Understand programming work in Flash (1)

xiaoxiao2021-03-06  66

This section is selected from the first step of "Flash MX Professional 2004 (Chen Bing) Chapter 18 to understand the programming working mother in Flash, this door is good and glorious, where is it? Baby, it leads to the world, which is a world full of magic, enters there, you will become a great magician. After learning the study of the previous seventeenth chapter, we finally came to the door of the programming world, the door opened, obviously, it has been waiting for us. 18.1 Thinking about software designers, I believe that many people have only little or completely programs, otherwise, you will not choose the "first step" I wrote. We already know that use ActionScript in Flash to write scripts and have no difference in programming with other languages. To finally exercise into an excellent software designer, the first thing you have to do is to always remind yourself to think about a problem like a software designer. 18.1.1 Don't always think about the programming for programming in Flash, you have to think about the problem like software designers. The most important thing is to always think about yourself to achieve your thoughts. Many people Always try to try to use non-programmed means to complete all the problems he face, for this, he can spend a lot of time, he will think of unclear to bypassing the programming, if these methods It can also be referred to as an algorithm, which will definitely surprise many software designers. In fact, in many cases, using programming methods can save a lot of time by non-programming methods, and will have a more real effect. A typical example is to express a variety of random motion, for example, a lot of snowflakes falling, and the fish is booming. 18.1.2 Serious writing Design Notes To think about the problem like software designers, you have to work hard to describe the idea you want to implement using logical clear languages. This process is a very important process of writing design instructions in software development. It sounds a little arrogant, but after you have completed a detailed design manual, 95% of your work has been completed. Whenever someone asks me if I can implement it, I always answer, as long as he can describe it in detail, I can compose it. For development in Flash, all of the design manual is a detailed and rigorous description of how Flash movies will perform and perform. A good manual will spend a lot of time and work, but this is worth it. When it is completed, it will assume the responsibility of the work blueprint. One person's information about what extent is to which the degree of idea may be different from the other, but the more detail. When you put an additional energy in the early stage of your work, it will not only save you at this road, it will also reduce the opportunity to rework. One problem with the presence of an extremely detailed manual is that you are hard to fully describe the final procedure, because a written manual is huge to the final Flash movie. Simple, just describe the color in a drawing or a sound that describes a song without some music devices, there is an explanation error. But this does not mean that you should abandon the entire process of writing instructions. Instead, you only need to write it enough to make you grasp it depending on it. In addition, you must know that the work you have done will generate a leverage for future work. Lost, things that are thousands of miles is often caused by unrescribed design specification.

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