Macromedia Flash 8-developing Flash Lite 2 X Applications
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User reviews and opinions
| barna |
6:27am on Wednesday, October 13th, 2010 ![]() |
| This product is EXACTLY what I wanted. It fits perfectly and it got here very fast. The item was all that the description said it would be! I am very pleased with this product and would recommend it to friends. | |
| kenmac999 |
1:21am on Friday, June 11th, 2010 ![]() |
| Does this device have any real flaws? Lets address some real shortcomings of the iPad. you will love the 9 inches screen. You will enjoy the touchscreen experience with iPad Fast, Lightweight, Compact | |
| jpberetz |
6:17am on Sunday, May 23rd, 2010 ![]() |
| PROS: OS, look, Awesomeness ITs great, and the idea is well along with the OS its a Mac downsized. its size is a bit big Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com. | |
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Documents
Default navigation modes
Flash Lite supports three modes of default navigation: two-way, four-way, and four-way with wraparound. Different devices and Flash Lite content types support different navigation modes. For information on determining the navigation mode for a specific device and content type, see About playing a device video in the emulator on page 126.
Two-way navigation
in Flash Lite is analogous to tab navigation in Flash desktop applications, where the Tab and Shift+Tab keys navigate among objects on the screen. The down navigation key on the device corresponds to the Tab key, and the up navigation key corresponds to the Shift+Tab key. The default tab order in two-way navigation is generally left-to-right and top-to-bottom. For example, the following image shows a three-by-three grid of Button objects in a Flash Lite application. The numbers above each button indicate the order in which each buttons will get keypad focus as the user presses their devices down navigation key repeatedly. After the button in the bottom-right corner has received keypad focus, the focus wraps around to the top-left button the next time the user presses the down navigation key.
Example tab order in two-way navigation You can customize the tab order in two-way navigation using the tabIndex property of the Button, MovieClip, and TextField objects. For more information, see About controlling tab order in two-way navigation on page 22. For an example of two-way navigation, see the Flash Lite Samples and Tutorials page at www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the.zip file for your version of ActionScript, download and decompress the.zip file, and then navigate to the Samples folder to access the sample file named 2-way.fla.
Four-way navigation in Flash Lite is similar to using the arrow keys on a desktop computers keyboard to navigate among objects on the screen. The devices up, down, left, and right navigation keys correspond to the four arrow keys on a computers keyboard. Pressing a navigation key moves the keypad focus to the object located in that direction, if one exists. If no object exists in that direction, then the keypad focus does not change from the current object.
Button with current focus and default focus rectangle
For buttons and movie clips, the focus rectangles bounding box is determined by the objects hit areathe invisible region that (in Flash desktop applications) defines the part of the button or movie clip that responds to mouse clicks. For input text fields, the focus rectangles bounding box is determined by the text fields dimensions. You can customize the color of the focus rectangle or disable it. For more information, see Customizing the focus rectangle on page 20.
Guidelines for using default navigation
The following are guidelines and considerations for using default navigation in your Flash Lite applications.
If you disable the default focus rectangle by setting _focusRect to false, be sure to provide an alternative focus indicator for your buttons, input text fields, and tab-enabled movie clips. For buttons, you can do this by adding a visual element to the buttons over statethe part of a button objects timeline thats displayed when the button has focus. For an example of this technique, see the sample application in Creating a simple menu using buttons and default navigation on page 26. For input text fields, you can use the Selection object to determine when the text field has received focus and display the desired focus indicator. For an example, see the sample application discussed in Controlling focus with ActionScript on page 21. Have at least two objects (input text fields, buttons, tab-enabled movie clips, or a combination) on the screen at the same time. If the screen contains only one input text field, button, or tab-enabled movie clip, the user cant change the focus and may feel stuck in the user interface.
If a screen in your application contains only a single button for user interaction, consider detecting a keypress event rather than using button events. For more information, see Handling key and button events on page 23.
When appropriate, consider using the Selection.setFocus() method to set the initial focus to a specific object on the screen. This can help guide the user through the interface and reduce the amount of key navigation they must perform. For example, suppose that a screen in your application contains an input text field. Normally, for the user to enter a value in the text field, they would first press a navigation key to give the text field focus, and then press the select key to open the text input dialog box. You could use the following ActionScript to automatically set the keypad focus to the input text field:
Selection.setFocus(inputTxt);
For more information about controlling focus with ActionScript, see Controlling focus with ActionScript on page 21.
The alignment of objects on the screen is important with default navigation. When objects are offset from each other on the screen, the sequence in which they get focus may not be intuitive for your users. (You can prevent this by making objects consistent in size and aligning them vertically and horizontally as much as possible. With two-way navigation, you can also control the sequence using the tabIndex property; for more information, see About controlling tab order in two-way navigation on page 22.
Customizing the focus rectangle
The focus rectangle is a default yellow highlight that indicates which button or input text box is currently selected. Movie clips are also included if their tabEnabled property is set to true, or if they have event handlers associated with them and their tabEnabled property is not set to false. For more information, see About the focus rectangle on page 18. You can disable the default focus rectangle behavior by setting the global _focusRect property to false. You can also disable the focus rectangle for specific buttons or movie clips (see _focusrect (Button._focusrect property) and _focusrect (MovieClip._focusrect property)) in the Flash Lite 2.x ActionScript Language Reference. You can also change the color of the focus rectangle from the default yellow to any other color. To do this you use the SetFocusRectColor command, which takes RGB values as parameters. For example, the following code changes the color of the focus rectangle to red:
fscommand2("SetFocusRectColor", 255, 0, 0);
Controlling focus with ActionScript
You can use the Selection ActionScript object to get and set the current keypad focus, or to be notified when an object receives or loses keypad focus. This is useful, for example, if you want to automatically set the focus to a specific button when your application first loads. Or you may want to be notified when a specific object on the screen has received (or lost) keypad focus so that you can update the screen accordingly. For example, the following code uses the Selection.setFocus() method to set focus to the button instance named login_btn:
Selection.setFocus(login_btn);
The Selection.onSetFocus event listener lets you determine when the keypad focus has changed. You can use this event listener, for example, to create a custom focus manager for input text fields, rather than use the default focus rectangle. The following procedure shows how to create a custom focus manager that changes the border color of the TextField object with focus. For a sample of the completed application (custom_focus_manager.fla), see the Flash Lite Samples and Tutorials page at www.adobe.com/go/ learn_flt_samples_and_tutorials. Locate the.zip file for your version of ActionScript, download and decompress the.zip file, and then navigate to the Samples folder to access the sample.
my_button.tabIndex = 1; my_movieclip.tabEnabled = true; my_movieclip.tabIndex = 2; my_inputTxt.tabIndex = 3;
Handling key and button events
Event handlers and event listeners specify how the application will respond to user- and system-generated occurrences. For example, when a button has focus and the user presses the select key, an onPress event is generated. In addition to using default navigation and responding to related events, a Flash Lite application can listen for and respond to keypress events. Not all devices and content types support all device keys. For example, on a device that supports two-way navigation (see Default navigation modes on page 16) Flash Lite doesnt generate keypress events for the left and right arrow keys. For a list of keys and description of their availability, see Keys supported by Flash Lite on page 14. This section contains the following topics:
Handling button events on page 23 Creating a simple menu using buttons and default navigation on page 26 Using a key listener to handle keypress events on page 31 Using the soft keys on page 32
Handling button events
You can use buttons to quickly add interactivity to your Flash Lite applications. Flash Lite supports the same button events as Flash Player on desktop computers, although some events (for example, onDragOut) are only available on devices that have a mouse or stylus interface. On devices that have a keypad interface only, a button must have keypad focus before it will generate any events. Flash Lite supports the following ActionScript button events:
Button event
onDragOut
Supported only on devices that have a mouse or stylus. Invoked when the user presses the mouse button over the button and the pointer is then dragged outside of the button. Supported only on devices that have a mouse or stylus. Invoked when the user presses and drags the mouse button outside and then over the button. Invoked when the button has focus and a key is released. Invoked when the button has focus and a key is pressed. Invoked when focus is removed from a button.
var myListener:Object = new Object(); myListener.onKeyDown = function() { if (Key.getCode() == ExtendedKey.SOFT1) { // Handle left soft keypress event. status.text = "You pressed the Left soft key."; } else if (Key.getCode() == ExtendedKey.SOFT2) { // Handle right soft keypress event. status.text = "You pressed the Right soft key."; } }; Key.addListener(myListener);
Select Control > Test Movie to test the application in the emulator. To test the application, click the left and right soft keys on the emulator with your mouse, or press the Page Up and Page Down keys on your keyboard.
CHAPTER 3
Working with Text and Fonts
This chapter describes how you can add static and dynamic text fields and add input text fields to your Macromedia Flash Lite 2.x from Adobe applications. This chapter contains the following topics:
About text in Flash Lite. 37 Creating and formatting text. 39 Using input text fields. 39 Font rendering methods in Flash Lite. 47 Text field example application. 52 Creating scrolling text. 53
About text in Flash Lite
Flash Lite 2.x supports the following text features:
Static, dynamic, and input text fields At run time, the contents of a static text field cant change, but the contents of a dynamic or input text field can change. Input text fields allow users to enter text. Flash Lite 2.1 supports inline text input on most devices. On devices that support complex languages and in Flash Lite 2.0, input text fields use the devices generic text input mechanism. For more information about input text fields, see Using input text fields on page 39.
Embedded and device fonts You can have Flash Lite render text fields using font outlines that you embed in the SWF file or using fonts available on the device. For more information about font rendering methods, see Font rendering methods in Flash Lite on page 47.
Unicode text encoding Flash Lite can display text in any language as long as fonts containing the required character glyphs are available. For information on multilanguage authoring in Flash, see Creating Multilanguage Text in Using Flash.
Partial support for HTML formatting and the TextFormat class properties Scrolling text
Flash Lite does not support all the text features that are in the desktop version of Flash Player. Flash Lite has the following limitations:
To create a scrolling text field and control it with ActionScript:
In Flash, create a new document from the Flash Lite 2.0 template that you created earlier in Creating a Flash Lite document template in Getting Started with Flash Lite 2.x. Using the Text tool, drag a text field approximately the size shown in the following image on the Stage:
3. 4. 5.
Select Multiline from the Line Type pop-up menu in the Property inspector. Select Dynamic Text from the Text Type pop-up menu in the Property inspector. Select Use Device Fonts from the Font Rendering Method pop-up menu in the Property inspector. Select Text > Scrollable to make the text field scrollable. Type story in the Instance Name text box in the Property inspector. Double-click inside the text field, and enter enough text so that one or more lines of text extend below its lower edge.
6. 7. 8.
In the Timeline, select the first frame on Layer 1, and open the Actions panel (Window > Actions).
10. Enter
the following code in the Actions panel:
var keyListener:Object = new Object(); keyListener.onKeyDown = function() { var keyCode = Key.getCode(); if (keyCode == Key.DOWN) { story.scroll++; } else if (keyCode == Key.UP) { story.scroll--; } }; Key.addListener(keyListener); 11.
Select Control > Test Movie to test the application in the Adobe Device Central emulator. Click the up and down navigation keys on the emulator (or the Up Arrow and Down Arrow keys your computers keyboard) to scroll the text up or down.
CHAPTER 4
Working with Sound, Video, and Images
This chapter describes how to incorporate sound, video, and external images in a Macromedia Flash Lite 2.x from Adobe application. This chapter contains the following topics:
About sound in Flash Lite. 57 Using device sound. 58 Using native Flash sounds. 65 Using device video. 68 Loading external images. 79
About sound in Flash Lite
Flash Lite 2.0 supports two types of sound: standard (native) Flash sound and device sound. Native sounds are played directly by the Flash Lite player, just as they are in the desktop version of Flash Player. With some exceptions, you can use native sounds in your Flash Lite application as you would use them in a Flash desktop application. For more information about using native Flash sounds, see Using native Flash sounds on page 65. Device sounds, in contrast, are played directly by the device, rather than by the Flash Lite player. Some examples of device sound formats include MIDI or MFi, but supported sound formats vary from device to device. To use device sounds, you can either bundle them in the published SWF file, or you can load external sound files from a network location or the devices local file system. Device sounds have some limitations that dont apply to native sounds. For more information about using device sounds, see Using device sound on page 58.
Linkage identifier
You then create another placeholder video symbol and add an instance of it to the Stage. To use the placeholder video to play the device video in the library, you pass the symbols ActionScript identifier to the Video.play() method, as the following example shows:
placeHolderVideo.play("symbol://ocean_video");
The following procedure demonstrates how to use this technique to play a single video directly from the library.
To play a video directly from the library:
In Flash, create a new document from the Flash Lite 2.0 Symbian Series 60 template, and save it as library_video.fla. Import the video file named ocean.3gp located at www.adobe.com/go/ learn_flt_samples_and_tutorials. On the Samples and Tutorials page, locate, download and decompress the.zip file for your Flash Lite version, and then navigate to the Samples folder to access the file. For more information about importing device video, see Importing device video on page 69.
Right-click (Windows) or Control-click (Macintosh) the ocean.3gp video symbol in the library and choose Properties from the context menu. The Video Properties dialog box appears. In the Video Properties dialog box, select Export for ActionScript and type ocean_video in the Identifier text box, as the following image shows:
Click OK to close the Video Properties dialog box. To create the placeholder video clip, do the following:
In the Library panel, click the options menu button in the panels title bar and select New Video. The Video Properties dialog box appears. In the Symbol text box, type videoHolder.
Click OK to close the Video Properties dialog box.
In the Timeline, select the layer named Content, then drag an instance of the videoHolder symbol to the Stage.
In the Property inspector, type myVideo in the Instance Name text box. To add buttons to control the video, open the library of prebuilt buttons (Window > Common Libraries > Buttons). the Buttons library, double-click the Circle Buttons folder to open it. an instance of the Stop button symbol from the Buttons library to the Stage. (or copy and paste) the following code into the Actions panel: Drag an instance of the Play button symbol from the Buttons library to the Stage. Select the Play button on the Stage and open the Actions panel (Window > Actions).
on(press) { myVideo.play("symbol://ocean_video"); }
12. Drag 13.
14. Type
15. Select
on(press) { myVideo.stop(); } 16.
You should test device video on the target device; not all formats are supported by the emulator.
Using external device video
In addition to playing video thats bundled in the SWF file (see Using bundled device video on page 69), you can also play external video files that reside on the devices memory card or that come from a network address. As with bundled device video, the device is responsible for decoding the device video. To play an external video file, you pass the absolute or relative file location or URL of the video file to the Video.play() method. In the following example, the SWF file and the 3GP file are located in the same folder on the device.
The following ActionScript fscommand() function is unavailable on any BREW device:
fscommand(Launch) getURL() support Some BREW handsets support some getURL() functions, depending on the implementation. As a general rule, the following protocols are not supported:
HTTP (no API exists to enable Flash Lite to launch a browser) Multimedia Message Service (MMS)
mailto requests are not directly supported. Instead, you can use the Short Message
Wallpaper content
Flash Lite wallpaper content is not supported in the Flash Lite for BREW implementation. Animated ring tones are not supported in the Flash Lite for BREW
Animated ring tones
implementation.
Service (SMS) protocol, which limits the maximum message size to 160 characters.
BREW SDK versions supported
Flash Lite 2.1 for BREW Devices currently supports BREW versions 2.1.3 and later. You can find the version of BREW that is running on a particular device in the Device Specifications list on the BREW website. The two devices that currently support Flash Lite for BREW (the Samsung SCH-A950 and the LG VX9800) support different versions of BREW (2.x and 3.x, respectively). Because the BREW SDKs are backward-compatible, you can download the SDK and tools for the most recent version (3.x at this writing) rather than the version supported on the device you are targeting for development. For example, if you are targeting the Samsung SCH-A950, which is a 2.x device, you can still download and use the 3.x version of the BREW SDK and Tools Suite. The differences between BREW 2.x and 3.x are minimal in terms of the user interface, and Flash Lite behaves the same on both platforms. The significant differences are in the way files are stored on the device and in how applications in the BREW Tools Suite are loaded. For more information about file system structure, see Device file structures for different BREW versions on page 97.
Devices supported
The devices that currently support the BREW platform are:
Device Version supported
Samsung SCH-A950 LG VX9800
BREW version 2.1.3 BREW version 3.1.2
The Adobe customer support team will certify additional devices as they become available. For a current list of supported devices, see www.adobe.com/go/mobile/supported_devices/.
Where to find more information
For information about BREW, see the BREW website. The Developer Home area of the site contains information about the BREW SDK, BREW tools and utilities, and the characteristics of specific devices that support BREW.
N OTE 86
You must be a registered BREW developer to download and use the BREW Tools Suite, as well as to enable your devices for testing BREW. Details about how to register are available on the site.
Setting up your system for BREW
This section describes how to set up your system to develop Flash Lite applications that can run on devices that use the BREW platform. To set up your system to produce Flash Lite files for BREW, you need to locate and install the appropriate software from several sources. You also need to acquire the appropriate hardware (BREW-enabled devices, data cables, and so on). Much of the specific information required to install and configure these components is located in other Flash Lite or BREW documents. Therefore, rather than repeating information available elsewhere, this section provides an overview of the installation and configuration steps combined with references to the appropriate sources for detailed information on how to complete each setup task. This section contains the following topics:
Workflow for setting up your system for BREW. 87 Registering as a BREW developer. 87 Installing the BREW SDK and tools. 88 Installing USB drivers for devices. 89 Where to find more information. 89
Workflow for setting up your system for BREW
To set up your system to support Flash Lite authoring for BREW, you complete the following tasks:
Register as a BREW developer. Install the BREW SDK and Tools Suite. Install Flash Lite 2.1 for BREW. Install USB drivers for target devices.
Registering as a BREW developer
To register as a BREW developer, go to the QUALCOMMs main BREW site and follow the links on the Developer home page to become an authenticated BREW developer.
Installing the BREW SDK and tools
The instructions that follow describe how to install the BREW SDK on your computer. They assume that you have already registered as a BREW developer. For more detailed information about installing the BREW SDK or Tools Suite, see Installing the BREW SDK in Starting BREW. Go to the BREW website and then choose Developer Home > BREW Documentation > Application Development Documentation.
To install the BREW SDK and Tools Suite:
From BREW Developer Homeon the BREW website, click Download BREW Tools to display the BREW Development and Commercialization Tools page. Navigate to the BREW Development area and click the appropriate link to download the most recent BREW SDK version (at this writing, BREW SDK 3.1). Follow the onscreen instructions to download and install the SDK. After you install the SDK, install the tools. Navigate to the BREW Commercialization area of the BREW Development and Commercialization Tools page and click the link for the BREW Testing and Commercialization Utilities. Follow the onscreen instructions to install the Tools Suite on your computer. Your Start menu should now contain entries for both the BREW SDK and the BREW Tools Suite.
Select Start > Programs > BREW Tools Suite <latest version> > BREW Apploader to start the AppLoader tool. The AppLoader tool displays a connection window. Select the number of the COM port your device is connected to, select 3.x as the BREW version for your device, and then click OK to connect to the device.
You can find the COM port that your device is connected to in the Windows Device Manager by looking at the properties of the port that corresponds to the installed device. If you always connect the same device model to the same COM port, this number does not change. Because it changes when you use a different device model, you should always check the COM port number when you connect a new device model.
To upload your application files (MOD, SIG and resource files) to the handset, do one of the following:
Select File > New > Directory > New Directory to create a directory with the same name as your application, and then copy your application files to it. See Device file structures for different BREW versions on page 97 for details. Drag your application folder from the Windows Explorer to the AppLoader window.
To restart the device, do one of the following:
Navigate to Get it Now > Get Going and select the name of your application to start it in the BREW environment. On some devices, your application will not be displayed in the standard Get Going menu. To display your application on these devices, follow these steps:
a. b. c. d. e.
On the Verizon home screen, press Select/OK to access the menu. Press the zero key (0) to access the service menu. Enter the default password, which is six zeros (000000). Press the nine key (9) to display Get it Now. Press the g key to access the screen on which Flash Lite applications are displayed.
Testing applications on the device
Before you can start and test your application on the device, you must have a test signature from QUALCOMM. Authenticated developers can use a Web-based tool called Testsig on the BREW Developer extranet to generate test signatures. For specific information on how to generate and use your Testsig, see the BREW website. You can find extensive information on how to test your BREW applets to ensure that they ultimately comply with TBT (True BREW Testing) standards on the BREW Developer extranet.
Browser
Calling History
KDDI (Casio phones only)
Calling Screen
DoCoMo and KDDI (Japan only)
Chaku Flash
KDDI (Japan only)
Data Box Uses Flash Lite to render Flash content in the devices Data Box application, which lets the user manage and preview multimedia files on the device. Uses Flash Lite to render Flash content in the devices Data Folder application, which lets the user manage and preview multimedia files on the device. Uses Flash Lite to let the user select custom icon menus for the device's launcher application (used by the UILauncher content type).
DoCoMo, KDDI, and VodafoneKK (Japan only)
Data Folder
Icon Menu
Image Viewer
Use the Image Viewer application DoCoMo (Japan only) that lets the user manage and preview multimedia files on the device, including SWF files. Uses Flash Lite to display an animation when the user receives a call. DoCoMo, KDDI, and VodafoneKK (Japan only)
Incoming Call
Mailer
VodafoneKK (Japan only) Uses Flash Lite to display an animation when the user sends or receives an e-mail message. Uses Flash Lite to preview SWF files (as well as other multimedia formats). Uses the My Picture application that lets the user manage and preview SWF files on the device, as well as other image formats. KDDI (Japan only)
Multimedia
My Picture
DoCoMo (Japan only)
OpenEMIRO
Displays Flash Lite content when KDDI (Casio devices only) the device is returning from Standby mode. This is similar to the Wake Up Screen content type on other devices.
Screen Saver SMIL Player Uses Flash Lite to display the devices screen saver. Uses Flash Lite to preview SWF files (as well as other multimedia formats). Makes Flash Lite available as a stand-alone application so that the user can start and view arbitrary SWF files that reside on the device or that the user receives in the messaging in-box. Uses Flash Lite to display the devices Standby Screen (or wallpaper screen).
KDDI and VodafoneKK (Japan only) KDDI (Japan only)
Standalone Player
Available globally for select Symbian Series 60 and UIQ devices
Standby Screen
Sub LCD
Uses Flash Lite to display content KDDI (Japan only) on the external or secondary screen available on some flip phones. Uses Flash Lite for the devices application launcher. Uses Flash Lite to display the device's launcher application (that is, the application that lets the user start other applications).
UILauncher
Wake Up Screen
Uses Flash Lite to display an DoCoMo (Japan only) animation as the phone is starting.
Flash Lite specific information in the emulator
The emulator includes panels that supply information specific to your Flash Lite application. The panels appear along the right side of the window; you can collapse and expand them as you do in Flash.
The Content Type panel shows the default content type for your application and allows you to select other applicable content types. The File Info panel displays the filename, Flash file version, dimensions, and size in kilobytes. The Alert panel appears when there is a problem and displays warning messages. The Memory and Performance panels show the size of static and dynamic memory and allow you to adjust various parameters to tune your application for performance. The Device Status panel shows the values of various platform-specific (fscommand()) settings, such as time zone and battery level. The Network panel displays information about your network connectivity.
The Persistent Storage panel shows you how much storage on the device has been used. This is a per-device value: if multiple applications write to the persistent storage, the value is the sum of all their data. You can click Empty to clear the store for that particular device, in order to remove the persistent objects for all content that ran on that device.
For details about these panels and how to use them, see the Adobe Device Central online help.
About screen size and available Stage size
Each combination of target device and Flash Lite content type determines, among other things, the available screen area that a Flash Lite application can occupy. The available Stage area can be equal to, or less than, the devices full screen size. For example, the Stage area that is available to a SWF file running in full-screen mode in the stand-alone player on a Nokia Series 60 device is equal to the devices full screen size (176 x 208 pixels). On other devices (such as those available in Japan), the Stage area that is available to a SWF file running in one of the specialized content types (such as Address Book or Screensaver) might be less than the devices total screen size. For example, the Fujitsu 700i has a screen size of 240 x 320 pixels; however, a SWF file running in the devices Address Book application has 96 x 72 pixels of available Stage area. If a SWF files actual dimensions are different from the available Stage dimensions, the Flash Lite player scales the content (proportionately) to fit within the available Stage area. When you test your content in the emulator, the emulator also warns if your applications Stage size is different from the available Stage area. To avoid any undesired scaling issues, Adobe recommends that your Flash documents Stage dimensions match the available Stage area for the selected test device and content type.
FSCommand2 SetInputTextType The SetInputTextType command is not (command-arguments) found, not supported in the emulator. You must supported in the emulator, please test it on an actual device. test it on the device. Four Way Navigation is not supported for this device. The currently selected test device and content type supports two-way navigation. You pressed the left or right arrow keys on the emulators five-way keypad, which arent supported in two-way navigation. For more information, see Default navigation modes on page 16. The currently selected test device and content type supports four-way navigation. You pressed one of the devices arrow keys when there were no objects on the Stage to receive focus in the direction of the arrow key that you pressed. For more information, see Default navigation modes on page 16.
FTPS048
FTPS049
Four Way Navigation with wraparound is not supported for this device.
FTPS050
Generic MFI sounds not supported The emulator detected a Generic MFi device sound, which is not supported for the selected content type on by the selected content type on this this device. device. Unsupported Mouse Event (event- The specified mouse event is not name) found. supported by the selected test device and content type. The emulator detected a SMAF SMAF(MA-2) sounds not supported for the selected content (MA-2) device sound, which is not supported by the selected content type on this device. type on this device.
FTPS051
FTPS067
FTPS068
SMAF (MA-3) sounds not The emulator detected a SMAF supported for the selected content (MA-3) device sound, which is not type on this device. supported by the selected content type on this device. SMAF (MA-5) sounds not The emulator detected a SMAF supported for the selected content (MA-5) device sound, which is not type on this device. supported by the selected content type on this device. MFI sounds with Fujitsu extension The emulator detected an MFi device sound with a Fujitsu extension, which not supported for the selected is not supported by the selected content type on this device. content type on this device. MFI sounds with Mitsubishi extension not supported for the selected content type on this device. MFI sounds with NEC extension not supported for the selected content type on this device. MFI sounds with Panasonic extension not supported for the selected content type on this device. MFI sounds with Sharp extension not supported for the selected content type on this device. MFI sounds with Sony extension not supported for the selected content type on this device. Print commands are not supported. The emulator detected an MFi device sound with a Mitsubishi extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with an NEC extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Panasonic extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sharp extension, which is not supported by the selected content type on this device. The emulator detected an MFi device sound with a Sony extension, which is not supported by the selected content type on this device. Your application contains one of the ActionScript print commands (for example, print() or printAsBitmap()), which are not supported by Flash Lite. Indicates the name of the device sound in a sound bundle that the emulator played.

DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 6
setTimeout/clearTimeout The ActionScript 2.0 setTimeout and clearTimeout global functions were not supported in Flash Lite 3.0, but are supported in Flash Lite 3.1. The setTimeout function is used to run a specified function after a specified delay (in milliseconds). Note that using setTimeOut/clearTimeOut in conjunction with inline input text can cause problems for time-sensitive applications, such as online quizzes or games, because background processing of all ActionScript (including the timer) is paused when text is being input by the device user. Streaming video seek functionality Flash Lite 3.1 supports seek functionality in streaming Flash video (FLV). In Flash Lite 3.0, video playback included only minimal support for seeking. Seeking to a forward or backward position relative to the current head position was supported only for small HTTP videos. Flash Lite 3.1 supports the ability to seek within large FLV videos as well. Seeking backward is always supported, while seeking forward is supported with some limitations. Forward seek works only for the portion of the stream that has been downloaded. Attempting to seek to a position beyond the end of the downloaded stream does not result in a seek; rather, the video continues to play from the current head position. The seek functionality is used along with the Netstream class. Netstream.seek() is used to seek forward or backward in the HTTP video stream. Streaming mp3 files Flash Lite 3.1 supports the streaming of mp3 audio files using the ActionScript Sound object. In Flash Lite 3.0, mp3 files had to be completely downloaded before they could be decoded and played, and if the device could not allocate enough memory to process the entire file, then errors would result. Flash Lite 3.1 supports progressive sound streaming over both HTTP and local file system protocols, which means that mp3 files can be streamed from a web server or from the device's local file storage. Data in mp3 format is processed as it is downloaded, which optimizes memory consumption and allows devices to play back larger mp3 files than was possible in Flash Lite 3.0.
ActionScript extensions
The Extensions feature in Flash Lite 3.1 allows third-party developers to add features and ActionScript APIs to Flash Lite using a static or dynamically linked library. The DLL provides the implementation for the features, and Flash Lite allows the DLL to be used by calling ActionScript APIs. This makes it possible for Flash Lite developers to interact with APIs exposed by host devices by writing a DLL that bridges the capabilities of the device and of the Flash Player. These extensions can be statically or dynamically linked to the host implementation. For example, using this capability, developers can write applications that access the devices filing system, or use GPS data provided by the device, and so on. Note: the ActionScript Extensions feature is available to third-party developers only if it has been enabled by the manufacturer of the target device.
Each Flash Lite content type, paired with a specific device, defines a specific set of Flash Lite features that are available to your application. For example, a Flash application that is running as a screensaver is not typically allowed to make network connections or download data. The Flash Lite testing features in Adobe Device Central let you test against multiple devices and different Flash Lite content types. This ability lets you determine if your application uses features that arent available for the type of content that you are developing. For more information about selecting target devices and content types, see Testing Flash Lite content on page 102 in Developing Flash Lite 2.x and 3.x Applications.
Chapter 3: Tutorial: Creating a Flash Lite application
In this tutorial, youll develop an Adobe Flash Lite application that promotes a fictional restaurant called Caf Townsend. Users can view a list of specials at the restaurant, watch a video about the chef, and call the restaurant to make reservations. Users also set their preferred location for making reservations using a shared object, which stores their preference between application sessions.
View the completed application
There are two versions of the completed application: a version that uses a 3GP device video file, and a version that uses an FLV file. You can view each version in the Adobe Device Central emulator. You can also transfer the completed applications to the stand-alone Flash Lite player installed on a mobile device. Device Central does not support every Adobe ActionScript command. For example, Device Central does not support fscommand2("Quit") or getURL(). Device Central does send messages to the Output window to verify that the commands were called. To view the messages, choose Window > Flash Output (Device Central CS4) or View > Flash Output > Show (Device Central CS3). For more information, see Flash Lite features not supported by the emulator on page 106.
1 Download and decompress the tutorial files. Browse to www.adobe.com/go/learn_flt_samples_and_tutorials.
Download the ZIP file for your Flash Lite version.
2 In Flash, choose File > Open, and browse to the file named cafe_tutorial_complete.fla or
cafe_tutorial_FLV_complete.fla in the Tutorial folder.
3 Select Control > Test Movie to test the application in Device Central. 4 To interact with the application, do the following:
On the homescreen, click the Down key to select the Specials menu item. Click the Select key to view the Specials screen. On the Specials screen, click the Right soft key (Next) on the emulator to view the image and description for each special. Click the Left soft key (Home) to return to the homescreen. Select the View Video menu item to watch the video. Click the Left soft key (Home) to return to the homescreen. You can also click the Right soft key (Pause) to pause the video. On the homescreen, click the Left soft key (Set Location) to go to the screen where you set your location. Select a preferred location for reservations, and then click the Left soft key (Save) to set the location and return to the homescreen (or click Cancel). On the homescreen, select the Reservations menu item to start a phone call to the restaurant. In the Output window, confirm that the phone number matches the location you set on the set location screen.
12 Select Control > Test Movie to preview the application in the emulator.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 45
Click the down arrow key on the emulator with your mouse (or press the down arrow key on your computers keyboard) to navigate between menu options; to select a menu item, click the emulators select key by using your mouse (or press the Enter key on your computers keyboard).
Handling key events
Flash Lite generates keypress events in response to the user pressing keys on the device. You can write key handler code to respond to these events. For a list of the keys that Flash Lite supports, see Keys supported by Flash Lite on page 33. The following table lists commonly used device keys and the corresponding ActionScript key codes and key code constants for those keys:
Device key Select key Up navigation key Down navigation key Left navigation key Right navigation key Left soft key Right soft key 2 ActionScript key code/key code constant Key.ENTER Key.UP Key.DOWN Key.LEFT Key.RIGHT ExtendedKey.SOFT1 (or soft1) ExtendedKey.SOFT2 (or soft2) 50
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 46
Device key 9 * #
ActionScript key code/key code constant 51
Writing an event listener
Event listeners let an object, called a listener object, receive events broadcast by another object, called a broadcaster object. The broadcaster object registers the listener object to receive events generated by the broadcaster. For more information, see Using event listeners in Learning ActionScript 2.x in Flash. An easy way to handle keypress events is to create a key listener object that defines an onKeyDown or onKeyUp function, and then register that object with the Key.addListener() method. The following example code defines a key listener that responds when the user presses the right navigation key on the device:
var myListener:Object = new Object(); myListener.onKeyDown = function() { if (Key.getCode() == Key.RIGHT) { trace("You pressed the right arrow key"); } } Key.addListener(myListener);
Handle keypress events through a key listener
1 In Flash, create a new mobile document and save it as keylistener.fla. 2 Select the layer in the Timeline named Content. 3 Using the Oval tool, create an oval or circle on the Stage and convert it to a movie clip. 4 With the new movie clip selected, in the Property inspector, type circle in the Instance Name text box. 5 In the Timeline, select the first frame in Layer 1. 6 Open the Actions panel (Window > Actions), and enter the following code:
Additional resources
For information about BREW, see the BREW website. The Developer Home area of the site contains information about the BREW SDK, BREW tools and utilities, and the characteristics of specific devices that support BREW. Note: You must be a registered BREW developer to download and use the BREW Tools Suite, as well as to enable your devices for testing BREW. Details about how to register are available on the site.
Setting up your system for BREW
Workflow for setting up your system for BREW
To set up your system to produce Flash Lite files for BREW, you need to locate and install the appropriate software from several sources. You also need to acquire the appropriate hardware (BREW-enabled devices, data cables, and so on). Much of the specific information required to install and configure these components is located in other Flash Lite or BREW documents. To set up your system to support Flash Lite authoring for BREW, you complete the following tasks:
1 Register as a BREW developer. 2 Install the BREW SDK and Tools Suite. 3 Install Flash Lite 2.1 for BREW. 4 Install USB drivers for target devices.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 86
Register as a BREW developer To register as a BREW developer, go to the QUALCOMMs main BREW site and follow the links on the Developer home page to become an authenticated BREW developer. Install the BREW SDK and tools The instructions that follow describe how to install the BREW SDK on your computer. They assume that you have already registered as a BREW developer. For more detailed information about installing the BREW SDK or Tools Suite, see Installing the BREW SDK in Starting with BREW. Go to the BREW website and then choose Developer Home > BREW Documentation > Application Development Documentation.
1 From BREW Developer Home on the BREW website, click Download BREW Tools to display the BREW
Development and Commercialization Tools page.
2 Navigate to the BREW Development area and click the appropriate link to download the most recent BREW SDK
version (at this writing, BREW SDK 3.1). Follow the onscreen instructions to download and install the SDK.
3 After you install the SDK, install the tools.
Navigate to the BREW Commercialization area of the BREW Development and Commercialization Tools page and click the link for the BREW Testing and Commercialization Utilities. Follow the onscreen instructions to install the Tools Suite on your computer. Your Start menu should now contain entries for both the BREW SDK and the BREW Tools Suite. Install Adobe Flash Lite 2.1 for BREW Devices Flash Lite 2.1 for BREW Devices includes three components:
Flash Lite Publisher for BREW (available from www.adobe.com/go/support_flashlite) Flash Lite 2.1 for BREW Simulator (available from www.adobe.com/go/support_flashlite) Flash Lite extension for BREW-enabled devices (available from the BREW website for testing purposes only. The extension is downloaded automatically to users devices when they select and download a Flash Lite for BREW application.)
Identifying your target device and content type
The QUALCOMM Developer Home contains information about the specific characteristics of all of the devices that currently support a version of BREW. Some information is also available about precommercial devices that are not yet available on the market. You can use this information to determine the devices that you plan to target with your BREW application. Several sample applications with different device packs are also included with the BREW SDK. You can use these sample applications to learn more about how specific devices work.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 88
Creating your application in Flash
The process for creating Flash Lite applications for BREW is similar to creating a generic Flash Lite application. With the exception of features that are not supported on BREW devices (listed in Flash Lite features not supported in BREW on page 84) and BREW-specific authoring notes (below), developing applications for BREW devices can be done by following the development steps detailed in the rest of the Flash documentation. The following topics provide information that applies only to Flash Lite authoring for BREW. Launching a browser The BREW target handsets use the OpenWave browser, which doesnt provide the appropriate hook for the BREW application to invoke the browser. Therefore, if you specify an HTTP URL in the getURL(), loadVars(send), or XML.send() functions, no browser is launched. To send information to a server and continue playing your SWF file without opening a new window or replacing content in a window or frame, use the loadVars.sendAndLoad() function. Default soft key behavior For information and examples describing how to program soft key behavior in Flash Lite, see Using the soft keys on page 47. The following table describes the default soft key behavior in Flash Lite 2.1 for BREW:
Content action Default (content does not call the SetSoftKeys command) Non-full-screen mode (content does not call SetSoftKeys) Content disables soft keys Content overrides one or both soft keys (calls SetSoftKeys) Screen mode Full-screen mode Left key action Displays options menu Right key action Exits the player
Non-full-screen mode
Displays options menu
Exits the player
n/a n/a
None Displays options menu if no override. If override, behavior specified by content.
None Exits the player if no override. If override, behavior specified by content.
Test your application in Flash
As with creating your application, using the Adobe Device Central emulator to test your BREW application is similar to testing a generic Flash Lite application. Remember that the testing you do in Flash (using the Device Central emulator) is different from the testing you do using the Simulator that is included with the BREW SDK. Device Central emulator testing is described in this section, and BREW Simulator testing is described in Publishing Flash Lite files for BREW on page 89. Because the Device Central emulator does not currently provide device packs for BREW devices, the Device Central emulator can be used only to test basic functionality. Use the BREW Simulator to test your applications functionality in the BREW environment.
Example: brew/appname/appname.mod brew/appname/appname.sig brew/appname.mif brew/shared/media.xxx, where xxx is the extension of any resource files, including graphics, video, sound, and BAR files
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 93
or brew/appname/media.xxx, where xxx is the extension of any resource files, including graphics, video, sound, and BAR files The file system on BREW 3.x devices is structured as follows:
All application directories are stored in the brew/mod folder. Application files (including SIG files) are stored in the application folder (subfolders are not allowed). MIF files are stored in the brew/mif folder. You can store shared media, such as images and BAR files, in the brew/shared folder. You can also store shared media in the folder that contains the main application files.
Example: brew/mod/appname/appname.mod brew/mod/appname/appname.sig brew/mif/appname.mif brew/shared/media.xxx, where xxx is the extension of any resource files, including graphics, video, sound and BAR files or brew/mod/appname/media.xxx, where xxx is the extension of any resource files, including graphics, video, sound, and BAR files
Workflow for publishing and testing Flash Lite files for BREW
The workflow for publishing and testing Flash Lite files for BREW is as follows:
In Flash, launch the BREW Publisher wizard and follow the screens to specify the appropriate settings for your BREW application and publish the files. In the BREW SDK, use the BREW Simulator to test the application.
Use the BREW Publisher wizard to publish application files
1 In Flash, select File > Publish Settings.
The Publish Settings dialog box appears.
2 On the Formats tab, select Flash (.swf) if it is not already selected.
You can deselect all other file types, because only the SWF file is needed to generate the BREW applet.
3 On the Flash tab, from the Version list, select a supported version of the player (Flash Player 7 or earlier, or any
version of Flash Lite), and then select any of the versions from the ActionScript version list (all ActionScript versions are supported).
4 From the Post-Processor list near the bottom of the Flash tab, select Flash Lite for BREW.
Application Type (Application or Screen Saver)
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 95
4 (Optional for testing your application, but mandatory for applications that must pass True BREW Testing) Use the
Applet Icons screen to enter or browse for the name and location of one or more icons for your applet. Supported file types are: JPEG, BMP, PNG, and BCI (BREW Compressed Image). These icons are displayed along with the applets name in the BREW Application Manager on the target device. When you have finished specifying your icons, click Next to continue.
Field name Small Icon Medium Icon Large Icon Field contents Image file for small icon (displayed on device). Maximum size: 16 x 16. Image file for medium icon (displayed on device). Maximum size: 26 x 26. Image file for large icon (displayed on distribution server and some devices). Maximum size: 65 x 42.
5 Use the Define Output Settings screen to specify the locations in which to publish files for the BREW Simulator and
the target device. These fields are populated with default values derived from your SWF files location, combined with the applets name and folder names (simulator and device) that indicate which files to use for testing and which files to upload to the device. You can accept the defaults, or you can specify different output locations. When you have finished, click Next to continue.
Field name For Simulator Field contents Contains the files you need to test your applet by using the Simulator tool in the BREW SDK. For further information about the expected file locations and folder structure, see the documentation for the BREW Simulator on the BREW website.
MIF Folder Applet Folder
For Device
Contains the files you upload to the BREW device. For more information about how folder structures differ according to the version of BREW supported by the target device, see Uploading files to BREW devices on page 97.
6 Use the Summary Of Your Selections screen to review the applet settings you selected.
To change any of these settings, use the Back button to return to previous screens and make changes. When your settings are complete, check or deselect the box at the bottom of the screen to specify whether to display the wizard again when you publish, and then click Finish to save your settings.
Field name Summary Of Your Selections Do Not Show This Wizard On Publish Field contents Displays a list of all of your settings for review.
Controls whether to display the wizard again when you publish the applet files, or trigger the publishing process without redisplaying the wizard. Note that you can always access the wizard regardless of this setting by displaying the Publish Settings dialog box and clicking the Settings button to the right of the Post-Processor list.
A device that supports Flash Lite for BREW (at this writing, either a Samsung SCH-A950 or an LG VX9800) A serial or USB cable to upload your application from your computer to the device (usually available from the device manufacturer) The AppLoader tool (available for download as part of the BREW Tools Suite to authenticated developers from the BREW website) Application files in the required file formats and structure (created by using the Flash Lite for BREW Publisher wizard)
These are the required application files:
appname.SIG (available for download to authenticated developers from the QUALCOMM web-based test signature generator) appname.MOD (generated by the Flash Lite Publisher for BREW wizard)
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 98
appname.MIF (generated by the Flash Lite Publisher for BREW wizard) All sound, video, image, and BAR files that your application requires
For complete information about required file formats and structure for your target device, see Device file structures for different BREW versions on page 92
Workflow for uploading applications
This workflow assumes that you have already installed the appropriate USB drivers for your device on your computer. For more information, see Setting up your system for BREW on page 85. To upload and test Flash Lite applications on BREW devices, complete the following tasks:
1 Connect the handset to the computer with a cable. 2 Open AppLoader on the computer: a Copy application files to the appropriate locations for the device. For information, see Device file structures for
different BREW versions on page 92.
b If necessary, copy Flash Lite Extension and Player files to the device (first time only). c Restart the device. 3 Test the application on the device.
The rest of this section contains more detailed information about each of these tasks.
Uploading Flash Lite Extension files to the device (first use only)
Before you can test your Flash Lite for BREW applications on a given device, copy the Flash Lite Extension onto the device. This needs to be done only once, when you first acquire the device for testing. End users of your application will receive these files as part of the download when they download your completed application from the BDS or ADS, but developers must copy these files manually. The files are listed below. Follow the instructions in the rest of this section to upload the files to your device using the AppLoader tool. Note that the locations to which you copy these files are different for BREW 2.x and 3.x devices. See Device file structures for different BREW versions on page 92 for more information.
Extension file flashlite_2_1.sig flashlite_2_1.mif flashlite_2_1.mod brewsaplayer.sig brewsaplayer.mif brewsaplayer.mod Source Generated by developers using a tool available from the BREW website. Available for download from the BREW website. Available for download from the BREW website. Generated by developers using a tool available from the BREW website. Available for download from the BREW website. Available for download from the BREW website.
1 Use the cable that the handset manufacturer provides to attach the handset to a COM port on the computer on
which your BREW application files are stored.
target device. For complete information about the structure for BREW 3.x devices, see Device file structures for different BREW versions on page 92.
3 Select Start > Programs > BREW Tools Suite <latest version> > BREW Apploader to start the AppLoader tool. 4 The AppLoader tool displays a connection window.
Select the number of the COM port your device is connected to, select 3.x as the BREW version for your device, and then click OK to connect to the device. Note: You can find the COM port that your device is connected to in the Windows Device Manager by looking at the properties of the port that corresponds to the installed device. If you always connect the same device model to the same COM port, this number does not change. Because it changes when you use a different device model, you should always check the COM port number when you connect a new device model. After you are connected, the AppLoader tool displays the devices BREW file system.
1 To upload your application files (MOD, SIG and resource files) to the handset, do one of the following:
Select File > New > Directory > New Directory to create a directory with the same name as your application, and then copy your application files to it. See Device file structures for different BREW versions on page 92 for details. Drag your application folder from the Windows Explorer to the AppLoader window.
2 To restart the device, do one of the following:
On some devices, your application will not be displayed in the standard Get Going menu. To display your application on these devices, follow these steps:
a On the Verizon homescreen, press Select/OK to access the menu. b Press the zero key (0) to access the service menu. c Enter the default password, which is six zeros (000000). d Press the nine key (9) to display Get It Now. e Press the g key to access the screen on which Flash Lite applications are displayed.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 101
Testing applications on the device
Before you can start and test your application on the device, you must have a test signature from QUALCOMM. Authenticated developers can use a web-based tool called Testsig on the BREW Developer extranet to generate test signatures. For specific information on how to generate and use your Testsig, see the BREW website. You can find extensive information on how to test your BREW applets to ensure that they ultimately comply with TBT (True BREW Testing) standards on the BREW Developer extranet.
For further information about the AppLoader tool, consult the following sources:
Document name and type Starting with BREW, About the BREW Tools Suite (PDF) Location Go to the BREW website and then select Developer Home > Application Developer Documentation C:\Program Files\BREW Tools Suite <latest version>\BREWApploader (default) Go to the BREW website and navigate to the SDK download page
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 133
Function Name _x:Number _xmouse:Number [read-only] _xscale:Number _y:Number _ymouse:Number [read-only] _yscale:Number attachAudio(id:Object) : Void attachBitmap(bmp:BitmapData, depth:Number, [pixelSnapping:String], [smoothing:Boolean]) : Void attachMovie(id:String, name:String, depth:Number, [initObject:Object]) : MovieClip beginBitmapFill(bmp:BitmapData, [matrix:Matrix], [repeat:Boolean], [smoothing:Boolean]) : Void beginFill(rgb:Number, [alpha:Number]) : Void
Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 Yes Yes Yes Yes Yes Yes No No Yes Yes Yes Yes Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes
beginGradientFill(fillType:String, Yes colors:Array, alphas:Array, ratios:Array, matrix:Object, [spreadMethod:String], [interpolationMethod:String], [focalPointRatio:Number]) : Void blendMode:Object cacheAsBitmap:Boolean clear() : Void createEmptyMovieClip(name:String, depth:Number) : MovieClip createTextField(instanceName:String, depth:Number, x:Number, y:Number, width:Number, height:Number) : TextField curveTo(controlX:Number, controlY:Number, anchorX:Number, anchorY:Number) : Void duplicateMovieClip(name:String, depth:Number, [initObject:Object]) : MovieClip enabled:Boolean endFill() : Void filters:Array focusEnabled:Boolean Yes Yes Yes Yes
No No Yes Yes
Yes Yes No Yes
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 134
Function Name forceSmoothing:Boolean getBounds(bounds:Object) : Object getBytesLoaded() : Number getBytesTotal() : Number getDepth() : Number
Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 No Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes
getInstanceAtDepth(depth:Number) : Yes MovieClip getNextHighestDepth() : Number getRect(bounds:Object) : Object getSWFVersion() : Number getTextSnapshot() : TextSnapshot getURL(url:String, [window:String], [method:String]) : Void globalToLocal(pt:Object) : Void gotoAndPlay(frame:Object) : Void gotoAndStop(frame:Object) : Void hitArea:Object hitTest() : Boolean Yes Yes Yes Yes Yes
Yes No Yes No Yes
Yes Yes Yes Yes Yes No
lineGradientStyle(fillType:String, Yes colors:Array, alphas:Array, ratios:Array, matrix:Object, [spreadMethod:String], [interpolationMethod:String], [focalPointRatio:Number]) : Void lineStyle(thickness:Number, rgb:Number, alpha:Number, pixelHinting:Boolean, noScale:String, capsStyle:String, jointStyle:String, miterLimit:Number) : Void lineTo(x:Number, y:Number) : Void Yes
loadMovie(url:String, [method:String]) Yes : Void loadVariables(url:String, [method:String]) : Void localToGlobal(pt:Object) : Void menu:ContextMenu moveTo(x:Number, y:Number) : Void nextFrame() : Void onData = function() {} onDragOut = function() {} onDragOver = function() {} Yes
Yes No No Yes Yes Yes Yes Yes No Yes
previousSibling:XMLNode [read-only] Yes
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 151
Function Name removeNode() : Void toString() : String
XMLNode(type:Number, value:String) Yes
XMLSocket
The following table shows which versions of Flash Lite support the XMLSocket class and its members.
Function Name close() : Void connect(url:String, port:Number) : Boolean onClose = function() {} onConnect = function(success:Boolean) {} onData = function(src:String) {} onXML = function(src:XML) {} send(data:Object) : Void XMLSocket() ActionScript 2 Yes Yes Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 Yes Yes Yes Yes Yes Yes
The following table shows which versions of Flash Lite support the XMLUI class and its members.
Function Name accept() : Void cancel() : Void get(name:String) : String set(name:String, value:String) : Void ActionScript 2 Yes Yes Yes Yes Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 No No No No No No No No No No No No
Global functions and properties
The following table shows which versions of Flash Lite support the various global functions and properties.
Function Name add and Array([numElements:Number], [elementN:Object]) asfunction(function:String, parameter:String) ActionScript 2 No No Yes Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 Yes Yes Yes Yes Yes Yes Yes Yes Yes
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 152
Function Name Boolean(expression:Object) break call(frame:Object) case chr(number:Number) clearInterval(intervalID:Number) continue default do while duplicateMovieClip(target:Object, newname:String, depth:Number) else else if eq escape(expression:String) eval(expression:Object) 0 for for in fscommand(command:String, parameters:String) fscommand2(command:String, parameters:String) function getProperty(my_mc:String, property) getTimer() getURL(url:String, [window:String], [method:String]) getVersion() gotoAndPlay([scene:String], frame:Object) gotoAndStop([scene:String], frame:Object) if ifFrameLoaded([scene:String], frame:Object) int(value:Number)
ActionScript 2 Yes No Deprecated No Deprecated Yes No No No Yes
Flash Lite 2.1 Flash Lite 3.0 Flash Lite 3.1 Yes Yes Deprecated Yes Deprecated Yes Yes Yes Yes Yes Yes Yes Deprecated Yes Deprecated Yes Yes Yes Yes Yes Yes Yes Deprecated Yes Deprecated Yes Yes Yes Yes Yes
No No No Yes Yes No No No Yes
No Deprecated Yes Yes
No Deprecated
Yes Deprecated
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 153
Function Name isFinite(expression:Object) isNaN(expression:Object) length(expression:String, variable:Object) loadMovie(url:String, target:Object, [method:String]) loadMovieNum(url:String, level:Number, [method:String]) loadVariables(url:String, target:Object, [method:String]) loadVariablesNum(url:String, level:Number, [method:String]) mbchr(number:Number) mblength(string:String) mbord(character:String) mbsubstring(value:String, index:Number, count:Number) MMExecute(command:String) ne new newline nextFrame() nextScene() not Number(expression:Object) Object([value:Object]) on(mouseEvent:Object) onClipEvent(movieEvent:Object) ord(character:String) parseFloat(string:String) parseInt(expression:String, [radix:Number]) play() prevFrame() prevScene() print(target:Object, boundingBox:String)
getTextSnapshot()
Description Returns a TextSnapshot object that contains the text in the static text fields in the specified movie clip. Specifies a movie clip as draggable and begins dragging the movie clip. Limitations: Supported if
startDrag()
stopDrag()
Stops a MovieClip.startDrag() method. A movie clip that Partially supported was made draggable with startDrag() remains draggable until a stopDrag() method is added, or until another movie clip becomes draggable. Only one movie clip is draggable at a time. Limitations: Supported if
The following table lists the properties that are either partially or not supported by the MovieClip class when using ActionScript for Flash Lite 2.x and later.
_droptarget
Returns the absolute path in slash-syntax notation of the movie clip Partially supported instance on which this movie clip was dropped. The _droptarget property always returns a path that starts with a slash (/). To compare the _droptarget property of an instance to a reference, use the eval() function to convert the returned value from slash syntax to a dot-syntax reference. Limitations: Supported if System.capabilities.hasMouse or System.capabilities.hasStylus is set to true.
menu _quality
Associates the specified ContextMenu object with the movie clip. Sets or retrieves the rendering quality used for a SWF file. Device fonts are always aliased and therefore are unaffected by the _quality property. A Boolean value that indicates whether other buttons or movie clips can receive mouse release events. The trackAsMenu property lets you create menus. You can set the trackAsMenu property on any button or movie clip object. If the trackAsMenu property does not exist, the default behavior is false. Limitations: Supported if System.capabilities.hasMouse or System.capabilities.hasStylus is set to true.
trackAsMenu
A Boolean value that determines whether the hand icon appears when the mouse rolls over a movie clip. Returns the x coordinate of the mouse position. Limitations: Supported if System.capabilities.hasMouse or System.capabilities.hasStylus is set to true.
Returns the y coordinate of the mouse position. Limitations: Supported if System.capabilities.hasMouse or System.capabilities.hasStylus is set to true.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 160
The following table lists the event handlers that are partially supported by the MovieClip class when using ActionScript for Flash Lite 2.x and later.
Event Handler
Description Invoked when the mouse button is pressed and the pointer rolls outside the object. You must define a function that executes when the event handler is invoked. You can define the function on the timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library. Limitations: Supported if System.capabilities.hasMouse or System.capabilities.hasStylus is set to true.
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 166
setPan()
Description Determines how the sound is played in the left and right channels (speakers). For mono sounds, pan determines which speaker (left or right) the sound plays through. Limitations: Supported for use with native Flash sound; not supported for use with device sound.
setTransform()
Sets the sound transform (or balance) information for a Sound object. The soundTransformObject parameter is an object that you create using the constructor method of the generic Object class, with parameters specifying how the sound is distributed to the left and right channels (speakers). Limitations: Supported for use with native Flash sound; not supported for use with device sound.
setVolume()
Sets the volume for the Sound object. Limitations: Supported for use with native Flash sound; not supported for use with device sound.
The following table lists the properties of the Sound class that are partially supported when using ActionScript for Flash Lite 2.x and later.
duration
Description The duration of a sound, in milliseconds. Limitations: Supported for use with native Flash sound; not supported for use with device sound.
position
The number of milliseconds a sound has been playing. Limitations: Supported for use with native Flash sound; not supported for use with device sound.
The following table lists new methods in the Sound class that are specific to ActionScript for Flash Lite 2.x and later.
Description Returns the value of the previous setPan() call. This method is not supported for device sound. Returns the value of the previous setTransform() call. This method is not supported for device sound. Loads sound data of any format into Flash Player. This method is different from the Flash Player 7 implementation because sound data loaded using this method is always treated as event sound. Therefore, the second parameter of this method is always ignored. In the following example, the value true is ignored:
my_sound.loadSound("mysnd.mp3", true);
DEVELOPING ADOBE FLASH LITE 2.X AND 3.X APPLICATIONS 167
Stage class
The Stage class is a top-level class whose methods, properties, and handlers you can access without using a constructor. Use the methods and properties of this class to access and manipulate information about the boundaries of a SWF file. For more information, see Flash Lite 2.x and 3.x ActionScript Language Reference.
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