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Documents

doc0

Creating JSFL files

You can use Macromedia Flash 8 or your preferred text editor to write and edit Flash JavaScript (JSFL) files. If you use Flash, these files have a.jsfl extension by default. You can also create a JSFL file by selecting commands in the History panel and then clicking the Save button in the History panel or selecting Save As Command from the options pop-up menu. The command (JSFL) file is saved in the Commands folder (see Saving JSFL files on page 7). You can then open the file and edit it the same as any other script file. The History panel provides some other useful options as well. You can copy selected commands to the Clipboard, and you can view JavaScript commands that are generated while you are working in Flash.
To copy commands from the History panel to the Clipboard:
Select one or more commands in the History panel. Do one of the following:
Click the Copy button. Select Copy Steps from the options pop-up menu.
To view JavaScript commands in the History panel:
Select View > JavaScript in Panel from the options pop-up menu.

Saving JSFL files

You can have JSFL scripts available within the Flash authoring environment by storing them in one of several folders within the Configuration folder. By default, the Configuration folder is in the following location:
Windows 2000 or Windows XP: boot drive\Documents and Settings\user\Local Settings\Application Data\Macromedia\ Flash 8\language\Configuration\
Mac OS X: Macintosh HD/Users/userName/Library/Application Support/Macromedia/Flash 8/ language/Configuration/
To determine the location of the Configuration folder, use fl.configDirectory or fl.configURI. Within the Configuration folder, the following folders can contain scripts that you can access in the authoring environment: Behaviors, Commands (for scripts that appear on the Commands menu), Effects (for timeline effects), JavaScript (for scripts used by Script Assist), Tools (for extensible tools in the Tools panel), and WindowSWF (for panels that appear in the Windows menu). This document focuses on scripts used for commands, effects, and tools. If you edit a script in the Commands folder, the new script is immediately available in Flash. If you edit a script for an effect or extensible tool, you have to close and restart Flash, or else use the fl.reloadEffects() or fl.reloadTools() command. However, if you used a script to add an extensible tool to the Tools panel and you then edit the script, you must either remove and then add the tool to the Tools panel again, or else close and restart Flash for the revised tool to be available.

document.accName

A string that is equivalent to the Name field in the Accessibility panel. A Boolean value that is equivalent to the Auto Label check box in the Accessibility panel. A string, hexadecimal value, or integer that represents the background color. A string that specifies the name of the active publish profile for the specified document. An integer that specifies the index of the active timeline. A string that is equivalent to the Description field in the Accessibility panel. A Boolean value that specifies whether the children of the specified object are accessible. A float value that specifies the number of frames displayed per second when the SWF file plays; the default is 12. An integer that specifies the height of the document (Stage) in pixels. Read-only; the library object for a document. A Boolean value that specifies if Live Preview is enabled. Read-only; a string that represents the name of a document (FLA file). Read-only; a string that represents the path of the document. Read-only; an array of the publish profile names for the document. Read-only; the current ScreenOutline object for the document. An array of the selected objects in the document. A Boolean value that specifies whether the object is accessible.

document.autoLabel

document.backgroundColor
document.currentPublishProfile

document.currentTimeline

document.description

document.forceSimple

document.frameRate

document.height

document.library document.livePreview

document.name

document.path

document.publishProfiles

document.screenOutline
document.selection document.silent

document.timelines

Read-only; an array of Timeline objects (see Timeline object). Read-only; a Matrix object. An integer that specifies the width of the document (Stage) in pixels. Specifies the zoom percent of the Stage at author time.
document.viewMatrix document.width

document.zoomFactor

frame.getCustomEase(), frame.hasCustomEase, frame.setCustomEase()

CHAPTER 21

HalfEdge object
The HalfEdge object is the directed side of the edge of a Shape object. An edge has two half edges. You can transverse the contours of a shape by walking around these half edges. For example, starting from a half edge, you can trace all the half edges around a contour of a shape, and return to the original half edge. Half edges are ordered. One half edge represents one side of the edge; the other half edge represents the other side.
Method summary for the HalfEdge object
The following methods are available for the HalfEdge object:
halfEdge.getEdge() halfEdge.getNext()
Gets the Edge object for the HalfEdge object. Gets the next half edge on the current contour.
halfEdge.getOppositeHalfEdge() Gets the HalfEdge object on the other side of the edge. halfEdge.getPrev() halfEdge.getVertex()
Gets the preceding HalfEdge object on the current contour. Gets the Vertex object at the head of the HalfEdge object.
Property summary for the HalfEdge object
The following properties are available for the HalfEdge object:

halfEdge.id

Read-only; a unique integer identifier for the HalfEdge object.

halfEdge.index

halfEdge.getEdge()

An Edge object.

Method; gets the Edge object for the HalfEdge object. See Edge object.
The following example illustrates getting an edge and a half edge for the specified shape.
var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0); var edge = hEdge.getEdge();

halfEdge.getNext()

Method; gets the next half edge on the current contour.
Although half edges have a direction and a sequence order, edges do not.

N OT E 290

The following example stores the next half edge of the specified contour in the nextHalfEdge variable:
var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge( 0 ); var nextHalfEdge = hEdge.getNext();
halfEdge.getOppositeHalfEdge()
Method; gets the HalfEdge object on the other side of the edge.
The following example stores the half edge opposite hEdge in the otherHalfEdge variable:
var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0); var otherHalfEdge = hEdge.getOppositeHalfEdge();

halfEdge.getPrev()

Method; gets the preceding HalfEdge object on the current contour.
The following example stores the previous half edge of the specified contour in the prevHalfEdge variable:
var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge( 0 ); var prevHalfEdge = hEdge.getPrev();

halfEdge.getVertex()

A Vertex object.
Method; gets the Vertex object at the head of the HalfEdge object. See Vertex object.
The following example stores the Vertex object at the head of hEdge in the vertex variable:
var var var var shape = fl.getDocumentDOM().selection[0]; edge = shape.edges[0]; hEdge = edge.getHalfEdge(0); vertex = hEdge.getVertex();
Read-only property; a unique integer identifier for the HalfEdge object.
The following example displays a unique identifier for the specified half edge in the Output panel:
var shape = fl.getDocumentDOM().selection[0]; alert(shape.contours[0].getHalfEdge().id);
Read-only property; an integer with a value of 0 or 1 that specifies the index for this HalfEdge object in the parent edge.
The following example displays the index value for the specified half edge in the Output panel:
var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0); var heIndex = hEdge.index;

CHAPTER 22

Instance object
Element object > Instance object
Instance is a subclass of the Element object.
Property summary for the Instance object
In addition to all of the Element object properties, Instance has the following properties:
instance.instanceType instance.libraryItem
Read-only; a string that represents the type of Instance. Library item used to instantiate this instance.

instance.instanceType

Flash MX 2004; acceptable value of "video" added in Flash 8.
Read-only property; a string that represents the type of Instance. Acceptable values are "symbol", "bitmap", "embedded video", "linked video", "video", and "compiled clip".

In Flash MX 2004, the value of instance.instanceType for an item added to the library using library.addNewItem("video") is "embedded_video". In Flash 8, the value is "video". See library.addNewItem().

N O TE 294

The following example shows that the instance type of a movie clip is "symbol":
// Select a movie clip, and then run this script. var type = fl.getDocumentDOM().selection[0].instanceType; fl.trace("This instance type is " + type);

instance.libraryItem

Property; a library item used to instantiate this instance. You can change this property only to another library item of the same type (that is, you cannot set a symbol instance to refer to a bitmap). See library object.
The following example changes the selected symbol to refer to the first item in the library:
fl.getDocumentDOM().selection[0].libraryItem = fl.getDocumentDOM().library.items[0];

CHAPTER 23

Item object
The Item object is an abstract base class. Anything in the library derives from Item. See also library object.
Method summary for the Item object
The following methods are available for the Item object.
item.addData() item.getData() item.hasData() item.removeData()
Adds specified data to a library item. Retrieves the value of the specified data. Determines whether the library item has the named data. Removes persistent data from the library item.
Property summary for the Item object
The following properties are available for the Item object.
item.itemType item.linkageClassName
Read-only; a string that specifies the type of element. A string that specifies the ActionScript 2.0 class that will be associated with the symbol. A Boolean value. If true, the item is exported for ActionScript. A Boolean value. If true, the item is exported for runtime sharing. A Boolean value. If true, the item is exported in the first frame. A string that specifies the name Flash will use to identify the asset when linking to the destination SWF file.

item.linkageExportForAS

item.linkageExportForRS
item.linkageExportInFirstFrame

item.linkageIdentifier

item.linkageImportForRS
A Boolean value. If true, the item is imported for runtime sharing. A string that specifies the URL where the SWF file containing the shared asset is located. A string that specifies the name of the library item, which includes the folder structure.

item.linkageURL

item.name

item.addData()

item.addData( name, type, data )
A string that specifies the name of the data. A string that specifies the type of data. Valid types are "integer", "integerArray", and "byteArray".
The data to add to the specified library item. The type of data depends on the value of the type parameter. For example, if type is "integer", the value of data must be an integer, and so on.
Method; adds specified data to a library item.
The following example adds data named myData with an integer value of 12 to the first item in the library:
fl.getDocumentDOM().library.items[0].addData("myData", "integer", 12);

item.getData()

item.getData( name )
A string that specifies the name of the data to retrieve.
The data specified by the name parameter. The type of data returned depends on the type of stored data.
Method; retrieves the value of the specified data.
The following example gets the value of the data named myData from the first item in the library and stores it in the variable libData.
var libData = fl.getDocumentDOM().library.items[0].getData( "myData" );

item.hasData()

item.hasData( name )
A string that specifies the name of the data to check for in the library item.
A Boolean value: true if the specified data exists; false otherwise.
Method; determines whether the library item has the named data.
The following example shows a message in the Output panel if the first item in the library contains data point named myData:
if ( fl.getDocumentDOM().library.items[0].hasData( "myData" ) ){ fl.trace("Yep, it's there!"); }

item.itemType

Read-only property; a string that specifies the type of element. The value is one of the following: "undefined", "component", "movie clip", "graphic", "button", "folder", "font", "sound", "bitmap", "compiled clip", "screen", and "video". If this property is "video", you can determine the type of video; see videoItem.videoType.
The following example shows the type of the specified library item in the Output panel:
fl.trace(fl.getDocumentDOM().library.items[0].itemType);

bSelectAll

Method; selects or deselects all items in the library.
The following examples select all the items in the library:
fl.getDocumentDOM().library.selectAll(); fl.getDocumentDOM().library.selectAll(true);
The following examples deselect all the items in the library:
fl.getDocumentDOM().library.selectAll(false); fl.getDocumentDOM().library.selectNone();

library.selectItem()

library.selectItem( namePath [, bReplaceCurrentSelection [, bSelect ] ] )
A string that specifies the name of the item. If the item is in a folder, you can specify its name and path using slash notation. A Boolean value that specifies whether to replace the current selection or add the item to the current selection. The default value is true (replace current selection). This parameter is optional. A Boolean value that specifies whether to select or deselect an item. The default value is true (select). This parameter is optional.

bReplaceCurrentSelection

bSelect
A Boolean value: true if the specified item exists; false otherwise.
Method; selects a specified library item.
The following example changes the current selection in the library to symbol 1 inside untitled folder 1:
fl.getDocumentDOM().library.selectItem("untitled Folder_1/Symbol_1");
The following example extends what is currently selected in the library to include symbol 1 inside untitled folder 1:
fl.getDocumentDOM().library.selectItem("untitled Folder_1/Symbol_1", false);
The following example deselects symbol 1 inside untitled folder 1 and does not change other selected items:
fl.getDocumentDOM().library.selectItem("untitled Folder_1/Symbol_1", true, false);

library.selectNone()

Method; deselects all the library items.
fl.getDocumentDOM().library.selectNone(); fl.getDocumentDOM().library.selectAll(false);
library.setItemProperty()
library.setItemProperty( property, value )
A string that is the name of the property to set. For a list of properties, see the Property summary for the Item object and property summaries for its subclasses. To see which objects are subclasses of the Item object, see Summary of the DOM structure. The value to assign to the specified property.
Method; sets the property for all selected library items (ignoring folders).
The following example assigns the value button to the symbolType property for the selected library item or items. In this case, the item must be a SymbolItem object; symbolType is a valid property for SymbolItem objects.

if(fl.getDocumentDOM().allowScreens) { var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace("The name of the screen is " + myName + ". "); }
Method summary for the ScreenOutline object
You can use the following methods with the ScreenOutline object:
screenOutline.copyScreenFromFile()
Inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. Deletes the currently selected screen(s), or a specified screen, and the children of the screen(s). Duplicates the currently selected screen(s) or a specified screen. Returns an array of Screen objects that are currently selected in the screen outline. Inserts a nested screen of a specific type into a particular location in the screen outline. Inserts a new blank screen of a specified type into the document at a specified location. Moves the specified screen in relation to the value of the referenceScreen parameter; either before, after, as the first child, or as the last child.
screenOutline.deleteScreen()
screenOutline.duplicateScreen()
screenOutline.getSelectedScreens()
screenOutline.insertNestedScreen()
screenOutline.insertScreen()
screenOutline.moveScreen()
screenOutline.renameScreen()
Changes the screen with a specified name to a new name. Sets the current selection in the screen outline to the specified screen. Lets the specified property with the specified value for the selected screens. Selects the specified screens in the Screen Outline pane.
screenOutline.setCurrentScreen()
screenOutline.setScreenProperty()
screenOutline.setSelectedScreens()
Property summary for the ScreenOutline object
You can use the following properties with the ScreenOutline object:
screenOutline.currentScreen screenOutline.rootScreen screenOutline.screens
A Screen object; the currently selected screen. Read-only; the first screen in the screen outline. Read-only ; the array of top level Screen objects contained in the document (see Screen object).

var sel = fl.getDocumentDOM().selection[0]; var shapeDrawingObject = (sel.elementType == "shape") && sel.isDrawingObject; fl.trace(shapeDrawingObject);
document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isGroup

shape.isGroup

Read-only property; if true, the shape is a group.
The following example stores the first selected item object in the sel variable and then uses the element.elementType and shape.isGroup properties to determine if the selected item is a group:
var sel = fl.getDocumentDOM().selection[0]; var shapeGroup = (sel.elementType == "shape") && sel.isGroup; fl.trace(shapeGroup);

shape.vertices

Read-only property; an array of Vertex objects (see Vertex object).
The following example stores the first selected item object in the someShape variable and then shows the number of vertices for that object in the Output panel:
var someShape = fl.getDocumentDOM().selection[0]; fl.trace("The shape has " + someShape.vertices.length + " vertices.");

CHAPTER 36

SoundItem object
Item object > SoundItem object
The SoundItem object is a subclass of the Item object. It represents a library item used to create a sound. See also frame.soundLibraryItem and Item object.
Property summary for the SoundItem object
In addition to the Item object properties, the following properties are available for the SoundItem object:

soundItem.bitRate

A string that specifies the bit rate of a sound in the library. Available only for the MP3 compression type. A string that specifies the bits value for a sound in the library that has ADPCM compression. A string that specifies the compression type for a sound in the library. A Boolean value available only for MP3 and Raw compression types. A string that specifies the playback quality of a sound in the library. Available only for MP3 compression type. A string that specifies the sample rate for the audio clip. and the imported MP3 quality is used.

soundItem.bits

soundItem.compressionType
soundItem.convertStereoToMono

soundItem.quality

soundItem.sampleRate
soundItem.useImportedMP3Quality A Boolean value; if true, all other properties are ignored
Property; a string that specifies the bit rate of a sound in the library. This property is available only for the MP3 compression type. Acceptable values are "8 kbps", "16 kbps", "20 kbps", "24 kbps", "32 kbps", "48 kbps", "56 kbps", "64 kbps", "80 kbps", "112 kbps", "128 kbps", and "160 kbps". Stereo sounds exported at 8 or 16 kbps are converted to mono. The property is undefined for other compression types.

var myStroke = fl.getDocumentDOM().getCustomStroke(); myStroke.style = "dashed"; myStroke.dash1 = 1; myStroke.dash2 = 2; fl.getDocumentDOM().setCustomStroke( myStroke );
Property; an integer that specifies the lengths of the blank parts of a dashed line. This property is available only if the stroke.style property is set to "dashed" (see stroke.style).

See stroke.dash1.

stroke.density
Property; a string that specifies the density of a stippled line. This property is available only if the stroke.style property is set to "stipple" (see stroke.style). Acceptable values are "very dense", "dense", "sparse", and "very sparse".
The following example sets the density property to "sparse" for the stroke style of stipple:
var myStroke = fl.getDocumentDOM().getCustomStroke(); myStroke.style = "stipple"; myStroke.dotSpace= 3; myStroke.variation = "random sizes"; myStroke.density = "sparse"; fl.getDocumentDOM().setCustomStroke( myStroke );

stroke.dotSize

Property; a string that specifies the dot size of a stippled line. This property is available only if the stroke.style property is set to "stipple" (see stroke.style). Acceptable values are "tiny", "small", "medium", and "large". The following example sets the dotsize property to "tiny" for the stroke style of stipple:
var myStroke = fl.getDocumentDOM().getCustomStroke(); myStroke.style = "stipple"; myStroke.dotSpace= 3; myStroke.dotsize = "tiny"; myStroke.variation = "random sizes"; myStroke.density = "sparse"; fl.getDocumentDOM().setCustomStroke( myStroke );

stroke.dotSpace

Property; an integer that specifies the spacing between dots in a dotted line. This property is available only if the stroke.style property is set to "dotted". See stroke.style.
The following example sets the dotSpace property to 3 for a stroke style of dotted:
var myStroke = fl.getDocumentDOM().getCustomStroke(); myStroke.style = "dotted"; myStroke.dotSpace= 3; fl.getDocumentDOM().setCustomStroke( myStroke );
Property; a string that specifies the thickness of a hatch line. This property is available only if the stroke.style property is set to "hatched" (see stroke.style). Acceptable values are "hairline", "thin", "medium", and "thick".

The following example assigns the ActionScript stop() command to the first frame of the top layer in the current document:
fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().setSelectedFrames(0,0,true); fl.getDocumentDOM().getTimeline().setFrameProperty("actionScript", "stop();");
The following example sets a motion tween from Frame 2 up to, but not including, Frame 5, of the current layer (remember that index values are different from frame number values):
fl.getDocumentDOM().getTimeline().setFrameProperty("tweenType","motion",1,4 );
timeline.setLayerProperty(property, value [, layersToChange])
A string that specifies the property to set. For a list of properties, see Layer object on page 305. The value to which you want to set the property. Use the same type of value you would use when setting the property in the layer object.
layersToChange A string that identifies which layers should be modified. Acceptable values are "selected", "all", and "others". The default value is "selected" if you omit this parameter. This parameter is optional.
Method; sets the specified property on all the selected layers to a specified value.
The following example makes the selected layer(s) invisible:
fl.getDocumentDOM().getTimeline().setLayerProperty("visible", false);
The following example sets the name of the selected layer(s) to "selLayer":
fl.getDocumentDOM().getTimeline().setLayerProperty("name", "selLayer");
timeline.setSelectedFrames(startFrameIndex, endFrameIndex [, bReplaceCurrentSelection]) timeline.setSelectedFrames(selectionList [, bReplaceCurrentSelection])
startFrameIndex endFrameIndex
A zero-based index that specifies the beginning frame to set.
A zero-based index that specifies the end of the selection; endFrameIndex is the frame after the last frame in the range to select.
bReplaceCurrentSelection A Boolean value that, if it is set to true, causes the currently selected frames to be deselected before the specified frames are selected. The default value is true. selectionList
An array of three integers, as returned by
timeline.getSelectedFrames().
Method; selects a range of frames in the current layer or sets the selected frames to the selection array passed into this method.
The following example selects the top layer, Frame 1, up to, but not including, Frame 10; it then adds Frame 12 up to, but not including, Frame 15 on the same layer to the current selection (remember that index values are different from frame number values):
fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 9); fl.getDocumentDOM().getTimeline().setSelectedFrames(11, 14, false);
The following example first stores the array of selected frames in the savedSelectionList variable, and then uses the array later in the code to reselect those frames after a command or user interaction has changed the selection:

Method; registers a C-level function with the JavaScript interpreter in Flash. After the JS_DefineFunction() function registers the C-level function that you specify in the call argument, you can invoke it in a JavaScript script by referring to it with the name that you specify in the name argument. The name argument is case-sensitive. Typically, this function is called from the MM_Init() function, which Flash calls during startup.

Arguments

unsigned short *name, JSNative call, unsigned int nargs
The name argument is the name of the function as it is exposed to JavaScript. The call argument is a pointer to a C-level function. The function must return a JSBool, which indicates success or failure. The nargs argument is the number of arguments that the function expects to receive.
A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure.
unsigned short *JS_ValueToString()
unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned int *pLength)
Method; extracts a function argument from a jsval structure, converts it to a string, if possible, and passes the converted value back to the caller.
Do not modify the returned buffer pointer or you might corrupt the data structures of the JavaScript interpreter. To change the string, you must copy the characters into another buffer and create a new JavaScript string.
JSContext *cx, jsval v, unsigned int *pLength
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the string is to be extracted. The pLength argument is a pointer to an unsigned integer. This function sets *plength equal to the length of the string in bytes.
A pointer that points to a null-terminated string if successful or to a null value on failure. The calling routine must not free this string when it finishes.
JSBool JS_ValueToInteger()
JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp);
Method; extracts a function argument from a jsval structure, converts it to an integer (if possible), and passes the converted value back to the caller.
JSContext *cx, jsval v, long *lp
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the integer is to be extracted. The lp argument is a pointer to a 4-byte integer. This function stores the converted value in *lp.
JSBool JS_ValueToDouble()
JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp);
Method; extracts a function argument from a jsval structure, converts it to a double (if possible), and passes the converted value back to the caller.
JSContext *cx, jsval v, double *dp

A pointer to a new array object or the value null upon failure.

long JS_GetArrayLength()

long JS_GetArrayLength(JSContext *cx, JSObject *obj)
Method; given a pointer to an array object, gets the number of elements in the array.
JSContext *cx, JSObject *obj
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The obj argument is a pointer to an array object.
The number of elements in the array or -1 upon failure.

JSBool JS_GetElement()

JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp)
Method; reads a single element of an array object.
JSContext *cx, JSObject *obj, unsigned int index, jsval *v
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The obj argument is a pointer to an array object. The index argument is an integer index into the array. The first element is index 0, and the last element is index (length - 1). The v argument is a pointer to a jsval where the contents of the jsval structure in the array should be copied.

JSBool JS_SetElement()

JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp)
Method; writes a single element of an array object.
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The obj argument is a pointer to an array object. The index argument is an integer index into the array. The first element is index 0, and the last element is index (length - 1). The v argument is a pointer to a jsval structure whose contents should be copied to the jsval in the array.
JSBool JS_ExecuteScript()
JS_ExecuteScript (JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval)
Method; compiles and executes a JavaScript string. If the script generates a return value, it returns in *rval.
JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval
The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The obj argument is a pointer to the object in whose context the script executes. While the script is running, the this keyword is equal to this object. Usually this is the JSObject pointer that passes to the JavaScript function. The script argument is a string that contains JavaScript code. If the string size is not specified (see the sz argument), the string must be null-terminated. The sz argument is the size of the string, in bytes. If sz is 0, the length of the nullterminated string is computed automatically. The rval argument is a pointer to a single jsval structure. The functions return value is stored in *rval.

doc1

Flash Samples

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Contents

Chapter 1: Graphics. 7 Animated drop shadow. 7 Animation and gradients. 8 Chapter 2: Accessibility.11 Accessibility features.11 Chapter 3: Masking. 13 Device font masking. 13 Scriptable masks. 14 Chapter 4: Text. 15 Text sample. 15 Multilingual content. 16 Chapter 5: Behaviors. 17 Photo scrapbook. 17 Chapter 6: Components. 19 Component application. 19 Dial component sample. 20 Login component sample. 20 Tip calculator. 21 Components jukebox. 22 Chapter 7: ActionScript. 23 Custom Flash Player context menu. Filters with ActionScript. Animation with ActionScript. The Tween class, the TransitionManager class, and progress bars. ActionScript data types. Bitmap caching with ActionScript. 26 26

The next step is to create a movie clip symbol and place this eight-ball graphic inside it. Inside this movie clip is where the 8 graphic is added along with a mask layer. Then add a mask that is the same size and shape as the eight ball, and use the Free Transform tool and motion tweening to create the illusion of the ball rolling in various directions by moving and squashing the 8 graphic across the surface of the circle. The mask constrains the visibility of the 8 graphic to the exact area of the circle below it. This makes for a convincing illusion of the ball rolling. Then add animations of the ball rolling to a stop and starting from a stationary position. Use descriptive frame labels and simple frame actions so this movie clip can be targeted later with ActionScript from the main timeline. The movie clip has to be set up this way; it uses a drop shadow, which can be applied only to movie clip instances. Applying the drop shadow is the easiest part, thanks to the graphics filters in Flash. You simply select the movie clip instance, and from the Filters tab of the Property inspector, click the Plus (+) pop-up menu and select Drop Shadow. From there you can adjust the amount of blur, strength, quality, color, angle distance, and so on. The drop shadow filter is used to create blurs only when the eight ball is animated moving rapidly across the screen. This emphasizes the speed at which the ball is moving and creates a dynamic visual effect. You can find the sample source file, animation_and_gradients.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Graphics\AnimationAndGradients. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Graphics/ AnimationAndGradients.
This sample was developed by Chris Georgenes.

CHAPTER 2

Accessibility
An accessibility sample is provided when you install Macromedia Flash 8. This chapter contains a brief overview of this sample. This chapter contains the following section:
Accessibility features. 11

Accessibility features

This sample shows how to use accessibility features such as tab ordering, components, and the Accessibility panel. In this sample, you can see how to use the new authoring tool features and user interface, which are geared toward building applications that contain the accessibility features. An arrow moves to indicate which element on the Stage has the focus. Explore the source code to learn more about how to take advantage of the Flash accessibility features. You can find the sample source file, AccessibleApplications.fla, in the Samples folder on your hard disk.

In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Text\MultilingualContent. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Text/ MultilingualContent.

CHAPTER 5

Behaviors
A behaviors sample is provided when you install Macromedia Flash 8. This chapter contains a brief overview of this sample. This chapter contains the following section:

Photo scrapbook.17

Photo scrapbook
This sample shows how to build an interactive photo scrapbook by using behaviors instead of scripting. Behaviors provide an easy way to add interactivity to your Flash content without having to write ActionScript. In this sample, multiple behaviors are combined to create an interactive scrapbook. Explore the source file to learn more, or customize it by adding your own pictures. You can find the sample source file, BehaviorsScrapbook.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Behaviors\BehaviorsScrapbook. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Behaviors/ BehaviorsScrapbook.

CHAPTER 6

Components
Several component samples are provided when you install Macromedia Flash 8. This chapter contains a brief overview of each sample. This chapter contains the following sections:
Component application. 19 Dial component sample. 20 Login component sample. 20 Tip calculator. 21 Components jukebox. 22

Component application

This sample is the starter file you can use in the tutorial Creating an Application with Components (Flash Professional Only) in Using Components. The end result of the tutorial is a file identical to first_app.fla. You can find this starter Flash (FLA) file, first_app_start.fla, and the finished file, first_app.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Components\ ComponentsApplication. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Components/ ComponentsApplication.

Dial component sample

This sample provides an example of a dial component with a getter/setter property that gets or sets the position of the needle on the dial. This sample is discussed in Building your first component in Using Components. You can find the sample source file, Dial.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Components\DialComponent. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Components/ DialComponent.

Login component sample

The sample LogIn component files are the completed files created in the LogIn tutorial in Chapter 6, Creating Components in Using Components. This sample LogIn component demonstrates how to incorporate the power of Flash components into your own custom components using the version 2 Macromedia Component Architecture and ActionScript 2.0. This sample demonstrates how to create a form that captures and validates data, sends it to a server, and receives a response. You can bring Flash components into your own components by importing their uncompiled movie clip symbols from the library in StandardComponents.fla.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\language\Configuration\ComponentFLA\StandardComponents.fla. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Configuration/ComponentFLA/ StandardComponents.fla
The LogIn sample component uses Button, Label, and InputField component movie clip symbols to create a simple name and password login interface that dispatches a click event when the Login button is clicked. The sample includes a document file (.fla) containing the LogIn component movie clip symbol in its library and the LogIn components class ActionScript file (.as), which defines its class properties and methods. Explore both files to learn about the basic version 2 component structure and how to incorporate the capabilities of Flash components into your own custom components. You can find the sample source file, login.fla, in the Samples folder on your hard disk.

In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\ Samples and Tutorials\Samples\Components\Login. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Components/ Login.

Tip calculator

This sample demonstrates how to perform event handling with forms and components. You can find the sample source files (TipCalculator.fla, TipCalculator1.fla, and TipCalculator2.fla) in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\ Samples and Tutorials\Samples\Components\TipCalculator. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Components/ TipCalculator.

Components jukebox

This sample demonstrates how to create a jukebox by using data types, general coding principles, and several components. You can find the sample source file, jukebox.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\Components\Jukebox. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/Components/ Jukebox.

CHAPTER 7

ActionScript
Several ActionScript samples are provided when you install Macromedia Flash 8. This chapter contains a brief overview of each sample. This chapter contains the following sections:
Custom Flash Player context menu. 24 Filters with ActionScript. 24 Animation with ActionScript. 25 The Tween class, the TransitionManager class, and progress bars. 25 ActionScript data types. 26 Bitmap caching with ActionScript. 26 Drawing with ActionScript. 27 ActionScript arrays example. 27 Interaction between the browser and Flash Player. 28 Stage size control with ActionScript. 28 Text loading with ActionScript. 29 Formatted text with ActionScript. 29 FlashType sample. 29 Login sample. 30 String processing with ActionScript. 30 Image manipulation with the BitmapData class.31 Text field manipulation with ActionScript.31 Photo gallery with tree navigation. 32 Photo gallery with thumbnails. 32 File upload with the FileReference API. 33 XML blog tracker. 33 XML language picker. 34 XML menu. 34
Custom Flash Player context menu
In this sample, you can see how to add custom options to the Flash Player context menu using ActionScript 2.0. This sample uses ActionScript to modify the context menu by adding cut, copy, and paste functionality that can be applied to the drawing objects on the Stage. The source includes the document file (.fla) and the ActionScript file (.as) that defines the ClipBoard class. Explore both files to learn more about the context menu and writing classes with ActionScript 2.0. You can find the sample source file, CustomizingContextMenu.fla, in the Samples folder on your hard disk.

In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\ CustomizingContextMenu. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ CustomizingContextMenu.
Filters with ActionScript
This sample shows how to apply filter effects to images with ActionScript. You can apply different filters to several images, and then manipulate their properties at runtime. The ActionScript code shows how to apply filters and manipulate the filter properties using components. You can find the sample source file, Filters.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Filters. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Filters.
Animation with ActionScript
This sample provides an example of programmatic animation using ActionScript. It shows a simple game where instances are animated across the Stage at runtime. You create a custom mouse pointer, and you can tally scores by manipulating strings and using operators to write equations. You can find the sample source file, animation.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Animation. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Animation.
The Tween class, the TransitionManager class, and progress bars
This sample shows how to script animation using the Tween and TransitionManager classes, which provide an easy way to animate instances using code. It also shows how to create a progress bar using code. You can find the sample source file, tweenProgress.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Tween ProgressBar. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Tween ProgressBar.

ActionScript data types

In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\ExternalAPI. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ ExternalAPI.
Stage size control with ActionScript
This sample demonstrates how the Stage.scaleMode property affects the values of Stage.width and Stage.height when the browser window is resized. You can find the sample source file, stagesize.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\StageSize. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ StageSize.
Text loading with ActionScript
This simple sample shows how to load text into a SWF file at runtime using the LoadVars class. You can find the sample source file, loadText.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\LoadText. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ LoadText.
Formatted text with ActionScript
This sample shows how to load formatted text into a SWF file at runtime. You can find the sample source file, formattedText.fla, in the Samples folder on your hard disk.

FlashType sample

This sample shows how to apply and manipulate anti-aliased text in an application. You use the FlashType rendering technology to create small text thats highly legible. This sample also demonstrates how text fields can scroll quickly and smoothly when you use the cacheAsBitmap property. You can find the sample source file, flashtype.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\FlashType. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ FlashType.

Login sample

This sample shows how to add simple login functionality to your websites using ActionScript 2.0. The sample uses ActionScript and components to create a small form in which you enter a user name and password and then click a button to enter a site. You can find the sample source file, login.fla, in the Samples folder on your hard disk.

In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Login. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Login.
String processing with ActionScript
This sample demonstrates how to build a simple word processor that compares and retrieves string and substring selections. You can find the sample source file, strings.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Strings. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Strings.
Image manipulation with the BitmapData class
This sample demonstrates how to manipulate an image and create a transition using the BitmapData class. You can find the sample source file, BitmapData.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\BitmapData. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ BitmapData.
Text field manipulation with ActionScript
This sample demonstrates how to create and position a text field, manipulate its text, and control text selections. You can find the sample source files, textfieldsA.fla and textfieldsB.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\TextFields. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ TextFields.
Photo gallery with tree navigation
This sample is a photo gallery application with tree navigation. It provides an example of using components to control movie clips dynamically. You can find the sample source file, gallery_tree.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ActionScript\Galleries. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ActionScript/ Galleries.

CHAPTER 8

Data Integration
Several data integration samples are provided when you install Macromedia Flash 8. This chapter contains a brief overview of each sample. If you installed Flash Basic 8, you can view and explore these samples. However, you can reconstruct the samples only if you installed Flash Professional 8. This chapter contains the following sections:
News reader. 35 WebServiceConnector component. 36 Data integration XML sample. 36 Flash and PHP integration. 37

News reader

This sample provides an interface for reading the latest news on Macromedia DevNet at www.macromedia.com/devnet. The addition of the data-binding user interface in Macromedia Flash Professional 8 allows you to build interfaces that connect to, retrieve, and display remote data without writing any code. The new components have built-in data awareness, allowing several possible scenarios with web services, XML documents, and more. Explore this sample to see how these components are connected to a Rich Site Summary (RSS) feed on www.macromedia.com.
You can find the sample source file, DevNetNews.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\DataIntegration\NewsReader. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/DataIntegration/ NewsReader.
WebServiceConnector component
This sample demonstrates how to use the WebServiceConnector component. You can find the sample source file, tips.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\DataIntegration\MacromediaTips. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/DataIntegration/ MacromediaTips.
Data integration XML sample
This sample is an XML file that you can use in the Creating a simple application procedure in Using Flash. You can find the XML file (dinner_menu.xml) in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\DataIntegration\DinnerMenu. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/DataIntegration/ DinnerMenu.
Flash and PHP integration
This sample demonstrates how to use Flash and PHP (Hypertext Preprocessor) integration to create a guestbook. You can find the sample source file, guestbook.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\DataIntegration\Guestbook. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/DataIntegration/ Guestbook.

CHAPTER 9

Extending Flash
As a Macromedia Flash user, you may be familiar with ActionScript, which lets you create scripts that execute at runtime in Macromedia Flash Player. The Flash JavaScript application programming interface (JavaScript API) is a complementary programming tool that lets you create scripts that run in the authoring environment (that is, while a user has the Flash program open). These scripts can be used to help streamline the authoring process. For example, you can write scripts to automate repetitive tasks, add custom tools to the Tools panel, or add timeline effects. Several JavaScript API samples are available when you install Flash 8. This chapter contains a brief overview of each sample. This chapter contains the following sections:
Shape command. 40 Get and set filters command.40 PolyStar tool. 41 Trace Bitmap panel. 41 Sample DLL. 42

Shape command

This sample displays information about the contours of the selected shape in the Output panel. You can find the source file for this script, Shape.jsfl, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ExtendingFlash\Shape. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ExtendingFlash/ Shape.
For instructions on how to install and use this file, see Sample Shape command in Extending Flash.
Get and set filters command
This sample adds filters to a selected object and displays information about the filters in the Output panel. You can find the source file for this script, filtersGetSet.jsfl, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ExtendingFlash\filtersGetSet. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ExtendingFlash/ filtersGetSet.
For instructions on how to install and use this file, see Sample get and set filters command in Extending Flash.

PolyStar tool

This sample provides an example of adding a tool to the Tools panel using the JavaScript API. You can find the source file for this script, PolyStar.jsfl, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ExtendingFlash\PolyStar. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ExtendingFlash/ PolyStar.

For instructions on how to install and use this file, see Sample PolyStar tool in Extending Flash.

Trace Bitmap panel

This advanced sample illustrates how to design and build a panel to control the functions of Flash. You can find the sample source file, TraceBitmap.fla, in the Samples folder on your hard disk. This file shows the use of the MMExecute() function to call JavaScript commands from an ActionScript script.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\ExtendingFlash\TraceBitmapPanel. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ExtendingFlash/ TraceBitmapPanel.
For information on installing and running the sample, see Sample Trace Bitmap panel in Extending Flash.

Sample DLL

Advanced users can use the C-level extensibility mechanism to implement Flash extensibility files using a combination of JavaScript and custom C code. You define functions using C, bundle them in a dynamic linked library (DLL) or a shared library, save the library in the appropriate directory, and then call the functions from JavaScript using the JavaScript API. A sample DLL implementation is located in the following folder:
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\ Samples and Tutorials\Samples\ExtendingFlash\ dllSampleComputeSum. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/ExtendingFlash/ dllSampleComputeSum.
For information about installing and using this sample, see Sample DLL implementation in Chapter 3, C-Level Extensibility, in Extending Flash.

CHAPTER 10

Flash Lite
Several Macromedia Flash Lite samples are provided when you install Macromedia Flash 8. This chapter contains a brief overview of each sample. This chapter contains the following sections:
Two-way navigation sample. 43 Four-way navigation sample. 44 Input text field sample. 44 Movie clip menu sample. 45 Simple button menu sample. 45 Soft keys example. 45 Animated cartoon. 46 Flash Lite news reader. 46 Strategy game. 47
Two-way navigation sample
This sample demonstrates two-way navigation in Flash Lite. In two-way navigation, the devices Up and Down arrow keys switch focus among buttons and input text fields on the Stage, similar to how the Tab and Shift+Tab keys function on a desktop computer. For more information about two-way navigation, see Modes of tab navigation in Developing Flash Lite Applications.

You can find the sample source file, 2-way.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\FlashLite. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia Flash 8/Samples and Tutorials/Samples/FlashLite.
Four-way navigation sample
This sample demonstrates four-way navigation in Flash Lite. In four-way navigation, the devices Up, Down, Left, and Right arrow keys switch focus among buttons and input text fields on the Stage. For more information about four-way navigation, see Modes of tab navigation in Developing Flash Lite Applications. You can find the sample source file, 4-way.fla, in the Samples folder on your hard disk.

Input text field sample

This sample demonstrates how to use input text fields to get text input from users. For more information about how this sample was constructed, see Text field example application in Developing Flash Lite Applications. You can find the sample source file, input_text_example.fla, in the Samples folder on your hard disk.

Movie clip menu sample

This sample demonstrates how to create a simple menu out of movie clips. For more information about how this sample was constructed, see Creating a simple menu using movie clips in Developing Flash Lite Applications. You can find the sample source file, movieclip_menu_complete.fla, in the Samples folder on your hard disk.
Simple button menu sample
This sample demonstrates how to create a simple menu using buttons. For more information about how this sample was constructed, see Handling key events in Developing Flash Lite Applications. You can find the sample source file, simple_menu_complete.fla, in the Samples folder on your hard disk.

Soft keys example

This sample demonstrates how to use the soft keys in a Flash Lite application. For more information about how this sample was constructed, see Using the soft keys in Developing Flash Lite Applications. You can find the sample source file, softkeys_sample.fla, in the Samples folder on your hard disk.

Animated cartoon

This Flash Lite sample shows how to create an animated cartoon in Flash Lite. The design shows the optimized use of vector and bitmap graphics to create smooth animation on a mobile device. Explore the source file to learn more, or customize it by creating your own animated cartoon. You can find the sample source file, FLAnimatedCartoon.fla, in the Samples folder on your hard disk.
In Windows, browse to boot drive\Program Files\Macromedia\Flash 8\Samples and Tutorials\Samples\FlashLite. On the Macintosh, browse to Macintosh HD/Applications/ Macromedia/Flash 8/Samples and Tutorials/Samples/FlashLite.

Flash Lite news reader

This Flash Lite sample shows how to create a Flash Lite application to connect to a website that reports news stories. The design is a classic mobile design pattern: a user selects from a scrollable list of headlines and can then select details to see the full story text in a scrolling text field, after which the user can easily return to the main list. Explore the source file to learn more, or customize it by creating your own news reader. You can find the sample source file, FLNewsReader.fla, in the Samples folder on your hard disk.

Strategy game

This Flash Lite sample shows how to create a Flash Lite strategy game similar to the popular games Tetris and Breakout. The game uses the handsets joypad to navigate blocks dynamically drawn on the screen. The joypad is the main input device for the game. Explore the source file to learn more, or customize it by creating your own strategy game. You can find the sample source file, FLStrategyGame.fla, in the Samples folder on your hard disk.

 

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