Archive for September, 2007

The above code is also equivalent to the (Domain and web hosting)

Wednesday, September 26th, 2007

The above code is also equivalent to the following: with (donut){ hole._alpha = 20; hole._xscale = 150; hole._yscale = 150; } Loading and unloading additional SWF files To play additional SWF files without closing Flash Player, or to switch SWF files without loading another HTML page, you can use the global loadMovie() function or loadMovie() method of the MovieClip class. You can also use loadMovie() to send variables to a CGI script, which generates a SWF file as its CGI output. When you load a SWF file, you can specify a level or movie clip target into which the SWF file will load. If you load a SWF file into a target, the loaded SWF file inherits the properties of the targeted movie clip. Once the movie is loaded, you can change those properties. The unloadMovie() method removes a SWF file previously loaded by loadMovie(). Explicitly unloading SWF files with unloadMovie() ensures a smooth transition between SWF files and may decrease the memory required by Flash Player. Use loadMovie() to do any of the following: Play a sequence of banner ads that are SWF files by placing a loadMovie() function at the end of each SWF file to load the next SWF file. Develop a branching interface that lets the user choose among several different SWF files. Build a navigation interface with navigation controls in level 0 that load other levels. Loading levels produces smoother transitions than loading new HTML pages in a browser. For more information on loading movies, see Loading external SWF and JPEG files on page 194. Specifying a root Timeline for loaded SWF files The _root ActionScript property specifies or returns a reference to the root Timeline of a SWF file. If a SWF file has multiple levels, the root Timeline is on the level that contains the currently executing script. For example, if a script in level 1 evaluates _root, _level1 is returned. However, the Timeline specified by _root can change depending on whether a SWF file is running independently (in its own level) or has been loaded into a movie clip instance by a loadMovie() call. For example, consider a file named container.swf that has a movie clip instance named target_mc on its main Timeline. The container.swf file declares a variable named userName on its main Timeline; the same script then loads another file called contents.swf into the movie clip target_mc. // In container.swf: _root.userName = “Tim”; target_mc.loadMovie(”contents.swf”); The loaded SWF file, contents.swf, also declares a variable named userName on its root Timeline. // In content.swf: _root.userName = “Mary”; Specifying a root Timeline for loaded SWF files 123
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Com web hosting - To use a method, invoke it by using

Tuesday, September 25th, 2007

To use a method, invoke it by using the target path of the instance name, a dot, and then the method name and parameters, as in the following statements: myMovieClip.play(); parentClip.childClip.gotoAndPlay(3); In the first statement, play() moves the playhead in the myMovieClip instance. In the second statement, gotoAndPlay() sends the playhead in childClip (which is a child of the instance parentClip) to Frame 3 and continues to move the playhead. Global functions that control a Timeline have a target parameter that allows you to specify the target path to the instance that you want to control. For example, in the following script startDrag() targets the customCursor instance and makes it draggable: on(press){ startDrag(”customCursor”); } The following functions target movie clips: loadMovie(), unloadMovie(), loadVariables(), setProperty(), startDrag(), duplicateMovieClip(), and removeMovieClip(). To use these functions, you must enter a target path for the function s target parameter to indicate the target of the function. The following MovieClip methods can control movie clips or loaded levels and do not have equivalent functions: MovieClip.attachMovie(), MovieClip.createEmptyMovieClip(), MovieClip.createTextField(), MovieClip.getBounds(), MovieClip.getBytesLoaded(), MovieClip.getBytesTotal(), MovieClip.getDepth(), MovieClip.getInstanceAtDepth(), MovieClip.getNextHighestDepth(), MovieClip.globalToLocal(), MovieClip.localToGlobal(), MovieClip.hitTest(), MovieClip.setMask(), MovieClip.swapDepths(). For more information about these functions and methods, see Chapter 12, ActionScript Dictionary, on page 205. Calling multiple methods on a single movie clip You can use the with statement to address a movie clip once, and then execute a series of methods on that clip. The with statement works on all ActionScript objects (for example, Array, Color, and Sound), not just movie clips. The with statement takes an object as a parameter. The object you specify is added to the end of the current target path. All actions nested inside a with statement are carried out inside the new target path, or scope. For example, in the following script, the with statement is passed the object donut.hole to change the properties of hole: with (donut.hole){ _alpha = 20; _xscale = 150; _yscale = 150; } The script behaves as if the statements inside the with statement were called from the Timeline of the hole instance. The above code is equivalent to the following: donut.hole._alpha = 20; donut.hole._xscale = 150; donut.hole._yscale = 150; 122 Chapter 7: Working with Movie Clips
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Web hosting domain - Media classes The media classes provide playback control

Tuesday, September 18th, 2007

Media classes The media classes provide playback control of sound and video in a SWF file, as well as access to the user s microphone and camera, if they are installed. These classes are located in the Built-In Classes > Media subfolder in the Actions toolbox. Class Description Camera The Camera class provides access to the user s camera, if one is installed. When used with Flash Communication Server MX, your SWF file can capture, broadcast, and record images and video from a user s camera. See the Camera class entry in Chapter 12, ActionScript Dictionary, on page 205. Microphone The Microphone class provides access to the user s microphone, if one is installed. When used with Flash Communication Server MX, your SWF file can broadcast and record audio from a user s microphone. See the Microphone class entry in Chapter 12, ActionScript Dictionary, on page 205. NetConnection The NetConnection class is used to establish a local streaming connection for playing a Flash Video (FLV) file from an HTTP address or from the local file system. For more information, see the NetConnection class entry in Chapter 12, ActionScript Dictionary, on page 205. For more information on playing FLV files over the Internet, see Playing back external FLV files dynamically on page 197. NetStream The NetStream class is used to control playback of FLV files. For more information, see the NetStream class entry in Chapter 12, ActionScript Dictionary, on page 205. For more information on playing FLV files over the Internet, see Playing back external FLV files dynamically on page 197. Sound The Sound class provides control over sounds in a SWF file. For more information, see the Sound class entry in Chapter 12, ActionScript Dictionary, on page 205. For an example of using the Sound class to create volume and balance controllers, see Creating sound controls on page 101. Video The Video class is used to display video objects in a SWF file. See the Video class entry in Chapter 12, ActionScript Dictionary, on page 205. Client-server classes The following table lists classes that let you send and receive data from external sources or communicate with application servers over FTP, HTTP, or HTTPS. Note: In Flash Player 7, a SWF file can load data only from exactly the same domain from which it was served. For more information, see Flash Player security features on page 188 and About allowing cross-domain data loading on page 190. 118 Chapter 6: Using the Built-In Classes
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Web site hosting - Class Description LocalConnection The LocalConnection class lets two

Tuesday, September 18th, 2007

Class Description LocalConnection The LocalConnection class lets two SWF files running on the same computer communicate. See the LocalConnection class entry in Chapter 12, ActionScript Dictionary, on page 205. Mouse The Mouse class provides control over the mouse in a SWF file; for example, this class lets you hide or show the mouse pointer. For more information, see the Mouse class entry in Chapter 12, ActionScript Dictionary, on page 205. For an example of using the Mouse class, see Creating a custom mouse pointer on page 94. MovieClip Every movie clip in a Flash movie is an instance of the MovieClip class. You use the methods and properties of this class to control movie clip objects. See Chapter 7, Working with Movie Clips, on page 121 and the MovieClip class entry in Chapter 12, ActionScript Dictionary, on page 205. MovieClipLoader The MovieClipLoader class lets you track the download progress of SWF and JPEG files using an event listener mechanism. See Preloading SWF and JPEG files on page 199 and the MovieClipLoader class entry in Chapter 12, ActionScript Dictionary, on page 205. PrintJob The PrintJob class lets you print content that is rendered dynamically and multipage documents. See the PrintJob class entry in Chapter 12, ActionScript Dictionary, on page 205 and Using the ActionScript PrintJob class in Using Flash Help. Selection The Selection class lets you get and set text field focus, text field selection spans, and text field insertion points. See the Selection class entry in Chapter 12, ActionScript Dictionary, on page 205. SharedObject The SharedObject class provides local data storage on the client computer. See the SharedObject class entry in Chapter 12, ActionScript Dictionary, on page 205. Stage The Stage class provides information about a SWF file s dimensions, alignment, and scale mode, and reports Stage resize events. See the Stage class entry in Chapter 12, ActionScript Dictionary, on page 205. System The System class provides information about Flash Player and the system on which Flash Player is running (for example, screen resolution and current system language). It also lets you show or hide the Flash Player Settings panel and modify SWF file security settings. See the System class entry in Chapter 12, ActionScript Dictionary, on page 205. TextField The TextField class provides control over dynamic and input text fields. See Chapter 8, Working with Text, on page 135 and the TextField class entry in Chapter 12, ActionScript Dictionary, on page 205. TextField.StyleSheet The TextField.StyleSheet class (an inner class of the TextField class) lets you create and apply CSS text styles to HTML- or XML-formatted text. See Formatting text with Cascading Style Sheets on page 139 and the TextField.StyleSheet class entry in Chapter 12, ActionScript Dictionary, on page 205. TextFormat The TextFormat class lets you apply formatting styles to characters or paragraphs in a TextField object. See Using the TextFormat class on page 137 and the TextFormat class entry in Chapter 12, ActionScript Dictionary, on page 205. Overview of built-in classes 117
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Web host forum - Classes specific to Flash Player The following tables

Monday, September 17th, 2007

Classes specific to Flash Player The following tables list the classes that are specific to Flash Player and the Flash runtime model. These classes are typically split into four categories: movie classes (which provide overall control of SWF files and Flash Player), media classes (for working with sound and video), client-server classes (for working with XML and other external data sources), and authoring classes (which provide control over the Flash authoring environment). Note: This categorization affects the locations of the classes in the Actions toolbox, but not how you use the classes. Movie classes The movie classes provide control over most visual elements in a SWF file, including movie clips, text fields, and buttons. The movie classes are located in the Actions toolbox in the Built-in Classes > Movie subfolder. Class Description Accessibility The Accessibility class manages communication between SWF files and screen reader applications. You use the methods of this class together with the global _accProps property to control accessible properties for movie clips, buttons, and text fields at runtime. See _accPropsand the Accessibility class entries in Chapter 12, ActionScript Dictionary, on page 205. Button Every button in a SWF file is an instance of the Button class. The Button class provides methods, properties, and event handlers for working with buttons. See the Button class entry in Chapter 12, ActionScript Dictionary, on page 205. Color The Color class lets you get and set RGB color values for movie clip objects. For more information, see the Color class entry in Chapter 12, ActionScript Dictionary, on page 205. For an example of using the Color class to change the color of movie clips, see Setting color values on page 100. ContextMenu The ContextMenu class lets you control the contents of the Flash Player context menu. You can associate separate ContextMenu objects with MovieClip, Button, or TextField objects by using the menu property available to those classes. You can also add custom menu items to a ContextMenu object by using the ContextMenuItem class. See the ContextMenu class and ContextMenuItem class entries in Chapter 12, ActionScript Dictionary, on page 205. ContextMenuItem The ContextMenuItem class lets you create new menu items that appear in the Flash Player context menu. You add new menu items that you create with this class to the Flash Player context menu by using the ContextMenu class. See the ContextMenu class and ContextMenuItem class entries in Chapter 12, ActionScript Dictionary, on page 205. Key The Key class provides methods and properties for getting information about the keyboard and keypresses. For more information, see the Key class entry in Chapter 12, ActionScript Dictionary, on page 205. For an example of capturing keypresses to create an interactive SWF file, see Capturing keypresses on page 96. 116 Chapter 6: Using the Built-In Classes
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1 on 1 web hosting - Overview of built-in classes This section lists all

Monday, September 17th, 2007

Overview of built-in classes This section lists all the ActionScript classes, including a brief description of each class and cross- references to other relevant sections of the documentation. Core classes The core ActionScript classes are those borrowed directly from ECMAScript. In the Actions toolbox, these classes are located in the Built-in Classes > Core subfolder. Class Description Arguments An array that contains the values that were passed as parameters to any function. See the Arguments class entry in Chapter 12, ActionScript Dictionary, on page 205. Array The Array class contains methods and properties for working with array objects. See the Array class entry in Chapter 12, ActionScript Dictionary, on page 205. Boolean The Boolean class is a wrapper for Boolean (trueor false) values. See the Boolean class entry in Chapter 12, ActionScript Dictionary, on page 205. Button The Button class provides methods and properties for working with button objects. See the Button class entry in Chapter 12, ActionScript Dictionary, on page 205. Date The Date class provides access to date and time values relative to universal time (Greenwich Mean Time) or relative to the operating system on which Flash Player is running. See the Date class entry in Chapter 12, ActionScript Dictionary, on page 205. Error The Error class contains information about errors that occur in your scripts. You typically use the throw statement to generate an error condition, which you can then handle using a try..catch..finally statement. See try..catch..finally and the Error class entries in Chapter 12, ActionScript Dictionary, on page 205. Function The Function class is the class representation of all ActionScript functions, including those native to ActionScript and those that you define. See the Function class entry in Chapter 12, ActionScript Dictionary, on page 205. Math The Math class lets you access and manipulate mathematical constants and functions. All of the properties and methods of the Math class are static, and must be called with the syntax Math.method(parameter)or Math.constant. See the Math class entry in Chapter 12, ActionScript Dictionary, on page 205. Number The Number class is a wrapper for the primitive number data type. See the Number class entry in Chapter 12, ActionScript Dictionary, on page 205. Object The Object class is at the root of the ActionScript class hierarchy; all other classes inherit its methods and properties. See the Object class entry in Chapter 12, ActionScript Dictionary, on page 205. String The String class is a wrapper for the string primitive data type, which allows you to use the methods and properties of the String object to manipulate primitive string value types. See the String class entry in Chapter 12, ActionScript Dictionary, on page 205. Overview of built-in classes 115
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About classes and instances In object-oriented programming, a (Web design careers)

Sunday, September 16th, 2007

About classes and instances In object-oriented programming, a class defines a category of object. A class describes the properties (data) and behavior (methods) for an object, much like an architectural blueprint describes the characteristics of a building. To use the properties and methods defined by a class, you must first create an instance of that class. The relationship between an instance and its class is similar to the relationship between a house and its architectural blueprints. Creating a new object To create an instance of an ActionScript class, use the new operator to invoke the class s constructor function. The constructor function always has the same name as the class, and returns an instance of the class, which you typically assign to a variable. For example, the following code creates a new Sound object. var song:Sound= new Sound(); In some cases, you don t need to create an instance of a class to use it. For more information, see About class (static) members on page 114. Accessing object properties Use the dot (.) operator to access the value of a property in an object. Put the name of the object on the left side of the dot, and put the name of the property on the right side. For example, in the following statement, myObject is the object and name is the property: myObject.name The following code creates a new TextField object, and then sets its autoSize property to true. var my_text = new TextField(); my_text.autoSize = true; You can also use the array access operator ([]) to access the properties of an object. See Dot and array access operators on page 49. Calling object methods You call an object s method by using the dot (.) operator followed by the method. For example, the following code creates a new Sound object and calls its setVolume() method. mySound = new Sound(this); mySound.setVolume(50); About class (static) members Some built-in ActionScript classes have what are called class members (or static members). Class members (properties and methods) are accessed or invoked not on an instance of the class but on the class name itself. That is, you don t create an instance of the class in order to use those properties and methods. For example, all of the properties of the Math class are static. The following code invokes the max() method of the Math class to determine the larger of two numbers. var largerNumber = Math.max(10, 20); 114 Chapter 6: Using the Built-In Classes
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CHAPTER 6 Using the Built-In Classes In addition (Web site hosting)

Sunday, September 16th, 2007

CHAPTER 6 Using the Built-In Classes In addition to the ActionScript core language elements and constructs (for and while loops, for example) and primitive data types (numbers, strings, and arrays) described earlier (see ActionScript Basics on page 25), ActionScript also provides a number of built-in classes, or complex data types. These classes provide you with a variety of scripting features and functionality. Some of these classes are based on the ECMAScript specification and are referred to as core ActionScript classes. These classes include the Array, Boolean, Date, and Math classes. For more information, see Core classes on page 115.) The rest of the built-in ActionScript classes are specific to Macromedia Flash and Flash Player object model. To understand the distinction between core ActionScript classes and those specific to Flash, consider the distinction between core and client-side JavaScript: just as client-side JavaScript classes provide control over the client environment (the web browser and web page content), the classes specific to Flash provide runtime control over the appearance and behavior of a Flash application. This chapter introduces the built-in ActionScript classes, describes common tasks you can perform with these classes, and provides code examples. For an overview of these classes, see Overview of built-in classes on page 115. For an overview of working with classes and objects in object-oriented programming, see About classes and instances on page 114.
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PART III Working with Objects and Classes This (Photo web hosting)

Saturday, September 15th, 2007

PART III Working with Objects and Classes This part discusses the Macromedia Flash runtime object model and its capabilities, focusing on working with movie clips and text. This part also describes how to create your own classes and interfaces with ActionScript 2.0. Chapter6: Using the Built-In Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113 Chapter7: Working with Movie Clips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Chapter8: Working with Text. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Chapter 9: Creating Classes with ActionScript 2.0. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 PART III
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110 Chapter 5: Creating Interaction with (Web server type) ActionScript

Saturday, September 15th, 2007

110 Chapter 5: Creating Interaction with ActionScript
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