
            {
                super.x = Math.round(value);
            }
            
            override public function set y(value:Number):void
            {
                super.y = Math.round(value);
            }
            
            public function removeAllChildren():void
            {
                while(this.numChildren > 0)
                {
                    this.removeChildAt(0);
                }
                
                if(this._children != null)
                {
                    this._children = null;
                    childrenChanged = true;
                }
            }
        }
    }

    package orc.common
    {
        import flash.display.DisplayObjectContainer;
        import flash.display.Sprite;
        import flash.display.Stage;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
        import flash.events.Event;
        import flash.events.MouseEvent;
        import flash.filters.DropShadowFilter;
        
        import orc.containers.PopUpCanvas;
        import orc.utils.CallLaterHelper;
        import orc.utils.MouseHelper;
        
        [Bindable]
        [Event(name="resize", type="flash.events.Event")] 
        [Event(name="mouseStick",type="flash.events.Event")]
        [Event(name="closed",type="flash.events.Event")]
        [Event(name="draw",type="flash.events.Event")]
        public class BaseComponent extends Sprite
        {
            protected var _Number = 0;
            protected var _height:Number = 0;
            protected var _tag:int = -1;
            protected var _enabled:Boolean = true;
            
            public static const DRAW:String = "draw";
            
            public var maskCanvas:PopUpCanvas;

            private var _mouseHelper:MouseHelper;

            private function get mouseHelper():MouseHelper
            {
                if(_mouseHelper == null) _mouseHelper = new MouseHelper();
                return _mouseHelper;
            }
            
            public function get mouseStickIntervalMiniSeconds():uint
            {
                return mouseHelper.stickHelper.intervalMiniSeconds;
            }

            public function set mouseStickIntervalMiniSeconds(value:uint):void
            {
                mouseHelper.stickHelper.intervalMiniSeconds = value;
            }
            
            private var _enableMouseStick:Boolean = false;

            public function get enableMouseStick():Boolean
            {
                return _enableMouseStick;
            }

            public function set enableMouseStick(value:Boolean):void
            {
                _enableMouseStick = value;
                if(value == true)
                {
                    var self:BaseComponent = this;
                    mouseHelper.stickHelper.bind(this);
                    mouseHelper.stickHelper.callback = 
                        function():void
                        {
                            self.dispatchEvent(new Event("mouseStick"));
                        };
                }
                else
                {
                    mouseHelper.stickHelper.unbind();
                }
            }
            
            public function show(x:Number = NaN, y:Number = NaN):void
            {
                var pop:PopUpCanvas = new PopUpCanvas();
                pop.show();
                pop.setContent(this,x,y);
            }
            
            public function showDialog(x:Number = NaN, y:Number = NaN):void
            {
                var pop:PopUpCanvas = new PopUpCanvas();
                pop.showDialog();    
                pop.setContent(this,x,y);
            }
                    
            public function BaseComponent(parent:DisplayObjectContainer = null, xpos:Number = 0, ypos:Number =  0)
            {
                move(xpos, ypos);
                if(parent != null)
                {
                    parent.addChild(this);
                }
                init();
            }
            
            protected function init():void
            {
                addChildren();
                invalidate();
            }
            
            protected function addChildren():void
            {
            }
            
            protected function invalidate():void
            {
                removeEventListener(Event.ENTER_FRAME, onInvalidate);
                addEventListener(Event.ENTER_FRAME, onInvalidate);
            }
            
            protected function getShadow(dist:Number, knockout:Boolean = false):DropShadowFilter
            {
                return new DropShadowFilter(dist, 45, Style.DROPSHADOW, 1, dist, dist, .31, knockout);
            }
            
            public static function initStage(stage:Stage):void
            {
                stage.align = StageAlign.TOP_LEFT;
                stage.scaleMode = StageScaleMode.NO_SCALE;
            }
            
            public function move(xpos:Number, ypos:Number):void
            {
                x = Math.round(xpos);
                y = Math.round(ypos);
            }
            
            public function setSize(w:Number, h:Number):void
            {
                _width = w;
                _height = h;
                invalidate();
            }
            
            public function draw():void
            {
                dispatchEvent(new Event(BaseComponent.DRAW));
            }
            
            protected function onInvalidate(event:Event):void
            {
                removeEventListener(Event.ENTER_FRAME, onInvalidate);
                draw();
            }
            
            override public function set width(w:Number):void
            {
                _width = w;
                invalidate();
                dispatchEvent(new Event(Event.RESIZE));
            }
            
            override public function get width():Number
            {
                return _width;
            }
            
            override public function set height(h:Number):void
            {
                _height = h;
                invalidate();
                dispatchEvent(new Event(Event.RESIZE));
            }
            
            override public function get height():Number
            {
                return _height;
            }
            
            public function set tag(value:int):void
            {
                _tag = value;
            }
            
            public function get tag():int
            {
                return _tag;
            }
            
            public function set enabled(value:Boolean):void
            {
                _enabled = value;
                mouseEnabled = mouseChildren = _enabled;
                tabEnabled = value;
                alpha = _enabled ? 1.0 : 0.5;
            }

            public function get enabled():Boolean
            {
                return _enabled;
            }
            
            public function close():void
            {
                if(this.parent != null)
                {
                    this.parent.removeChild(this);
                }
                
                if(this.maskCanvas != null)
                {
                    this.maskCanvas.close();
                }
                this.dispatchEvent(new Event("closed"));
            }
            
            public function callLater(callback:Function):void
            {
                new CallLaterHelper(this.stage,callback);
            }
        }
    }

    package orc.common
    {
        import flash.display.DisplayObject;
        import flash.display.DisplayObjectContainer;
        import flash.display.Shape;
        import flash.events.Event;
        import flash.geom.Point;
        
        [DefaultProperty( "children" )]
        [Bindable]
        [Event(name="inited", type="flash.events.Event")] 
        public class BaseContainer extends BaseComponent
        {
            private var _children:Vector.<DisplayObject>;
            private var childrenChanged:Boolean = false;
            
            protected var inited:Boolean = false;
            
            protected function s(key:String,defaultValue:String = null):String
            {
                return l.i.getString(key,defaultValue);
            }
            
            /**
             * Array of DisplayObject instances to be added as children
             
    */
            public function get children():Vector.<DisplayObject>
            {
                return this._children;
            }
            
            public function set children( value:Vector.<DisplayObject> ):void
            {
                if ( _children != value )
                {
                    if(_children != null)
                    {
                        for each(var item:DisplayObject in value)
                        {
                            _children.push(item);
                        }
                    }
                    else
                    {
                        _children = value;
                    }
                    childrenChanged = true;
                    invalidate();
                }
            }
            
            public function BaseContainer(parent:DisplayObjectContainer = null, xpos:Number = 0, ypos:Number =  0)
            {
                super(parent, xpos, ypos);
            }
            
            override protected function onInvalidate(event:Event) : void
            {
                if ( childrenChanged )
                {
                    while ( numChildren > 0 )
                    {
                        removeChildAt( 0 );
                    }
                    
                    if(children != null)
                    {
                        for each ( var child:DisplayObject in children )
                        {
                            addChild( child );
                        }
                    }
                    
                    childrenChanged = false;
                }
                
                if(this.mask != null)
                {
                    if(this.contains(this.mask))
                    {
                        this.removeChild(this.mask);
                    }
                }
                
                super.onInvalidate(event);
                
                if(inited == false)
                {
                    inited = true;
                    this.dispatchEvent(new Event("inited"));
                }
            }
            
            public function removeAllChildren():void
            {
                while(this.numChildren > 0)
                {
                    this.removeChildAt(0);
                }
                
                if(this._children != null)
                {
                    this._children = null;
                    childrenChanged = true;
                }
            }
            
            public function setCenter(obj:DisplayObject):void
            {
                obj.x = 0.5 * (this.width - obj.width);
                obj.y = 0.5 * (this.height - obj.height);
            }
        }
    }

     

      几个Helper类代码:

    View Code
    package orc.utils
    {
        import flash.display.Stage;
        import flash.events.Event;

        public class CallLaterHelper
        {
            public function CallLaterHelper(stage:Stage, callback:Function)
            {
                this.callback = callback;
                this.stage = stage;

                stage.addEventListener(Event.ENTER_FRAME, onStageEnterFrame);
            }
            
            private var stage:Stage;
            
            private var callback:Function;
            
            private function onStageEnterFrame(event:Event):void
            {
                stage.removeEventListener(Event.ENTER_FRAME, onStageEnterFrame);
                
                if(callback != null)
                {
                    callback();
                }
            }
        }
    }

    package orc.utils
    {
        public class MouseHelper
        {
            private var _stickHelper:MouseStickHelper;

            public function get stickHelper():MouseStickHelper
            {
                if(_stickHelper == null) _stickHelper = new MouseStickHelper();
                return _stickHelper;
            }
        }
    }

    package orc.utils
    {
        import flash.display.Sprite;
        import flash.events.MouseEvent;
        import flash.events.TimerEvent;
        import flash.utils.Timer;

        public class MouseStickHelper
        {
            private var target:Sprite;
            private var timer:Timer = new Timer(intervalMiniSeconds);
            private var active:Boolean = false;
            private var mouseEvent:MouseEvent;
            
            private var _intervalMiniSeconds:uint = 100;

            public function get intervalMiniSeconds():uint
            {
                return _intervalMiniSeconds;
            }

            public function set intervalMiniSeconds(value:uint):void
            {
                _intervalMiniSeconds = value;
                timer.delay = value;
            }
            
            public var callback:Function = null;
            
            public function bind(obj:Sprite):void
            {
                unbind();
                target = obj;
                if(target != null)
                {
                    target.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
                    target.addEventListener(MouseEvent.MOUSE_OUT, onMouseOut);
                    target.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
                    target.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
                }
            }
            
            public function unbind():void
            {
                if(target != null)
                {
                    target.removeEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
                    target.removeEventListener(MouseEvent.MOUSE_OUT, onMouseOut);
                    target.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
                    target.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
                    target = null;
                    reset();
                }
            }
            
            private function onMouseDown(event:MouseEvent):void
            {
                active = true;
                timer.stop();
                if(timer.hasEventListener(TimerEvent.TIMER) == false)
                {
                    timer.addEventListener(TimerEvent.TIMER, 
                        function(e:*):void
                        {
                            fireEvent();
                        }
                    );
                }
                timer.start();
                fireEvent();
            }
            
            private function fireEvent():void
            {
                if(this.callback != null)
                {
                    this.callback();
                }
            }
            
            private function onMouseMove(event:MouseEvent):void
            {
                if(active == falsereturn;
            }

            private function onMouseOut(event:MouseEvent):void
            {
                reset();
            }

            private function onMouseUp(event:MouseEvent):void
            {
                reset();
            }

            private function reset():void
            {
                active = false;
                timer.stop();
            }
        }
    }

     

      下面开始搭积木。先是Shape。只要有背景的地方,都有Shape。下面是Shape的基类:

    View Code
    package orc.shapes
    {
        import flash.display.BitmapData;
        
        import orc.common.BaseComponent;

        public class BaseShape extends BaseComponent
        {
            private var _color:uint = 0xFFFFFF;
            
            public function get color():uint
            {
                return _color;
            }
            
            public function set color(value:uint):void
            {
                if(_color == value) return;
                
                _color = value;
                this.invalidate();
            }
            
            private var _fillAlpha:Number = 1;
            
            public function get fillAlpha():Number
            {
                return _fillAlpha;
            }
            
            public function set fillAlpha(value:Number):void
            {
                _fillAlpha = value;
                this.invalidate();
            }

            private var _texture:BitmapData;

            public function get texture():BitmapData
            {
                return _texture;
            }

            public function set texture(value:BitmapData):void
            {
                _texture = value;
                this.invalidate();
            }
            
            private var _borderAlpha:Number = 1;
            
            
            public function get borderAlpha():Number
            {
                return _borderAlpha;
            }
            
            public function set borderAlpha(value:Number):void
            {
                _borderAlpha = value;
                this.invalidate();
            }
            
            private var _borderColor:uint;
            
            public function get borderColor():uint
            {
                return _borderColor;
            }
            
            public function set borderColor(value:uint):void
            {
                _borderColor = value;
                this.invalidate();
            }
            
            private var _borderThickness:Number = NaN;
            
            public function get borderThickness():Number
            {
                return _borderThickness;
            }
            
            public function set borderThickness(value:Number):void
            {
                _borderThickness = value;
                this.invalidate();
            }
            
            private var _descriptor:Descriptor;
            
            public function get descriptor():Descriptor
            {
                return _descriptor;
            }
            
            public function set descriptor(value:Descriptor):void
            {
                _descriptor = value;
                if(_descriptor != null)
                {
                    _descriptor.resize(this);
                }
            }
        }
    }

      BaseShape 继承了BaseComponent的x,y,width,height等属性,另外提供了填充色,填充透明度,纹理,边界色,边界透明度,边界厚度等属性。而又因为有些形状,比如圆,不方便用x,y,width,height等描述,更方便用圆心和半径描述,因此又提供了descriptor的属性。如,CircularDescriptor: 

    View Code
    package orc.shapes
    {
        public class Descriptor
        {
            public function resize(shape:BaseShape):void
            {
                
            }
        }
    }

    package orc.shapes
    {
        public class CircularDescriptor extends Descriptor
        {
            public var centerX:Number;
            public var centerY:Number;
            public var radius:Number;
            
            public function CircularDescriptor(centerX:Number,centerY:Number,radius:Number):void
            {
                this.centerX = centerX;
                this.centerY = centerY;
                this.radius = radius;
            }
            
            public override function resize(shape:BaseShape):void
            {
                shape.x = centerX - radius;
                shape.y = centerY - radius;
                shape.width = radius * 2;
                shape.height = radius * 2;
            }
        }
    }

     

      接着是矩形控件: 

     

    View Code
    package orc.shapes
    {
        import flash.display.Graphics;

        public class Rectangle extends BaseShape
        {
            private var _corner:Number = NaN;

            public function get corner():Number
            {
                return _corner;
            }

            public function set corner(value:Number):void
            {
                _corner = value;
                this.invalidate();
            }

            private var _corners:Array = null;
            
            public function get corners():Array
            {
                return _corners;
            }

            public function set corners(value:Array):void
            {
                _corners = value;
                this.invalidate();
            }

            public override function draw():void
            {
                var g:Graphics = this.graphics;
                g.clear();
                if(width > 0 && height > 0)
                {
                    var c0:Number = corner;
                    var c1:Number = corner;
                    var c2:Number = corner;
                    var c3:Number = corner;
                    
                    var c:Array = this.corners;
                    if(c != null && c.length == 4)
                    {
                        c0 = Number(c[0]);
                        c1 = Number(c[1]);
                        c2 = Number(c[2]);
                        c3 = Number(c[3]);
                    }
                    
                    if(isNaN(c0)) c0 = 0;
                    if(isNaN(c1)) c1 = 0;
                    if(isNaN(c2)) c2 = 0;
                    if(isNaN(c3)) c3 = 0;
                    
                    if(isNaN(borderThickness) == false && borderThickness > 0)
                    {
                        g.lineStyle(this.borderThickness, this.borderColor, this.borderAlpha,true);
                    }
                    if(this.texture)
                    {
                        g.beginBitmapFill(this.texture);                    
                    }
                    else
                    {
                        g.beginFill(color, this.fillAlpha);
                    }
                    if(c0 == 0 && c1 == 0 && c2 == 0 && c3 == 0)
                    {
                        g.drawRect(0,0,width,height);
                    }
                    else
                    {
                        g.drawRoundRectComplex(0,0,width,height,c0,c1,c2,c3);
                    }
                    g.endFill();
                }
            }
        }
    }

      

      这个矩形控件可以设置圆角。有了这个控件,各种各样的背景图就都可以实现了:有圆角的、没圆角的、有纹理的、有边界的,等等。

      椭圆/圆也经常用,写一个:

     

    View Code
    package orc.shapes
    {
        import flash.display.Graphics;
        
        import orc.common.BaseComponent;

        public class Ellipse extends BaseShape
        {
            public override function draw():void
            {
                var g:Graphics = this.graphics;
                g.clear();
                if(width > 0 && height > 0)
                {
                    if(isNaN(borderThickness) == false && borderThickness > 0)
                    {
                        g.lineStyle(this.borderThickness, this.borderColor, this.borderAlpha);
                    }
                    
                    if(this.texture)
                    {
                        g.beginBitmapFill(this.texture);                    
                    }
                    else
                    {
                        g.beginFill(color, this.fillAlpha);
                    }
                    g.drawEllipse(0,0,width,height);
                    g.endFill();
                }
                
                super.draw();
            }
        }
    }

     

      下面,我们建立一个简单的Canvas类,这个Canvas类可以设置背景,可以设置边界(背景和边界是用上面的Rectangle 类实现的。

    View Code
    <?xml version="1.0" encoding="utf-8"?>
    <common:BaseContainer xmlns:fx="http://ns.adobe.com/mxml/2009" 
                          xmlns:mx="library://ns.adobe.com/flex/mx"
                          xmlns:common="orc.common.*"
                          width="400" height="300" 
                          xmlns:controls="orc.controls.*"
                          xmlns:shapes="orc.shapes.*"
                          >
        <fx:Script>
            <![CDATA[
                [Bindable] 
                public var bgColor:uint = 0xFFFFFF;
                
                [Bindable]
                public var bgCorner:Number = NaN;
                
                [Bindable]
                public var bgCorners:Array = null;
                
                [Bindable]
                public var bgAlpha:Number = 1;
                
                [Bindable]
                public var bgEnabled:Boolean = true;
                
                [Bindable]
                public var bgBorderThickness:Number = NaN;
                
                [Bindable]
                public var bgBorderColor:Number = 0xFFFFFF;
                
                [Bindable]
                public var bgFillAlpha:Number = 1;
                
                [Bindable]
                public var bgBorderAlpha:Number = 1;
                
            ]]>
        </fx:Script>
        <shapes:Rectangle id="background" width="{width}" height="{height}"
                           corner="{bgCorner}" corners="{bgCorners}"
                           color="{bgColor}"
                           alpha="{bgEnabled?bgAlpha:bgAlpha*0.3}"
                           borderColor="{bgBorderColor}"
                           borderThickness="{bgBorderThickness}"
                           fillAlpha="{bgFillAlpha}" borderAlpha="{bgBorderAlpha}"
                           />
    </common:BaseContainer>

      一个Canvas就是这么简单!下面,建立Image控件,这个Image支持九宫格(如果不知道九宫格,请Google之)

     

    View Code
    package orc.controls
    {
        import flash.display.AVM1Movie;
        import flash.display.Bitmap;
        import flash.display.BitmapData;
        import flash.display.DisplayObject;
        import flash.display.Loader;
        import flash.display.MovieClip;
        import flash.events.Event;
        import flash.geom.Matrix;
        import flash.geom.Rectangle;
        import flash.net.URLRequest;
        
        import orc.common.Avm1Loader;
        import orc.common.BaseComponent;
        import orc.common.ScaleBitmap;
        
        [Event(name="complete",type="flash.events.Event")]
        public class Image extends BaseComponent
        {
            public static const MODE_9GRID:String = "9grid";
            
            private var _source:*;

            public function get source():*
            {
                return _source;
            }

            [Bindable]
            public function set source(value:*):void
            {
                _source = value;
                this.onInvalidate(null);
            }
            
            [Bindable]
            public var sourceScale9Grid:Rectangle;
            
            public var mode:String = MODE_9GRID;
            
            public function Image():void
            {
                super();
            }
            
            public override function draw():void
            {
                super.draw();
                if(source)
                {
                    if(source is BitmapData)
                    {
                        drawBitmapData(source);
                    }
                    else if(source is Bitmap)
                    {
                        drawBitmapData(Bitmap(source).bitmapData);
                    }
                    else if(source is Class)
                    {
                        var bmp:Bitmap = new source() as Bitmap;
                        if(bmp != null)
                        {
                            drawBitmapData(bmp.bitmapData);
                        }
                    }
                    else if(source is String)
                    {
                        if(_loader != null)
                        {
                            _loader.contentLoaderInfo.removeEventListener(Event.COMPLETE,loadCompleted);
                        }
                        
                        _loader = new Loader();
                        _loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompleted);
                        _loader.load(new URLRequest(source));
                    }
                }
                else
                {
                    clear();
                }
            }
            
            private function loadCompleted(e:Event):void
            {
                clear();
                
                var d:DisplayObject = _loader.content;
                var child:DisplayObject = d;
                if(d is AVM1Movie)
                {
                    var bmpData:BitmapData = new BitmapData(d.width,d.height,true,0);
                    bmpData.draw(d);
                    child = new Bitmap(bmpData,"auto",true);
                }
                else if(d is Bitmap)
                {
                    Bitmap(d).smoothing = true;
                }
                
                if(this.width > 0 && this.height > 0)
                {
                    var xx:Number = this.width / child.width;
                    var yy:Number = this.height / child.height;
                    var scale:Number = Math.min(xx,yy);
                    child.scaleX = scale;
                    child.scaleY = scale;
                }
                else
                {
                    this._width = child.width;
                    this._height = child.height;
                    this.dispatchEvent(new Event(Event.RESIZE));
                }
                this._bgBitmap = child;
                addChild(child);
                this.dispatchEvent(new Event(Event.COMPLETE));
            }
            
            private var _loader:Loader;
            
            private var _bgBitmap:DisplayObject = null;
            
            private function clear():void
            {
                if(_bgBitmap != null)
                {
                    this.removeChild(_bgBitmap);
                    _bgBitmap = null;
                }
            }
            
            protected function drawBitmapData(bmpData:BitmapData):void
            {
                clear();
                
                if(bmpData == nullreturn;
                
                if(this.width == 0 || this.height == 0)
                {
                    this._width = bmpData.width;
                    this._height = bmpData.height;
                    this.dispatchEvent(new Event(Event.RESIZE));
                }
                
                var sb:ScaleBitmap = new ScaleBitmap(bmpData,"auto",true);
                sb.scale9Grid = this.sourceScale9Grid;
                sb.setSize(this.width,this.height);
                _bgBitmap = sb;
                this.addChild(sb);
                this.dispatchEvent(new Event(Event.COMPLETE));
            }
            
            public function getBitmap():Bitmap
            {
                if(this._bgBitmap == nullreturn null;
                var bmpData:BitmapData = new BitmapData(this._bgBitmap.width,this._bgBitmap.height, true0);
                bmpData.draw(this._bgBitmap, new Matrix(this._bgBitmap.scaleX,0,0,this._bgBitmap.scaleY));
                var bmp:Bitmap = new Bitmap(bmpData);
                return bmp;
            }
        }
    }

     

      那么,我们如何让CanvasBaseContainer中显示背景图呢?简单,在里面放个Image控件即可,比如,这是我写的ImageButton控件:

     

    View Code
    <common:BaseContainer xmlns:fx="http://ns.adobe.com/mxml/2009" 
                       xmlns:mx="library://ns.adobe.com/flex/mx"
                       xmlns:oc="orc.controls.*"
                       xmlns:common="orc.common.*"
                       buttonMode="true" useHandCursor="true"
                       mouseChildren="{enable}" mouseEnabled="{enable}"
                       mouseOver="{if(enable == true) alpha=0.6;}"
                       mouseOut="{if(enable == true) alpha=1;}" 
                       >
        <fx:Script>
            <![CDATA[
                [Bindable]
                public var source:*;
                
                public function get enable():Boolean
                {
                    return img ? img.enabled : true;
                }

                [Bindable]
                public function set enable(value:Boolean):void
                {
                    img.enabled = value;
                    if(value == true) alpha = 1;
                }
            ]]>
        </fx:Script>
        <oc:Image id="img" source="{source}" mouseChildren="false" mouseEnabled="false" />
    </common:BaseContainer>

      Label控件离不了,恩,就在网上的一份代码基础上写个Label控件:

    View Code
    package orc.controls
    {
        import flash.display.DisplayObjectContainer;
        import flash.events.Event;
        import flash.text.TextField;
        import flash.text.TextFieldAutoSize;
        import flash.text.TextFormat;
        
        import orc.common.BaseComponent;
        import orc.common.Style;
        
        [Event(name="resize", type="flash.events.Event")]
        public class Label extends BaseComponent
        {
            protected var _autoSize:Boolean = false;
            protected var _text:String = "";
            protected var _tf:TextField;
            
            public var fontName:String = Style.fontName;
            public var fontSize:Number = Style.fontSize;
            public var fontColor:uint = 0x000000;
            public var align:String = "left";
            public var bold:Boolean = false;
            
            public function Label(parent:DisplayObjectContainer = null, xpos:Number = 0, ypos:Number =  0, text:String = "")
            {
                this.text = text;
                super(parent, xpos, ypos);
            }
            
            override protected function init():void
            {
                super.init();
                mouseEnabled = false;
                mouseChildren = false;
            }
            
            override protected function addChildren():void
            {
                _height = 18;
                _tf = new TextField();
                _tf.height = _height;
                _tf.selectable = false;
                _tf.mouseEnabled = false;
                _tf.text = _text;            
                addChild(_tf);
                draw();
            }
            
            override public function draw():void
            {
                super.draw();
                var f:TextFormat = new TextFormat(fontName,fontSize,fontColor);
                f.align = this.align;
                f.bold = this.bold;
                _tf.defaultTextFormat = f;
                _tf.text = _text;
                if(_autoSize)
                {
                    _tf.autoSize = TextFieldAutoSize.LEFT;
                    _width = _tf.width;
                    dispatchEvent(new Event(Event.RESIZE));
                }
                else
                {
                    _tf.autoSize = TextFieldAutoSize.NONE;
                    _tf.width = _width;
                }
                _height = _tf.height = 18;
            }
            
            public function set text(t:String):void
            {
                _text = t;
                if(_text == null) _text = "";
                invalidate();
            }
            
            public function get text():String
            {
                return _text;
            }
            
            public function set autoSize(b:Boolean):void
            {
                _autoSize = b;
            }
            
            public function get autoSize():Boolean
            {
                return _autoSize;
            }
            
            public function get textField():TextField
            {
                return _tf;
            }
        }
    }

      接下来Button控件呼之欲出:

    View Code
    <containers:Canvas xmlns:fx="http://ns.adobe.com/mxml/2009" 
                       xmlns:mx="library://ns.adobe.com/flex/mx"
                       xmlns:common="orc.common.*"
                       xmlns:controls="controls.*"
                       xmlns:oc="orc.controls.*"
                       xmlns:containers="orc.containers.*"
                       width="120" height="24"
                       bgColor="{isMouseOver?mouseOverColor:defaultColor}"
                       bgCorner="6"
                       buttonMode="true" useHandCursor="true"
                       mouseOver="{isMouseOver = true}"
                       mouseOut="{isMouseOver = false}"
                       >
        <fx:Script>
            <![CDATA[
                [Bindable]
                public var label:String = "";
                
                [Bindable]
                public var labelHeight:Number = 20;
                
                [Bindable]
                public var defaultColor:uint = 0xCCCCCC;
                
                [Bindable]
                public var mouseOverColor:uint = 0xDDDDDD;
                
                [Bindable]
                public var isMouseOver:Boolean = false;
            ]]>
        </fx:Script>
        <oc:Label id="lbLabel" text="{label}" width="{width}" y="{0.5*(height-labelHeight)}"
                  mouseEnabled="false" height="{labelHeight}" fontSize="12" align="center"
                  />
    </containers:Canvas>

      进度条Progress就太容易了:

    View Code
    <?xml version="1.0" encoding="utf-8"?>
    <containers:Canvas xmlns:fx="http://ns.adobe.com/mxml/2009" 
                       xmlns:mx="library://ns.adobe.com/flex/mx"
                       xmlns:common="orc.common.*"
                       xmlns:controls="orc.controls.*"
                       xmlns:containers="orc.containers.*" 
                       xmlns:shapes="orc.shapes.*" 
                       bgBorderThickness="1" bgColor="0xFFFFFF" bgBorderColor="0x333333" 
                       width="200" height="20" 
                       >
        <fx:Script>
            <![CDATA[
                [Bindable]
                public var percent:Number = 0;
                
                [Bindable]
                public var fillColor:uint = 0x0000FF;
                
                private function getWidth(val:Number):Number
                {
                    var ww:Number = this.width - 2;
                    return ww * val;
                }
            ]]>
        </fx:Script>
        <shapes:Rectangle x="1" y="1" color="{fillColor}" height="{height-2}" width="{getWidth(percent)}" />
    </containers:Canvas>

      定位?容易!有数据绑定,想让它在哪里就在哪里,如:

     

    x="{0.5*width-borderThickness*0.5}" y="{-handleLength}"

     

      带图标的按钮ComboButton

     

     

    View Code
    <?xml version="1.0" encoding="utf-8"?>
    <containers:Canvas xmlns:fx="http://ns.adobe.com/mxml/2009" 
               xmlns:mx="library://ns.adobe.com/flex/mx" 
               xmlns:containers="orc.containers.*"
               xmlns:controls="orc.controls.*"
               mouseChildren="false" 
               bgCorner="5"
               buttonMode="true" useHandCursor="true"
               mouseOver="{alpha=0.9;}"
               mouseOut="{alpha=1;}" 
               width="200" height="50"
               >
        <fx:Script>
            <![CDATA[
                [Bindable]
                public var source:Class;
                
                [Bindable]
                public var label:String;
            ]]>
        </fx:Script>
        <controls:Image x="30" y="10" source="{source}" />
        <controls:Label x="70" y="18"
                        text="{label}" 
                        fontSize="12" 
                        width="120"
                        />
    </containers:Canvas>

      HSlider: 

    View Code
    <?xml version="1.0" encoding="utf-8"?>
    <containers:Canvas xmlns:fx="http://ns.adobe.com/mxml/2009" 
                       xmlns:mx="library://ns.adobe.com/flex/mx"
                       xmlns:common="orc.common.*"
                       xmlns:controls="controls.*"
                       xmlns:containers="orc.containers.*"
                       xmlns:shapes="orc.shapes.*"
                       width="264" height="22"
                       bgAlpha="0"
                       inited="onInited()"
                       >
        <fx:Metadata>
            [Event(name="drag",type="flash.events.Event")]
        </fx:Metadata>
        <fx:Script>
            <![CDATA[
                import orc.events.MoveEvent;
                import orc.utils.DragHelper;
                
                [Bindable]
                public var maximum:Number = 3;
                [Bindable]
                public var minimum:Number = 0;
                [Bindable]
                public var value:Number = minimum;
                
                private var dragHelper:DragHelper = new DragHelper();
                
                private function get minX():Number
                {
                    return 0;
                }
                
                private function get maxX():Number
                {
                    return this.width - btnDrag.width + 1;
                }
                
                private function checkX(val:Number):Number
                {
                    val = Math.max(val,minX);
                    val = Math.min(val,maxX);
                    return val;
                }
                
                private function checkValue(val:Number):Number
                {
                    val = Math.max(val,minimum);
                    val = Math.min(val,maximum);
                    return val;
                }
                
                private function getX(val:Number, min:Number = NaN, max:Number = NaN):Number
                {
                    val = this.checkValue(val);
                    return minX + (maxX - minX) * (val - minimum ) / (maximum - minimum);
                }
                
                private function onInited():void
                {
                    dragHelper.bind(btnDrag, this);
                    dragHelper.addEventListener(MoveEvent.MOVING, onDrag);
                }
                
                private function onDrag(event:MoveEvent):void
                {
                    var xx:Number = checkX(event.xOffSet/this.scaleX + btnDrag.x);
                    dragToX(xx);
                }
                
                private function dragToX(val:Number):void
                {
                    this.value = convertX2Value(val);
                    this.dispatchEvent(new Event("drag"));                
                }
                
                private function convertX2Value(x:Number):Number
                {
                    var val:Number = minimum + (maximum - minimum) * (x - minX ) / (maxX - minX);
                    return checkValue(val);
                }
                
                private function onMouseStick(e:Event):void
                {
                    var step:Number = 5;
                    var xx:Number = this.btnDrag.x;
                    if(this.btnDrag.mouseX > 0)
                    {
                        xx += step;
                    }
                    else
                    {
                        xx -= step;
                    }
                    
                    dragToX(xx);
                }
            ]]>
        </fx:Script>
        <controls:ImageButton y="1.4"
                              width="264" height="22"
                              enableMouseStick="true"
                              mouseStick="onMouseStick(event)"
                              mouseStickIntervalMiniSeconds="40"
                              source="@Embed(source='assets/hsliderBg.png')"
                              />
        <controls:ImageButton source="@Embed(source='assets/slider.png')"
                              id="btnDrag"  x="{getX(value, minimum, maximum)}" 
                              width="25" height="25" />
    </containers:Canvas>

      图像拉伸、旋转、缩放、删除的控制框控件复杂一点,400多行,代码贴时出错了,就不贴了,效果图:

      当然,滚动条啥的控件就复杂一点,不想写可以就拿Flash里自带的包装一下,照样用。

      然后是动画,动画也很容易,下面是让一个界面慢慢的变小的代码:

     

    View Code
                [Bindable]
                public var centerX:Number = 0;
                
                [Bindable]
                public var centerY:Number = 0;
                
                [Bindable]
                public var targetWinth:Number = 0;
                
                [Bindable]
                public var targetHeight:Number = 0;
                
                private var _percent:Number = 0;
                
                public function get percent():Number
                {
                    return _percent;
                }
                
                [Bindable]
                public function set percent(value:Number):void
                {
                    if(value == 1) cvs.visible = true;
                    else if(cvs.visible == true) cvs.visible = false;
                    
                    _percent = value;
                    this.width = targetWinth * value;
                    this.height = targetHeight * value;
                    this.callLater(
                        function():void
                        {
                            x = centerX - width * 0.5;
                            y = centerY - height * 0.5;
                        });
                }
                
                public function min():void
                {
                    TweenLite.to(this,0.5,{percent:0});
                }

      看看我做的一个项目的整体效果图,这些界面大部分都是从Draw API一步步绘制的:

       as3有个叫haXe的兄弟语言,haXe写的代码可以在Flash平台运行,可以在js环境运行,铺平了向html5的过渡之途。

    下面,回答前面提出的四个问题:我会哪些?我学了哪些?我能做什么?做这些我相对于别人有哪些优势?

    我会哪些?我学了哪些?

    Flash CS系列工具会吗?不会!

    Flex会吗,会一点点而已。

    还就只懂几个API和数据绑定和几个Flash基本类。其实这就够了。有基本类、有几个API,有数据绑定,组合起来就是非常强大的工具,我们不需要学习多少东西,却可以非常高效率的开发很多应用,且开发的这些应用可以分发到各大平台。不需要学习多少控件,有学习的时间,就够写一个自己的了。自己写的控件没有冗余,性能高,编译后的尺寸小,且修改方便。

    我能做什么?

    通常的,对特效要求不是特别高的Flash App都能做,这意味着,某些桌面软件,某些Web应用,某些ios应用和某些android应用。额,Html5也算顺便能做,今年顺手用haXe做了个html5的项目。

    我相对于别人有哪些优势?

    那些用Flash CS开发的,开发效率低,代码可维护性差。那些用Flex开发的,代码尺寸大,程序性能差。俺这样的优势就是Flex般的开发效率和灵活性,Flash般的性能和代码尺寸,且什么都是自己写的,出了问题自己也好弄,不像Flex那样是代码迷宫。

    学的少,可做的多,相对别人还有优势,这是不是就是遁去的一呢?要是按照书本学,按照别人的建议学,东西学了一大堆,能做多少还是个问题,能以什么效率做也是个问题,更可怕的是,学完了还不知道自己学习的是什么。

    只学一点点,不累!剩下的,交给狗爹度娘吧。

      注:本文代码只有主要代码,那些不影响阅读的代码就没贴出来,不然太长了。又由于和业务代码在一个项目里,也不方便打包放出。见谅!

    版权所有,欢迎转载
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  • 原文地址:https://www.cnblogs.com/xiaotie/p/2283384.html
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