Archive for January, 2008

Usage 1: To send a message to (Web hosting ecommerce) Flash

Thursday, January 31st, 2008

Usage 1: To send a message to Flash Player, you must use predefined commands and parameters. The following table shows the values you can specify for the command and parameters parameters of the fscommand action to control a SWF file playing in Flash Player (including projectors): Command Parameters Purpose quit None Closes the projector. fullscreen true or false Specifying true sets Flash Player to full-screen mode. Specifying false returns the player to normal menu view. allowscale true or false Specifying false sets the player so that the SWF file is always drawn at its original size and never scaled. Specifying true forces the SWF file to scale to 100% of the player. showmenu true or false Specifying true enables the full set of context menu items. Specifying false dims all the context menu items except About Flash Player. exec Path to application Executes an application from within the projector. trapallkeys true or false Specifying true sends all key events, including accelerator keys, to the onClipEvent(keyDown/keyUp)handler in Flash Player. The exec command can contain only the characters A Z, a z, 0 9, period ()., and underscore (_). The exec command runs in the subdirectory fscommand only. In other words, if you use the fscommand exec command to call an application, the application must reside in a subdirectory named fscommand. Usage 2: To use the fscommand action to send a message to a scripting language such as JavaScript in a web browser, you can pass any two parameters in the command and parameters parameters. These parameters can be strings or expressions and are used in a JavaScript function that catches, or handles, the fscommand action. In a web browser, the fscommand action calls the JavaScript function moviename_DoFScommand in the HTML page containing the SWF file. The moviename is the name of the Flash Player as assigned by the NAME attribute of the EMBED tag or the ID property of the OBJECT tag. If you assign the Flash Player the name myDocument, the JavaScript function called is myDocument_DoFScommand. Usage 3: The fscommand action can send messages to Macromedia Director that are interpreted by Lingo as strings, events, or executable Lingo code. If the message is a string or an event, you must write the Lingo code to receive the message from the fscommand action and carry out an action in Director. For more information, see the Director Support Center at www.macromedia.com/support/director. Usage 4: In Visual Basic, Visual C++, and other programs that can host ActiveX controls, fscommand sends a VB event with two strings that can be handled in the environment s programming language. For more information, use the keywords Flash method to search the Flash Support Center at www.macromedia.com/support/flash. 386 Chapter 12: ActionScript Dictionary
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Example The following is an example of using (Zeus web server)

Thursday, January 31st, 2008

Example The following is an example of using for..in to iterate over the properties of an object: myObject = { name:’Tara’, age:27, city:’San Francisco’ }; for (name in myObject) { trace (”myObject.” + name + ” = ” + myObject[name]); } The output of this example is as follows: myObject.name = Tara myObject.age = 27 myObject.city = San Francisco The following is an example of using the typeof operator with for..in to iterate over a particular type of child: for (name in my_mc) { if (typeof (my_mc[name]) = “movieclip”) { trace (”I have a movie clip child named ” + name); } } The following example enumerates the children of a movie clip and sends each to Frame 2 in their respective Timelines. The RadioButtonGroup movie clip is a parent with several children, _RedRadioButton_, _GreenRadioButton_ and _BlueRadioButton. for (var name in RadioButtonGroup) { RadioButtonGroup[name].gotoAndStop(2); } fscommand() Availability Flash Player 3. Usage fscommand(”command”, “parameters”) Parameters command A string passed to the host application for any use or a command passed to Flash Player. parameters A string passed to the host application for any use or a value passed to Flash Player. Returns Nothing. Description Function; allows the SWF file to communicate with either Flash Player or the program hosting Flash Player, such as a web browser. You can also use the fscommand action to pass messages to Macromedia Director, or to Visual Basic, Visual C++, and other programs that can host ActiveX controls. fscommand() 385
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Web hosting domains - The following is an example of using for

Wednesday, January 30th, 2008

The following is an example of using for to perform the same action repeatedly. In the following code, the for loop adds the numbers from 1 to 100: var sum = 0; for (var i=1; i<=100; i++) { sum = sum + i; } See also ++ (increment), (decrement), for..in, var for..in Availability Flash Player 5. Usage for(variableIterant in object){ statement(s); } Parameters variableIterant The name of a variable to act as the iterant, referencing each property of an object or element in an array. object The name of an object to be repeated. statement(s) An instruction to execute for each iteration. Returns Nothing. Description Statement; loops through the properties of an object or element in an array, and executes the statement for each property of an object. Some properties cannot be enumerated by the for or for..in actions. For example, the built-in methods of the Array class (such as Array.sort() and Array.reverse()) are not included in the enumeration of an Array object, and movie clip properties, such as _x and _y, are not enumerated. In external class files, instance members are not enumerable; only dynamic and static members are enumerable. The for..in statement iterates over properties of objects in the iterated object s prototype chain. If the child s prototype is parent, iterating over the properties of the child with for..in, will also iterate over the properties of parent. The for..in action enumerates all objects in the prototype chain of an object. Properties of the object are enumerated first, then properties of its immediate prototype, then properties of the prototype s prototype, and so on. The for..in action does not enumerate the same property name twice. If the object child has prototype parent and both contain the property prop, the for..in action called on child enumerates prop from child but ignores the one in parent. 384 Chapter 12: ActionScript Dictionary
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for Availability Flash Player 5. Usage for(init; condition; (Web host)

Wednesday, January 30th, 2008

for Availability Flash Player 5. Usage for(init; condition; next) { statement(s); } Parameters init An expression to evaluate before beginning the looping sequence, typically an assignment expression. A var statement is also permitted for this parameter. condition An expression that evaluates to true or false. The condition is evaluated before each loop iteration; the loop exits when the condition evaluates to false. next An expression to evaluate after each loop iteration; usually an assignment expression using the ++ (increment) or — (decrement) operators. statement(s) An instruction or instructions to execute within the body of the loop. Description Statement; a loop construct that evaluates the init (initialize) expression once, and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed and the next expression is evaluated. Some properties cannot be enumerated by the for or for..in actions. For example, the built-in methods of the Array class (such as Array.sort() and Array.reverse()) are not included in the enumeration of an Array object, and movie clip properties, such as _x and _y, are not enumerated. In external class files, instance members are not enumerable; only dynamic and static members are enumerable. Example The following example uses for to add the elements in an array: my_array=new Array(); for(i=0; i<10; i++) { my_array [i] = (i + 5)*10; trace(my_array[i]); } The following results are displayed in the Output panel: 50 60 70 80 90 100 110 120 130 140 for 383
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Space web hosting - Example In class B as defined below, a

Tuesday, January 29th, 2008

Example In class B as defined below, a call to class A s constructor will automatically be inserted as the first statement of B s constructor function, because a call does not already exist there. (That is, it is commented out in the example.) class B extends class A { function B() { // this is the constructor // super(); // optional; inserted during compilation if omitted } function m():Number {return 25;} function o(s:String):Void {trace(s);} } See also class, implements, interface false Availability Flash Player 5. Usage false Description Constant; a unique Boolean value that represents the opposite of true. See also true _focusrect Availability Flash Player 4. Usage _focusrect = Boolean; Description Property (global); specifies whether a yellow rectangle appears around the button or movie clip that has keyboard focus. The default value, true, displays a yellow rectangle around the currently focused button or movie clip as the user presses the Tab key to navigate through objects in a SWF file. Specify false if you do not want to display the yellow rectangle. This is a global property that can be overridden for specific instances. See also Button._focusrect, MovieClip._focusrect 382 Chapter 12: ActionScript Dictionary
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Web hosting faq - Example The following example uses eval() to determine

Tuesday, January 29th, 2008

Example The following example uses eval() to determine the value of the expression “piece” + x. Because the result is a variable name, piece3, eval() returns the value of the variable and assigns it to y: piece3 = “dangerous”; x = 3; y = eval(”piece” + x); trace(y); // Output: dangerous See also Array class extends Availability Flash Player 6. Usage class className extends otherClassName {} interface interfaceName extends otherInterfaceName {} Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA file s Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts written in the Actions panel. Parameters className The name of the class you are defining. otherClassName The name of the class on which className is based. interfaceName The name of the interface you are defining. otherInterfaceName The name of the interface on which interfaceName is based. Description Keyword; defines a class or interface that is a subclass of another class or interface; the latter is the superclass. The subclass inherits all the methods, properties, functions, and so on that are defined in the superclass. For more information, see Creating subclasses on page 162. extends 381
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Example Running the following code gives the result,

Monday, January 28th, 2008

Example Running the following code gives the result, Hello%7B%5BWorld%5D%7D. escape(”Hello{[World]}”); See also unescape eval() Availability Flash Player 5 or later for full functionality. You can use the eval() function when exporting to Flash Player 4, but you must use slash notation, and can only access variables, not properties or objects. Usage eval(expression) Parameters expression A string containing the name of a variable, property, object, or movie clip to retrieve. Returns A value, reference to an object or movie clip, or undefined. Description Function; accesses variables, properties, objects, or movie clips by name. If expression is a variable or a property, the value of the variable or property is returned. If expression is an object or movie clip, a reference to the object or movie clip is returned. If the element named in expression cannot be found, undefined is returned. In Flash 4, eval() was used to simulate arrays; in Flash 5 or later, it is recommended that you use the Array class to simulate arrays. In Flash 4, you can also use eval() to dynamically set and retrieve the value of a variable or instance name. However, you can also do this with the array access operator ([]). In Flash 5 or later, you cannot use eval() to dynamically set and retrieve the value of a variable or instance name, because you cannot use eval() on the left side of an equation. For example, replace the code eval (”var” + i) = “first”; with this: this[”var”+i] = “first” or this: set (”var” + i, “first”); 380 Chapter 12: ActionScript Dictionary
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Error.name Availability Flash Player 7. Usage myError.name Description

Monday, January 28th, 2008

Error.name Availability Flash Player 7. Usage myError.name Description Property; contains the name of the Error object. By default, the value of this property is “Error”. See also throw, try..catch..finally Error.toString() Availability Flash Player 7. Usage my_err.toString() Returns A string. Description Method; returns the string “Error” by default, or the value contained in Error.message, if defined. See also Error.message, throw, try..catch..finally escape Availability Flash Player 5. Usage escape(expression) Parameters expression The expression to convert into a string and encode in a URL-encoded format. Returns Nothing. Description Function; converts the parameter to a string and encodes it in a URL-encoded format, where all nonalphanumeric characters are escaped with % hexadecimal sequences. escape 379
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Web hosting top - Constructor for the Error class Availability Flash Player

Sunday, January 27th, 2008

Constructor for the Error class Availability Flash Player 7. Usage new Error([message]) Parameters message A string associated with the Error object; this parameter is optional. Returns Nothing. Description Constructor; creates a new Error object. If message is specified, its value is assigned to the object s Error.message property. Example In the following example, a function throws an error (with a specified message) if the two strings that are passed to it are not identical. function compareStrings(string_1, string_2) { if(string_1 != string_2) { throw new Error(”Strings do not match.”); } } try { compareStrings(”Dog”,”dog”); } catch (e) { trace(e.toString()); } See also throw, try..catch..finally Error.message Availability Flash Player 7. Usage myError.message Description Property; contains the message associated with the Error object. By default, the value of this property is “Error”. You can specify a message property when you create a new Error object by passing the error string to the Error constructor function. See also throw, try..catch..finally 378 Chapter 12: ActionScript Dictionary
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See also #initclip eq (equal string specific) (Free web host)

Sunday, January 27th, 2008

See also #initclip eq (equal string specific) Availability Flash Player 4. This operator was deprecated in Flash 5 in favor of the == (equality) operator. Usage expression1 eq expression2 Parameters expression1, expression2 Numbers, strings, or variables. Returns Nothing. Description Comparison operator; compares two expressions for equality and returns a value of true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns a value of false. See also == (equality) Error class Availability Flash Player 7. Description Contains information about an error that occurred in a script. You create an Error object using the Error constructor function. Typically, you throw a new Error object from within a try code block that is then caught by a catch or finally code block. You can also create a subclass of the Error class and throw instances of that subclass. Method summary for the Error class Method Description Error.toString() Returns the string representation of an Error object. Property summary for the Error class Property Description Error.message A string that contains an error message associated with an error. Error.name A string that contains the name of the Error object. Error class 377
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