Professional haXe and Neko [electronic resource] / Franco Ponticelli and Lee McColl-Sylvester.

Ponticelli, Franco, 1972-
Hoboken, NJ : Wiley Technology Pub., 2008.
1 online resource (650 p.)
Wrox professional guides Professional haXe and Neko

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Other records:
Object-oriented programming (Computer science).
Virtual computer systems.
Electronic books.
haXe is a new programming language whose features are mainly coming from object-oriented languages such as Java. Other features are taken from more dynamic Scripting languages as well as from Functional languages. It is a language, a complier, and a framework of classes designed to help developers write clean code. It opens up the world of application development and reduces the learning curve while minimizing potential roadblocks. It is difficult to write a book on haXe because there are so many possibilities that the language can provide. It is able to target three platforms: JavaSc
Professional haXe and Neko; About the Authors; Credits; Acknowledgments; Foreword; Contents; Introduction; Whom This Book Is For; What This Book Covers; How This Book Is Structured; What You Need to Use This Book; Conventions; Source Code; Errata;; Part I: The Core Language; Chapter 1: Introducing haXe; A Problem with Internet Development; What Is haXe and Why Was It Created?; How Does haXe Work?; So What Is Neko?; haXe and Neko Requirements; Summary; Chapter 2: Installing and Using haXe and Neko; Installing haXe; Installing Neko; Hello World! in Triplicate; Program Structure
Compiler SwitchesSummary; Chapter 3: Learning the Basics; The haXe Hierarchy; The Standard Data Types; Variables; The Simple Value Types; Abstract Types; Bypassing Static Typing with untyped; Commenting Your Code; Converting Data Through Casting; Using Arrays in haXe; Using Dates in haXe; Manipulating Data; Summary; Chapter 4: Controlling the Flow of Information; Pushing Data Around; Conditional Statements; Loops; Functions; Summary; Chapter 5: Delving Into Object -Oriented Programming; Classes and Objects; Understanding Inheritance; Using Interfaces; Advanced Classes and Objects Features
EnumSummary; Chapter 6: Organizing Your Code; Building Reusable Code; Using Packages; Importing Libraries; Documenting Your Code; Unit Testing; Summary; Chapter 7: When Things Go Wrong; The Trace Function; Exceptions; The Exception Master Class; Summary; Part II: Server Side, JavaScript, and Flash; Oh My!; Chapter 8: Cross Platform Tools; XML; Regular Expression; Timer; MD5; Summary; Chapter 9: Building Websites with HaXe; Introduction to Web Development; The NekoTools Web Server; Installing mod_neko For Apache; Your First Website with haXe; The neko.Web Class; Summary
Chapter 10: Separating Design Using TemplatesWhat Are Templates?; The Template Class; Using Resources; Templo for Server-Side Templates; Summary; Chapter 11: Performing Server-Side Trickery; Introducing Neko; Working with Databases; Using the SPOD System; Working with Files; Summary; Chapter 12: Building Interactive Content with Flash; The Flash Library; Flash to haXe; Summary; Chapter 13: Replacing the Need for an IDE; Assets with SWFMill; User Interfaces; Summary; Chapter 14: More Interactive Content with JavaScript; Dynamic Content in JavaScript?; The Web Developer Tools
JavaScript as haXe TargetManipulating the Page with JavaScript; What Is AJAX?; Advantages of haXe/JS Development; Summary; Chapter 15: Putting It All Together with ha X e Remoting; What Is haXe Remoting?; The haXe Remoting API; Proxy Objects; TicTacToe Game; Summary; Part III: Extending the Possibilities; Chapter 16: haXe Advanced Topics; XML; Reflection API; Serialization; haXe Magic; Summary; Chapter 17: Desktop Applications with Neko; Why Use Neko for Desktop Applications?; Creating a Neko Executable; Graphical User Interface Libraries; Installing the Required Library; The nGui Library
The hxGtk Library
Includes index.
McColl-Sylvester, Lee, 1976-